XEEN: Move item classes into their own file

This commit is contained in:
Paul Gilbert 2018-03-10 06:44:07 -05:00
parent ed38407aa6
commit aaf954e5d4
5 changed files with 932 additions and 865 deletions

View File

@ -21,656 +21,15 @@
*/
#include "xeen/character.h"
#include "xeen/dialogs/dialogs_query.h"
#include "xeen/dialogs/dialogs_message.h"
#include "xeen/resources.h"
#include "xeen/xeen.h"
namespace Xeen {
XeenItem::XeenItem() {
clear();
AttributePair::AttributePair() {
_temporary = _permanent = 0;
}
void XeenItem::clear() {
_material = _id = _bonusFlags = 0;
_frame = 0;
}
void XeenItem::synchronize(Common::Serializer &s) {
s.syncAsByte(_material);
s.syncAsByte(_id);
s.syncAsByte(_bonusFlags);
s.syncAsByte(_frame);
}
ElementalCategory XeenItem::getElementalCategory() const {
int idx;
for (idx = 0; Res.ELEMENTAL_CATEGORIES[idx] < _material; ++idx)
;
return (ElementalCategory)idx;
}
AttributeCategory XeenItem::getAttributeCategory() const {
int m = _material - 59;
int idx;
for (idx = 0; Res.ATTRIBUTE_CATEGORIES[idx] < m; ++idx)
;
return (AttributeCategory)idx;
}
const char *XeenItem::getItemName(ItemCategory category, uint id) {
if (id < 82)
return Res.ITEM_NAMES[category][id];
switch (category) {
case CATEGORY_WEAPON:
return Res.QUEST_ITEM_NAMES[id - 82];
case CATEGORY_ARMOR:
return Res.QUEST_ITEM_NAMES[id - 82 + 35];
case CATEGORY_ACCESSORY:
return Res.QUEST_ITEM_NAMES[id - 82 + 35 + 14];
default:
return Res.QUEST_ITEM_NAMES[id - 82 + 35 + 14 + 11];
}
}
/*------------------------------------------------------------------------*/
InventoryItems::InventoryItems(Character *character, ItemCategory category):
_character(character), _category(category) {
resize(INV_ITEMS_TOTAL);
_names = Res.ITEM_NAMES[category];
}
void InventoryItems::clear() {
for (uint idx = 0; idx < size(); ++idx)
operator[](idx).clear();
}
bool InventoryItems::passRestrictions(int itemId, bool showError) const {
CharacterClass charClass = _character->_class;
switch (charClass) {
case CLASS_KNIGHT:
case CLASS_PALADIN:
return true;
case CLASS_ARCHER:
case CLASS_CLERIC:
case CLASS_SORCERER:
case CLASS_ROBBER:
case CLASS_NINJA:
case CLASS_BARBARIAN:
case CLASS_DRUID:
case CLASS_RANGER: {
if (!(Res.ITEM_RESTRICTIONS[itemId + Res.RESTRICTION_OFFSETS[_category]] &
(1 << (charClass - CLASS_ARCHER))))
return true;
break;
}
default:
break;
}
Common::String name = _names[itemId];
if (showError) {
Common::String msg = Common::String::format(Res.NOT_PROFICIENT,
Res.CLASS_NAMES[charClass], name.c_str());
ErrorScroll::show(Party::_vm, msg, WT_FREEZE_WAIT);
}
return false;
}
Common::String InventoryItems::getName(int itemIndex) {
int id = operator[](itemIndex)._id;
return _names[id];
}
Common::String InventoryItems::getIdentifiedDetails(int itemIndex) {
XeenItem &item = operator[](itemIndex);
Common::String classes;
for (int charClass = CLASS_KNIGHT; charClass <= CLASS_RANGER; ++charClass) {
if (passRestrictions(charClass, true)) {
const char *const name = Res.CLASS_NAMES[charClass];
classes += name[0];
classes += name[1];
classes += " ";
}
}
if (classes.size() == 30)
classes = Res.ALL;
return getAttributes(item, classes);
}
bool InventoryItems::discardItem(int itemIndex) {
XeenItem &item = operator[](itemIndex);
XeenEngine *vm = Party::_vm;
if (item._bonusFlags & ITEMFLAG_CURSED) {
ErrorScroll::show(vm, Res.CANNOT_DISCARD_CURSED_ITEM);
} else {
Common::String itemDesc = getFullDescription(itemIndex, 4);
Common::String msg = Common::String::format(Res.PERMANENTLY_DISCARD, itemDesc.c_str());
if (Confirm::show(vm, msg)) {
operator[](itemIndex).clear();
sort();
return true;
}
}
return true;
}
void InventoryItems::sort() {
for (uint idx = 0; idx < size(); ++idx) {
if (operator[](idx)._id == 0) {
// Found empty slot
operator[](idx).clear();
// Scan through the rest of the list to find any item
for (uint idx2 = idx + 1; idx2 < size(); ++idx2) {
if (operator[](idx2)._id) {
// Found an item, so move it into the blank slot
operator[](idx) = operator[](idx2);
operator[](idx2).clear();
break;
}
}
}
}
}
void InventoryItems::removeItem(int itemIndex) {
XeenItem &item = operator[](itemIndex);
XeenEngine *vm = Party::_vm;
if (item._bonusFlags & ITEMFLAG_CURSED)
ErrorScroll::show(vm, Res.CANNOT_REMOVE_CURSED_ITEM);
else
item._frame = 0;
}
XeenEngine *InventoryItems::getVm() {
return Party::_vm;
}
void InventoryItems::equipError(int itemIndex1, ItemCategory category1, int itemIndex2,
ItemCategory category2) {
XeenEngine *vm = Party::_vm;
if (itemIndex1 >= 0) {
Common::String itemName1 = _character->_items[category1].getName(itemIndex1);
Common::String itemName2 = _character->_items[category2].getName(itemIndex2);
MessageDialog::show(vm, Common::String::format(Res.REMOVE_X_TO_EQUIP_Y,
itemName1.c_str(), itemName2.c_str()));
} else {
MessageDialog::show(vm, Common::String::format(Res.EQUIPPED_ALL_YOU_CAN,
(itemIndex1 == -1) ? Res.RING : Res.MEDAL));
}
}
void InventoryItems::enchantItem(int itemIndex, int amount) {
XeenEngine *vm = Party::_vm;
vm->_sound->playFX(21);
ErrorScroll::show(vm, Common::String::format(Res.NOT_ENCHANTABLE, Res.SPELL_FAILED));
}
bool InventoryItems::isFull() const {
return operator[](size() - 1)._id != 0;
}
/*------------------------------------------------------------------------*/
void WeaponItems::equipItem(int itemIndex) {
XeenItem &item = operator[](itemIndex);
if (item._id <= 17) {
if (passRestrictions(item._id, false)) {
for (uint idx = 0; idx < size(); ++idx) {
XeenItem &i = operator[](idx);
if (i._frame == 13 || i._frame == 1) {
equipError(itemIndex, CATEGORY_WEAPON, idx, CATEGORY_WEAPON);
return;
}
}
item._frame = 1;
}
} else if (item._id >= 30 && item._id <= 33) {
if (passRestrictions(item._id, false)) {
for (uint idx = 0; idx < size(); ++idx) {
XeenItem &i = operator[](idx);
if (i._frame == 4) {
equipError(itemIndex, CATEGORY_WEAPON, idx, CATEGORY_WEAPON);
return;
}
}
item._frame = 4;
}
} else {
if (passRestrictions(item._id, false)) {
for (uint idx = 0; idx < size(); ++idx) {
XeenItem &i = operator[](idx);
if (i._frame == 13 || i._frame == 1) {
equipError(itemIndex, CATEGORY_WEAPON, idx, CATEGORY_WEAPON);
return;
}
}
for (uint idx = 0; idx < _character->_armor.size(); ++idx) {
XeenItem &i = _character->_armor[idx];
if (i._frame == 2) {
equipError(itemIndex, CATEGORY_WEAPON, idx, CATEGORY_ARMOR);
return;
}
}
item._frame = 13;
}
}
}
Common::String WeaponItems::getFullDescription(int itemIndex, int displayNum) {
XeenItem &i = operator[](itemIndex);
Resources &res = *getVm()->_resources;
return Common::String::format("\f%02u%s%s%s\f%02u%s%s%s", displayNum,
!i._bonusFlags ? res._maeNames[i._material].c_str() : "",
(i._bonusFlags & ITEMFLAG_BROKEN) ? Res.ITEM_BROKEN : "",
(i._bonusFlags & ITEMFLAG_CURSED) ? Res.ITEM_CURSED : "",
displayNum,
Res.WEAPON_NAMES[i._id],
!i._bonusFlags ? "" : Res.BONUS_NAMES[i._bonusFlags & ITEMFLAG_BONUS_MASK],
(i._bonusFlags & (ITEMFLAG_BROKEN | ITEMFLAG_CURSED)) ||
!i._bonusFlags ? "\b " : ""
);
}
void WeaponItems::enchantItem(int itemIndex, int amount) {
Sound &sound = *getVm()->_sound;
XeenItem &item = operator[](itemIndex);
Character tempCharacter;
if (item._material == 0 && item._bonusFlags == 0 && item._id != 34) {
tempCharacter.makeItem(amount, 0, 1);
XeenItem &tempItem = tempCharacter._weapons[0];
item._material = tempItem._material;
item._bonusFlags = tempItem._bonusFlags;
sound.playFX(19);
} else {
InventoryItems::enchantItem(itemIndex, amount);
}
}
/*
* Returns a text string listing all the stats/attributes of a given item
*/
Common::String WeaponItems::getAttributes(XeenItem &item, const Common::String &classes) {
Common::String attrBonus, elemDamage, physDamage, toHit, specialPower;
attrBonus = elemDamage = physDamage = toHit = specialPower = Res.FIELD_NONE;
// First calculate physical damage
int minVal = Res.WEAPON_DAMAGE_BASE[item._id];
int maxVal = minVal * Res.WEAPON_DAMAGE_MULTIPLIER[item._id];
if (item._material >= 37 && item._material <= 58) {
minVal += Res.METAL_DAMAGE[item._material - 37];
maxVal += Res.METAL_DAMAGE[item._material - 37];
toHit = Common::String::format("%+d", Res.METAL_DAMAGE_PERCENT[item._material - 37]);
}
physDamage = Common::String::format(Res.DAMAGE_X_TO_Y, minVal, maxVal);
// Next handle elemental/attribute damage
if (item._material < 37) {
int damage = Res.ELEMENTAL_DAMAGE[item._material];
if (damage > 0) {
ElementalCategory elemCategory = item.getElementalCategory();
elemDamage = Common::String::format(Res.ELEMENTAL_XY_DAMAGE,
damage, Res.ELEMENTAL_NAMES[elemCategory]);
}
} else if (item._material >= 59) {
int bonus = Res.ATTRIBUTE_BONUSES[item._material - 59];
AttributeCategory attrCategory = item.getAttributeCategory();
attrBonus = Common::String::format(Res.ATTR_XY_BONUS, bonus,
Res.ATTRIBUTE_NAMES[attrCategory]);
}
// Handle weapon effective against
int effective = item._bonusFlags & ITEMFLAG_BONUS_MASK;
if (effective) {
specialPower = Common::String::format(Res.EFFECTIVE_AGAINST,
Res.EFFECTIVENESS_NAMES[effective]);
}
return Common::String::format(Res.ITEM_DETAILS, classes.c_str(),
toHit.c_str(), physDamage.c_str(), elemDamage.c_str(),
Res.FIELD_NONE, Res.FIELD_NONE, attrBonus.c_str(), specialPower.c_str()
);
}
/*------------------------------------------------------------------------*/
void ArmorItems::equipItem(int itemIndex) {
XeenItem &item = operator[](itemIndex);
if (item._id <= 7) {
if (passRestrictions(item._id, false)) {
for (uint idx = 0; idx < size(); ++idx) {
XeenItem &i = operator[](idx);
if (i._frame == 9) {
equipError(itemIndex, CATEGORY_ARMOR, idx, CATEGORY_ARMOR);
return;
}
}
item._frame = 3;
}
} else if (item._id == 8) {
if (passRestrictions(item._id, false)) {
for (uint idx = 0; idx < size(); ++idx) {
XeenItem &i = operator[](idx);
if (i._frame == 2) {
equipError(itemIndex, CATEGORY_ARMOR, idx, CATEGORY_ARMOR);
return;
}
}
for (uint idx = 0; idx < _character->_weapons.size(); ++idx) {
XeenItem &i = _character->_weapons[idx];
if (i._frame == 13) {
equipError(itemIndex, CATEGORY_ARMOR, idx, CATEGORY_WEAPON);
return;
}
}
item._frame = 2;
}
} else if (item._id == 9) {
for (uint idx = 0; idx < size(); ++idx) {
XeenItem &i = operator[](idx);
if (i._frame == 5) {
equipError(itemIndex, CATEGORY_ARMOR, idx, CATEGORY_ARMOR);
return;
}
}
item._frame = 5;
} else if (item._id == 10) {
for (uint idx = 0; idx < size(); ++idx) {
XeenItem &i = operator[](idx);
if (i._frame == 9) {
equipError(itemIndex, CATEGORY_ARMOR, idx, CATEGORY_ARMOR);
return;
}
}
item._frame = 9;
} else if (item._id <= 12) {
for (uint idx = 0; idx < size(); ++idx) {
XeenItem &i = operator[](idx);
if (i._frame == 10) {
equipError(itemIndex, CATEGORY_ARMOR, idx, CATEGORY_ARMOR);
return;
}
}
item._frame = 10;
} else {
for (uint idx = 0; idx < size(); ++idx) {
XeenItem &i = operator[](idx);
if (i._frame == 6) {
equipError(itemIndex, CATEGORY_ARMOR, idx, CATEGORY_ARMOR);
return;
}
}
item._frame = 6;
}
}
Common::String ArmorItems::getFullDescription(int itemIndex, int displayNum) {
XeenItem &i = operator[](itemIndex);
Resources &res = *getVm()->_resources;
return Common::String::format("\f%02u%s%s%s\f%02u%s%s", displayNum,
!i._bonusFlags ? "" : res._maeNames[i._material].c_str(),
(i._bonusFlags & ITEMFLAG_BROKEN) ? Res.ITEM_BROKEN : "",
(i._bonusFlags & ITEMFLAG_CURSED) ? Res.ITEM_CURSED : "",
displayNum,
Res.ARMOR_NAMES[i._id],
(i._bonusFlags & (ITEMFLAG_BROKEN | ITEMFLAG_CURSED)) ||
!i._bonusFlags ? "\b " : ""
);
}
void ArmorItems::enchantItem(int itemIndex, int amount) {
Sound &sound = *getVm()->_sound;
XeenItem &item = operator[](itemIndex);
Character tempCharacter;
if (item._material == 0 && item._bonusFlags == 0) {
tempCharacter.makeItem(amount, 0, 2);
XeenItem &tempItem = tempCharacter._armor[0];
item._material = tempItem._material;
item._bonusFlags = tempItem._bonusFlags;
sound.playFX(19);
} else {
InventoryItems::enchantItem(itemIndex, amount);
}
}
/*
* Returns a text string listing all the stats/attributes of a given item
*/
Common::String ArmorItems::getAttributes(XeenItem &item, const Common::String &classes) {
Common::String elemResist, attrBonus, acBonus;
elemResist = attrBonus = acBonus = Res.FIELD_NONE;
if (item._material < 36) {
int resistence = Res.ELEMENTAL_RESISTENCES[item._material];
if (resistence > 0) {
int eCategory = ELEM_FIRE;
while (eCategory < ELEM_MAGIC && Res.ELEMENTAL_CATEGORIES[eCategory] < item._material)
++eCategory;
elemResist = Common::String::format(Res.ATTR_XY_BONUS, resistence,
Res.ELEMENTAL_NAMES[eCategory]);
}
} else if (item._material >= 59) {
int bonus = Res.ATTRIBUTE_BONUSES[item._material - 59];
AttributeCategory aCategory = item.getAttributeCategory();
attrBonus = Common::String::format(Res.ATTR_XY_BONUS, bonus,
Res.ATTRIBUTE_NAMES[aCategory]);
}
int strength = Res.ARMOR_STRENGTHS[item._id];
if (item._material >= 37 && item._material <= 58) {
strength += Res.METAL_LAC[item._material - 37];
}
acBonus = Common::String::format("%+d", strength);
return Common::String::format(Res.ITEM_DETAILS, classes.c_str(),
Res.FIELD_NONE, Res.FIELD_NONE, Res.FIELD_NONE,
elemResist.c_str(), acBonus.c_str(), attrBonus.c_str(), Res.FIELD_NONE);
}
/*------------------------------------------------------------------------*/
void AccessoryItems::equipItem(int itemIndex) {
XeenItem &item = operator[](itemIndex);
if (item._id == 1) {
int count = 0;
for (uint idx = 0; idx < size(); ++idx) {
XeenItem &i = operator[](idx);
if (i._frame == 8)
++count;
}
if (count <= 1)
item._frame = 8;
else
equipError(-1, CATEGORY_ACCESSORY, itemIndex, CATEGORY_ACCESSORY);
} else if (item._id == 2) {
for (uint idx = 0; idx < size(); ++idx) {
XeenItem &i = operator[](idx);
if (i._frame == 12) {
equipError(itemIndex, CATEGORY_ACCESSORY, idx, CATEGORY_ACCESSORY);
return;
}
}
} else if (item._id <= 7) {
int count = 0;
for (uint idx = 0; idx < size(); ++idx) {
XeenItem &i = operator[](idx);
if (i._frame == 7)
++count;
}
if (count <= 1)
item._frame = 7;
else
equipError(-2, CATEGORY_ACCESSORY, itemIndex, CATEGORY_ACCESSORY);
} else {
for (uint idx = 0; idx < size(); ++idx) {
XeenItem &i = operator[](idx);
if (i._frame == 11) {
equipError(itemIndex, CATEGORY_ACCESSORY, idx, CATEGORY_ACCESSORY);
return;
}
}
item._frame = 11;
}
}
Common::String AccessoryItems::getFullDescription(int itemIndex, int displayNum) {
XeenItem &i = operator[](itemIndex);
Resources &res = *getVm()->_resources;
return Common::String::format("\f%02u%s%s%s\f%02u%s%s", displayNum,
!i._bonusFlags ? "" : res._maeNames[i._material].c_str(),
(i._bonusFlags & ITEMFLAG_BROKEN) ? Res.ITEM_BROKEN : "",
(i._bonusFlags & ITEMFLAG_CURSED) ? Res.ITEM_CURSED : "",
displayNum,
Res.ARMOR_NAMES[i._id],
(i._bonusFlags & (ITEMFLAG_BROKEN | ITEMFLAG_CURSED)) ||
!i._bonusFlags ? "\b " : ""
);
}
/*
* Returns a text string listing all the stats/attributes of a given item
*/
Common::String AccessoryItems::getAttributes(XeenItem &item, const Common::String &classes) {
Common::String elemResist, attrBonus;
elemResist = attrBonus = Res.FIELD_NONE;
if (item._material < 36) {
int resistence = Res.ELEMENTAL_RESISTENCES[item._material];
if (resistence > 0) {
int eCategory = ELEM_FIRE;
while (eCategory < ELEM_MAGIC && Res.ELEMENTAL_CATEGORIES[eCategory] < item._material)
++eCategory;
elemResist = Common::String::format(Res.ATTR_XY_BONUS, resistence,
Res.ELEMENTAL_NAMES[eCategory]);
}
} else if (item._material >= 59) {
int bonus = Res.ATTRIBUTE_BONUSES[item._material - 59];
AttributeCategory aCategory = item.getAttributeCategory();
attrBonus = Common::String::format(Res.ATTR_XY_BONUS, bonus,
Res.ATTRIBUTE_NAMES[aCategory]);
}
return Common::String::format(Res.ITEM_DETAILS, classes.c_str(),
Res.FIELD_NONE, Res.FIELD_NONE, Res.FIELD_NONE,
elemResist.c_str(), Res.FIELD_NONE, attrBonus.c_str(), Res.FIELD_NONE);
}
/*------------------------------------------------------------------------*/
Common::String MiscItems::getFullDescription(int itemIndex, int displayNum) {
XeenItem &i = operator[](itemIndex);
Resources &res = *getVm()->_resources;
return Common::String::format("\f%02u%s%s%s\f%02u%s%s", displayNum,
!i._bonusFlags ? "" : res._maeNames[i._material].c_str(),
(i._bonusFlags & ITEMFLAG_BROKEN) ? Res.ITEM_BROKEN : "",
(i._bonusFlags & ITEMFLAG_CURSED) ? Res.ITEM_CURSED : "",
displayNum,
Res.ARMOR_NAMES[i._id],
(i._bonusFlags & (ITEMFLAG_BROKEN | ITEMFLAG_CURSED)) ||
!i._id ? "\b " : ""
);
}
/*
* Returns a text string listing all the stats/attributes of a given item
*/
Common::String MiscItems::getAttributes(XeenItem &item, const Common::String &classes) {
Common::String specialPower = Res.FIELD_NONE;
Spells &spells = *getVm()->_spells;
if (item._id) {
specialPower = spells._spellNames[Res.MISC_SPELL_INDEX[item._id]];
}
return Common::String::format(Res.ITEM_DETAILS, classes.c_str(),
Res.FIELD_NONE, Res.FIELD_NONE, Res.FIELD_NONE, Res.FIELD_NONE, Res.FIELD_NONE,
Res.FIELD_NONE, specialPower.c_str());
}
/*------------------------------------------------------------------------*/
InventoryItemsGroup::InventoryItemsGroup(InventoryItems &weapons, InventoryItems &armor,
InventoryItems &accessories, InventoryItems &misc) {
_itemSets[0] = &weapons;
_itemSets[1] = &armor;
_itemSets[2] = &accessories;
_itemSets[3] = &misc;
}
InventoryItems &InventoryItemsGroup::operator[](ItemCategory category) {
return *_itemSets[category];
}
void InventoryItemsGroup::breakAllItems() {
for (int idx = 0; idx < INV_ITEMS_TOTAL; ++idx) {
if ((*_itemSets[0])[idx]._id != 34) {
(*_itemSets[0])[idx]._bonusFlags |= ITEMFLAG_BROKEN;
(*_itemSets[0])[idx]._frame = 0;
}
(*_itemSets[1])[idx]._bonusFlags |= ITEMFLAG_BROKEN;
(*_itemSets[2])[idx]._bonusFlags |= ITEMFLAG_BROKEN;
(*_itemSets[3])[idx]._bonusFlags |= ITEMFLAG_BROKEN;
(*_itemSets[1])[idx]._frame = 0;
(*_itemSets[2])[idx]._frame = 0;
}
}
/*------------------------------------------------------------------------*/
void AttributePair::synchronize(Common::Serializer &s) {
s.syncAsByte(_permanent);
s.syncAsByte(_temporary);
@ -678,12 +37,6 @@ void AttributePair::synchronize(Common::Serializer &s) {
/*------------------------------------------------------------------------*/
AttributePair::AttributePair() {
_temporary = _permanent = 0;
}
/*------------------------------------------------------------------------*/
Character::Character():
_weapons(this), _armor(this), _accessories(this), _misc(this),
_items(_weapons, _armor, _accessories, _misc) {

View File

@ -28,6 +28,7 @@
#include "common/rect.h"
#include "common/serializer.h"
#include "xeen/combat.h"
#include "xeen/item.h"
#include "xeen/sprites.h"
namespace Xeen {
@ -47,11 +48,6 @@ enum BonusFlags {
ITEMFLAG_BONUS_MASK = 0xBF, ITEMFLAG_CURSED = 0x40, ITEMFLAG_BROKEN = 0x80
};
enum ItemCategory {
CATEGORY_WEAPON = 0, CATEGORY_ARMOR = 1, CATEGORY_ACCESSORY = 2, CATEGORY_MISC = 3,
NUM_ITEM_CATEGORIES = 4
};
enum Sex { MALE = 0, FEMALE = 1, YES_PLEASE = 2 };
enum Race { HUMAN = 0, ELF = 1, DWARF = 2, GNOME = 3, HALF_ORC = 4 };
@ -83,222 +79,11 @@ enum Condition {
NO_CONDITION = 16
};
enum AttributeCategory {
ATTR_MIGHT = 0, ATTR_INTELLECT = 1, ATTR_PERSONALITY = 2, ATTR_SPEED = 3,
ATTR_ACCURACY = 4, ATTR_LUCK = 5, ATTR_HIT_POINTS = 6, ATTR_SPELL_POINTS = 7,
ATTR_ARMOR_CLASS = 8, ATTR_THIEVERY = 9
};
enum QuickAction {
QUICK_ATTACK = 0, QUICK_SPELL = 1, QUICK_BLOCK = 2, QUICK_RUN = 3
};
class XeenEngine;
class Character;
class XeenItem {
public:
int _material;
uint _id;
int _bonusFlags;
int _frame;
public:
/**
* Return the name of the item
*/
static const char *getItemName(ItemCategory category, uint id);
public:
XeenItem();
/**
* Clear the data for the item
*/
void clear();
/**
* Returns true if no item is set
*/
bool empty() const { return _id != 0; }
/**
* Synchronizes the data for the item
*/
void synchronize(Common::Serializer &s);
/**
* Gets the elemental category for the item
*/
ElementalCategory getElementalCategory() const;
/**
* Gets the attribute category for the item
*/
AttributeCategory getAttributeCategory() const;
};
class InventoryItems : public Common::Array<XeenItem> {
protected:
Character *_character;
ItemCategory _category;
const char **_names;
XeenEngine *getVm();
void equipError(int itemIndex1, ItemCategory category1, int itemIndex2,
ItemCategory category2);
virtual Common::String getAttributes(XeenItem &item, const Common::String &classes) = 0;
public:
InventoryItems(Character *character, ItemCategory category);
virtual ~InventoryItems() {}
/**
* Clears the set of items
*/
void clear();
/**
* Return whether a given item passes class-based usage restrictions
*/
bool passRestrictions(int itemId, bool showError) const;
/**
* Return the bare name of a given inventory item
*/
Common::String getName(int itemIndex);
virtual Common::String getFullDescription(int itemIndex, int displayNum = 15) = 0;
/**
* Returns the identified details for an item
*/
Common::String getIdentifiedDetails(int itemIndex);
/**
* Discard an item from the inventory
*/
bool discardItem(int itemIndex);
/**
* Equips an item
*/
virtual void equipItem(int itemIndex) {}
/**
* Un-equips the given item
*/
void removeItem(int itemIndex);
/**
* Sorts the items list, removing any empty item slots to the end of the array
*/
void sort();
/**
* Enchants an item
*/
virtual void enchantItem(int itemIndex, int amount);
/**
* Return if the given inventory items list is full
*/
bool isFull() const;
};
class WeaponItems: public InventoryItems {
protected:
virtual Common::String getAttributes(XeenItem &item, const Common::String &classes);
public:
WeaponItems(Character *character) : InventoryItems(character, CATEGORY_WEAPON) {}
virtual ~WeaponItems() {}
/**
* Equip a given weapon
*/
virtual void equipItem(int itemIndex);
/**
* Assembles a full lines description for a specified item for use in
* the Items dialog
*/
virtual Common::String getFullDescription(int itemIndex, int displayNum);
/**
* Enchants a weapon
*/
virtual void enchantItem(int itemIndex, int amount);
};
class ArmorItems : public InventoryItems {
protected:
virtual Common::String getAttributes(XeenItem &item, const Common::String &classes);
public:
ArmorItems(Character *character) : InventoryItems(character, CATEGORY_ARMOR) {}
virtual ~ArmorItems() {}
/**
* Equip a given piece of armor
*/
virtual void equipItem(int itemIndex);
/**
* Assembles a full lines description for a specified item for use in
* the Items dialog
*/
virtual Common::String getFullDescription(int itemIndex, int displayNum);
/**
* Enchants an armor
*/
virtual void enchantItem(int itemIndex, int amount);
};
class AccessoryItems : public InventoryItems {
protected:
virtual Common::String getAttributes(XeenItem &item, const Common::String &classes);
public:
AccessoryItems(Character *character) : InventoryItems(character, CATEGORY_ACCESSORY) {}
/**
* Equip a given accessory
*/
virtual void equipItem(int itemIndex);
/**
* Assembles a full lines description for a specified item for use in
* the Items dialog
*/
virtual Common::String getFullDescription(int itemIndex, int displayNum);
};
class MiscItems : public InventoryItems {
protected:
virtual Common::String getAttributes(XeenItem &item, const Common::String &classes);
public:
MiscItems(Character *character) : InventoryItems(character, CATEGORY_MISC) {}
virtual ~MiscItems() {}
/**
* Assembles a full lines description for a specified item for use in
* the Items dialog
*/
virtual Common::String getFullDescription(int itemIndex, int displayNum);
};
class InventoryItemsGroup {
private:
InventoryItems *_itemSets[4];
public:
InventoryItemsGroup(InventoryItems &weapons, InventoryItems &armor,
InventoryItems &accessories, InventoryItems &misc);
InventoryItems &operator[](ItemCategory category);
/**
* Breaks all the items in a given character's inventory
*/
void breakAllItems();
};
class AttributePair {
public:

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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.
*
*/
#include "xeen/item.h"
#include "xeen/resources.h"
#include "xeen/xeen.h"
#include "xeen/dialogs/dialogs_query.h"
namespace Xeen {
XeenItem::XeenItem() {
clear();
}
void XeenItem::clear() {
_material = _id = _bonusFlags = 0;
_frame = 0;
}
void XeenItem::synchronize(Common::Serializer &s) {
s.syncAsByte(_material);
s.syncAsByte(_id);
s.syncAsByte(_bonusFlags);
s.syncAsByte(_frame);
}
ElementalCategory XeenItem::getElementalCategory() const {
int idx;
for (idx = 0; Res.ELEMENTAL_CATEGORIES[idx] < _material; ++idx)
;
return (ElementalCategory)idx;
}
AttributeCategory XeenItem::getAttributeCategory() const {
int m = _material - 59;
int idx;
for (idx = 0; Res.ATTRIBUTE_CATEGORIES[idx] < m; ++idx)
;
return (AttributeCategory)idx;
}
const char *XeenItem::getItemName(ItemCategory category, uint id) {
if (id < 82)
return Res.ITEM_NAMES[category][id];
switch (category) {
case CATEGORY_WEAPON:
return Res.QUEST_ITEM_NAMES[id - 82];
case CATEGORY_ARMOR:
return Res.QUEST_ITEM_NAMES[id - 82 + 35];
case CATEGORY_ACCESSORY:
return Res.QUEST_ITEM_NAMES[id - 82 + 35 + 14];
default:
return Res.QUEST_ITEM_NAMES[id - 82 + 35 + 14 + 11];
}
}
/*------------------------------------------------------------------------*/
InventoryItems::InventoryItems(Character *character, ItemCategory category):
_character(character), _category(category) {
resize(INV_ITEMS_TOTAL);
_names = Res.ITEM_NAMES[category];
}
void InventoryItems::clear() {
for (uint idx = 0; idx < size(); ++idx)
operator[](idx).clear();
}
bool InventoryItems::passRestrictions(int itemId, bool showError) const {
CharacterClass charClass = _character->_class;
switch (charClass) {
case CLASS_KNIGHT:
case CLASS_PALADIN:
return true;
case CLASS_ARCHER:
case CLASS_CLERIC:
case CLASS_SORCERER:
case CLASS_ROBBER:
case CLASS_NINJA:
case CLASS_BARBARIAN:
case CLASS_DRUID:
case CLASS_RANGER: {
if (!(Res.ITEM_RESTRICTIONS[itemId + Res.RESTRICTION_OFFSETS[_category]] &
(1 << (charClass - CLASS_ARCHER))))
return true;
break;
}
default:
break;
}
Common::String name = _names[itemId];
if (showError) {
Common::String msg = Common::String::format(Res.NOT_PROFICIENT,
Res.CLASS_NAMES[charClass], name.c_str());
ErrorScroll::show(Party::_vm, msg, WT_FREEZE_WAIT);
}
return false;
}
Common::String InventoryItems::getName(int itemIndex) {
int id = operator[](itemIndex)._id;
return _names[id];
}
Common::String InventoryItems::getIdentifiedDetails(int itemIndex) {
XeenItem &item = operator[](itemIndex);
Common::String classes;
for (int charClass = CLASS_KNIGHT; charClass <= CLASS_RANGER; ++charClass) {
if (passRestrictions(charClass, true)) {
const char *const name = Res.CLASS_NAMES[charClass];
classes += name[0];
classes += name[1];
classes += " ";
}
}
if (classes.size() == 30)
classes = Res.ALL;
return getAttributes(item, classes);
}
bool InventoryItems::discardItem(int itemIndex) {
XeenItem &item = operator[](itemIndex);
XeenEngine *vm = Party::_vm;
if (item._bonusFlags & ITEMFLAG_CURSED) {
ErrorScroll::show(vm, Res.CANNOT_DISCARD_CURSED_ITEM);
} else {
Common::String itemDesc = getFullDescription(itemIndex, 4);
Common::String msg = Common::String::format(Res.PERMANENTLY_DISCARD, itemDesc.c_str());
if (Confirm::show(vm, msg)) {
operator[](itemIndex).clear();
sort();
return true;
}
}
return true;
}
void InventoryItems::sort() {
for (uint idx = 0; idx < size(); ++idx) {
if (operator[](idx)._id == 0) {
// Found empty slot
operator[](idx).clear();
// Scan through the rest of the list to find any item
for (uint idx2 = idx + 1; idx2 < size(); ++idx2) {
if (operator[](idx2)._id) {
// Found an item, so move it into the blank slot
operator[](idx) = operator[](idx2);
operator[](idx2).clear();
break;
}
}
}
}
}
void InventoryItems::removeItem(int itemIndex) {
XeenItem &item = operator[](itemIndex);
XeenEngine *vm = Party::_vm;
if (item._bonusFlags & ITEMFLAG_CURSED)
ErrorScroll::show(vm, Res.CANNOT_REMOVE_CURSED_ITEM);
else
item._frame = 0;
}
XeenEngine *InventoryItems::getVm() {
return Party::_vm;
}
void InventoryItems::equipError(int itemIndex1, ItemCategory category1, int itemIndex2,
ItemCategory category2) {
XeenEngine *vm = Party::_vm;
if (itemIndex1 >= 0) {
Common::String itemName1 = _character->_items[category1].getName(itemIndex1);
Common::String itemName2 = _character->_items[category2].getName(itemIndex2);
MessageDialog::show(vm, Common::String::format(Res.REMOVE_X_TO_EQUIP_Y,
itemName1.c_str(), itemName2.c_str()));
} else {
MessageDialog::show(vm, Common::String::format(Res.EQUIPPED_ALL_YOU_CAN,
(itemIndex1 == -1) ? Res.RING : Res.MEDAL));
}
}
void InventoryItems::enchantItem(int itemIndex, int amount) {
XeenEngine *vm = Party::_vm;
vm->_sound->playFX(21);
ErrorScroll::show(vm, Common::String::format(Res.NOT_ENCHANTABLE, Res.SPELL_FAILED));
}
bool InventoryItems::isFull() const {
return operator[](size() - 1)._id != 0;
}
/*------------------------------------------------------------------------*/
void WeaponItems::equipItem(int itemIndex) {
XeenItem &item = operator[](itemIndex);
if (item._id <= 17) {
if (passRestrictions(item._id, false)) {
for (uint idx = 0; idx < size(); ++idx) {
XeenItem &i = operator[](idx);
if (i._frame == 13 || i._frame == 1) {
equipError(itemIndex, CATEGORY_WEAPON, idx, CATEGORY_WEAPON);
return;
}
}
item._frame = 1;
}
} else if (item._id >= 30 && item._id <= 33) {
if (passRestrictions(item._id, false)) {
for (uint idx = 0; idx < size(); ++idx) {
XeenItem &i = operator[](idx);
if (i._frame == 4) {
equipError(itemIndex, CATEGORY_WEAPON, idx, CATEGORY_WEAPON);
return;
}
}
item._frame = 4;
}
} else {
if (passRestrictions(item._id, false)) {
for (uint idx = 0; idx < size(); ++idx) {
XeenItem &i = operator[](idx);
if (i._frame == 13 || i._frame == 1) {
equipError(itemIndex, CATEGORY_WEAPON, idx, CATEGORY_WEAPON);
return;
}
}
for (uint idx = 0; idx < _character->_armor.size(); ++idx) {
XeenItem &i = _character->_armor[idx];
if (i._frame == 2) {
equipError(itemIndex, CATEGORY_WEAPON, idx, CATEGORY_ARMOR);
return;
}
}
item._frame = 13;
}
}
}
Common::String WeaponItems::getFullDescription(int itemIndex, int displayNum) {
XeenItem &i = operator[](itemIndex);
Resources &res = *getVm()->_resources;
return Common::String::format("\f%02u%s%s%s\f%02u%s%s%s", displayNum,
!i._bonusFlags ? res._maeNames[i._material].c_str() : "",
(i._bonusFlags & ITEMFLAG_BROKEN) ? Res.ITEM_BROKEN : "",
(i._bonusFlags & ITEMFLAG_CURSED) ? Res.ITEM_CURSED : "",
displayNum,
Res.WEAPON_NAMES[i._id],
!i._bonusFlags ? "" : Res.BONUS_NAMES[i._bonusFlags & ITEMFLAG_BONUS_MASK],
(i._bonusFlags & (ITEMFLAG_BROKEN | ITEMFLAG_CURSED)) ||
!i._bonusFlags ? "\b " : ""
);
}
void WeaponItems::enchantItem(int itemIndex, int amount) {
Sound &sound = *getVm()->_sound;
XeenItem &item = operator[](itemIndex);
Character tempCharacter;
if (item._material == 0 && item._bonusFlags == 0 && item._id != 34) {
tempCharacter.makeItem(amount, 0, 1);
XeenItem &tempItem = tempCharacter._weapons[0];
item._material = tempItem._material;
item._bonusFlags = tempItem._bonusFlags;
sound.playFX(19);
} else {
InventoryItems::enchantItem(itemIndex, amount);
}
}
Common::String WeaponItems::getAttributes(XeenItem &item, const Common::String &classes) {
Common::String attrBonus, elemDamage, physDamage, toHit, specialPower;
attrBonus = elemDamage = physDamage = toHit = specialPower = Res.FIELD_NONE;
// First calculate physical damage
int minVal = Res.WEAPON_DAMAGE_BASE[item._id];
int maxVal = minVal * Res.WEAPON_DAMAGE_MULTIPLIER[item._id];
if (item._material >= 37 && item._material <= 58) {
minVal += Res.METAL_DAMAGE[item._material - 37];
maxVal += Res.METAL_DAMAGE[item._material - 37];
toHit = Common::String::format("%+d", Res.METAL_DAMAGE_PERCENT[item._material - 37]);
}
physDamage = Common::String::format(Res.DAMAGE_X_TO_Y, minVal, maxVal);
// Next handle elemental/attribute damage
if (item._material < 37) {
int damage = Res.ELEMENTAL_DAMAGE[item._material];
if (damage > 0) {
ElementalCategory elemCategory = item.getElementalCategory();
elemDamage = Common::String::format(Res.ELEMENTAL_XY_DAMAGE,
damage, Res.ELEMENTAL_NAMES[elemCategory]);
}
} else if (item._material >= 59) {
int bonus = Res.ATTRIBUTE_BONUSES[item._material - 59];
AttributeCategory attrCategory = item.getAttributeCategory();
attrBonus = Common::String::format(Res.ATTR_XY_BONUS, bonus,
Res.ATTRIBUTE_NAMES[attrCategory]);
}
// Handle weapon effective against
int effective = item._bonusFlags & ITEMFLAG_BONUS_MASK;
if (effective) {
specialPower = Common::String::format(Res.EFFECTIVE_AGAINST,
Res.EFFECTIVENESS_NAMES[effective]);
}
return Common::String::format(Res.ITEM_DETAILS, classes.c_str(),
toHit.c_str(), physDamage.c_str(), elemDamage.c_str(),
Res.FIELD_NONE, Res.FIELD_NONE, attrBonus.c_str(), specialPower.c_str()
);
}
/*------------------------------------------------------------------------*/
void ArmorItems::equipItem(int itemIndex) {
XeenItem &item = operator[](itemIndex);
if (item._id <= 7) {
if (passRestrictions(item._id, false)) {
for (uint idx = 0; idx < size(); ++idx) {
XeenItem &i = operator[](idx);
if (i._frame == 9) {
equipError(itemIndex, CATEGORY_ARMOR, idx, CATEGORY_ARMOR);
return;
}
}
item._frame = 3;
}
} else if (item._id == 8) {
if (passRestrictions(item._id, false)) {
for (uint idx = 0; idx < size(); ++idx) {
XeenItem &i = operator[](idx);
if (i._frame == 2) {
equipError(itemIndex, CATEGORY_ARMOR, idx, CATEGORY_ARMOR);
return;
}
}
for (uint idx = 0; idx < _character->_weapons.size(); ++idx) {
XeenItem &i = _character->_weapons[idx];
if (i._frame == 13) {
equipError(itemIndex, CATEGORY_ARMOR, idx, CATEGORY_WEAPON);
return;
}
}
item._frame = 2;
}
} else if (item._id == 9) {
for (uint idx = 0; idx < size(); ++idx) {
XeenItem &i = operator[](idx);
if (i._frame == 5) {
equipError(itemIndex, CATEGORY_ARMOR, idx, CATEGORY_ARMOR);
return;
}
}
item._frame = 5;
} else if (item._id == 10) {
for (uint idx = 0; idx < size(); ++idx) {
XeenItem &i = operator[](idx);
if (i._frame == 9) {
equipError(itemIndex, CATEGORY_ARMOR, idx, CATEGORY_ARMOR);
return;
}
}
item._frame = 9;
} else if (item._id <= 12) {
for (uint idx = 0; idx < size(); ++idx) {
XeenItem &i = operator[](idx);
if (i._frame == 10) {
equipError(itemIndex, CATEGORY_ARMOR, idx, CATEGORY_ARMOR);
return;
}
}
item._frame = 10;
} else {
for (uint idx = 0; idx < size(); ++idx) {
XeenItem &i = operator[](idx);
if (i._frame == 6) {
equipError(itemIndex, CATEGORY_ARMOR, idx, CATEGORY_ARMOR);
return;
}
}
item._frame = 6;
}
}
Common::String ArmorItems::getFullDescription(int itemIndex, int displayNum) {
XeenItem &i = operator[](itemIndex);
Resources &res = *getVm()->_resources;
return Common::String::format("\f%02u%s%s%s\f%02u%s%s", displayNum,
!i._bonusFlags ? "" : res._maeNames[i._material].c_str(),
(i._bonusFlags & ITEMFLAG_BROKEN) ? Res.ITEM_BROKEN : "",
(i._bonusFlags & ITEMFLAG_CURSED) ? Res.ITEM_CURSED : "",
displayNum,
Res.ARMOR_NAMES[i._id],
(i._bonusFlags & (ITEMFLAG_BROKEN | ITEMFLAG_CURSED)) ||
!i._bonusFlags ? "\b " : ""
);
}
void ArmorItems::enchantItem(int itemIndex, int amount) {
Sound &sound = *getVm()->_sound;
XeenItem &item = operator[](itemIndex);
Character tempCharacter;
if (item._material == 0 && item._bonusFlags == 0) {
tempCharacter.makeItem(amount, 0, 2);
XeenItem &tempItem = tempCharacter._armor[0];
item._material = tempItem._material;
item._bonusFlags = tempItem._bonusFlags;
sound.playFX(19);
} else {
InventoryItems::enchantItem(itemIndex, amount);
}
}
Common::String ArmorItems::getAttributes(XeenItem &item, const Common::String &classes) {
Common::String elemResist, attrBonus, acBonus;
elemResist = attrBonus = acBonus = Res.FIELD_NONE;
if (item._material < 36) {
int resistence = Res.ELEMENTAL_RESISTENCES[item._material];
if (resistence > 0) {
int eCategory = ELEM_FIRE;
while (eCategory < ELEM_MAGIC && Res.ELEMENTAL_CATEGORIES[eCategory] < item._material)
++eCategory;
elemResist = Common::String::format(Res.ATTR_XY_BONUS, resistence,
Res.ELEMENTAL_NAMES[eCategory]);
}
} else if (item._material >= 59) {
int bonus = Res.ATTRIBUTE_BONUSES[item._material - 59];
AttributeCategory aCategory = item.getAttributeCategory();
attrBonus = Common::String::format(Res.ATTR_XY_BONUS, bonus,
Res.ATTRIBUTE_NAMES[aCategory]);
}
int strength = Res.ARMOR_STRENGTHS[item._id];
if (item._material >= 37 && item._material <= 58) {
strength += Res.METAL_LAC[item._material - 37];
}
acBonus = Common::String::format("%+d", strength);
return Common::String::format(Res.ITEM_DETAILS, classes.c_str(),
Res.FIELD_NONE, Res.FIELD_NONE, Res.FIELD_NONE,
elemResist.c_str(), acBonus.c_str(), attrBonus.c_str(), Res.FIELD_NONE);
}
void AccessoryItems::equipItem(int itemIndex) {
XeenItem &item = operator[](itemIndex);
if (item._id == 1) {
int count = 0;
for (uint idx = 0; idx < size(); ++idx) {
XeenItem &i = operator[](idx);
if (i._frame == 8)
++count;
}
if (count <= 1)
item._frame = 8;
else
equipError(-1, CATEGORY_ACCESSORY, itemIndex, CATEGORY_ACCESSORY);
} else if (item._id == 2) {
for (uint idx = 0; idx < size(); ++idx) {
XeenItem &i = operator[](idx);
if (i._frame == 12) {
equipError(itemIndex, CATEGORY_ACCESSORY, idx, CATEGORY_ACCESSORY);
return;
}
}
} else if (item._id <= 7) {
int count = 0;
for (uint idx = 0; idx < size(); ++idx) {
XeenItem &i = operator[](idx);
if (i._frame == 7)
++count;
}
if (count <= 1)
item._frame = 7;
else
equipError(-2, CATEGORY_ACCESSORY, itemIndex, CATEGORY_ACCESSORY);
} else {
for (uint idx = 0; idx < size(); ++idx) {
XeenItem &i = operator[](idx);
if (i._frame == 11) {
equipError(itemIndex, CATEGORY_ACCESSORY, idx, CATEGORY_ACCESSORY);
return;
}
}
item._frame = 11;
}
}
Common::String AccessoryItems::getFullDescription(int itemIndex, int displayNum) {
XeenItem &i = operator[](itemIndex);
Resources &res = *getVm()->_resources;
return Common::String::format("\f%02u%s%s%s\f%02u%s%s", displayNum,
!i._bonusFlags ? "" : res._maeNames[i._material].c_str(),
(i._bonusFlags & ITEMFLAG_BROKEN) ? Res.ITEM_BROKEN : "",
(i._bonusFlags & ITEMFLAG_CURSED) ? Res.ITEM_CURSED : "",
displayNum,
Res.ARMOR_NAMES[i._id],
(i._bonusFlags & (ITEMFLAG_BROKEN | ITEMFLAG_CURSED)) ||
!i._bonusFlags ? "\b " : ""
);
}
/*
* Returns a text string listing all the stats/attributes of a given item
*/
Common::String AccessoryItems::getAttributes(XeenItem &item, const Common::String &classes) {
Common::String elemResist, attrBonus;
elemResist = attrBonus = Res.FIELD_NONE;
if (item._material < 36) {
int resistence = Res.ELEMENTAL_RESISTENCES[item._material];
if (resistence > 0) {
int eCategory = ELEM_FIRE;
while (eCategory < ELEM_MAGIC && Res.ELEMENTAL_CATEGORIES[eCategory] < item._material)
++eCategory;
elemResist = Common::String::format(Res.ATTR_XY_BONUS, resistence,
Res.ELEMENTAL_NAMES[eCategory]);
}
} else if (item._material >= 59) {
int bonus = Res.ATTRIBUTE_BONUSES[item._material - 59];
AttributeCategory aCategory = item.getAttributeCategory();
attrBonus = Common::String::format(Res.ATTR_XY_BONUS, bonus,
Res.ATTRIBUTE_NAMES[aCategory]);
}
return Common::String::format(Res.ITEM_DETAILS, classes.c_str(),
Res.FIELD_NONE, Res.FIELD_NONE, Res.FIELD_NONE,
elemResist.c_str(), Res.FIELD_NONE, attrBonus.c_str(), Res.FIELD_NONE);
}
/*------------------------------------------------------------------------*/
Common::String MiscItems::getFullDescription(int itemIndex, int displayNum) {
XeenItem &i = operator[](itemIndex);
Resources &res = *getVm()->_resources;
return Common::String::format("\f%02u%s%s%s\f%02u%s%s", displayNum,
!i._bonusFlags ? "" : res._maeNames[i._material].c_str(),
(i._bonusFlags & ITEMFLAG_BROKEN) ? Res.ITEM_BROKEN : "",
(i._bonusFlags & ITEMFLAG_CURSED) ? Res.ITEM_CURSED : "",
displayNum,
Res.ARMOR_NAMES[i._id],
(i._bonusFlags & (ITEMFLAG_BROKEN | ITEMFLAG_CURSED)) ||
!i._id ? "\b " : ""
);
}
Common::String MiscItems::getAttributes(XeenItem &item, const Common::String &classes) {
Common::String specialPower = Res.FIELD_NONE;
Spells &spells = *getVm()->_spells;
if (item._id) {
specialPower = spells._spellNames[Res.MISC_SPELL_INDEX[item._id]];
}
return Common::String::format(Res.ITEM_DETAILS, classes.c_str(),
Res.FIELD_NONE, Res.FIELD_NONE, Res.FIELD_NONE, Res.FIELD_NONE, Res.FIELD_NONE,
Res.FIELD_NONE, specialPower.c_str());
}
/*------------------------------------------------------------------------*/
InventoryItemsGroup::InventoryItemsGroup(InventoryItems &weapons, InventoryItems &armor,
InventoryItems &accessories, InventoryItems &misc) {
_itemSets[0] = &weapons;
_itemSets[1] = &armor;
_itemSets[2] = &accessories;
_itemSets[3] = &misc;
}
InventoryItems &InventoryItemsGroup::operator[](ItemCategory category) {
return *_itemSets[category];
}
void InventoryItemsGroup::breakAllItems() {
for (int idx = 0; idx < INV_ITEMS_TOTAL; ++idx) {
if ((*_itemSets[0])[idx]._id != 34) {
(*_itemSets[0])[idx]._bonusFlags |= ITEMFLAG_BROKEN;
(*_itemSets[0])[idx]._frame = 0;
}
(*_itemSets[1])[idx]._bonusFlags |= ITEMFLAG_BROKEN;
(*_itemSets[2])[idx]._bonusFlags |= ITEMFLAG_BROKEN;
(*_itemSets[3])[idx]._bonusFlags |= ITEMFLAG_BROKEN;
(*_itemSets[1])[idx]._frame = 0;
(*_itemSets[2])[idx]._frame = 0;
}
}
} // End of namespace Xeen

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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.
*
*/
#ifndef XEEN_ITEM_H
#define XEEN_ITEM_H
#include "common/scummsys.h"
#include "common/array.h"
#include "common/rect.h"
#include "common/serializer.h"
#include "xeen/combat.h"
#include "xeen/sprites.h"
namespace Xeen {
#define INV_ITEMS_TOTAL 9
class XeenEngine;
enum ItemCategory {
CATEGORY_WEAPON = 0, CATEGORY_ARMOR = 1, CATEGORY_ACCESSORY = 2, CATEGORY_MISC = 3,
NUM_ITEM_CATEGORIES = 4
};
enum AttributeCategory {
ATTR_MIGHT = 0, ATTR_INTELLECT = 1, ATTR_PERSONALITY = 2, ATTR_SPEED = 3,
ATTR_ACCURACY = 4, ATTR_LUCK = 5, ATTR_HIT_POINTS = 6, ATTR_SPELL_POINTS = 7,
ATTR_ARMOR_CLASS = 8, ATTR_THIEVERY = 9
};
class XeenItem {
public:
int _material;
uint _id;
int _bonusFlags;
int _frame;
public:
/**
* Return the name of the item
*/
static const char *getItemName(ItemCategory category, uint id);
public:
XeenItem();
/**
* Clear the data for the item
*/
void clear();
/**
* Returns true if no item is set
*/
bool empty() const { return _id != 0; }
/**
* Synchronizes the data for the item
*/
void synchronize(Common::Serializer &s);
/**
* Gets the elemental category for the item
*/
ElementalCategory getElementalCategory() const;
/**
* Gets the attribute category for the item
*/
AttributeCategory getAttributeCategory() const;
};
class InventoryItems : public Common::Array<XeenItem> {
protected:
Character *_character;
ItemCategory _category;
const char **_names;
XeenEngine *getVm();
void equipError(int itemIndex1, ItemCategory category1, int itemIndex2,
ItemCategory category2);
/**
** Returns a text string listing all the stats/attributes of a given item
*/
virtual Common::String getAttributes(XeenItem &item, const Common::String &classes) = 0;
public:
InventoryItems(Character *character, ItemCategory category);
virtual ~InventoryItems() {}
/**
* Clears the set of items
*/
void clear();
/**
* Return whether a given item passes class-based usage restrictions
*/
bool passRestrictions(int itemId, bool showError) const;
/**
* Return the bare name of a given inventory item
*/
Common::String getName(int itemIndex);
virtual Common::String getFullDescription(int itemIndex, int displayNum = 15) = 0;
/**
* Returns the identified details for an item
*/
Common::String getIdentifiedDetails(int itemIndex);
/**
* Discard an item from the inventory
*/
bool discardItem(int itemIndex);
/**
* Equips an item
*/
virtual void equipItem(int itemIndex) {}
/**
* Un-equips the given item
*/
void removeItem(int itemIndex);
/**
* Sorts the items list, removing any empty item slots to the end of the array
*/
void sort();
/**
* Enchants an item
*/
virtual void enchantItem(int itemIndex, int amount);
/**
* Return if the given inventory items list is full
*/
bool isFull() const;
};
class WeaponItems: public InventoryItems {
protected:
/**
** Returns a text string listing all the stats/attributes of a given item
*/
virtual Common::String getAttributes(XeenItem &item, const Common::String &classes);
public:
WeaponItems(Character *character) : InventoryItems(character, CATEGORY_WEAPON) {}
virtual ~WeaponItems() {}
/**
* Equip a given weapon
*/
virtual void equipItem(int itemIndex);
/**
* Assembles a full lines description for a specified item for use in
* the Items dialog
*/
virtual Common::String getFullDescription(int itemIndex, int displayNum);
/**
* Enchants a weapon
*/
virtual void enchantItem(int itemIndex, int amount);
};
class ArmorItems : public InventoryItems {
protected:
/**
** Returns a text string listing all the stats/attributes of a given item
*/
virtual Common::String getAttributes(XeenItem &item, const Common::String &classes);
public:
ArmorItems(Character *character) : InventoryItems(character, CATEGORY_ARMOR) {}
virtual ~ArmorItems() {}
/**
* Equip a given piece of armor
*/
virtual void equipItem(int itemIndex);
/**
* Assembles a full lines description for a specified item for use in
* the Items dialog
*/
virtual Common::String getFullDescription(int itemIndex, int displayNum);
/**
* Enchants an armor
*/
virtual void enchantItem(int itemIndex, int amount);
};
class AccessoryItems : public InventoryItems {
protected:
/**
** Returns a text string listing all the stats/attributes of a given item
*/
virtual Common::String getAttributes(XeenItem &item, const Common::String &classes);
public:
AccessoryItems(Character *character) : InventoryItems(character, CATEGORY_ACCESSORY) {}
/**
* Equip a given accessory
*/
virtual void equipItem(int itemIndex);
/**
* Assembles a full lines description for a specified item for use in
* the Items dialog
*/
virtual Common::String getFullDescription(int itemIndex, int displayNum);
};
class MiscItems : public InventoryItems {
protected:
/**
** Returns a text string listing all the stats/attributes of a given item
*/
virtual Common::String getAttributes(XeenItem &item, const Common::String &classes);
public:
MiscItems(Character *character) : InventoryItems(character, CATEGORY_MISC) {}
virtual ~MiscItems() {}
/**
* Assembles a full lines description for a specified item for use in
* the Items dialog
*/
virtual Common::String getFullDescription(int itemIndex, int displayNum);
};
class InventoryItemsGroup {
private:
InventoryItems *_itemSets[4];
public:
InventoryItemsGroup(InventoryItems &weapons, InventoryItems &armor,
InventoryItems &accessories, InventoryItems &misc);
InventoryItems &operator[](ItemCategory category);
/**
* Breaks all the items in a given character's inventory
*/
void breakAllItems();
};
} // End of namespace Xeen
#endif /* XEEN_CHARACTER_H */

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@ -42,6 +42,7 @@ MODULE_OBJS := \
interface.o \
interface_minimap.o \
interface_scene.o \
item.o \
locations.o \
map.o \
party.o \