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/**
** Spellbook.cc - Spellbook object.
**
** Written: 10/1/98 - JSF
**/
/*
Copyright (C) 2000 The Exult Team.
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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#include "spellbook.h"
#include "gamewin.h"
#include "gamemap.h"
#include "utils.h"
#include "game.h"
#include "Gump_manager.h"
#include "databuf.h"
#include "ucsched.h"
#include "actors.h"
#include "cheat.h"
#include "ucmachine.h"
#ifndef UNDER_CE
using std::memcpy;
using std::ostream;
#endif
const int REAGENTS = 842; // Shape #.
/*
* Flags for required reagents. Bits match frame #.
*/
const int bp = 1; // Black pearl.
const int bm = 2; // Blood moss.
const int ns = 4; // Nightshade.
const int mr = 8; // Mandrake root.
const int gr = 16; // Garlic.
const int gn = 32; // Ginseng.
const int ss = 64; // Spider silk.
const int sa = 128; // Sulphuras ash.
const int bs = 256; // Blood spawn.
const int sc = 512; // Serpent scales.
const int wh = 1024; // Worm's hart.
// Black Gate:
unsigned short Spellbook_object::bg_reagents[9*8] = {
0, 0, 0, 0, 0, 0, 0, 0, // Linear spells require no reagents.
// Circle 1:
gr|gn|mr, gr|gn, ns|ss, gr|ss, sa|ss, sa, ns, gr|gn,
// Circle 2:
bm|sa, bp|mr, bp|sa, mr|sa, gr|gn|mr, gr|gn|sa, bp|bm|mr,
bm|ns|mr|sa|bp|ss,
// Circle 3:
gr|ns|sa, gr|gn|ss, ns|ss, ns|mr, ns|bm|bp, gr|gn|mr|sa,
bp|ns|ss, ns|mr|bm,
// Circle 4:
ss|mr, bp|sa|mr, mr|bp|bm, gr|mr|ns|sa, mr|bp|bm, bm|sa,
bm|mr|ns|ss|sa, bm|sa,
// Circle 5:
bp|ns|ss, mr|gr|bm, gr|bp|sa|ss, bm|bp|mr|sa, bp|ss|sa,
gr|gn|mr|ss, bm|ns, gn|ns|ss,
// Circle 6:
gr|mr|ns, sa|ss|bm|gn|ns|mr, bp|mr|ss|sa, sa|bp|bm, mr|ns|sa|bm,
ns|ss|bp, gn|ss|bp, bm|sa|mr,
// Circle 7:
mr|ss, bp|ns|sa, bm|bp|mr|ss|sa, bp|mr|ss|sa, bm|mr|ns|sa,
bp|ns|ss|mr, bp|gn|mr, gr|gn|mr|sa,
// Circle 8:
bp|bm|gr|gn|mr|ns|ss|sa, bm|mr|ns|sa, bp|bm|mr|ns, bm|gr|gn|mr|ns,
gr|gn|ss|sa, bm|gr|mr, bp|mr|ns, bm|gr|mr
};
// Serpent Isle:
unsigned short Spellbook_object::si_reagents[9*8] = {
// Circle 1:
gr|gn|mr, gr|gn, ns|ss, gr|ss, sa|ss, sa, ns, bp|bm|mr,
// Circle 2:
gr|gn, bm|sa, ns|sa, bp|sa|wh, mr|sa, gr|gn|ss, gr|gn|mr, gr|gn|sa,
// Circle 3:
gr|gn|wh,gr|ns|sa, bp|mr, bp|gr, gr|gn|mr|sa, ns|ss, bp|ns|ss, bp|mr|sa|sa,
// Circle 4:
bm|mr, gr|ss, mr|sa, sa|bm|gr|mr|ss|sc, gr|mr|ns|sa, bm|sa, bp|ss, bm|sa,
// Circle 5:
mr|ss, bp|gr|ss|sa, bm|bp|mr|sa, gr|gn|mr|ss, bm|ns, gn|ns|ss, sa|bm|mr|ns|ss,
bp|gr|mr|sa,
// Circle 6:
bp|ns|ss, gr|mr|ns, gr|mr|ns, bp|wh|ss|sa, bp|wh|mr|ss|sa,
bm|bp|wh|sa, bm|gn|sa, mr|sa|ss|sc,
// Circle 7:
bp|mr|ss|sa, bm|mr|ns|sa, gr|gn, bp|gn|mr, bm|ns|sa, gr|gn|mr|ss,
bp|bm|mr|ss, bp|mr|sa,
// Circle 8:
wh|ss, bs|bp|ns|sa, bm|bp|mr|ss|sa, bm|bp|mr, bm|gr|ss|wh|sc,
bm|bp|gr|ss|wh|sc, gr|mr|sa, bp|bs|mr|ns,
// Circle 9:
bm|mr|ns|sa, bm|bs|gr|gn|mr|ns, bp|bm|mr|ns, bm|bs|bp|ns|sa,
bp|gr|mr|ss|sa, bm|gr|mr|ss, bm|gr|mr, ns|sa|wh|sc
};
/*
* Get usecode function for a given spell:
*/
int Get_usecode(int spell)
{ return 0x640 + spell; }
/*
* Test for Ring of Reagants.
*/
bool Spellbook_object::has_ring
(
Actor *act
)
{
if (Game::get_game_type() == SERPENT_ISLE)
{
Game_object *obj = act->get_readied(Actor::lfinger);
if (obj && obj->get_shapenum() == 0x128 &&
obj->get_framenum() == 3)
return true;
obj = act->get_readied(Actor::rfinger);
if (obj && obj->get_shapenum() == 0x128 &&
obj->get_framenum() == 3)
return true;
}
return false;
}
/*
* Create a spellbook from Ireg data.
*/
Spellbook_object::Spellbook_object
(
int shapenum, int framenum,
unsigned int shapex, unsigned int shapey,
unsigned int lft,
unsigned char *c, // Circle spell flags.
unsigned char bmark // Spell bookmark.
) : Ireg_game_object(shapenum, framenum,
shapex, shapey, lft), bookmark(bmark == 255 ? -1 : bmark)
{
memcpy(circles, c, sizeof(circles));
// Point to reagent table.
reagents = GAME_SI ? si_reagents : bg_reagents;
}
/*
* Add a spell.
*
* Output: 0 if already have it, 1 if successful.
*/
int Spellbook_object::add_spell
(
int spell // 0-71
)
{
int circle = spell/8;
int num = spell%8; // # within circle.
if (circles[circle] & (1<<num))
return 0; // Already have it.
circles[circle] |= (1<<num);
return 1;
}
/*
* Can we do a given spell?
*/
bool Spellbook_object::can_do_spell
(
Actor *act,
int spell
)
{
if (cheat.in_wizard_mode())
return true; // Cheating.
int circle = spell/8; // Circle spell is in.
unsigned char cflags = circles[circle];
if ((cflags & (1<<(spell%8))) == 0)
return false; // We don't have that spell.
int mana = act->get_property(Actor::mana);
int level = act->get_level();
if ((mana < circle) || (level < circle))
// Not enough mana or not yet at required level?
return false;
if (has_ring(act)) // Ring of reagents (SI)?
return true;
// Figure what we used.
unsigned short flags = reagents[spell];
// Go through bits.
for (int r = 0; flags; r++, flags = flags >> 1)
// Need 1 of each required reagent.
if ((flags&1) &&
act->count_objects(REAGENTS, c_any_qual, r) == 0)
return false; // Missing.
return true;
}
/*
* Perform a spell.
*
* Output: False if unsuccessful.
*/
bool Spellbook_object::do_spell
(
Actor *act,
int spell,
bool can_do, // Already checked.
bool in_combat // Being used in combat.
)
{
if (can_do || can_do_spell(act, spell))
{
int circle = spell/8; // Figure/subtract mana.
if (cheat.in_wizard_mode())
circle = 0;
int mana = act->get_property(Actor::mana);
act->set_property(Actor::mana, mana-circle);
// Figure what we used.
unsigned short flags = reagents[spell];
if (!cheat.in_wizard_mode() && !has_ring(act))
{
// Go through bits.
for (int r = 0; flags; r++, flags = flags >> 1)
// Remove 1 of each required reagent.
if (flags&1)
act->remove_quantity(1,
REAGENTS, c_any_qual, r);
}
execute_spell(act, spell, in_combat);
return true;
}
return false;
}
/*
* Perform the usecode for a spell.
*/
void Spellbook_object::execute_spell
(
Actor *act,
int spell,
bool in_combat // Being used in combat.
)
{
ucmachine->call_usecode(Get_usecode(spell), act,
in_combat ? Usecode_machine::weapon :
Usecode_machine::double_click);
}
/*
* Show book when double-clicked.
*/
void Spellbook_object::activate
(
int event
)
{
gumpman->add_gump(this, Game::get_game_type() == BLACK_GATE ? 43 : 38);
}
/*
* Write out.
*/
void Spellbook_object::write_ireg
(
DataSource *out
)
{
unsigned char buf[19]; // 18-byte entry + length-byte.
buf[0] = 18;
uint8 *ptr = &buf[1]; // To avoid confusion about offsets.
write_common_ireg(ptr); // Fill in bytes 1-4.
ptr += 4;
memcpy(ptr, &circles[0], 5); // Store the way U7 does it.
ptr += 5;
*ptr++ = (get_lift()&15)<<4; // Low bits?++++++
memcpy(ptr, &circles[5], 4); // Rest of spell circles.
ptr += 4;
*ptr++ = 0; // 3 unknowns.
*ptr++ = 0;
*ptr++ = 0;
*ptr++ = bookmark >= 0 ? bookmark : 255;
out->write((char*)buf, sizeof(buf));
// Write scheduled usecode.
Game_map::write_scheduled(out, this);
}
// Get size of IREG. Returns -1 if can't write to buffer
int Spellbook_object::get_ireg_size()
{
// These shouldn't ever happen, but you never know
if (gumpman->find_gump(this) || Usecode_script::find(this))
return -1;
return 19;
}
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