scummvm/engines/wage/entities.cpp
D G Turner 6d90f6c089 WAGE: Fixed Remaining Issues Preventing Compilation.
Signed-off-by: Eugene Sandulenko <sev@scummvm.org>
2015-12-27 15:39:52 +01:00

197 lines
6.3 KiB
C++

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