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ad7b947da3
All too many of the resource strings are used as parameters in Common::String::format calls, and it proved too laborious trying to add .c_str() suffixes everywhere it'd be appropriate. Easier to simply change all the Reosucre fields back to being const char *
542 lines
12 KiB
C++
542 lines
12 KiB
C++
/* 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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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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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef XEEN_CHARACTER_H
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#define XEEN_CHARACTER_H
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#include "common/scummsys.h"
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#include "common/array.h"
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#include "common/rect.h"
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#include "common/serializer.h"
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#include "xeen/combat.h"
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#include "xeen/sprites.h"
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namespace Xeen {
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#define INV_ITEMS_TOTAL 9
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#define MAX_SPELLS_PER_CLASS 39
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#define AWARDS_TOTAL 88
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#define WARZONE_AWARD 9
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enum Award {
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SHANGRILA_GUILD_MEMBER = 5, GOOBER = 76, SUPER_GOOBER = 77,
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CASTLEVIEW_GUILD_MEMBER = 83, SANDCASTER_GUILD_MEMBER = 84,
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LAKESIDE_GUILD_MEMBER = 85, NECROPOLIS_GUILD_MEMBER = 86, OLYMPUS_GUILD_MEMBER = 87
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};
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enum BonusFlags {
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ITEMFLAG_BONUS_MASK = 0xBF, ITEMFLAG_CURSED = 0x40, ITEMFLAG_BROKEN = 0x80
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};
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enum ItemCategory {
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CATEGORY_WEAPON = 0, CATEGORY_ARMOR = 1, CATEGORY_ACCESSORY = 2, CATEGORY_MISC = 3,
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NUM_ITEM_CATEGORIES = 4
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};
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enum Sex { MALE = 0, FEMALE = 1, YES_PLEASE = 2 };
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enum Race { HUMAN = 0, ELF = 1, DWARF = 2, GNOME = 3, HALF_ORC = 4 };
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enum CharacterClass {
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CLASS_KNIGHT = 0, CLASS_PALADIN = 1, CLASS_ARCHER = 2, CLASS_CLERIC = 3,
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CLASS_SORCERER = 4, CLASS_ROBBER = 5, CLASS_NINJA = 6, CLASS_BARBARIAN = 7,
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CLASS_DRUID = 8, CLASS_RANGER = 9, TOTAL_CLASSES = 10, CLASS_12 = 12, CLASS_15 = 15, CLASS_16 = 16
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};
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enum Attribute {
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MIGHT = 0, INTELLECT = 1, PERSONALITY = 2, ENDURANCE = 3, SPEED = 4,
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ACCURACY = 5, LUCK = 6, TOTAL_ATTRIBUTES = 7
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};
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enum Skill {
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THIEVERY = 0, ARMS_MASTER = 1, ASTROLOGER = 2, BODYBUILDER = 3,
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CARTOGRAPHER = 4, CRUSADER = 5, DIRECTION_SENSE = 6, LINGUIST = 7,
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MERCHANT = 8, MOUNTAINEER = 9, NAVIGATOR = 10, PATHFINDER = 11,
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PRAYER_MASTER = 12, PRESTIDIGITATION = 13, SWIMMING = 14, TRACKING = 15,
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SPOT_DOORS = 16, DANGER_SENSE = 17
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};
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enum Condition {
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CURSED = 0, HEART_BROKEN = 1, WEAK = 2, POISONED = 3,
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DISEASED = 4, INSANE = 5, IN_LOVE = 6, DRUNK = 7, ASLEEP = 8,
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DEPRESSED = 9, CONFUSED = 10, PARALYZED = 11, UNCONSCIOUS = 12,
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DEAD = 13, STONED = 14, ERADICATED = 15,
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NO_CONDITION = 16
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};
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enum AttributeCategory {
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ATTR_MIGHT = 0, ATTR_INTELLECT = 1, ATTR_PERSONALITY = 2, ATTR_SPEED = 3,
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ATTR_ACCURACY = 4, ATTR_LUCK = 5, ATTR_HIT_POINTS = 6, ATTR_SPELL_POINTS = 7,
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ATTR_ARMOR_CLASS = 8, ATTR_THIEVERY = 9
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};
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enum QuickAction {
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QUICK_ATTACK = 0, QUICK_SPELL = 1, QUICK_BLOCK = 2, QUICK_RUN = 3
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};
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class XeenEngine;
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class Character;
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class XeenItem {
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public:
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int _material;
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uint _id;
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int _bonusFlags;
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int _frame;
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public:
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/**
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* Return the name of the item
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*/
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static const char *getItemName(ItemCategory category, uint id);
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public:
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XeenItem();
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/**
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* Clear the data for the item
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*/
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void clear();
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/**
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* Returns true if no item is set
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*/
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bool empty() const { return _id != 0; }
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/**
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* Synchronizes the data for the item
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*/
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void synchronize(Common::Serializer &s);
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/**
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* Gets the elemental category for the item
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*/
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ElementalCategory getElementalCategory() const;
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/**
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* Gets the attribute category for the item
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*/
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AttributeCategory getAttributeCategory() const;
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};
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class InventoryItems : public Common::Array<XeenItem> {
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protected:
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Character *_character;
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ItemCategory _category;
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const char **_names;
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XeenEngine *getVm();
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void equipError(int itemIndex1, ItemCategory category1, int itemIndex2,
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ItemCategory category2);
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virtual Common::String getAttributes(XeenItem &item, const Common::String &classes) = 0;
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public:
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InventoryItems(Character *character, ItemCategory category);
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virtual ~InventoryItems() {}
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/**
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* Clears the set of items
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*/
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void clear();
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/**
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* Return whether a given item passes class-based usage restrictions
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*/
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bool passRestrictions(int itemId, bool showError) const;
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/**
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* Return the bare name of a given inventory item
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*/
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Common::String getName(int itemIndex);
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virtual Common::String getFullDescription(int itemIndex, int displayNum = 15) = 0;
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/**
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* Returns the identified details for an item
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*/
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Common::String getIdentifiedDetails(int itemIndex);
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/**
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* Discard an item from the inventory
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*/
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bool discardItem(int itemIndex);
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/**
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* Equips an item
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*/
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virtual void equipItem(int itemIndex) {}
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/**
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* Un-equips the given item
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*/
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void removeItem(int itemIndex);
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/**
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* Sorts the items list, removing any empty item slots to the end of the array
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*/
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void sort();
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/**
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* Enchants an item
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*/
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virtual void enchantItem(int itemIndex, int amount);
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/**
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* Return if the given inventory items list is full
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*/
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bool isFull() const;
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};
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class WeaponItems: public InventoryItems {
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protected:
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virtual Common::String getAttributes(XeenItem &item, const Common::String &classes);
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public:
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WeaponItems(Character *character) : InventoryItems(character, CATEGORY_WEAPON) {}
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virtual ~WeaponItems() {}
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/**
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* Equip a given weapon
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*/
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virtual void equipItem(int itemIndex);
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/**
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* Assembles a full lines description for a specified item for use in
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* the Items dialog
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*/
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virtual Common::String getFullDescription(int itemIndex, int displayNum);
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/**
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* Enchants a weapon
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*/
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virtual void enchantItem(int itemIndex, int amount);
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};
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class ArmorItems : public InventoryItems {
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protected:
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virtual Common::String getAttributes(XeenItem &item, const Common::String &classes);
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public:
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ArmorItems(Character *character) : InventoryItems(character, CATEGORY_ARMOR) {}
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virtual ~ArmorItems() {}
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/**
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* Equip a given piece of armor
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*/
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virtual void equipItem(int itemIndex);
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/**
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* Assembles a full lines description for a specified item for use in
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* the Items dialog
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*/
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virtual Common::String getFullDescription(int itemIndex, int displayNum);
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/**
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* Enchants an armor
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*/
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virtual void enchantItem(int itemIndex, int amount);
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};
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class AccessoryItems : public InventoryItems {
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protected:
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virtual Common::String getAttributes(XeenItem &item, const Common::String &classes);
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public:
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AccessoryItems(Character *character) : InventoryItems(character, CATEGORY_ACCESSORY) {}
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/**
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* Equip a given accessory
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*/
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virtual void equipItem(int itemIndex);
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/**
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* Assembles a full lines description for a specified item for use in
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* the Items dialog
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*/
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virtual Common::String getFullDescription(int itemIndex, int displayNum);
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};
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class MiscItems : public InventoryItems {
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protected:
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virtual Common::String getAttributes(XeenItem &item, const Common::String &classes);
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public:
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MiscItems(Character *character) : InventoryItems(character, CATEGORY_MISC) {}
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virtual ~MiscItems() {}
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/**
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* Assembles a full lines description for a specified item for use in
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* the Items dialog
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*/
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virtual Common::String getFullDescription(int itemIndex, int displayNum);
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};
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class InventoryItemsGroup {
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private:
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InventoryItems *_itemSets[4];
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public:
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InventoryItemsGroup(InventoryItems &weapons, InventoryItems &armor,
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InventoryItems &accessories, InventoryItems &misc);
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InventoryItems &operator[](ItemCategory category);
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/**
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* Breaks all the items in a given character's inventory
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*/
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void breakAllItems();
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};
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class AttributePair {
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public:
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uint _permanent;
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uint _temporary;
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public:
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AttributePair();
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void synchronize(Common::Serializer &s);
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};
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class Character {
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private:
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/**
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* Modifies a passed attribute value based on player's condition
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*/
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int conditionMod(Attribute attrib) const;
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public:
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Common::String _name;
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Sex _sex;
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Race _race;
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int _xeenSide;
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CharacterClass _class;
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AttributePair _might;
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AttributePair _intellect;
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AttributePair _personality;
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AttributePair _endurance;
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AttributePair _speed;
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AttributePair _accuracy;
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AttributePair _luck;
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int _ACTemp;
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AttributePair _level;
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uint _birthDay;
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int _tempAge;
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int _skills[18];
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int _awards[128];
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bool _spells[MAX_SPELLS_PER_CLASS];
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int _lloydMap;
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Common::Point _lloydPosition;
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bool _hasSpells;
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int8 _currentSpell;
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QuickAction _quickOption;
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InventoryItemsGroup _items;
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WeaponItems _weapons;
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ArmorItems _armor;
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AccessoryItems _accessories;
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MiscItems _misc;
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int _lloydSide;
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AttributePair _fireResistence;
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AttributePair _coldResistence;
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AttributePair _electricityResistence;
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AttributePair _poisonResistence;
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AttributePair _energyResistence;
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AttributePair _magicResistence;
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int _conditions[16];
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int _townUnknown;
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int _savedMazeId;
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int _currentHp;
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int _currentSp;
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uint _birthYear;
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uint32 _experience;
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int _currentAdventuringSpell;
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int _currentCombatSpell;
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SpriteResource *_faceSprites;
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int _rosterId;
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public:
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Character();
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/**
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* Clears the data for a character
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*/
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void clear();
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/**
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* Synchronizes data for the character
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*/
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void synchronize(Common::Serializer &s);
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/**
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* Returns the worst condition the character is suffering from
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*/
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Condition worstCondition() const;
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/**
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* Returns whether the given character has a disabling condition, but still alive
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*/
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bool isDisabled() const;
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/**
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* Returns whether the given character has a disabling condition, or is dead
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*/
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bool isDisabledOrDead() const;
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/**
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* Returns whether the given character has a dead condition
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*/
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bool isDead() const;
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/**
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* Get the character's age
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*/
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int getAge(bool ignoreTemp = false) const;
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/**
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* Gets the maximum hit points for a character
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*/
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int getMaxHP() const;
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/**
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* Gets the maximum spell points for a character
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*/
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int getMaxSP() const;
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/**
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* Get the effective value of a given stat for the character
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*/
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uint getStat(Attribute attrib, bool baseOnly = false) const;
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/**
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* Return the color number to use for a given stat value in the character
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* info or quick reference dialogs
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*/
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static int statColor(int amount, int threshold);
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/**
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* Returns the bonus the character gets for stats
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*/
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int statBonus(uint statValue) const;
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/**
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* Returns true if the character passes a saving throw for a given attack type
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*/
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bool charSavingThrow(DamageType attackType) const;
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/**
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* Returns true if the character is unable to perform any action
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*/
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bool noActions();
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/**
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* Sets an award status
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*/
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void setAward(int awardId, bool value);
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/**
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* Returns true if a character has a given award
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*/
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bool hasAward(int awardId) const;
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/**
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* Returns the character's armor class
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*/
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int getArmorClass(bool baseOnly = false) const;
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/**
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* Returns the thievery skill level, adjusted by class and race
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*/
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int getThievery() const;
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uint getCurrentLevel() const;
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/**
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* Scans the character's inventory for the given item
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*/
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int itemScan(int itemId) const;
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/**
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* Sets various attributes of a character
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*/
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void setValue(int id, uint value);
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/**
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* Returns true if the character is a member of the current town's guild
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*/
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bool guildMember() const;
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/**
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* Returns the experience required to reach the next level
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*/
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uint experienceToNextLevel() const;
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/**
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* Returns the next level the character will reach
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*/
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uint nextExperienceLevel() const;
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/**
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* Returns the character's current experience
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*/
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uint getCurrentExperience() const;
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/**
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* Returns the number of skills the character has
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*/
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int getNumSkills() const;
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/**
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* Returns the number of awards the character has
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*/
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int getNumAwards() const;
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/**
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* Creates an item and adds it to the inventory
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*/
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ItemCategory makeItem(int p1, int itemIndex, int p3);
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/**
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* Add hit points to a character
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*/
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void addHitPoints(int amount);
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/**
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* Remove hit points from the character
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*/
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void subtractHitPoints(int amount);
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/**
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* Returns true if the character has the Xeen Slayer Sword
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*/
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bool hasSlayerSword() const;
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/**
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* Returns true if the character has a missile weapon, such as a bow
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*/
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bool hasMissileWeapon() const;
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/**
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* Returns a category index for a character, used such for indexing into spell data
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*/
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int getClassCategory() const;
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/**
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* Clears the character of any currently set conditions
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*/
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void clearConditions();
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};
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} // End of namespace Xeen
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#endif /* XEEN_CHARACTER_H */
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