Files
scummvm-cursorfix/engines/ultima/ultima1/core/party.cpp
2026-02-02 04:50:13 +01:00

182 lines
5.4 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 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 <http://www.gnu.org/licenses/>.
* Foundation, In, 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "ultima/ultima1/core/party.h"
#include "ultima/ultima1/core/resources.h"
#include "ultima/ultima1/game.h"
namespace Ultima {
namespace Ultima1 {
Party::Party(Ultima1Game *game) {
add(new Character(game));
}
void Party::setup() {
static_cast<Character *>(_characters.front())->setup();
}
/*-------------------------------------------------------------------*/
Character::Character(Ultima1Game *game) : Shared::Character(),
_weaponHands(game, this, WEAPON_HANDS),
_weaponDagger(game, this, WEAPON_DAGGER),
_weaponMace(game, this, WEAPON_MACE),
_weaponAxe(game, this, WEAPON_AXE),
_weaponRopeSpikes(game, this, WEAPON_ROPE_SPIKES),
_weaponSword(game, this, WEAPON_SWORD),
_weaponGreatSword(game, this, WEAPON_GREAT_SWORD),
_weaponBowArrows(game, this, WEAPON_BOW_ARROWS),
_weaponAmulet(game, this, WEAPON_AMULET),
_weaponWand(game, this, WEAPON_WAND),
_weaponStaff(game, this, WEAPON_STAFF),
_weaponTriangle(game, this, WEAPON_TRIANGLE),
_weaponPistol(game, this, WEAPON_PISTOL),
_weaponLightSword(game, this, WEAPON_LIGHT_SWORD),
_weaponPhazor(game, this, WEAPON_PHAZOR),
_weaponBlaster(game, this, WEAPON_BLASTER),
_armourSkin(game, this, ARMOR_SKIN),
_armourLeatherArmor(game, this, ARMOR_LEATHER_armour),
_armourChainMail(game, this, ARMOR_CHAIN_MAIL),
_armourPlateMail(game, this, ARMOR_PLATE_MAIL),
_armourVacuumSuit(game, this, ARMOR_VACUUM_SUIT),
_armourReflectSuit(game, this, ARMOR_REFLECT_SUIT),
_spellBlink(game, this),
_spellCreate(game, this),
_spellDestroy(game, this),
_spellKill(game, this),
_spellLadderDown(game, this),
_spellLadderUp(game, this),
_spellMagicMissile(game, this),
_spellOpen(game, this),
_spellPrayer(game, this),
_spellSteal(game, this),
_spellUnlock(game, this) {
setup();
}
void Character::setup() {
// Weapons setup
_weapons.push_back(&_weaponHands);
_weapons.push_back(&_weaponDagger);
_weapons.push_back(&_weaponMace);
_weapons.push_back(&_weaponAxe);
_weapons.push_back(&_weaponRopeSpikes);
_weapons.push_back(&_weaponSword);
_weapons.push_back(&_weaponGreatSword);
_weapons.push_back(&_weaponBowArrows);
_weapons.push_back(&_weaponAmulet);
_weapons.push_back(&_weaponWand);
_weapons.push_back(&_weaponStaff);
_weapons.push_back(&_weaponTriangle);
_weapons.push_back(&_weaponPistol);
_weapons.push_back(&_weaponLightSword);
_weapons.push_back(&_weaponPhazor);
_weapons.push_back(&_weaponBlaster);
// Armor setup
_armour.push_back(&_armourSkin);
_armour.push_back(&_armourLeatherArmor);
_armour.push_back(&_armourChainMail);
_armour.push_back(&_armourPlateMail);
_armour.push_back(&_armourVacuumSuit);
_armour.push_back(&_armourReflectSuit);
// Spells setup
_spells.push_back(&_spellPrayer);
_spells.push_back(&_spellOpen);
_spells.push_back(&_spellUnlock);
_spells.push_back(&_spellMagicMissile);
_spells.push_back(&_spellSteal);
_spells.push_back(&_spellLadderDown);
_spells.push_back(&_spellLadderUp);
_spells.push_back(&_spellBlink);
_spells.push_back(&_spellCreate);
_spells.push_back(&_spellDestroy);
_spells.push_back(&_spellKill);
}
/*-------------------------------------------------------------------*/
Weapon::Weapon(Ultima1Game *game, Character *c, WeaponType weaponType) :
_game(game), _character(c), _type(weaponType) {
_longName = game->_res->WEAPON_NAMES_UPPERCASE[weaponType];
_shortName = game->_res->WEAPON_NAMES_LOWERCASE[weaponType];
_distance = game->_res->WEAPON_DISTANCES[weaponType];
if (weaponType == WEAPON_HANDS)
_quantity = 0xffff;
}
uint Weapon::getMagicDamage() const {
uint damage = _game->getRandomNumber(1, _character->_intelligence);
switch (_type) {
case WEAPON_WAND:
damage *= 2;
break;
case WEAPON_AMULET:
damage = (damage * 3) / 2;
break;
case WEAPON_STAFF:
case WEAPON_TRIANGLE:
damage *= 3;
break;
default:
break;
}
return damage;
}
uint Weapon::getBuyCost() const {
return ((255 - _character->_intelligence) * _type * _type) / 256 + 5;
}
uint Weapon::getSellCost() const {
return ((_character->_intelligence + 40) * _type * _type) / 256 + 1;
}
/*-------------------------------------------------------------------*/
Armour::Armour(Ultima1Game *game, Character *c, ArmorType armorType) :
_character(c), _type(armorType) {
_name = game->_res->ARMOR_NAMES[armorType];
if (armorType == ARMOR_SKIN)
_quantity = 0xffff;
}
uint Armour::getBuyCost() const {
return (200 - _character->_intelligence) / 4 * _type;
}
uint Armour::getSellCost() const {
return (_character->_charisma / 4) * _type;
}
} // End of namespace Ultima1
} // End of namespace Ultima