/* 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 3 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, see . * */ #include "ultima/ultima4/game/weapon.h" #include "ultima/ultima4/core/config.h" #include "ultima/ultima4/game/names.h" namespace Ultima { namespace Ultima4 { Weapons *g_weapons; Weapons::Weapons() : _confLoaded(false) { g_weapons = this; } Weapons::~Weapons() { for (uint idx = 0; idx < size(); ++idx) delete (*this)[idx]; g_weapons = nullptr; } const Weapon *Weapons::get(WeaponType w) { // Load in XML if it hasn't been already loadConf(); if (static_cast(w) >= size()) return nullptr; return (*this)[w]; } const Weapon *Weapons::get(const Common::String &name) { // Load in XML if it hasn't been already loadConf(); for (uint i = 0; i < size(); i++) { if (scumm_stricmp(name.c_str(), (*this)[i]->_name.c_str()) == 0) return (*this)[i]; } return nullptr; } void Weapons::loadConf() { if (_confLoaded) return; _confLoaded = true; const Config *config = Config::getInstance(); Std::vector weaponConfs = config->getElement("weapons").getChildren(); for (const auto &i : weaponConfs) { if (i.getName() != "weapon") continue; WeaponType weaponType = static_cast(size()); push_back(new Weapon(weaponType, i)); } } /*-------------------------------------------------------------------*/ Weapon::Weapon(WeaponType weaponType, const ConfigElement &conf) : _type(weaponType) , _name(conf.getString("name")) , _abbr(conf.getString("abbr")) , _canUse(0xFF) , _range(0) , _damage(conf.getInt("damage")) , _hitTile("hit_flash") , _missTile("miss_flash") , _leaveTile("") , _flags(0) { static const struct { const char *name; uint flag; } booleanAttributes[] = { { "lose", WEAP_LOSE }, { "losewhenranged", WEAP_LOSEWHENRANGED }, { "choosedistance", WEAP_CHOOSEDISTANCE }, { "alwayshits", WEAP_ALWAYSHITS }, { "magic", WEAP_MAGIC }, { "attackthroughobjects", WEAP_ATTACKTHROUGHOBJECTS }, { "returns", WEAP_RETURNS }, { "dontshowtravel", WEAP_DONTSHOWTRAVEL } }; /* Get the range of the weapon, whether it is absolute or normal range */ Common::String range = conf.getString("range"); if (range.empty()) { range = conf.getString("absolute_range"); if (!range.empty()) _flags |= WEAP_ABSOLUTERANGE; } if (range.empty()) error("malformed weapons.xml file: range or absolute_range not found for weapon %s", _name.c_str()); _range = atoi(range.c_str()); /* Load weapon attributes */ for (unsigned at = 0; at < sizeof(booleanAttributes) / sizeof(booleanAttributes[0]); at++) { if (conf.getBool(booleanAttributes[at].name)) { _flags |= booleanAttributes[at].flag; } } /* Load hit tiles */ if (conf.exists("hittile")) _hitTile = conf.getString("hittile"); /* Load miss tiles */ if (conf.exists("misstile")) _missTile = conf.getString("misstile"); /* Load leave tiles */ if (conf.exists("leavetile")) { _leaveTile = conf.getString("leavetile"); } Std::vector contraintConfs = conf.getChildren(); for (const auto &i : contraintConfs) { byte mask = 0; if (i.getName() != "constraint") continue; for (int cl = 0; cl < 8; cl++) { if (scumm_stricmp(i.getString("class").c_str(), getClassName(static_cast(cl))) == 0) mask = (1 << cl); } if (mask == 0 && scumm_stricmp(i.getString("class").c_str(), "all") == 0) mask = 0xFF; if (mask == 0) { error("malformed weapons.xml file: constraint has unknown class %s", i.getString("class").c_str()); } if (i.getBool("canuse")) _canUse |= mask; else _canUse &= ~mask; } } } // End of namespace Ultima4 } // End of namespace Ultima