scummvm/engines/xeen/item.cpp

777 lines
22 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 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 {
void ItemState::synchronize(Common::Serializer &s) {
byte b = _counter | (_cursed ? 0x40 : 0) | (_broken ? 0x80 : 0);
s.syncAsByte(b);
if (s.isLoading()) {
_counter = b & 63;
_cursed = (b & 0x40) != 0;
_broken = (b & 0x80) != 0;
}
}
void ItemState::operator=(byte val) {
_counter = val & 63;
_cursed = (val & 0x40) != 0;
_broken = (val & 0x80) != 0;
}
/*------------------------------------------------------------------------*/
XeenItem::XeenItem() {
clear();
}
void XeenItem::clear() {
_material = _id = 0;
_state.clear();
_frame = 0;
}
void XeenItem::synchronize(Common::Serializer &s) {
s.syncAsByte(_material);
s.syncAsByte(_id);
_state.synchronize(s);
s.syncAsByte(_frame);
}
ElementalCategory XeenItem::getElementalCategory() const {
assert(_material < 36);
return getElementalCategory(_material);
}
ElementalCategory XeenItem::getElementalCategory(int material) {
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) {
const char **questItems = (g_vm->getGameID() == GType_Swords) ? Res.QUEST_ITEM_NAMES_SWORDS : Res.QUEST_ITEM_NAMES;
const uint QUEST_OFFSET = g_vm->getGameID() == GType_Swords ? 88 : 82;
if (id < QUEST_OFFSET) {
switch (category) {
case CATEGORY_WEAPON:
assert(id < 41);
return Res.WEAPON_NAMES[id];
case CATEGORY_ARMOR:
assert(id < 14);
return Res.ARMOR_NAMES[id];
case CATEGORY_ACCESSORY:
assert(id < 11);
return Res.ACCESSORY_NAMES[id];
default:
assert(id < 22);
return Res.MISC_NAMES[id];
}
} else {
switch (category) {
case CATEGORY_WEAPON:
return questItems[id - QUEST_OFFSET];
case CATEGORY_ARMOR:
return questItems[id - QUEST_OFFSET + 35];
case CATEGORY_ACCESSORY:
return questItems[id - QUEST_OFFSET + 35 + 14];
default:
assert(g_vm->getGameID() != GType_Swords && (id - QUEST_OFFSET + 35 + 14 + 11) < 85);
return questItems[id - QUEST_OFFSET + 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();
}
InventoryItems &InventoryItems::operator=(const InventoryItems &src) {
Common::Array<XeenItem>::clear();
assert(src.size() == INV_ITEMS_TOTAL);
for (uint idx = 0; idx < INV_ITEMS_TOTAL; ++idx)
push_back(src[idx]);
return *this;
}
bool InventoryItems::passRestrictions(int itemId, bool suppressError) 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 (!suppressError) {
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._state._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).empty()) {
// 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._state._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,
itemName2.c_str(), itemName1.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 {
assert(size() == INV_ITEMS_TOTAL);
return !operator[](size() - 1).empty();
}
void InventoryItems::capitalizeItem(Common::String &name) {
if (name[3] == '\f')
name.setChar(toupper(name[6]), 6);
else
name.setChar(toupper(name[3]), 3);
}
/*------------------------------------------------------------------------*/
void WeaponItems::equipItem(int itemIndex) {
XeenItem &item = operator[](itemIndex);
if (item._id <= 17) {
if (passRestrictions(item._id)) {
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)) {
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)) {
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;
Common::String desc = Common::String::format("\f%02u%s%s%s\f%02u%s%s%s", displayNum,
i._state._cursed || i._state._broken ? "" : res._maeNames[i._material].c_str(),
i._state._broken ? Res.ITEM_BROKEN : "",
i._state._cursed ? Res.ITEM_CURSED : "",
displayNum,
Res.WEAPON_NAMES[i._id],
!i._state._counter ? "" : Res.BONUS_NAMES[i._state._counter],
(i._state._cursed || i._state._broken) || !i._id ? "\b " : ""
);
capitalizeItem(desc);
return desc;
}
void WeaponItems::enchantItem(int itemIndex, int amount) {
Sound &sound = *getVm()->_sound;
XeenItem &item = operator[](itemIndex);
Character tempCharacter;
if (item._material == 0 && item._state.empty() && item._id < XEEN_SLAYER_SWORD) {
tempCharacter.makeItem(amount, 0, 1);
XeenItem &tempItem = tempCharacter._weapons[0];
if (tempItem._material != 0 || !tempItem._state.empty()) {
item._material = tempItem._material;
item._state = tempItem._state;
sound.playFX(19);
} else {
// WORKAROUND: As an improvement on the original, show an error if the enchanting failed
ErrorScroll::show(g_vm, Res.SPELL_FAILED);
}
} 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
Effectiveness effective = (Effectiveness)item._state._counter;
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()
);
}
bool WeaponItems::hasElderWeapon() const {
if (g_vm->getGameID() == GType_Swords) {
for (uint idx = 0; idx < size(); ++idx) {
if ((*this)[idx]._id >= 34)
return true;
}
}
return false;
}
/*------------------------------------------------------------------------*/
void ArmorItems::equipItem(int itemIndex) {
XeenItem &item = operator[](itemIndex);
if (item._id <= 7) {
if (passRestrictions(item._id)) {
for (uint idx = 0; idx < size(); ++idx) {
XeenItem &i = operator[](idx);
if (i._frame == 3) {
equipError(itemIndex, CATEGORY_ARMOR, idx, CATEGORY_ARMOR);
return;
}
}
item._frame = 3;
}
} else if (item._id == 8) {
if (passRestrictions(item._id)) {
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;
Common::String desc = Common::String::format("\f%02u%s%s%s\f%02u%s%s", displayNum,
i._state._cursed || i._state._broken ? "" : res._maeNames[i._material].c_str(),
i._state._broken ? Res.ITEM_BROKEN : "",
i._state._cursed ? Res.ITEM_CURSED : "",
displayNum,
Res.ARMOR_NAMES[i._id],
(i._state._cursed || i._state._broken) || !i._id ? "\b " : ""
);
capitalizeItem(desc);
return desc;
}
void ArmorItems::enchantItem(int itemIndex, int amount) {
Sound &sound = *getVm()->_sound;
XeenItem &item = operator[](itemIndex);
Character tempCharacter;
if (item._material == 0 && item._state.empty()) {
tempCharacter.makeItem(amount, 0, 2);
XeenItem &tempItem = tempCharacter._armor[0];
if (tempItem._material != 0 || !tempItem._state.empty()) {
item._material = tempItem._material;
item._state = tempItem._state;
sound.playFX(19);
} else {
// WORKAROUND: As an improvement on the original, show an error if the enchanting failed
ErrorScroll::show(g_vm, Res.SPELL_FAILED);
}
} 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;
}
}
item._frame = 12;
} 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;
Common::String desc = Common::String::format("\f%02u%s%s%s\f%02u%s%s", displayNum,
i._state._cursed || i._state._broken ? "" : res._maeNames[i._material].c_str(),
i._state._broken ? Res.ITEM_BROKEN : "",
i._state._cursed ? Res.ITEM_CURSED : "",
displayNum,
Res.ACCESSORY_NAMES[i._id],
(i._state._cursed || i._state._broken) || !i._id ? "\b " : ""
);
capitalizeItem(desc);
return desc;
}
/*
* 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);
Common::String desc = Common::String::format("\f%02u%s%s\f%02u%s%s%s%s", displayNum,
i._state._broken ? Res.ITEM_BROKEN : "",
i._state._cursed ? Res.ITEM_CURSED : "",
displayNum,
Res.MISC_NAMES[i._material],
(i._state._cursed || i._state._broken) || !i._id ? "" : Res.ITEM_OF,
(i._state._cursed || i._state._broken) ? "" : Res.SPECIAL_NAMES[i._id],
(i._state._cursed || i._state._broken) || !i._id ? "\b " : ""
);
capitalizeItem(desc);
return desc;
}
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());
}
/*------------------------------------------------------------------------*/
InventoryItems &InventoryItemsGroup::operator[](ItemCategory category) {
switch (category) {
case CATEGORY_WEAPON:
return _owner->_weapons;
case CATEGORY_ARMOR:
return _owner->_armor;
case CATEGORY_ACCESSORY:
return _owner->_accessories;
default:
return _owner->_misc;
}
}
const InventoryItems &InventoryItemsGroup::operator[](ItemCategory category) const {
switch (category) {
case CATEGORY_WEAPON:
return _owner->_weapons;
case CATEGORY_ARMOR:
return _owner->_armor;
case CATEGORY_ACCESSORY:
return _owner->_accessories;
default:
return _owner->_misc;
}
}
void InventoryItemsGroup::breakAllItems() {
for (int idx = 0; idx < INV_ITEMS_TOTAL; ++idx) {
if (_owner->_weapons[idx]._id < XEEN_SLAYER_SWORD) {
_owner->_weapons[idx]._state._broken = true;
// WORKAROUND: For consistency, we don't de-equip broken items
//_owner->_weapons[idx]._frame = 0;
}
_owner->_armor[idx]._state._broken = true;
_owner->_accessories[idx]._state._broken = true;
_owner->_misc[idx]._state._broken = true;
// WORKAROUND: For consistency, we don't de-equip broken items
//_owner->_armor[idx]._frame = 0;
//_owner->_accessories[idx]._frame = 0;
}
}
void InventoryItemsGroup::curseUncurse(bool curse) {
for (int idx = 0; idx < INV_ITEMS_TOTAL; ++idx) {
_owner->_weapons[idx]._state._cursed = curse && _owner->_weapons[idx]._id < XEEN_SLAYER_SWORD;
_owner->_armor[idx]._state._cursed = curse;
_owner->_accessories[idx]._state._cursed = curse;
_owner->_misc[idx]._state._cursed = curse;
}
}
bool InventoryItemsGroup::hasCursedItems() const {
for (int idx = 0; idx < INV_ITEMS_TOTAL; ++idx) {
for (ItemCategory cat = CATEGORY_WEAPON; cat <= CATEGORY_MISC; cat = (ItemCategory)((int)cat + 1)) {
if ((*this)[cat][idx]._state._cursed)
return true;
}
}
return false;
}
} // End of namespace Xeen