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engines/ultima/ultima8/world/monster_egg.cpp
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109
engines/ultima/ultima8/world/monster_egg.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "ultima/ultima8/world/monster_egg.h"
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#include "ultima/ultima8/usecode/uc_machine.h"
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#include "ultima/ultima8/world/actors/actor.h"
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#include "ultima/ultima8/world/item_factory.h"
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#include "ultima/ultima8/world/current_map.h"
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#include "ultima/ultima8/world/world.h"
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#include "ultima/ultima8/world/get_object.h"
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namespace Ultima {
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namespace Ultima8 {
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DEFINE_RUNTIME_CLASSTYPE_CODE(MonsterEgg)
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MonsterEgg::MonsterEgg() {
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}
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MonsterEgg::~MonsterEgg() {
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}
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uint16 MonsterEgg::hatch() {
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//!! do we need to check probability here?
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//!! monster activity? combat? anything?
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int shapeNum = getMonsterShape();
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// CHECKME: why does this happen? (in the plane of Earth near the end)
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if (shapeNum == 0)
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return 0;
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Actor *newactor = ItemFactory::createActor(shapeNum, 0, 0,
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FLG_FAST_ONLY | FLG_DISPOSABLE | FLG_IN_NPC_LIST,
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0, 0, 0, true);
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if (!newactor) {
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warning("MonsterEgg::hatch failed to create actor (%d).", shapeNum);
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return 0;
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}
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uint16 objID = newactor->getObjId();
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// set stats
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if (!newactor->loadMonsterStats()) {
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warning("MonsterEgg::hatch failed to set stats for actor (%d).", shapeNum);
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}
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if (!newactor->canExistAt(_x, _y, _z)) {
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newactor->destroy();
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return 0;
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}
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// mapnum has to be set to the current map. Reason: Beren teleports to
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// newactor->getMapNum() when newactor is assaulted.
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newactor->setMapNum(World::get_instance()->getCurrentMap()->getNum());
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newactor->setNpcNum(objID);
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newactor->move(_x, _y, _z);
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newactor->setActivity(getActivity());
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return objID;
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}
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void MonsterEgg::saveData(Common::WriteStream *ws) {
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Item::saveData(ws);
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}
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bool MonsterEgg::loadData(Common::ReadStream *rs, uint32 version) {
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if (!Item::loadData(rs, version)) return false;
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return true;
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}
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uint32 MonsterEgg::I_monsterEggHatch(const uint8 *args, unsigned int /*argsize*/) {
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ARG_ITEM_FROM_PTR(item);
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MonsterEgg *megg = dynamic_cast<MonsterEgg *>(item);
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if (!megg) return 0;
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return megg->hatch();
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}
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uint32 MonsterEgg::I_getMonId(const uint8 *args, unsigned int /*argsize*/) {
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ARG_ITEM_FROM_PTR(item);
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MonsterEgg *megg = dynamic_cast<MonsterEgg *>(item);
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if (!megg) return 0;
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return megg->getMapNum() >> 3;
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}
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} // End of namespace Ultima8
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} // End of namespace Ultima
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