scummvm/engines/wage/entities.cpp

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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.
*
* $URL$
* $Id$
*
*/
#include "wage/wage.h"
#include "wage/entities.h"
#include "wage/design.h"
#include "common/stream.h"
namespace Wage {
void Designed::setDesignBounds(Common::Rect *bounds) {
_designBounds = new Common::Rect(*bounds);
_design->setBounds(bounds);
}
Scene::Scene(String name, byte *data, int dataSize) {
_name = name;
_design = new Design(data, dataSize);
Common::MemoryReadStream in(data, dataSize);
in.skip(in.readUint16BE() - 2); // Skip design.
setDesignBounds(readRect(in));
_worldY = in.readSint16BE();
_worldX = in.readSint16BE();
_blocked[Scene::NORTH] = (in.readByte() != 0);
_blocked[Scene::SOUTH] = (in.readByte() != 0);
_blocked[Scene::EAST] = (in.readByte() != 0);
_blocked[Scene::WEST] = (in.readByte() != 0);
_soundFrequency = in.readSint16BE();
_soundType = in.readByte();
in.readByte(); // unknown
_messages[Scene::NORTH] = readPascalString(in);
_messages[Scene::SOUTH] = readPascalString(in);
_messages[Scene::EAST] = readPascalString(in);
_messages[Scene::WEST] = readPascalString(in);
_soundName = readPascalString(in);
}
Obj::Obj(String name, byte *data, int dataSize) : _currentOwner(NULL), _currentScene(NULL) {
_name = name;
_design = new Design(data, dataSize);
Common::MemoryReadStream in(data, dataSize);
in.skip(in.readSint16BE() - 2); // Skip design.
setDesignBounds(readRect(in));
int16 namePlural = in.readSint16BE();
if (namePlural == 256)
_namePlural = true; // TODO: other flags?
else if (namePlural == 0)
_namePlural = false;
else
error("Obj <%s> had weird namePlural set", name.c_str());
if (in.readSint16BE() != 0)
error("Obj <%s> had short set", name.c_str());
if (in.readByte() != 0)
error("Obj <%s> had byte set", name.c_str());
_accuracy = in.readByte();
_value = in.readByte();
_type = in.readSByte();
_damage = in.readByte();
_attackType = in.readSByte();
_numberOfUses = in.readSint16BE();
int16 returnTo = in.readSint16BE();
if (returnTo == 256) // TODO any other possibilities?
_returnToRandomScene = true;
else if (returnTo == 0)
_returnToRandomScene = false;
else
error("Obj <%s> had weird returnTo set", name.c_str());
_sceneOrOwner = readPascalString(in);
_clickMessage = readPascalString(in);
_operativeVerb = readPascalString(in);
_failureMessage = readPascalString(in);
_useMessage = readPascalString(in);
_sound = readPascalString(in);
}
Chr::Chr(String name, byte *data, int dataSize) {
_name = name;
_design = new Design(data, dataSize);
Common::MemoryReadStream in(data, dataSize);
in.skip(in.readSint16BE() - 2); // Skip design.
setDesignBounds(readRect(in));
_physicalStrength = in.readByte();
_physicalHp = in.readByte();
_naturalArmor = in.readByte();
_physicalAccuracy = in.readByte();
_spiritualStength = in.readByte();
_spiritialHp = in.readByte();
_resistanceToMagic = in.readByte();
_spiritualAccuracy = in.readByte();
_runningSpeed = in.readByte();
_rejectsOffers = in.readByte();
_followsOpponent = in.readByte();
in.readSByte(); // TODO: ???
in.readSint32BE(); // TODO: ???
_weaponDamage1 = in.readByte();
_weaponDamage2 = in.readByte();
in.readSByte(); // TODO: ???
if (in.readSByte() == 1)
_playerCharacter = true;
_maximumCarriedObjects = in.readByte();
_returnTo = in.readSByte();
_winningWeapons = in.readByte();
_winningMagic = in.readByte();
_winningRun = in.readByte();
_winningOffer = in.readByte();
_losingWeapons = in.readByte();
_losingMagic = in.readByte();
_losingRun = in.readByte();
_losingOffer = in.readByte();
_gender = in.readSByte();
if (in.readSByte() == 1)
_nameProperNoun = true;
_initialScene = readPascalString(in);
_nativeWeapon1 = readPascalString(in);
_operativeVerb1 = readPascalString(in);
_nativeWeapon2 = readPascalString(in);
_operativeVerb2 = readPascalString(in);
_initialComment = readPascalString(in);
_scoresHitComment = readPascalString(in);
_receivesHitComment = readPascalString(in);
_makesOfferComment = readPascalString(in);
_rejectsOfferComment = readPascalString(in);
_acceptsOfferComment = readPascalString(in);
_dyingWords = readPascalString(in);
_initialSound = readPascalString(in);
_scoresHitSound = readPascalString(in);
_receivesHitSound = readPascalString(in);
_dyingSound = readPascalString(in);
_weaponSound1 = readPascalString(in);
_weaponSound2 = readPascalString(in);
}
} // End of namespace Wage