1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
|
/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* MIT License:
*
* Copyright (c) 2009 Alexei Svitkine, Eugene Sandulenko
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use,
* copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following
* conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
* OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
*
*/
#include "wage/wage.h"
#include "wage/entities.h"
#include "wage/randomhat.h"
#include "wage/world.h"
namespace Wage {
Obj *WageEngine::getOffer() {
if (_offer != NULL) {
Chr *owner = _offer->_currentOwner;
if (owner == NULL || owner->_playerCharacter || owner->_currentScene != _world->_player->_currentScene) {
_offer = NULL;
}
}
return _offer;
}
Chr *WageEngine::getMonster() {
if (_monster != NULL && _monster->_currentScene != _world->_player->_currentScene) {
_monster = NULL;
}
return _monster;
}
void WageEngine::encounter(Chr *player, Chr *chr) {
char buf[512];
snprintf(buf, 512, "You encounter %s%s.", chr->_nameProperNoun ? "" : getIndefiniteArticle(chr->_name),
chr->_name.c_str());
appendText(buf);
if (!chr->_initialComment.empty())
appendText(chr->_initialComment.c_str());
if (chr->_armor[Chr::HEAD_ARMOR] != NULL) {
snprintf(buf, 512, "%s%s is wearing %s.", chr->getDefiniteArticle(true), chr->_name.c_str(),
getIndefiniteArticle(chr->_armor[Chr::HEAD_ARMOR]->_name));
appendText(buf);
}
if (chr->_armor[Chr::BODY_ARMOR] != NULL) {
snprintf(buf, 512, "%s is protected by %s%s.", getGenderSpecificPronoun(chr->_gender, true),
prependGenderSpecificPronoun(chr->_gender), chr->_armor[Chr::BODY_ARMOR]->_name.c_str());
appendText(buf);
}
if (chr->_armor[Chr::SHIELD_ARMOR] != NULL) {
Obj *obj = chr->_armor[Chr::SHIELD_ARMOR];
snprintf(buf, 512, "%s carries %s%s.", getGenderSpecificPronoun(chr->_gender, true),
obj->_namePlural ? "" : getIndefiniteArticle(obj->_name), obj->_name.c_str());
appendText(buf);
}
}
void WageEngine::performCombatAction(Chr *npc, Chr *player) {
if (npc->_context._frozen)
return;
RandomHat hat(_rnd);
bool winning = (npc->_context._statVariables[PHYS_HIT_CUR] > player->_context._statVariables[PHYS_HIT_CUR]);
int validMoves = getValidMoveDirections(npc);
ObjArray *weapons = npc->getWeapons(false);
ObjArray *magics = npc->getMagicalObjects();
// TODO: Figure out under what circumstances we need to add +1
// for the chance (e.g. only when all values were set to 0?).
if (winning) {
if (!_world->_weaponMenuDisabled) {
if (!weapons->empty())
hat.addTokens(kTokWeapons, npc->_winningWeapons + 1);
if (!magics->empty())
hat.addTokens(kTokMagic, npc->_winningMagic);
}
if (validMoves != 0)
hat.addTokens(kTokRun, npc->_winningRun + 1);
if (!npc->_inventory.empty())
hat.addTokens(kTokOffer, npc->_winningOffer + 1);
} else {
if (!_world->_weaponMenuDisabled) {
if (!weapons->empty())
hat.addTokens(kTokWeapons, npc->_losingWeapons + 1);
if (!magics->empty())
hat.addTokens(kTokMagic, npc->_losingMagic);
}
if (validMoves != 0)
hat.addTokens(kTokRun, npc->_losingRun + 1);
if (!npc->_inventory.empty())
hat.addTokens(kTokOffer, npc->_losingOffer + 1);
}
ObjList *objs = &npc->_currentScene->_objs;
if (npc->_inventory.size() < npc->_maximumCarriedObjects) {
int cnt = 0;
for (ObjList::const_iterator it = objs->begin(); it != objs->end(); ++it, ++cnt) {
if ((*it)->_type != Obj::IMMOBILE_OBJECT) {
// TODO: I'm not sure what the chance should be here.
hat.addTokens(cnt, 123);
}
}
}
int token = hat.drawToken();
switch (token) {
case kTokWeapons:
// TODO: I think the monster should choose the "best" weapon.
performAttack(npc, player, weapons->operator[](_rnd->getRandomNumber(weapons->size() - 1)));
break;
case kTokMagic:
// TODO: I think the monster should choose the "best" magic.
performMagic(npc, player, magics->operator[](_rnd->getRandomNumber(magics->size() - 1)));
break;
case kTokRun:
performMove(npc, validMoves);
break;
case kTokOffer:
performOffer(npc, player);
break;
case kTokNone:
break;
default:
{
int cnt = 0;
for (ObjList::const_iterator it = objs->begin(); it != objs->end(); ++it, ++cnt)
if (cnt == token)
performTake(npc, *it);
break;
}
}
delete weapons;
delete magics;
}
static const char *const targets[] = { "head", "chest", "side" };
void WageEngine::performAttack(Chr *attacker, Chr *victim, Obj *weapon) {
if (_world->_weaponMenuDisabled)
return;
// TODO: verify that a player not aiming will always target the chest??
int targetIndex = -1;
char buf[256];
if (weapon->_type != Obj::MAGICAL_OBJECT) {
if (attacker->_playerCharacter) {
targetIndex = _aim;
} else {
targetIndex = _rnd->getRandomNumber(ARRAYSIZE(targets) - 1);
_opponentAim = targetIndex + 1;
}
if (!attacker->_playerCharacter) {
snprintf(buf, 256, "%s%s %ss %s%s at %s%s's %s.",
attacker->getDefiniteArticle(true), attacker->_name.c_str(),
weapon->_operativeVerb.c_str(),
prependGenderSpecificPronoun(attacker->_gender), weapon->_name.c_str(),
victim->getDefiniteArticle(true), victim->_name.c_str(),
targets[targetIndex]);
appendText(buf);
}
} else if (!attacker->_playerCharacter) {
snprintf(buf, 256, "%s%s %ss %s%s at %s%s.",
attacker->getDefiniteArticle(true), attacker->_name.c_str(),
weapon->_operativeVerb.c_str(),
prependGenderSpecificPronoun(attacker->_gender), weapon->_name.c_str(),
victim->getDefiniteArticle(true), victim->_name.c_str());
appendText(buf);
}
playSound(weapon->_sound);
bool usesDecremented = false;
int chance = _rnd->getRandomNumber(255);
// TODO: what about obj accuracy
if (chance < attacker->_physicalAccuracy) {
usesDecremented = attackHit(attacker, victim, weapon, targetIndex);
} else if (weapon->_type != Obj::MAGICAL_OBJECT) {
appendText("A miss!");
} else if (attacker->_playerCharacter) {
appendText("The spell has no effect.");
}
if (!usesDecremented) {
decrementUses(weapon);
}
}
void WageEngine::decrementUses(Obj *obj) {
int numberOfUses = obj->_numberOfUses;
if (numberOfUses != -1) {
numberOfUses--;
if (numberOfUses > 0) {
obj->_numberOfUses = numberOfUses;
} else {
if (!obj->_failureMessage.empty()) {
appendText(obj->_failureMessage.c_str());
}
if (obj->_returnToRandomScene) {
_world->move(obj, _world->getRandomScene());
} else {
_world->move(obj, _world->_storageScene);
}
obj->resetState(obj->_currentOwner, obj->_currentScene);
}
}
}
bool WageEngine::attackHit(Chr *attacker, Chr *victim, Obj *weapon, int targetIndex) {
bool receivedHitTextPrinted = false;
char buf[512];
if (targetIndex != -1) {
Obj *armor = victim->_armor[targetIndex];
if (armor != NULL) {
// TODO: Absorb some damage.
snprintf(buf, 512, "%s%s's %s weakens the impact of %s%s's %s.",
victim->getDefiniteArticle(true), victim->_name.c_str(),
victim->_armor[targetIndex]->_name.c_str(),
attacker->getDefiniteArticle(false), attacker->_name.c_str(),
weapon->_name.c_str());
appendText(buf);
decrementUses(armor);
} else {
snprintf(buf, 512, "A hit to the %s!", targets[targetIndex]);
appendText(buf);
}
playSound(attacker->_scoresHitSound);
appendText(attacker->_scoresHitComment.c_str());
playSound(victim->_receivesHitSound);
appendText(victim->_receivesHitComment.c_str());
receivedHitTextPrinted = true;
} else if (weapon->_type == Obj::MAGICAL_OBJECT) {
appendText(weapon->_useMessage.c_str());
appendText("The spell is effective!");
}
bool causesPhysicalDamage = true;
bool causesSpiritualDamage = false;
bool freezesOpponent = false;
bool usesDecremented = false;
if (weapon->_type == Obj::THROW_WEAPON) {
_world->move(weapon, victim->_currentScene);
} else if (weapon->_type == Obj::MAGICAL_OBJECT) {
int type = weapon->_attackType;
causesPhysicalDamage = (type == Obj::CAUSES_PHYSICAL_DAMAGE || type == Obj::CAUSES_PHYSICAL_AND_SPIRITUAL_DAMAGE);
causesSpiritualDamage = (type == Obj::CAUSES_SPIRITUAL_DAMAGE || type == Obj::CAUSES_PHYSICAL_AND_SPIRITUAL_DAMAGE);
freezesOpponent = (type == Obj::FREEZES_OPPONENT);
}
if (causesPhysicalDamage) {
victim->_context._userVariables[PHYS_HIT_CUR] -= weapon->_damage;
/* Do it here to get the right order of messages in case of death. */
decrementUses(weapon);
usesDecremented = true;
if (victim->_context._userVariables[PHYS_HIT_CUR] < 0) {
playSound(victim->_dyingSound);
appendText(victim->_dyingWords.c_str());
snprintf(buf, 512, "%s%s is dead!", victim->getDefiniteArticle(true), victim->_name.c_str());
appendText(buf);
attacker->_context._kills++;
attacker->_context._experience += victim->_context._userVariables[SPIR_HIT_CUR] + victim->_context._userVariables[PHYS_HIT_CUR];
if (!victim->_playerCharacter && !victim->_inventory.empty()) {
Scene *currentScene = victim->_currentScene;
for (int i = victim->_inventory.size() - 1; i >= 0; i--) {
_world->move(victim->_inventory[i], currentScene);
}
Common::String *s = getGroundItemsList(currentScene);
appendText(s->c_str());
delete s;
}
_world->move(victim, _world->_storageScene);
} else if (attacker->_playerCharacter && !receivedHitTextPrinted) {
double physicalPercent = (double)victim->_context._userVariables[SPIR_HIT_CUR] /
victim->_context._userVariables[SPIR_HIT_BAS];
snprintf(buf, 512, "%s%s's condition appears to be %s.",
victim->getDefiniteArticle(true), victim->_name.c_str(),
getPercentMessage(physicalPercent));
appendText(buf);
}
}
if (causesSpiritualDamage) {
/* TODO */
warning("TODO: Spiritual damage");
}
if (freezesOpponent) {
victim->_context._frozen = true;
}
return usesDecremented;
}
void WageEngine::performMagic(Chr *attacker, Chr *victim, Obj *magicalObject) {
switch (magicalObject->_attackType) {
case Obj::HEALS_PHYSICAL_DAMAGE:
case Obj::HEALS_SPIRITUAL_DAMAGE:
case Obj::HEALS_PHYSICAL_AND_SPIRITUAL_DAMAGE:
performHealingMagic(attacker, magicalObject);
return;
}
performAttack(attacker, victim, magicalObject);
}
void WageEngine::performHealingMagic(Chr *chr, Obj *magicalObject) {
char buf[512];
if (!chr->_playerCharacter) {
snprintf(buf, 512, "%s%s %ss %s%s.",
chr->getDefiniteArticle(true), chr->_name.c_str(),
magicalObject->_operativeVerb.c_str(),
getIndefiniteArticle(magicalObject->_name), magicalObject->_name.c_str());
appendText(buf);
}
uint chance = _rnd->getRandomNumber(255);
if (chance < magicalObject->_accuracy) {
int type = magicalObject->_attackType;
if (type == Obj::HEALS_PHYSICAL_DAMAGE || type == Obj::HEALS_PHYSICAL_AND_SPIRITUAL_DAMAGE)
chr->_context._statVariables[PHYS_HIT_CUR] += magicalObject->_damage;
if (type == Obj::HEALS_SPIRITUAL_DAMAGE || type == Obj::HEALS_PHYSICAL_AND_SPIRITUAL_DAMAGE)
chr->_context._statVariables[SPIR_HIT_CUR] += magicalObject->_damage;
playSound(magicalObject->_sound);
appendText(magicalObject->_useMessage.c_str());
// TODO: what if enemy heals himself?
if (chr->_playerCharacter) {
double physicalPercent = (double)chr->_context._statVariables[PHYS_HIT_CUR] / chr->_context._statVariables[PHYS_HIT_BAS];
double spiritualPercent = (double)chr->_context._statVariables[SPIR_HIT_CUR] / chr->_context._statVariables[SPIR_HIT_BAS];
snprintf(buf, 256, "Your physical condition is %s.", getPercentMessage(physicalPercent));
appendText(buf);
snprintf(buf, 256, "Your spiritual condition is %s.", getPercentMessage(spiritualPercent));
appendText(buf);
}
}
decrementUses(magicalObject);
}
static const int directionsX[] = { 0, 0, 1, -1 };
static const int directionsY[] = { -1, 1, 0, 0 };
static const char *const directionsS[] = { "north", "south", "east", "west" };
void WageEngine::performMove(Chr *chr, int validMoves) {
// count how many valid moves we have
int numValidMoves = 0;
for (int i = 0; i < 4; i++)
if ((validMoves & (1 << i)) != 0)
numValidMoves++;
// Now pick random dir
int dirNum = _rnd->getRandomNumber(numValidMoves - 1);
int dir = 0;
// And get it
for (int i = 0; i < 4; i++)
if ((validMoves & (1 << i)) != 0) {
if (dirNum == 0) {
dir = i;
break;
}
dirNum--;
}
char buf[256];
snprintf(buf, 256, "%s%s runs %s.", chr->getDefiniteArticle(true), chr->_name.c_str(), directionsS[dir]);
appendText(buf);
_running = chr;
Scene *currentScene = chr->_currentScene;
int destX = currentScene->_worldX + directionsX[dir];
int destY = currentScene->_worldY + directionsY[dir];
_world->move(chr, _world->getSceneAt(destX, destY));
}
void WageEngine::performOffer(Chr *attacker, Chr *victim) {
/* TODO: choose in a smarter way? */
Obj *obj = attacker->_inventory[0];
char buf[512];
snprintf(buf, 512, "%s%s offers %s%s.", attacker->getDefiniteArticle(true), attacker->_name.c_str(),
obj->_namePlural ? "some " : getIndefiniteArticle(obj->_name), obj->_name.c_str());
appendText(buf);
_offer = obj;
}
void WageEngine::performTake(Chr *npc, Obj *obj) {
char buf[512];
snprintf(buf, 512, "%s%s picks up the %s%s.", npc->getDefiniteArticle(true), npc->_name.c_str(),
getIndefiniteArticle(obj->_name), obj->_name.c_str());
appendText(buf);
_world->move(obj, npc);
}
int WageEngine::getValidMoveDirections(Chr *npc) {
int directions = 0;
Scene *currentScene = npc->_currentScene;
for (int dir = 0; dir < 4; dir++) {
if (!currentScene->_blocked[dir]) {
int destX = currentScene->_worldX + directionsX[dir];
int destY = currentScene->_worldY + directionsY[dir];
Scene *scene = _world->getSceneAt(destX, destY);
if (scene != NULL && scene->_chrs.empty()) {
directions |= (1 << dir);
}
}
}
return directions;
}
void WageEngine::regen() {
Chr *player = _world->_player;
int curHp = player->_context._statVariables[PHYS_HIT_CUR];
int maxHp = player->_context._statVariables[PHYS_HIT_BAS];
int delta = maxHp - curHp;
if (delta > 0) {
int bonus = (int)(delta / (8 + _rnd->getRandomNumber(2)));
player->_context._statVariables[PHYS_HIT_CUR] += bonus;
}
}
void WageEngine::takeObj(Obj *obj) {
if (_world->_player->_inventory.size() >= _world->_player->_maximumCarriedObjects) {
appendText("Your pack is full, you must drop something.");
} else {
char buf[256];
_world->move(obj, _world->_player);
int type = _world->_player->wearObjIfPossible(obj);
if (type == Chr::HEAD_ARMOR) {
snprintf(buf, 256, "You are now wearing the %s.", obj->_name.c_str());
appendText(buf);
} else if (type == Chr::BODY_ARMOR) {
snprintf(buf, 256, "You are now wearing the %s.", obj->_name.c_str());
appendText(buf);
} else if (type == Chr::SHIELD_ARMOR) {
snprintf(buf, 256, "You are now wearing the %s.", obj->_name.c_str());
appendText(buf);
} else if (type == Chr::MAGIC_ARMOR) {
snprintf(buf, 256, "You are now wearing the %s.", obj->_name.c_str());
appendText(buf);
} else {
snprintf(buf, 256, "You now have the %s.", obj->_name.c_str());
appendText(buf);
}
appendText(obj->_clickMessage.c_str());
}
}
bool WageEngine::handleMoveCommand(Directions dir, const char *dirName) {
Scene *playerScene = _world->_player->_currentScene;
const char *msg = playerScene->_messages[dir].c_str();
if (!playerScene->_blocked[dir]) {
int destX = playerScene->_worldX + directionsX[dir];
int destY = playerScene->_worldY + directionsY[dir];
Scene *scene = _world->getSceneAt(destX, destY);
if (scene != NULL) {
if (strlen(msg) > 0) {
appendText(msg);
}
_world->move(_world->_player, scene);
return true;
}
}
if (strlen(msg) > 0) {
appendText(msg);
} else {
Common::String txt("You can't go ");
txt += dirName;
txt += ".";
appendText(txt.c_str());
}
return true;
}
bool WageEngine::handleLookCommand() {
appendText(_world->_player->_currentScene->_text.c_str());
Common::String *items = getGroundItemsList(_world->_player->_currentScene);
if (items != NULL) {
appendText(items->c_str());
delete items;
}
return true;
}
Common::String *WageEngine::getGroundItemsList(Scene *scene) {
ObjArray objs;
for (ObjList::const_iterator it = scene->_objs.begin(); it != scene->_objs.end(); ++it)
if ((*it)->_type != Obj::IMMOBILE_OBJECT)
objs.push_back(*it);
if (!objs.empty()) {
Common::String *res = new Common::String("On the ground you see ");
appendObjNames(*res, objs);
return res;
}
return NULL;
}
void WageEngine::appendObjNames(Common::String &str, const ObjArray &objs) {
for (uint i = 0; i < objs.size(); i++) {
Obj *obj = objs[i];
if (!obj->_namePlural)
str += getIndefiniteArticle(obj->_name);
else
str += "some ";
str += obj->_name;
if (i == objs.size() - 1) {
str += ".";
} else if (i == objs.size() - 2) {
if (objs.size() > 2)
str += ",";
str += " and ";
} else {
str += ", ";
}
}
}
bool WageEngine::handleInventoryCommand() {
Chr *player = _world->_player;
ObjArray objs;
for (ObjArray::const_iterator it = player->_inventory.begin(); it != player->_inventory.end(); ++it)
if (!player->isWearing(*it))
objs.push_back(*it);
if (objs.empty()) {
appendText("Your pack is empty.");
} else {
Common::String res("Your pack contains ");
appendObjNames(res, objs);
appendText(res.c_str());
}
return true;
}
static const char *const armorMessages[] = {
"Head protection:",
"Chest protection:",
"Shield protection:", // TODO: check message
"Magical protection:"
};
bool WageEngine::handleStatusCommand() {
Chr *player = _world->_player;
char buf[512];
snprintf(buf, 512, "Character name: %s%s", player->getDefiniteArticle(false), player->_name.c_str());
appendText(buf);
snprintf(buf, 512, "Experience: %d", player->_context._experience);
appendText(buf);
int wealth = 0;
for (ObjArray::const_iterator it = player->_inventory.begin(); it != player->_inventory.end(); ++it)
wealth += (*it)->_value;
snprintf(buf, 512, "Wealth: %d", wealth);
appendText(buf);
for (int i = 0; i < Chr::NUMBER_OF_ARMOR_TYPES; i++) {
if (player->_armor[i] != NULL) {
snprintf(buf, 512, "%s %s", armorMessages[i], player->_armor[i]->_name.c_str());
appendText(buf);
}
}
for (ObjArray::const_iterator it = player->_inventory.begin(); it != player->_inventory.end(); ++it) {
int uses = (*it)->_numberOfUses;
if (uses > 0) {
snprintf(buf, 512, "Your %s has %d uses left.", (*it)->_name.c_str(), uses);
appendText(buf);
}
}
printPlayerCondition(player);
_commandWasQuick = true;
return true;
}
bool WageEngine::handleRestCommand() {
if (getMonster() != NULL) {
appendText("This is no time to rest!");
_commandWasQuick = true;
} else {
regen();
printPlayerCondition(_world->_player);
}
return true;
}
bool WageEngine::handleAcceptCommand() {
Chr *chr = _offer->_currentOwner;
char buf[512];
snprintf(buf, 512, "%s%s lays the %s on the ground and departs peacefully.",
chr->getDefiniteArticle(true), chr->_name.c_str(), _offer->_name.c_str());
appendText(buf);
_world->move(_offer, chr->_currentScene);
_world->move(chr, _world->_storageScene);
return true;
}
bool WageEngine::handleTakeCommand(const char *target) {
Common::String t(target);
bool handled = false;
for (ObjList::const_iterator it = _world->_player->_currentScene->_objs.begin(); it != _world->_player->_currentScene->_objs.end(); ++it) {
Common::String n((*it)->_name);
n.toLowercase();
if (t.contains(n)) {
if ((*it)->_type == Obj::IMMOBILE_OBJECT) {
appendText("You can't move it.");
} else {
takeObj(*it);
}
handled = true;
break;
}
}
return handled;
}
bool WageEngine::handleDropCommand(const char *target) {
Common::String t(target);
bool handled = false;
t.toLowercase();
for (ObjArray::const_iterator it = _world->_player->_inventory.begin(); it != _world->_player->_inventory.end(); ++it) {
Common::String n((*it)->_name);
n.toLowercase();
if (t.contains(n)) {
char buf[256];
snprintf(buf, 256, "You no longer have the %s.", (*it)->_name.c_str());
appendText(buf);
_world->move(*it, _world->_player->_currentScene);
handled = true;
break;
}
}
return handled;
}
bool WageEngine::handleAimCommand(const char *t) {
bool wasHandled = true;
Common::String target(t);
target.toLowercase();
if (target.contains("head")) {
_aim = Chr::HEAD;
} else if (target.contains("chest")) {
_aim = Chr::CHEST;
} else if (target.contains("side")) {
_aim = Chr::SIDE;
} else {
wasHandled = false;
appendText("Please aim for the head, chest, or side.");
}
_commandWasQuick = true;
return wasHandled;
}
bool WageEngine::handleWearCommand(const char *t) {
Chr *player = _world->_player;
char buf[512];
Common::String target(t);
bool handled = false;
target.toLowercase();
for (ObjArray::const_iterator it = _world->_player->_inventory.begin(); it != _world->_player->_inventory.end(); ++it) {
Common::String n((*it)->_name);
if (target.contains(n)) {
if ((*it)->_type == Obj::HELMET) {
wearObj(*it, Chr::HEAD_ARMOR);
} else if ((*it)->_type == Obj::CHEST_ARMOR) {
wearObj(*it, Chr::BODY_ARMOR);
} else if ((*it)->_type == Obj::SHIELD) {
wearObj(*it, Chr::SHIELD_ARMOR);
} else if ((*it)->_type == Obj::SPIRITUAL_ARMOR) {
wearObj(*it, Chr::MAGIC_ARMOR);
} else {
appendText("You cannot wear that object.");
}
handled = true;
break;
}
}
for (ObjList::const_iterator it = player->_currentScene->_objs.begin(); it != player->_currentScene->_objs.end(); ++it) {
Common::String n((*it)->_name);
n.toLowercase();
if (target.contains(n)) {
snprintf(buf, 512, "First you must get the %s.", (*it)->_name.c_str());
appendText(buf);
handled = true;
break;
}
}
return handled;
}
void WageEngine::wearObj(Obj *o, int pos) {
Chr *player = _world->_player;
char buf[512];
if (player->_armor[pos] == o) {
snprintf(buf, 512, "You are already wearing the %s.", o->_name.c_str());
appendText(buf);
} else {
if (player->_armor[pos] != NULL) {
snprintf(buf, 512, "You are no longer wearing the %s.", player->_armor[pos]->_name.c_str());
appendText(buf);
}
player->_armor[pos] = o;
snprintf(buf, 512, "You are now wearing the %s.", o->_name.c_str());
appendText(buf);
}
}
bool WageEngine::handleOfferCommand(const char *target) {
Chr *player = _world->_player;
Chr *enemy = getMonster();
if (enemy != NULL) {
Common::String t(target);
t.toLowercase();
for (ObjArray::const_iterator it = player->_inventory.begin(); it != player->_inventory.end(); ++it) {
Common::String n((*it)->_name);
n.toLowercase();
if (t.contains(n)) {
if ((*it)->_value < enemy->_rejectsOffers) {
appendText("Your offer is rejected.");
} else {
appendText("Your offer is accepted.");
appendText(enemy->_acceptsOfferComment.c_str());
_world->move(*it, enemy);
_world->move(enemy, _world->_storageScene);
}
return true;
}
}
}
return false;
}
bool WageEngine::tryAttack(const Obj *weapon, const Common::String &input) {
Common::String w(weapon->_name);
w.toLowercase();
Common::String i(input);
i.toLowercase();
Common::String v(weapon->_operativeVerb);
v.toLowercase();
return i.contains(w) && i.contains(v);
}
bool WageEngine::handleAttack(Obj *weapon) {
Chr *player = _world->_player;
Chr *enemy = getMonster();
if (weapon->_type == Obj::MAGICAL_OBJECT) {
switch (weapon->_attackType) {
case Obj::HEALS_PHYSICAL_AND_SPIRITUAL_DAMAGE:
case Obj::HEALS_PHYSICAL_DAMAGE:
case Obj::HEALS_SPIRITUAL_DAMAGE:
performMagic(player, enemy, weapon);
return true;
}
}
if (enemy != NULL)
performAttack(player, enemy, weapon);
else if (weapon->_type == Obj::MAGICAL_OBJECT)
appendText("There is nobody to cast a spell at.");
else
appendText("There is no one to fight.");
return true;
}
const char *WageEngine::getPercentMessage(double percent) {
if (percent < 0.40) {
return "very bad";
} else if (percent < 0.55) {
return "bad";
} else if (percent < 0.70) {
return "average";
} else if (percent < 0.85) {
return "good";
} else if (percent <= 1.00) {
return "very good";
} else {
return "enhanced";
}
}
void WageEngine::printPlayerCondition(Chr *player) {
double physicalPercent = (double)player->_context._statVariables[PHYS_HIT_CUR] / player->_context._statVariables[PHYS_HIT_BAS];
double spiritualPercent = (double)player->_context._statVariables[SPIR_HIT_CUR] / player->_context._statVariables[SPIR_HIT_BAS];
char buf[256];
snprintf(buf, 256, "Your physical condition is %s.", getPercentMessage(physicalPercent));
appendText(buf);
snprintf(buf, 256, "Your spiritual condition is %s.", getPercentMessage(spiritualPercent));
appendText(buf);
}
} // End of namespace Wage
|