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/* 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.
*
*/
#ifndef WAGE_ENTITIES_H
#define WAGE_ENTITIES_H
namespace Graphics {
class ManagedSurface;
class MacFont;
}
namespace Wage {
class Design;
class Script;
enum StatVariable {
/** The base physical accuracy of the player. */
PHYS_ACC_BAS = 0,
/** The current physical accuracy of the player. */
PHYS_ACC_CUR = 1,
/** The base physical armor of the player. */
PHYS_ARM_BAS = 2,
/** The current physical armor of the player. */
PHYS_ARM_CUR = 3,
/** The base physical hit points of the player. */
PHYS_HIT_BAS = 4,
/** The current physical hit points of the player. */
PHYS_HIT_CUR = 5,
/** The base physical speed of the player. */
PHYS_SPE_BAS = 6,
/** The current physical speed of the player. */
PHYS_SPE_CUR = 7,
/** The base physical strength of the player. */
PHYS_STR_BAS = 8,
/** The current physical strength of the player. */
PHYS_STR_CUR = 9,
/** The base spiritual accuracy of the player. */
SPIR_ACC_BAS = 10,
/** The current spiritual accuracy of the player. */
SPIR_ACC_CUR = 11,
/** The base spiritual armor of the player. */
SPIR_ARM_BAS = 12,
/** The current spiritual armor of the player. */
SPIR_ARM_CUR = 13,
/** The base spiritual hit points of the player. */
SPIR_HIT_BAS = 14,
/** The current spiritual hit points of the player. */
SPIR_HIT_CUR = 15,
/** The base spiritual strength of the player. */
SPIR_STR_BAS = 16,
/** The current spiritual strength of the player. */
SPIR_STR_CUR = 17
};
class Context {
public:
Context();
int16 _visits; // Number of scenes visited, including repeated visits
int16 _kills; // Number of characters killed
int16 _experience;
bool _frozen;
int16 _userVariables[26 * 9];
int16 _statVariables[18];
};
class Designed {
public:
Designed() : _design(NULL), _designBounds(NULL), _classType(UNKNOWN) {}
~Designed();
Common::String _name;
Design *_design;
Common::Rect *_designBounds;
OperandType _classType;
Common::Rect *getDesignBounds() {
return _designBounds == NULL ? NULL : new Common::Rect(*_designBounds);
}
void setDesignBounds(Common::Rect *bounds);
Common::String toString() { if (!this) return "<NULL>"; return _name; }
};
class Chr : public Designed {
public:
enum ChrDestination {
RETURN_TO_STORAGE = 0,
RETURN_TO_RANDOM_SCENE = 1,
RETURN_TO_INITIAL_SCENE = 2
};
enum ChrPart {
HEAD = 0,
CHEST = 1,
SIDE = 2
};
enum ChrArmorType {
HEAD_ARMOR = 0,
BODY_ARMOR = 1,
SHIELD_ARMOR = 2,
MAGIC_ARMOR = 3,
NUMBER_OF_ARMOR_TYPES = 4
};
Chr(Common::String name, Common::SeekableReadStream *data);
int _index;
int _resourceId;
Common::String _initialScene;
int _gender;
bool _nameProperNoun;
bool _playerCharacter;
uint _maximumCarriedObjects;
int _returnTo;
int _physicalStrength;
int _physicalHp;
int _naturalArmor;
int _physicalAccuracy;
int _spiritualStength;
int _spiritialHp;
int _resistanceToMagic;
int _spiritualAccuracy;
int _runningSpeed;
uint _rejectsOffers;
int _followsOpponent;
Common::String _initialSound;
Common::String _scoresHitSound;
Common::String _receivesHitSound;
Common::String _dyingSound;
Common::String _nativeWeapon1;
Common::String _operativeVerb1;
int _weaponDamage1;
Common::String _weaponSound1;
Common::String _nativeWeapon2;
Common::String _operativeVerb2;
int _weaponDamage2;
Common::String _weaponSound2;
int _winningWeapons;
int _winningMagic;
int _winningRun;
int _winningOffer;
int _losingWeapons;
int _losingMagic;
int _losingRun;
int _losingOffer;
Common::String _initialComment;
Common::String _scoresHitComment;
Common::String _receivesHitComment;
Common::String _makesOfferComment;
Common::String _rejectsOfferComment;
Common::String _acceptsOfferComment;
Common::String _dyingWords;
Scene *_currentScene;
ObjArray _inventory;
Obj *_armor[NUMBER_OF_ARMOR_TYPES];
Context _context;
ObjArray *getWeapons(bool includeMagic);
ObjArray *getMagicalObjects();
const char *getDefiniteArticle(bool capitalize);
Obj *_weapon1;
Obj *_weapon2;
public:
int wearObjIfPossible(Obj *obj);
void wearObjs();
void resetState();
bool isWearing(Obj *obj);
};
class Obj : public Designed {
public:
Obj();
Obj(Common::String name, Common::SeekableReadStream *data, int resourceId);
~Obj();
enum ObjectType {
REGULAR_WEAPON = 1,
THROW_WEAPON = 2,
MAGICAL_OBJECT = 3,
HELMET = 4,
SHIELD = 5,
CHEST_ARMOR = 6,
SPIRITUAL_ARMOR = 7,
MOBILE_OBJECT = 8,
IMMOBILE_OBJECT = 9
};
enum AttackType {
CAUSES_PHYSICAL_DAMAGE = 0,
CAUSES_SPIRITUAL_DAMAGE = 1,
CAUSES_PHYSICAL_AND_SPIRITUAL_DAMAGE = 2,
HEALS_PHYSICAL_DAMAGE = 3,
HEALS_SPIRITUAL_DAMAGE = 4,
HEALS_PHYSICAL_AND_SPIRITUAL_DAMAGE = 5,
FREEZES_OPPONENT = 6
};
public:
int _index;
int _resourceId;
bool _namePlural;
uint _value;
int _attackType;
int _numberOfUses;
bool _returnToRandomScene;
Common::String _sceneOrOwner;
Common::String _clickMessage;
Common::String _failureMessage;
Common::String _useMessage;
Scene *_currentScene;
Chr *_currentOwner;
int _type;
uint _accuracy;
Common::String _operativeVerb;
int _damage;
Common::String _sound;
public:
void setCurrentOwner(Chr *currentOwner) {
_currentOwner = currentOwner;
if (currentOwner != NULL)
_currentScene = NULL;
}
void setCurrentScene(Scene *currentScene) {
_currentScene = currentScene;
if (currentScene != NULL)
_currentOwner = NULL;
}
Chr *removeFromChr();
Designed *removeFromCharOrScene();
void resetState(Chr *owner, Scene *scene);
};
class Scene : public Designed {
public:
enum SceneTypes {
PERIODIC = 0,
RANDOM = 1
};
int _resourceId;
Script *_script;
Common::String _text;
Common::Rect *_textBounds;
Graphics::MacFont *_font;
bool _blocked[4];
Common::String _messages[4];
int _soundFrequency; // times a minute, max 3600
int _soundType;
Common::String _soundName;
int _worldX;
int _worldY;
bool _visited;
ObjList _objs;
ChrList _chrs;
Scene();
Scene(Common::String name, Common::SeekableReadStream *data);
~Scene();
Designed *lookUpEntity(int x, int y);
Common::Rect *getTextBounds() {
return _textBounds == NULL ? NULL : new Common::Rect(*_textBounds);
}
void paint(Graphics::ManagedSurface *screen, int x, int y);
const Graphics::MacFont *getFont() { return _font; }
};
} // End of namespace Wage
#endif
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