mirror of
https://github.com/libretro/scummvm.git
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1345 lines
32 KiB
C++
1345 lines
32 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "mm/xeen/character.h"
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#include "mm/xeen/resources.h"
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#include "mm/xeen/xeen.h"
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namespace MM {
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namespace Xeen {
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AttributePair::AttributePair() {
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_temporary = _permanent = 0;
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}
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void AttributePair::synchronize(Common::Serializer &s) {
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s.syncAsByte(_permanent);
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s.syncAsByte(_temporary);
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}
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/*------------------------------------------------------------------------*/
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int CharacterArray::indexOf(const Character &c) {
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for (uint idx = 0; idx < size(); ++idx) {
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if ((*this)[idx] == c)
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return idx;
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}
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return -1;
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}
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/*------------------------------------------------------------------------*/
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int Character::_itemType;
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Character::Character(): _weapons(this), _armor(this), _accessories(this), _misc(this), _items(this) {
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clear();
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_faceSprites = nullptr;
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_rosterId = -1;
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}
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Character::Character(const Character &src) : _weapons(this), _armor(this), _accessories(this), _misc(this), _items(this) {
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operator=(src);
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}
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void Character::clear() {
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_name = "";
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_sex = MALE;
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_race = HUMAN;
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_xeenSide = 0;
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_class = CLASS_KNIGHT;
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_ACTemp = 0;
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_birthDay = 0;
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_tempAge = 0;
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Common::fill(&_skills[0], &_skills[18], 0);
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Common::fill(&_awards[0], &_awards[128], 0);
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Common::fill(&_spells[0], &_spells[39], false);
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_lloydMap = 0;
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_hasSpells = false;
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_currentSpell = 0;
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_quickOption = QUICK_ATTACK;
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_lloydSide = 0;
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Common::fill(&_conditions[0], &_conditions[16], 0);
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_townUnknown = 0;
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_savedMazeId = 0;
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_currentHp = 0;
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_currentSp = 0;
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_birthYear = 0;
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_experience = 0;
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_currentAdventuringSpell = 0;
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_currentCombatSpell = 0;
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_might._permanent = _might._temporary = 0;
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_intellect._permanent = _intellect._temporary = 0;
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_personality._permanent = _personality._temporary = 0;
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_endurance._permanent = _endurance._temporary = 0;
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_speed._permanent = _speed._temporary = 0;
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_accuracy._permanent = _accuracy._temporary = 0;
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_luck._permanent = _luck._temporary = 0;
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_fireResistence._permanent = _fireResistence._temporary = 0;
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_coldResistence._permanent = _coldResistence._temporary = 0;
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_electricityResistence._permanent = _electricityResistence._temporary = 0;
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_poisonResistence._permanent = _poisonResistence._temporary = 0;
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_energyResistence._permanent = _energyResistence._temporary = 0;
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_magicResistence._permanent = _magicResistence._temporary = 0;
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_weapons.clear();
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_armor.clear();
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_accessories.clear();
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_misc.clear();
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}
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Character &Character::operator=(const Character &src) {
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clear();
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_faceSprites = src._faceSprites;
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_rosterId = src._rosterId;
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_name = src._name;
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_sex = src._sex;
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_race = src._race;
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_xeenSide = src._xeenSide;
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_class = src._class;
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_might = src._might;
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_intellect = src._intellect;
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_personality = src._personality;
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_endurance = src._endurance;
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_speed = src._speed;
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_accuracy = src._accuracy;
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_luck = src._luck;
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_ACTemp = src._ACTemp;
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_level = src._level;
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_birthDay = src._birthDay;
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_tempAge = src._tempAge;
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Common::copy(&src._skills[0], &src._skills[18], &_skills[0]);
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Common::copy(&src._awards[0], &src._awards[128], &_awards[0]);
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Common::copy(&src._spells[0], &src._spells[SPELLS_PER_CLASS], &_spells[0]);
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_lloydMap = src._lloydMap;
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_lloydPosition = src._lloydPosition;
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_hasSpells = src._hasSpells;
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_currentSpell = src._currentSpell;
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_quickOption = src._quickOption;
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_weapons = src._weapons;
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_armor = src._armor;
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_accessories = src._accessories;
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_misc = src._misc;
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_lloydSide = src._lloydSide;
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_fireResistence = src._fireResistence;
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_coldResistence = src._coldResistence;
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_electricityResistence = src._electricityResistence;
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_poisonResistence = src._poisonResistence;
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_energyResistence = src._energyResistence;
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_magicResistence = src._magicResistence;
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Common::copy(&src._conditions[0], &src._conditions[16], &_conditions[0]);
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_townUnknown = src._townUnknown;
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_savedMazeId = src._savedMazeId;
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_currentHp = src._currentHp;
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_currentSp = src._currentSp;
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_birthYear = src._birthYear;
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_experience = src._experience;
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_currentAdventuringSpell = src._currentAdventuringSpell;
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_currentCombatSpell = src._currentCombatSpell;
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for (ItemCategory category = CATEGORY_WEAPON; category <= CATEGORY_MISC; category = (ItemCategory)((int)category + 1)) {
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const InventoryItems &srcItems = src._items[category];
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InventoryItems &destItems = _items[category];
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destItems = srcItems;
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}
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return *this;
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}
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void Character::synchronize(Common::Serializer &s) {
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char name[16];
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Common::fill(&name[0], &name[16], '\0');
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Common::strlcpy(name, _name.c_str(), 16);
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s.syncBytes((byte *)name, 16);
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if (s.isLoading())
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_name = Common::String(name);
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s.syncAsByte(_sex);
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s.syncAsByte(_race);
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s.syncAsByte(_xeenSide);
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s.syncAsByte(_class);
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_might.synchronize(s);
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_intellect.synchronize(s);
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_personality.synchronize(s);
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_endurance.synchronize(s);
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_speed.synchronize(s);
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_accuracy.synchronize(s);
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_luck.synchronize(s);
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s.syncAsByte(_ACTemp);
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_level.synchronize(s);
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s.syncAsByte(_birthDay);
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s.syncAsByte(_tempAge);
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// Synchronize the skill list
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for (int idx = 0; idx < 18; ++idx)
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s.syncAsByte(_skills[idx]);
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// Synchronize character awards. The original packed awards 64..127 in the
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// upper nibble of the first 64 bytes. Except for award 9, which was a full
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// byte counter counting the number of times the warzone was awarded
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for (int idx = 0; idx < 64; ++idx) {
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byte b = (idx == WARZONE_AWARD) ? _awards[idx] :
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(_awards[idx] ? 0x1 : 0) | (_awards[idx + 64] ? 0x10 : 0);
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s.syncAsByte(b);
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if (s.isLoading()) {
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_awards[idx] = (idx == WARZONE_AWARD) ? b : b & 0xF;
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_awards[idx + 64] = (idx == WARZONE_AWARD) ? 0 : (b >> 4) & 0xf;
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}
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}
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// Synchronize spell list
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for (int i = 0; i < SPELLS_PER_CLASS; ++i)
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s.syncAsByte(_spells[i]);
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s.syncAsByte(_lloydMap);
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s.syncAsByte(_lloydPosition.x);
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s.syncAsByte(_lloydPosition.y);
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s.syncAsByte(_hasSpells);
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s.syncAsByte(_currentSpell);
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s.syncAsByte(_quickOption);
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for (int i = 0; i < 9; ++i)
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_weapons[i].synchronize(s);
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for (int i = 0; i < 9; ++i)
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_armor[i].synchronize(s);
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for (int i = 0; i < 9; ++i)
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_accessories[i].synchronize(s);
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for (int i = 0; i < 9; ++i)
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_misc[i].synchronize(s);
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s.syncAsByte(_lloydSide);
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_fireResistence.synchronize(s);
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_coldResistence.synchronize(s);
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_electricityResistence.synchronize(s);
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_poisonResistence.synchronize(s);
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_energyResistence.synchronize(s);
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_magicResistence.synchronize(s);
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for (int i = 0; i < 16; ++i)
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s.syncAsByte(_conditions[i]);
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s.syncAsUint16LE(_townUnknown);
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s.syncAsByte(_savedMazeId);
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s.syncAsSint16LE(_currentHp);
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s.syncAsSint16LE(_currentSp);
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s.syncAsUint16LE(_birthYear);
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s.syncAsUint32LE(_experience);
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s.syncAsByte(_currentAdventuringSpell);
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s.syncAsByte(_currentCombatSpell);
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}
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Condition Character::worstCondition() const {
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for (int cond = ERADICATED; cond >= CURSED; --cond) {
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if (_conditions[cond])
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return (Condition)cond;
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}
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return NO_CONDITION;
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}
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bool Character::isDisabled() const {
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Condition condition = worstCondition();
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return condition == ASLEEP || condition == PARALYZED || condition == UNCONSCIOUS
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|| condition == STONED || condition == ERADICATED;
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}
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bool Character::isDisabledOrDead() const {
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Condition condition = worstCondition();
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return condition == ASLEEP || (condition >= PARALYZED && condition <= ERADICATED);
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}
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bool Character::isDead() const {
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Condition condition = worstCondition();
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return condition >= DEAD && condition <= ERADICATED;
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}
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int Character::getAge(bool ignoreTemp) const {
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int year = MIN(Party::_vm->_party->_year - _birthYear, (uint)254);
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return ignoreTemp ? year : year + _tempAge;
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}
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int Character::getMaxHP() const {
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int hp = Res.BASE_HP_BY_CLASS[_class];
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hp += statBonus(getStat(ENDURANCE));
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hp += Res.RACE_HP_BONUSES[_race];
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if (_skills[BODYBUILDER])
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++hp;
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if (hp < 1)
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hp = 1;
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hp *= getCurrentLevel();
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hp += itemScan(7);
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return MAX(hp, 0);
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}
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int Character::getMaxSP() const {
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int result = 0;
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bool flag = false;
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int amount = 0;
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Attribute attrib;
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Skill skill;
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if (!_hasSpells)
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return 0;
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if (_class == CLASS_SORCERER || _class == CLASS_ARCHER) {
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attrib = INTELLECT;
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skill = PRESTIDIGITATION;
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} else {
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attrib = PERSONALITY;
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skill = PRAYER_MASTER;
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}
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if (_class == CLASS_DRUID || _class == CLASS_RANGER)
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skill = ASTROLOGER;
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for (;;) {
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// Get the base number of spell points
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result = statBonus(getStat(attrib)) + 3;
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result += Res.RACE_SP_BONUSES[_race][attrib - 1];
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if (_skills[skill])
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result += 2;
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if (result < 1)
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result = 1;
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// Multiply it by the character's level
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result *= getCurrentLevel();
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// Classes other than sorcerer, clerics, and druids only get half the SP
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if (_class != CLASS_SORCERER && _class != CLASS_CLERIC && _class != CLASS_DRUID)
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result /= 2;
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if (flag || (_class != CLASS_DRUID && _class != CLASS_RANGER))
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break;
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// Druids and rangers get bonuses averaged on both personality and intellect
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attrib = INTELLECT;
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flag = true;
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amount = result;
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}
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if (flag)
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result = (amount + result) / 2;
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result += itemScan(8);
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if (result < 0)
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result = 0;
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return result;
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}
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uint Character::getStat(Attribute attrib, bool baseOnly) const {
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AttributePair attr;
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int mode = 0;
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switch (attrib) {
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case MIGHT:
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attr = _might;
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break;
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case INTELLECT:
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attr = _intellect;
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mode = 1;
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break;
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case PERSONALITY:
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attr = _personality;
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mode = 1;
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break;
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case ENDURANCE:
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attr = _endurance;
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break;
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case SPEED:
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attr = _speed;
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break;
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case ACCURACY:
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attr = _accuracy;
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break;
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case LUCK:
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attr = _luck;
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mode = 2;
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break;
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default:
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return 0;
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}
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// All the attributes except luck are affected by the character's age
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if (mode < 2) {
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int age = getAge(false);
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int ageIndex = 0;
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while (Res.AGE_RANGES[ageIndex] <= age)
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++ageIndex;
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attr._permanent += Res.AGE_RANGES_ADJUST[mode][ageIndex];
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}
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attr._permanent += itemScan((int)attrib);
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if (!baseOnly) {
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attr._permanent += conditionMod(attrib);
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attr._permanent += attr._temporary;
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}
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return MAX(attr._permanent, 0);
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}
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int Character::statColor(int amount, int threshold) {
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if (amount < 1)
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return 6;
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else if (amount > threshold)
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return 2;
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else if (amount == threshold)
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return 15;
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else if (amount >= (threshold / 4))
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return 9;
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else
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return 32;
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}
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int Character::statBonus(uint statValue) const {
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int idx;
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for (idx = 0; idx < ARRAYSIZE(Res.STAT_VALUES) - 1; ++idx)
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if (Res.STAT_VALUES[idx] > (int)statValue)
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break;
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return Res.STAT_BONUSES[idx];
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}
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bool Character::charSavingThrow(DamageType attackType) const {
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int v, vMax;
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if (attackType == DT_PHYSICAL) {
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v = statBonus(getStat(LUCK)) + getCurrentLevel();
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vMax = v + 20;
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} else {
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switch (attackType) {
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case DT_MAGICAL:
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v = _magicResistence._permanent + _magicResistence._temporary + itemScan(16);
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break;
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case DT_FIRE:
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v = _fireResistence._permanent + _fireResistence._temporary + itemScan(11);
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break;
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case DT_ELECTRICAL:
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v = _electricityResistence._permanent + _electricityResistence._temporary + itemScan(12);
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break;
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case DT_COLD:
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v = _coldResistence._permanent + _coldResistence._temporary + itemScan(13);
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break;
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case DT_POISON:
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v = _poisonResistence._permanent + _poisonResistence._temporary + itemScan(14);
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break;
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case DT_ENERGY:
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v = _energyResistence._permanent + _energyResistence._temporary + itemScan(15);
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break;
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default:
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v = 0;
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break;
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}
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vMax = v + 40;
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}
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return Party::_vm->getRandomNumber(1, vMax) <= v;
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}
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bool Character::noActions() {
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Condition condition = worstCondition();
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switch (condition) {
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case ASLEEP:
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case PARALYZED:
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case UNCONSCIOUS:
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case DEAD:
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case STONED:
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case ERADICATED: {
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Common::String msg = Common::String::format(Res.IN_NO_CONDITION, _name.c_str());
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ErrorScroll::show(Party::_vm, msg,
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Party::_vm->_mode == 17 ? WT_LOC_WAIT : WT_NONFREEZED_WAIT);
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return true;
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}
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default:
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return false;
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}
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}
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|
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static int fixAwardId(int awardId) {
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int v = awardId;
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if (awardId == 73)
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v = 126;
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else if (awardId == 81)
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v = 127;
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return v;
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}
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void Character::setAward(int awardId, bool value) {
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_awards[fixAwardId(awardId)] = value ? 1 : 0;
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}
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bool Character::hasAward(int awardId) const {
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return _awards[fixAwardId(awardId)] ? true : false;
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}
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|
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int Character::getAwardCount(int awardId) const {
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return _awards[fixAwardId(awardId)];
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}
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|
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int Character::getArmorClass(bool baseOnly) const {
|
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Party &party = *Party::_vm->_party;
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|
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int result = statBonus(getStat(SPEED)) + itemScan(9);
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if (!baseOnly)
|
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result += party._blessed + _ACTemp;
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return MAX(result, 0);
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}
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|
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int Character::getThievery() const {
|
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int result = getCurrentLevel() * 2;
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|
|
if (_class == CLASS_NINJA)
|
|
result += 15;
|
|
else if (_class == CLASS_ROBBER)
|
|
result += 30;
|
|
|
|
switch (_race) {
|
|
case ELF:
|
|
case GNOME:
|
|
result += 10;
|
|
break;
|
|
case DWARF:
|
|
result += 5;
|
|
break;
|
|
case HALF_ORC:
|
|
result -= 10;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
result += itemScan(10);
|
|
|
|
// If the character doesn't have a thievery skill, then don't allow any result
|
|
if (!_skills[THIEVERY])
|
|
result = 0;
|
|
|
|
return MAX(result, 0);
|
|
}
|
|
|
|
uint Character::getCurrentLevel() const {
|
|
return MAX(_level._permanent + _level._temporary, 0);
|
|
}
|
|
|
|
int Character::itemScan(int itemId) const {
|
|
int result = 0;
|
|
|
|
// Weapons
|
|
for (int idx = 0; idx < INV_ITEMS_TOTAL; ++idx) {
|
|
const XeenItem &item = _weapons[idx];
|
|
|
|
if (item._frame && !item.isBad() && itemId < 11
|
|
&& itemId != ENDURANCE && item._material >= 59 && item._material <= 130) {
|
|
int mIndex = (int)item.getAttributeCategory();
|
|
// There is no Endurance bonus. This enchantment category skipped.
|
|
if (mIndex > PERSONALITY)
|
|
++mIndex;
|
|
|
|
if (mIndex == itemId)
|
|
result += Res.ATTRIBUTE_BONUSES[item._material - 59];
|
|
}
|
|
}
|
|
|
|
// Armor
|
|
for (int idx = 0; idx < INV_ITEMS_TOTAL; ++idx) {
|
|
const XeenItem &item = _armor[idx];
|
|
|
|
if (item._frame && !item.isBad()) {
|
|
if (itemId < 11 && itemId != 3 && item._material >= 59 && item._material <= 130) {
|
|
int mIndex = (int)item.getAttributeCategory();
|
|
if (mIndex > PERSONALITY)
|
|
++mIndex;
|
|
|
|
if (mIndex == itemId)
|
|
result += Res.ATTRIBUTE_BONUSES[item._material - 59];
|
|
}
|
|
|
|
if (itemId > 10 && item._material < 37) {
|
|
int mIndex = item.getElementalCategory() + 11;
|
|
|
|
if (mIndex == itemId) {
|
|
result += Res.ELEMENTAL_RESISTENCES[item._material];
|
|
}
|
|
}
|
|
|
|
if (itemId == 9) {
|
|
result += Res.ARMOR_STRENGTHS[item._id];
|
|
|
|
if (item._material >= 37 && item._material <= 58)
|
|
result += Res.METAL_LAC[item._material - 37];
|
|
}
|
|
}
|
|
}
|
|
|
|
// Accessories
|
|
for (int idx = 0; idx < INV_ITEMS_TOTAL; ++idx) {
|
|
const XeenItem &item = _accessories[idx];
|
|
|
|
if (item._frame && !item.isBad()) {
|
|
if (itemId < 11 && itemId != 3 && item._material >= 59 && item._material <= 130) {
|
|
int mIndex = (int)item.getAttributeCategory();
|
|
if (mIndex > PERSONALITY)
|
|
++mIndex;
|
|
|
|
if (mIndex == itemId) {
|
|
result += Res.ATTRIBUTE_BONUSES[item._material - 59];
|
|
}
|
|
}
|
|
|
|
if (itemId > 10 && item._material < 37) {
|
|
int mIndex = item.getElementalCategory() + 11;
|
|
|
|
if (mIndex == itemId)
|
|
result += Res.ELEMENTAL_RESISTENCES[item._material];
|
|
}
|
|
}
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
int Character::conditionMod(Attribute attrib) const {
|
|
if (_conditions[DEAD] || _conditions[STONED] || _conditions[ERADICATED])
|
|
return 0;
|
|
|
|
int v[7];
|
|
Common::fill(&v[0], &v[7], 0);
|
|
if (_conditions[CURSED])
|
|
v[6] -= _conditions[CURSED];
|
|
|
|
if (_conditions[INSANE]) {
|
|
v[2] -= _conditions[INSANE];
|
|
v[1] -= _conditions[INSANE];
|
|
v[5] -= _conditions[INSANE];
|
|
v[0] -= _conditions[INSANE];
|
|
v[4] -= _conditions[INSANE];
|
|
}
|
|
|
|
if (_conditions[POISONED]) {
|
|
v[0] -= _conditions[POISONED];
|
|
v[4] -= _conditions[POISONED];
|
|
v[5] -= _conditions[POISONED];
|
|
}
|
|
|
|
if (_conditions[DISEASED]) {
|
|
v[3] -= _conditions[DISEASED];
|
|
v[2] -= _conditions[DISEASED];
|
|
v[1] -= _conditions[DISEASED];
|
|
}
|
|
|
|
for (int idx = 0; idx < 7; ++idx) {
|
|
v[idx] -= _conditions[HEART_BROKEN];
|
|
v[idx] -= _conditions[IN_LOVE];
|
|
v[idx] -= _conditions[WEAK];
|
|
v[idx] -= _conditions[DRUNK];
|
|
}
|
|
|
|
return v[attrib];
|
|
}
|
|
|
|
void Character::setValue(int id, uint value) {
|
|
Party &party = *Party::_vm->_party;
|
|
Scripts &scripts = *Party::_vm->_scripts;
|
|
|
|
switch (id) {
|
|
case 3:
|
|
// Set character sex
|
|
_sex = (Sex)value;
|
|
break;
|
|
case 4:
|
|
// Set race
|
|
_race = (Race)value;
|
|
break;
|
|
case 5:
|
|
// Set class
|
|
_class = (CharacterClass)value;
|
|
break;
|
|
case 8:
|
|
// Set the current Hp
|
|
_currentHp = value;
|
|
break;
|
|
case 9:
|
|
// Set the current Sp
|
|
_currentSp = value;
|
|
break;
|
|
case 10:
|
|
case 77:
|
|
// Set temporary armor class
|
|
_ACTemp = value;
|
|
break;
|
|
case 11:
|
|
// Set temporary level
|
|
_level._temporary = value;
|
|
break;
|
|
case 12:
|
|
// Set the character's temporary age
|
|
_tempAge = value;
|
|
break;
|
|
case 16:
|
|
// Set character experience
|
|
_experience = value;
|
|
break;
|
|
case 17:
|
|
// Set party poison resistence
|
|
party._poisonResistence = value;
|
|
break;
|
|
case 18:
|
|
// Set condition
|
|
if (value == 16) {
|
|
// Clear all the conditions
|
|
clearConditions();
|
|
} else if (value == 6) {
|
|
_conditions[value] = 1;
|
|
} else {
|
|
++_conditions[value];
|
|
}
|
|
|
|
if (value >= DEAD && value <= ERADICATED && _currentHp > 0)
|
|
_currentHp = 0;
|
|
break;
|
|
case 25:
|
|
// Set time of day in minutes (0-1440)
|
|
party._minutes = value;
|
|
break;
|
|
case 34:
|
|
// Set party gold
|
|
party._gold = value;
|
|
break;
|
|
case 35:
|
|
// Set party gems
|
|
party._gems = value;
|
|
break;
|
|
case 37:
|
|
_might._temporary = value;
|
|
break;
|
|
case 38:
|
|
_intellect._temporary = value;
|
|
break;
|
|
case 39:
|
|
_personality._temporary = value;
|
|
break;
|
|
case 40:
|
|
_endurance._temporary = value;
|
|
break;
|
|
case 41:
|
|
_speed._temporary = value;
|
|
break;
|
|
case 42:
|
|
_accuracy._temporary = value;
|
|
break;
|
|
case 43:
|
|
_luck._temporary = value;
|
|
break;
|
|
case 45:
|
|
_might._permanent = value;
|
|
break;
|
|
case 46:
|
|
_intellect._permanent = value;
|
|
break;
|
|
case 47:
|
|
_personality._permanent = value;
|
|
break;
|
|
case 48:
|
|
_endurance._permanent = value;
|
|
break;
|
|
case 49:
|
|
_speed._permanent = value;
|
|
break;
|
|
case 50:
|
|
_accuracy._permanent = value;
|
|
break;
|
|
case 51:
|
|
_luck._permanent = value;
|
|
break;
|
|
case 52:
|
|
_fireResistence._permanent = value;
|
|
break;
|
|
case 53:
|
|
_electricityResistence._permanent = value;
|
|
break;
|
|
case 54:
|
|
_coldResistence._permanent = value;
|
|
break;
|
|
case 55:
|
|
_poisonResistence._permanent = value;
|
|
break;
|
|
case 56:
|
|
_energyResistence._permanent = value;
|
|
break;
|
|
case 57:
|
|
_magicResistence._permanent = value;
|
|
break;
|
|
case 58:
|
|
_fireResistence._temporary = value;
|
|
break;
|
|
case 59:
|
|
_electricityResistence._temporary = value;
|
|
break;
|
|
case 60:
|
|
_coldResistence._temporary = value;
|
|
break;
|
|
case 61:
|
|
_poisonResistence._temporary = value;
|
|
break;
|
|
case 62:
|
|
_energyResistence._temporary = value;
|
|
break;
|
|
case 63:
|
|
_magicResistence._temporary = value;
|
|
break;
|
|
case 64:
|
|
_level._permanent = value;
|
|
break;
|
|
case 65:
|
|
// Set party food
|
|
party._food = value;
|
|
break;
|
|
case 69:
|
|
party._levitateCount = value;
|
|
break;
|
|
case 70:
|
|
party._lightCount = value;
|
|
break;
|
|
case 71:
|
|
party._fireResistence = value;
|
|
break;
|
|
case 72:
|
|
party._electricityResistence = value;
|
|
break;
|
|
case 73:
|
|
party._coldResistence = value;
|
|
break;
|
|
case 74:
|
|
party._walkOnWaterActive = value != 0;
|
|
party._poisonResistence = value;
|
|
party._wizardEyeActive = value != 0;
|
|
party._coldResistence = value;
|
|
party._electricityResistence = value;
|
|
party._fireResistence = value;
|
|
party._lightCount = value;
|
|
party._levitateCount = value;
|
|
break;
|
|
case 76:
|
|
// Set day of the year (0-99)
|
|
party._day = value;
|
|
break;
|
|
case 79:
|
|
party._wizardEyeActive = true;
|
|
break;
|
|
case 83:
|
|
scripts._nEdamageType = (DamageType)value;
|
|
break;
|
|
case 84:
|
|
party._mazeDirection = (Direction)value;
|
|
break;
|
|
case 85:
|
|
party._year = value;
|
|
break;
|
|
case 94:
|
|
party._walkOnWaterActive = value != 0;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
bool Character::guildMember() const {
|
|
FileManager &files = *g_vm->_files;
|
|
Party &party = *g_vm->_party;
|
|
|
|
if (g_vm->getGameID() == GType_Swords) {
|
|
switch (party._mazeId) {
|
|
case 49:
|
|
return true;
|
|
case 53:
|
|
return hasAward(83);
|
|
case 63:
|
|
return hasAward(85);
|
|
case 92:
|
|
return hasAward(84);
|
|
default:
|
|
return hasAward(87);
|
|
}
|
|
} else if (files._ccNum) {
|
|
switch (party._mazeId) {
|
|
case 29:
|
|
return hasAward(CASTLEVIEW_GUILD_MEMBER);
|
|
case 31:
|
|
return hasAward(SANDCASTER_GUILD_MEMBER);
|
|
case 33:
|
|
return hasAward(LAKESIDE_GUILD_MEMBER);
|
|
case 35:
|
|
return hasAward(NECROPOLIS_GUILD_MEMBER);
|
|
default:
|
|
return hasAward(OLYMPUS_GUILD_MEMBER);
|
|
}
|
|
} else if (party._mazeId == 49) {
|
|
return hasAward(SHANGRILA_GUILD_MEMBER);
|
|
} else {
|
|
return hasAward(party._mazeId - 28);
|
|
}
|
|
}
|
|
|
|
uint Character::experienceToNextLevel() const {
|
|
uint next = nextExperienceLevel();
|
|
uint curr = getCurrentExperience();
|
|
return (curr >= next) ? 0 : next - curr;
|
|
}
|
|
|
|
uint Character::nextExperienceLevel() const {
|
|
int shift, base;
|
|
if (_level._permanent >= 12) {
|
|
base = _level._permanent - 12;
|
|
shift = 10;
|
|
} else {
|
|
base = 0;
|
|
assert(_level._permanent > 0);
|
|
shift = _level._permanent - 1;
|
|
}
|
|
|
|
return (base * 1024000) + (Res.CLASS_EXP_LEVELS[_class] << shift);
|
|
}
|
|
|
|
uint Character::getCurrentExperience() const {
|
|
int lev = _level._permanent - 1;
|
|
int shift, base;
|
|
|
|
if (lev == 0)
|
|
return _experience;
|
|
|
|
if (lev >= 12) {
|
|
base = lev - 12;
|
|
shift = 10;
|
|
} else {
|
|
base = 0;
|
|
shift = lev - 1;
|
|
}
|
|
|
|
return (base * 1024000) + (Res.CLASS_EXP_LEVELS[_class] << shift) +
|
|
_experience;
|
|
}
|
|
|
|
|
|
int Character::getNumSkills() const {
|
|
int total = 0;
|
|
for (int idx = THIEVERY; idx <= DANGER_SENSE; ++idx) {
|
|
if (_skills[idx])
|
|
++total;
|
|
}
|
|
|
|
return total;
|
|
}
|
|
|
|
int Character::getNumAwards() const {
|
|
int total = 0;
|
|
for (int idx = 0; idx < AWARDS_TOTAL; ++idx) {
|
|
if (hasAward(idx))
|
|
++total;
|
|
}
|
|
|
|
return total;
|
|
}
|
|
|
|
ItemCategory Character::makeItem(int itemLevel, int itemIndex, int reason) {
|
|
assert(1 <= itemLevel && itemLevel <= 7);
|
|
assert(0 <= itemIndex && itemIndex < INV_ITEMS_TOTAL);
|
|
|
|
XeenEngine *vm = Party::_vm;
|
|
int itemOffset = vm->getGameID() == GType_Swords ? 6 : 0;
|
|
|
|
if (!itemLevel)
|
|
return CATEGORY_WEAPON;
|
|
|
|
int itemId = 0;
|
|
int categoryRN = vm->getRandomNumber(100);
|
|
// generate no wands, no bows and less two-handed weapons on levels 6 and 7
|
|
int subcategoryRN = vm->getRandomNumber(itemLevel < 6 ? 100 : 80);
|
|
ItemCategory category;
|
|
int material = 0, attrBonus = 0, miscCharges = 0, miscId = 0, enchantmentType = 0, element = 0;
|
|
|
|
// Randomly pick a category and item Id
|
|
if (reason == MAKE_ITEM_SPECIAL_EVENT) {
|
|
if (_itemType < (35 + itemOffset)) {
|
|
category = CATEGORY_WEAPON;
|
|
itemId = _itemType;
|
|
} else if (_itemType < (49 + itemOffset)) {
|
|
category = CATEGORY_ARMOR;
|
|
itemId = _itemType - (35 + itemOffset);
|
|
} else if (_itemType < (60 + itemOffset)) {
|
|
category = CATEGORY_ACCESSORY;
|
|
itemId = _itemType - (49 + itemOffset);
|
|
} else {
|
|
category = CATEGORY_MISC;
|
|
itemId = _itemType - (60 + itemOffset);
|
|
}
|
|
} else {
|
|
switch (reason) {
|
|
case MAKE_ITEM_ENCHANT_WEAPON:
|
|
categoryRN = 35;
|
|
break;
|
|
case MAKE_ITEM_ENCHANT_ARMOR:
|
|
categoryRN = 60;
|
|
break;
|
|
case MAKE_ITEM_ENCHANT_ACCESSORY: // never used
|
|
categoryRN = 100;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if (itemLevel == 1) {
|
|
if (categoryRN <= 40) {
|
|
category = CATEGORY_WEAPON;
|
|
if (subcategoryRN <= 30) {
|
|
itemId = vm->getRandomNumber(1, 6); // swords
|
|
} else if (subcategoryRN <= 60) {
|
|
itemId = vm->getRandomNumber(7, 17); // one-handed
|
|
} else if (subcategoryRN <= 85) {
|
|
itemId = vm->getRandomNumber(18, 29); // two-handed
|
|
} else {
|
|
itemId = vm->getRandomNumber(30, 33); // ranged
|
|
}
|
|
} else if (categoryRN <= 85) {
|
|
category = CATEGORY_ARMOR;
|
|
itemId = vm->getRandomNumber(1, 7); // armor
|
|
} else {
|
|
category = CATEGORY_MISC;
|
|
itemId = vm->getRandomNumber(1, 9); // wand
|
|
}
|
|
} else if (categoryRN <= 35) {
|
|
category = CATEGORY_WEAPON;
|
|
if (subcategoryRN <= 30) {
|
|
itemId = vm->getRandomNumber(1, 6); // swords
|
|
} else if (subcategoryRN <= 60) {
|
|
itemId = vm->getRandomNumber(7, 17); // one-handed
|
|
} else if (subcategoryRN <= 85) {
|
|
itemId = vm->getRandomNumber(18, 29); // two-handed
|
|
} else {
|
|
itemId = vm->getRandomNumber(30, 33); // ranged
|
|
}
|
|
} else if (categoryRN <= 60) {
|
|
category = CATEGORY_ARMOR;
|
|
itemId = (subcategoryRN > 70) ? 8 : vm->getRandomNumber(1, 7); // shield or armor
|
|
|
|
} else if (subcategoryRN <= 10) {
|
|
category = CATEGORY_ARMOR;
|
|
itemId = 9; // helm
|
|
} else if (subcategoryRN <= 20) {
|
|
category = CATEGORY_ARMOR;
|
|
itemId = 13; // gauntlets
|
|
} else if (subcategoryRN <= 35) {
|
|
category = CATEGORY_ACCESSORY;
|
|
itemId = 1; // ring
|
|
} else if (subcategoryRN <= 45) {
|
|
category = CATEGORY_ARMOR;
|
|
itemId = 10; // boots
|
|
} else if (subcategoryRN <= 55) {
|
|
category = CATEGORY_ARMOR;
|
|
itemId = vm->getRandomNumber(11, 12); // cloak, cape
|
|
} else if (subcategoryRN <= 65) {
|
|
category = CATEGORY_ACCESSORY;
|
|
itemId = 2; // belt
|
|
} else if (subcategoryRN <= 75) {
|
|
category = CATEGORY_ACCESSORY;
|
|
itemId = vm->getRandomNumber(3, 7); // medal-like
|
|
} else if (subcategoryRN <= 80) {
|
|
category = CATEGORY_ACCESSORY;
|
|
itemId = vm->getRandomNumber(8, 10); // amulet-like
|
|
} else {
|
|
category = CATEGORY_MISC;
|
|
itemId = vm->getRandomNumber(1, 9); // wand-like
|
|
}
|
|
}
|
|
|
|
XeenItem &newItem = _items[category][itemIndex];
|
|
newItem.clear();
|
|
newItem._id = itemId;
|
|
|
|
int enchanntmentRN = vm->getRandomNumber(1, 100);
|
|
|
|
switch (category) {
|
|
case CATEGORY_WEAPON:
|
|
case CATEGORY_ARMOR:
|
|
if (itemLevel != 1) {
|
|
if (enchanntmentRN <= 70) {
|
|
enchantmentType = ENCHANTMENT_TYPE_MATERIAL;
|
|
} else if (enchanntmentRN <= 98) {
|
|
enchantmentType = ENCHANTMENT_TYPE_ELEMENT;
|
|
} else {
|
|
enchantmentType = ENCHANTMENT_TYPE_ATTR_BONUS;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case CATEGORY_ACCESSORY:
|
|
if (enchanntmentRN <= 20) {
|
|
enchantmentType = ENCHANTMENT_TYPE_MATERIAL;
|
|
} else if (enchanntmentRN <= 60) {
|
|
enchantmentType = ENCHANTMENT_TYPE_ELEMENT;
|
|
} else {
|
|
enchantmentType = ENCHANTMENT_TYPE_ATTR_BONUS;
|
|
}
|
|
break;
|
|
|
|
case CATEGORY_MISC:
|
|
newItem._material = itemId;
|
|
enchantmentType = ENCHANTMENT_TYPE_USABLE;
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if (itemLevel != 1 || category == CATEGORY_MISC) {
|
|
int rn, enchantmentSubtype, r1, r2;
|
|
switch (enchantmentType) {
|
|
case ENCHANTMENT_TYPE_ELEMENT:
|
|
rn = vm->getRandomNumber(1, 100);
|
|
if (rn <= 25) {
|
|
enchantmentSubtype = ELEM_FIRE;
|
|
} else if (rn <= 45) {
|
|
enchantmentSubtype = ELEM_ELECTRICITY;
|
|
} else if (rn <= 60) {
|
|
enchantmentSubtype = ELEM_COLD;
|
|
} else if (rn <= 75) {
|
|
enchantmentSubtype = ELEM_ACID_POISON;
|
|
} else if (rn <= 95) {
|
|
enchantmentSubtype = ELEM_ENERGY;
|
|
} else {
|
|
enchantmentSubtype = ELEM_MAGIC;
|
|
}
|
|
|
|
r1 = Res.MAKE_ITEM_ARR2[enchantmentSubtype][itemLevel - 1][0];
|
|
r2 = Res.MAKE_ITEM_ARR2[enchantmentSubtype][itemLevel - 1][1];
|
|
element = Res.MAKE_ITEM_ARR1[enchantmentSubtype] + vm->getRandomNumber(r1, r2);
|
|
break;
|
|
case ENCHANTMENT_TYPE_ATTR_BONUS:
|
|
rn = vm->getRandomNumber(1, 100);
|
|
if (rn <= 15) {
|
|
enchantmentSubtype = ATTR_MIGHT;
|
|
} else if (rn <= 25) {
|
|
enchantmentSubtype = ATTR_INTELLECT;
|
|
} else if (rn <= 35) {
|
|
enchantmentSubtype = ATTR_PERSONALITY;
|
|
} else if (rn <= 50) {
|
|
enchantmentSubtype = ATTR_SPEED;
|
|
} else if (rn <= 65) {
|
|
enchantmentSubtype = ATTR_ACCURACY;
|
|
} else if (rn <= 80) {
|
|
enchantmentSubtype = ATTR_LUCK;
|
|
} else if (rn <= 85) {
|
|
enchantmentSubtype = ATTR_HIT_POINTS;
|
|
} else if (rn <= 90) {
|
|
enchantmentSubtype = ATTR_SPELL_POINTS;
|
|
} else if (rn <= 95) {
|
|
enchantmentSubtype = ATTR_ARMOR_CLASS;
|
|
} else {
|
|
enchantmentSubtype = ATTR_THIEVERY;
|
|
}
|
|
|
|
{
|
|
// similar to Res.ATTRIBUTE_CATEGORIES
|
|
const int SUBTYPE_OFFSETS[] = {0, 10, 18, 26, 34, 40, 46, 51, 57, 62, 72};
|
|
|
|
r1 = Res.MAKE_ITEM_ARR3[enchantmentSubtype][itemLevel - 1][0];
|
|
r2 = Res.MAKE_ITEM_ARR3[enchantmentSubtype][itemLevel - 1][1];
|
|
attrBonus = SUBTYPE_OFFSETS[enchantmentSubtype] + vm->getRandomNumber(r1, r2);
|
|
}
|
|
break;
|
|
|
|
case ENCHANTMENT_TYPE_MATERIAL:
|
|
|
|
enchantmentSubtype = itemLevel == 7 || vm->getRandomNumber(1, 100) > 70 ? 1 : 0;
|
|
r1 = Res.MAKE_ITEM_ARR4[enchantmentSubtype][itemLevel - 1][0];
|
|
r2 = Res.MAKE_ITEM_ARR4[enchantmentSubtype][itemLevel - 1][1];
|
|
material = vm->getRandomNumber(r1, r2);
|
|
|
|
// Change from common/rare to rare/precious
|
|
if (enchantmentSubtype)
|
|
material += 9;
|
|
break;
|
|
|
|
case ENCHANTMENT_TYPE_USABLE:
|
|
r1 = Res.MAKE_ITEM_ARR5[itemLevel][0];
|
|
r2 = Res.MAKE_ITEM_ARR5[itemLevel][1];
|
|
|
|
miscId = vm->getRandomNumber(r1, r2);
|
|
miscCharges = vm->getRandomNumber(1, 8);
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
switch (category) {
|
|
case CATEGORY_WEAPON:
|
|
if (itemLevel != 1) {
|
|
newItem._material = (attrBonus ? attrBonus + 58 : 0) +
|
|
(material ? material + 36 : 0) +
|
|
element;
|
|
|
|
|
|
if (vm->getRandomNumber(20) == 10) {
|
|
// of undead/golem/dragon/etc-slaying
|
|
newItem._state._counter = vm->getRandomNumber(EFFECTIVE_DRAGON, EFFECTIVE_ANIMAL);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case CATEGORY_ARMOR:
|
|
case CATEGORY_ACCESSORY:
|
|
if (itemLevel != 1) {
|
|
newItem._material = (attrBonus ? attrBonus + 58 : 0) +
|
|
(material ? material + 36 : 0) +
|
|
element;
|
|
}
|
|
break;
|
|
|
|
case CATEGORY_MISC:
|
|
newItem._id = miscId;
|
|
newItem._state._counter = miscCharges;
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return category;
|
|
}
|
|
|
|
void Character::addHitPoints(int amount) {
|
|
Interface &intf = *Party::_vm->_interface;
|
|
Common::fill(&intf._charFX[0], &intf._charFX[MAX_ACTIVE_PARTY], 0);
|
|
|
|
if (!isDead()) {
|
|
int maxHp = getMaxHP();
|
|
if (_currentHp <= maxHp) {
|
|
_currentHp = MIN(_currentHp + amount, maxHp);
|
|
intf.spellFX(this);
|
|
}
|
|
|
|
if (_currentHp > 0)
|
|
_conditions[UNCONSCIOUS] = 0;
|
|
|
|
intf.drawParty(true);
|
|
}
|
|
|
|
assert(_currentHp < 65000);
|
|
Common::fill(&intf._charFX[0], &intf._charFX[MAX_ACTIVE_PARTY], 0);
|
|
}
|
|
|
|
void Character::subtractHitPoints(int amount) {
|
|
Debugger &debugger = *g_vm->_debugger;
|
|
Sound &sound = *g_vm->_sound;
|
|
|
|
// If invincibility is turned on in the debugger, ignore all damage
|
|
if (debugger._invincible)
|
|
return;
|
|
|
|
// Subtract the given HP amount
|
|
_currentHp -= amount;
|
|
bool breakFlag = _currentHp <= (g_vm->_extOptions._durableArmor ? -80 : -10);
|
|
assert(_currentHp < 65000);
|
|
|
|
if (_currentHp < 1) {
|
|
int v = getMaxHP() + _currentHp;
|
|
if (v >= 1) {
|
|
_conditions[UNCONSCIOUS] = 1;
|
|
sound.playFX(38);
|
|
} else {
|
|
_conditions[DEAD] = 1;
|
|
breakFlag = true;
|
|
if (_currentHp > 0)
|
|
_currentHp = 0;
|
|
}
|
|
|
|
if (breakFlag) {
|
|
// Break any equipped armor the character has
|
|
for (int idx = 0; idx < INV_ITEMS_TOTAL; ++idx) {
|
|
XeenItem &item = _armor[idx];
|
|
if (item._id && item._frame)
|
|
item._state._broken = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool Character::hasSlayerSword() const {
|
|
for (uint idx = 0; idx < INV_ITEMS_TOTAL; ++idx) {
|
|
if (_weapons[idx]._id == XEEN_SLAYER_SWORD)
|
|
// Character has Xeen Slayer sword
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool Character::hasMissileWeapon() const {
|
|
for (uint idx = 0; idx < INV_ITEMS_TOTAL; ++idx) {
|
|
if (_weapons[idx]._frame == 4) {
|
|
return !isDisabledOrDead();
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
SpellsCategory Character::getSpellsCategory() const {
|
|
switch (_class) {
|
|
case CLASS_PALADIN:
|
|
case CLASS_CLERIC:
|
|
return SPELLCAT_CLERICAL;
|
|
|
|
case CLASS_ARCHER:
|
|
case CLASS_SORCERER:
|
|
return SPELLCAT_WIZARDRY;
|
|
|
|
case CLASS_DRUID:
|
|
case CLASS_RANGER:
|
|
return SPELLCAT_DRUIDIC;
|
|
|
|
default:
|
|
return SPELLCAT_INVALID;
|
|
}
|
|
}
|
|
|
|
void Character::clearConditions() {
|
|
Common::fill(&_conditions[CURSED], &_conditions[NO_CONDITION], false);
|
|
}
|
|
|
|
} // End of namespace Xeen
|
|
} // End of namespace MM
|