mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-20 00:41:12 +00:00
1613 lines
41 KiB
C++
1613 lines
41 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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*
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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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*
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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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#include "common/scummsys.h"
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#include "common/algorithm.h"
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#include "xeen/party.h"
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#include "xeen/dialogs/dialogs_message.h"
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#include "xeen/dialogs/dialogs_input.h"
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#include "xeen/files.h"
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#include "xeen/resources.h"
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#include "xeen/saves.h"
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#include "xeen/spells.h"
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#include "xeen/xeen.h"
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namespace Xeen {
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/*------------------------------------------------------------------------*/
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Roster::Roster() {
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resize(TOTAL_CHARACTERS);
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for (int idx = 0; idx < TOTAL_CHARACTERS; ++idx) {
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// Set the index of the character in the roster list
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operator[](idx)._rosterId = idx;
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if (idx < XEEN_TOTAL_CHARACTERS) {
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// Load new character resource
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Common::String name = Common::String::format("char%02d.fac", idx + 1);
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_charFaces[idx].load(name);
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operator[](idx)._faceSprites = &_charFaces[idx];
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} else {
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operator[](idx)._faceSprites = nullptr;
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}
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}
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}
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void Roster::synchronize(Common::Serializer &s) {
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Party &party = *g_vm->_party;
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if (s.isSaving()) {
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// Copy out the party's characters back to the roster
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for (uint idx = 0; idx < party._activeParty.size(); ++idx)
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(*this)[party._activeParty[idx]._rosterId] = party._activeParty[idx];
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}
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for (uint i = 0; i < TOTAL_CHARACTERS; ++i)
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(*this)[i].synchronize(s);
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}
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/*------------------------------------------------------------------------*/
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Treasure::Treasure() {
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_hasItems = false;
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_gold = _gems = 0;
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_categories[0] = &_weapons[0];
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_categories[1] = &_armor[0];
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_categories[2] = &_accessories[0];
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_categories[3] = &_misc[0];
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}
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void Treasure::clear() {
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for (int idx = 0; idx < MAX_TREASURE_ITEMS; ++idx) {
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_weapons[idx].clear();
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_armor[idx].clear();
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_accessories[idx].clear();
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_misc[idx].clear();
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}
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}
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void Treasure::reset() {
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clear();
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_hasItems = false;
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_gold = _gems = 0;
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}
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/*------------------------------------------------------------------------*/
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const int BLACKSMITH_DATA1[4][4] = {
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{ 15, 5, 5, 5 },{ 5, 10, 5, 5 },{ 0, 5, 10, 5 },{ 0, 0, 0, 5 }
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};
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const int BLACKSMITH_DATA2[4][4] = {
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{ 10, 5, 0, 5 },{ 10, 5, 5, 5 },{ 0, 5, 5, 10 },{ 0, 5, 10, 0 }
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};
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void BlacksmithWares::clear() {
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for (ItemCategory cat = CATEGORY_WEAPON; cat <= CATEGORY_MISC; cat = (ItemCategory)((int)cat + 1))
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for (int ccNum = 0; ccNum < 2; ++ccNum)
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for (int slot = 0; slot < 4; ++slot)
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for (int idx = 0; idx < INV_ITEMS_TOTAL; ++idx)
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(*this)[cat][ccNum][slot][idx].clear();
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}
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void BlacksmithWares::regenerate() {
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Character tempChar;
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int catCount[4];
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// Clear existing blacksmith wares
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clear();
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// Wares setup for Clouds of Xeen
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for (int slotNum = 0; slotNum < 4; ++slotNum) {
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Common::fill(&catCount[0], &catCount[4], 0);
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for (int idx2 = 0; idx2 < 4; ++idx2) {
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for (int idx3 = 0; idx3 < BLACKSMITH_DATA1[idx2][slotNum]; ++idx3) {
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ItemCategory itemCat = tempChar.makeItem(idx2 + 1, 0, 0);
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if (catCount[itemCat] < 8) {
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XeenItem &item = (*this)[itemCat][0][slotNum][catCount[itemCat]];
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item = tempChar._items[itemCat][0];
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++catCount[itemCat];
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}
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}
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}
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}
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// Wares setup for Dark Side/Swords of Xeen
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for (int slotNum = 0; slotNum < 4; ++slotNum) {
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Common::fill(&catCount[0], &catCount[4], 0);
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for (int idx2 = 0; idx2 < 4; ++idx2) {
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for (int idx3 = 0; idx3 < BLACKSMITH_DATA2[idx2][slotNum]; ++idx3) {
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ItemCategory itemCat = tempChar.makeItem(idx2 + (slotNum >= 2 ? 3 : 1), 0, 0);
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if (catCount[itemCat] < 8) {
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XeenItem &item = (*this)[itemCat][1][slotNum][catCount[itemCat]];
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item = tempChar._items[itemCat][0];
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++catCount[itemCat];
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}
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}
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}
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}
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}
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void BlacksmithWares::blackData2CharData(Character &c) {
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int ccNum = g_vm->_files->_ccNum;
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int slotIndex = getSlotIndex();
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for (ItemCategory cat = CATEGORY_WEAPON; cat <= CATEGORY_MISC; cat = (ItemCategory)((int)cat + 1))
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for (int idx = 0; idx < INV_ITEMS_TOTAL; ++idx)
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c._items[cat][idx] = (*this)[cat][ccNum][slotIndex][idx];
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}
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void BlacksmithWares::charData2BlackData(Character &c) {
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int ccNum = g_vm->_files->_ccNum;
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int slotIndex = getSlotIndex();
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for (ItemCategory cat = CATEGORY_WEAPON; cat <= CATEGORY_MISC; cat = (ItemCategory)((int)cat + 1))
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for (int idx = 0; idx < INV_ITEMS_TOTAL; ++idx)
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(*this)[cat][ccNum][slotIndex][idx] = c._items[cat][idx];
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}
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BlacksmithItems &BlacksmithWares::operator[](ItemCategory category) {
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switch (category) {
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case CATEGORY_WEAPON: return _weapons;
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case CATEGORY_ARMOR: return _armor;
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case CATEGORY_ACCESSORY: return _accessories;
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default: return _misc;
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}
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}
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uint BlacksmithWares::getSlotIndex() const {
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Party &party = *g_vm->_party;
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int ccNum = g_vm->_files->_ccNum;
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int slotIndex = 0;
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while (slotIndex < 4 && party._mazeId != (int)Res.BLACKSMITH_MAP_IDS[ccNum][slotIndex])
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++slotIndex;
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if (slotIndex == 4)
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slotIndex = 0;
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return slotIndex;
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}
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void BlacksmithWares::synchronize(Common::Serializer &s, int ccNum) {
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for (ItemCategory cat = CATEGORY_WEAPON; cat <= CATEGORY_MISC; cat = (ItemCategory)((int)cat + 1))
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for (int idx = 0; idx < INV_ITEMS_TOTAL; ++idx)
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for (int slot = 0; slot < 4; ++slot)
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(*this)[cat][ccNum][slot][idx].synchronize(s);
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}
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/*------------------------------------------------------------------------*/
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XeenEngine *Party::_vm;
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Party::Party(XeenEngine *vm) {
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_vm = vm;
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_mazeDirection = DIR_NORTH;
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_mazeId = _priorMazeId = 0;
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_levitateCount = 0;
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_automapOn = false;
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_wizardEyeActive = false;
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_clairvoyanceActive = false;
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_walkOnWaterActive = false;
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_blessed = 0;
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_powerShield = 0;
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_holyBonus = 0;
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_heroism = 0;
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_difficulty = ADVENTURER;
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_cloudsCompleted = false;
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_darkSideCompleted = false;
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_worldCompleted = false;
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_ctr24 = 0;
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_day = 0;
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_year = 0;
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_minutes = 0;
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_food = 0;
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_lightCount = 0;
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_torchCount = 0;
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_fireResistence = 0;
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_electricityResistence = 0;
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_coldResistence = 0;
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_poisonResistence = 0;
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_deathCount = 0;
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_winCount = 0;
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_lossCount = 0;
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_gold = 0;
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_gems = 0;
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_bankGold = 0;
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_bankGems = 0;
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_totalTime = 0;
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_rested = false;
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Common::fill(&_gameFlags[0][0], &_gameFlags[0][256], false);
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Common::fill(&_gameFlags[1][0], &_gameFlags[1][256], false);
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Common::fill(&_worldFlags[0], &_worldFlags[128], false);
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Common::fill(&_questFlags[0], &_questFlags[60], false);
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Common::fill(&_questItems[0], &_questItems[85], 0);
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for (int i = 0; i < TOTAL_CHARACTERS; ++i)
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Common::fill(&_characterFlags[i][0], &_characterFlags[i][24], false);
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_newDay = false;
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_isNight = false;
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_stepped = false;
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_fallMaze = 0;
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_fallDamage = 0;
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_dead = false;
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Character::_itemType = 0;
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}
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void Party::synchronize(Common::Serializer &s) {
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byte dummy[30];
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Common::fill(&dummy[0], &dummy[30], 0);
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int partyCount = _activeParty.size();
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int8 partyMembers[MAX_PARTY_COUNT];
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if (s.isSaving()) {
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Common::fill(&partyMembers[0], &partyMembers[8], -1);
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for (uint idx = 0; idx < _activeParty.size(); ++idx)
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partyMembers[idx] = _activeParty[idx]._rosterId;
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} else {
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_activeParty.clear();
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}
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s.syncAsByte(partyCount); // Party count
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s.syncAsByte(partyCount); // Real party count
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for (int idx = 0; idx < MAX_PARTY_COUNT; ++idx) {
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s.syncAsByte(partyMembers[idx]);
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if (s.isLoading() && idx < partyCount && partyMembers[idx] != -1)
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_activeParty.push_back(_roster[partyMembers[idx]]);
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}
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s.syncAsByte(_mazeDirection);
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s.syncAsByte(_mazePosition.x);
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s.syncAsByte(_mazePosition.y);
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s.syncAsByte(_mazeId);
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// Game configuration flags not used in this implementation
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s.syncBytes(dummy, 3);
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s.syncAsByte(_priorMazeId);
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s.syncAsByte(_levitateCount);
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s.syncAsByte(_automapOn);
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s.syncAsByte(_wizardEyeActive);
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s.syncAsByte(_clairvoyanceActive);
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s.syncAsByte(_walkOnWaterActive);
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s.syncAsByte(_blessed);
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s.syncAsByte(_powerShield);
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s.syncAsByte(_holyBonus);
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s.syncAsByte(_heroism);
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s.syncAsByte(_difficulty);
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_blacksmithWares.synchronize(s, 0);
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s.syncAsUint16LE(_cloudsCompleted);
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s.syncAsUint16LE(_darkSideCompleted);
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s.syncAsUint16LE(_worldCompleted);
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s.syncAsUint16LE(_ctr24);
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s.syncAsUint16LE(_day);
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s.syncAsUint16LE(_year);
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s.syncAsUint16LE(_minutes);
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s.syncAsUint16LE(_food);
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s.syncAsUint16LE(_lightCount);
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s.syncAsUint16LE(_torchCount);
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s.syncAsUint16LE(_fireResistence);
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s.syncAsUint16LE(_electricityResistence);
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s.syncAsUint16LE(_coldResistence);
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s.syncAsUint16LE(_poisonResistence);
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s.syncAsUint16LE(_deathCount);
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s.syncAsUint16LE(_winCount);
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s.syncAsUint16LE(_lossCount);
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s.syncAsUint32LE(_gold);
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s.syncAsUint32LE(_gems);
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s.syncAsUint32LE(_bankGold);
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s.syncAsUint32LE(_bankGems);
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s.syncAsUint32LE(_totalTime);
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s.syncAsByte(_rested);
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File::syncBitFlags(s, &_gameFlags[0][0], &_gameFlags[0][256]);
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File::syncBitFlags(s, &_gameFlags[1][0], &_gameFlags[1][256]);
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File::syncBitFlags(s, &_worldFlags[0], &_worldFlags[128]);
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File::syncBitFlags(s, &_questFlags[0], &_questFlags[60]);
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for (int i = 0; i < 85; ++i)
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s.syncAsByte(_questItems[i]);
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_blacksmithWares.synchronize(s, 1);
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for (int i = 0; i < TOTAL_CHARACTERS; ++i)
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File::syncBitFlags(s, &_characterFlags[i][0], &_characterFlags[i][24]);
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s.syncBytes(&dummy[0], 30);
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if (s.isLoading())
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_newDay = _minutes < 300;
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_dead = false;
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}
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void Party::loadActiveParty() {
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// No implementation needed
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}
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bool Party::checkSkill(Skill skillId) {
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uint total = 0;
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for (uint i = 0; i < _activeParty.size(); ++i) {
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if (_activeParty[i]._skills[skillId]) {
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++total;
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switch (skillId) {
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case MOUNTAINEER:
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case PATHFINDER:
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// At least two characters need skill for check to return true
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if (total == 2)
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return true;
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break;
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case CRUSADER:
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case SWIMMING:
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// Entire party must have skill for check to return true
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if (total == _activeParty.size())
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return true;
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break;
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default:
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// All other skills only need to have a single player having it
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return true;
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}
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}
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}
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return false;
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}
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bool Party::isInParty(int charId) {
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for (uint i = 0; i < _activeParty.size(); ++i) {
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if (_activeParty[i]._rosterId == charId)
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return true;
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}
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return false;
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}
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void Party::copyPartyToRoster() {
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for (uint i = 0; i < _activeParty.size(); ++i) {
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_roster[_activeParty[i]._rosterId] = _activeParty[i];
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}
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}
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void Party::changeTime(int numMinutes) {
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bool killed = false;
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if (((_minutes + numMinutes) / 480) != (_minutes / 480)) {
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for (int idx = 0; idx < (int)_activeParty.size(); ++idx) {
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Character &player = _activeParty[idx];
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if (!player._conditions[DEAD] && !player._conditions[STONED] &&
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!player._conditions[ERADICATED]) {
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for (int statNum = 0; statNum < TOTAL_STATS; ++statNum) {
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int statVal = player.getStat((Attribute)statNum);
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if (statVal < 1) {
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player._conditions[DEAD] = 1;
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killed = true;
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}
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}
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}
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// Handle heart broken condition becoming depression
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if (player._conditions[HEART_BROKEN]) {
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if (++player._conditions[HEART_BROKEN] > 10) {
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player._conditions[HEART_BROKEN] = 0;
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player._conditions[DEPRESSED] = 1;
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}
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}
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// Handle poisoning
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if (!player._conditions[POISONED]) {
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if (_vm->getRandomNumber(1, 10) != 1 || !player.charSavingThrow(DT_ELECTRICAL))
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player._conditions[POISONED] *= 2;
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else
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// Poison wears off
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player._conditions[POISONED] = 0;
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}
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// Handle disease
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if (!player._conditions[DISEASED]) {
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if (_vm->getRandomNumber(9) != 1 || !player.charSavingThrow(DT_COLD))
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player._conditions[DISEASED] *= 2;
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else
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// Disease wears off
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player._conditions[DISEASED] = 0;
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}
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// Handle insane status
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if (player._conditions[INSANE])
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player._conditions[INSANE]++;
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if (player._conditions[DEAD]) {
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if (++player._conditions[DEAD] == 0)
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player._conditions[DEAD] = -1;
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}
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if (player._conditions[STONED]) {
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if (++player._conditions[STONED] == 0)
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player._conditions[STONED] = -1;
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}
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if (player._conditions[ERADICATED]) {
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if (++player._conditions[ERADICATED] == 0)
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player._conditions[ERADICATED] = -1;
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}
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if (player._conditions[IN_LOVE]) {
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if (++player._conditions[IN_LOVE] > 10) {
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player._conditions[IN_LOVE] = 0;
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player._conditions[HEART_BROKEN] = 1;
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}
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}
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// WORKAROUND: Original incorrectly reset weakness (due to lack of sleep) even when party
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// wasn't drunk. We now have any resetting drunkness add to, rather than replace, weakness
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if (player._conditions[WEAK] != -1) {
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player._conditions[WEAK] += player._conditions[DRUNK];
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player._conditions[DRUNK] = 0;
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}
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if (player._conditions[DEPRESSED]) {
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player._conditions[DEPRESSED] = (player._conditions[DEPRESSED] + 1) % 4;
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}
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}
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}
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// Increment the time
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addTime(numMinutes);
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for (int idx = 0; idx < (int)_activeParty.size(); ++idx) {
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Character &player = _activeParty[idx];
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if (player._conditions[CONFUSED] && _vm->getRandomNumber(2) == 1) {
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if (player.charSavingThrow(DT_PHYSICAL)) {
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player._conditions[CONFUSED] = 0;
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} else {
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player._conditions[CONFUSED]--;
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}
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}
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if (player._conditions[PARALYZED] && _vm->getRandomNumber(4) == 1)
|
|
player._conditions[PARALYZED]--;
|
|
}
|
|
|
|
if (killed)
|
|
_vm->_interface->drawParty(true);
|
|
|
|
if (_isNight != (_minutes < (5 * 60) || _minutes >= (21 * 60)))
|
|
_vm->_map->loadSky();
|
|
}
|
|
|
|
void Party::addTime(int numMinutes) {
|
|
int day = _day;
|
|
_minutes += numMinutes;
|
|
|
|
// If the total minutes has exceeded a day, move to next one
|
|
while (_minutes >= (24 * 60)) {
|
|
_minutes -= 24 * 60;
|
|
if (++_day >= 100) {
|
|
_day -= 100;
|
|
++_year;
|
|
}
|
|
}
|
|
|
|
if ((_day % 10) == 1 || numMinutes > (24 * 60)) {
|
|
if (_day != day) {
|
|
resetBlacksmithWares();
|
|
giveBankInterest();
|
|
}
|
|
}
|
|
|
|
if (_day != day)
|
|
_newDay = true;
|
|
|
|
if (_newDay && _minutes >= 300) {
|
|
if (_vm->_mode != MODE_SCRIPT_IN_PROGRESS && _vm->_mode != MODE_INTERACTIVE7) {
|
|
resetTemps();
|
|
if (_rested || _vm->_mode == MODE_SLEEPING) {
|
|
_rested = false;
|
|
} else {
|
|
for (int idx = 0; idx < (int)_activeParty.size(); ++idx) {
|
|
if (_activeParty[idx]._conditions[WEAK] >= 0)
|
|
_activeParty[idx]._conditions[WEAK]++;
|
|
}
|
|
|
|
ErrorScroll::show(_vm, Res.THE_PARTY_NEEDS_REST, WT_NONFREEZED_WAIT);
|
|
}
|
|
|
|
_vm->_interface->drawParty(true);
|
|
}
|
|
|
|
_newDay = false;
|
|
}
|
|
}
|
|
|
|
void Party::resetTemps() {
|
|
for (int idx = 0; idx < (int)_activeParty.size(); ++idx) {
|
|
Character &player = _activeParty[idx];
|
|
|
|
player._magicResistence._temporary = 0;
|
|
player._energyResistence._temporary = 0;
|
|
player._poisonResistence._temporary = 0;
|
|
player._electricityResistence._temporary = 0;
|
|
player._coldResistence._temporary = 0;
|
|
player._fireResistence._temporary = 0;
|
|
player._ACTemp = 0;
|
|
player._level._temporary = 0;
|
|
player._luck._temporary = 0;
|
|
player._accuracy._temporary = 0;
|
|
player._speed._temporary = 0;
|
|
player._endurance._temporary = 0;
|
|
player._personality._temporary = 0;
|
|
player._intellect._temporary = 0;
|
|
player._might._temporary = 0;
|
|
}
|
|
|
|
_poisonResistence = 0;
|
|
_coldResistence = 0;
|
|
_electricityResistence = 0;
|
|
_fireResistence = 0;
|
|
_lightCount = 0;
|
|
_levitateCount = 0;
|
|
_walkOnWaterActive = false;
|
|
_wizardEyeActive = false;
|
|
_clairvoyanceActive = false;
|
|
_heroism = 0;
|
|
_holyBonus = 0;
|
|
_powerShield = 0;
|
|
_blessed = 0;
|
|
}
|
|
|
|
void Party::handleLight() {
|
|
Interface &intf = *_vm->_interface;
|
|
Map &map = *_vm->_map;
|
|
|
|
if (_stepped) {
|
|
map.cellFlagLookup(_mazePosition);
|
|
if (map._currentIsDrain && _lightCount)
|
|
--_lightCount;
|
|
|
|
if (checkSkill(CARTOGRAPHER)) {
|
|
map.mazeDataCurrent()._steppedOnTiles[_mazePosition.y & 15][_mazePosition.x & 15] = true;
|
|
}
|
|
}
|
|
|
|
// Set whether the scene is completely dark or not
|
|
intf._obscurity = _lightCount ||
|
|
(map.mazeData()._mazeFlags2 & FLAG_IS_DARK) == 0 ? OBSCURITY_NONE : OBSCURITY_BLACK;
|
|
}
|
|
|
|
int Party::subtract(ConsumableType consumableId, uint amount, PartyBank whereId, MessageWaitType wait) {
|
|
switch (consumableId) {
|
|
case CONS_GOLD:
|
|
// Gold
|
|
if (whereId) {
|
|
if (amount <= _bankGold) {
|
|
_bankGold -= amount;
|
|
} else {
|
|
notEnough(CONS_GOLD, whereId, false, wait);
|
|
return false;
|
|
}
|
|
} else {
|
|
if (amount <= _gold) {
|
|
_gold -= amount;
|
|
} else {
|
|
notEnough(CONS_GOLD, whereId, false, wait);
|
|
return false;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case CONS_GEMS:
|
|
// Gems
|
|
if (whereId) {
|
|
if (amount <= _bankGems) {
|
|
_bankGems -= amount;
|
|
} else {
|
|
notEnough(CONS_GEMS, whereId, false, wait);
|
|
return false;
|
|
}
|
|
} else {
|
|
if (amount <= _gems) {
|
|
_gems -= amount;
|
|
} else {
|
|
notEnough(CONS_GEMS, whereId, false, wait);
|
|
return false;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case CONS_FOOD:
|
|
// Food
|
|
if (amount > _food) {
|
|
_food -= amount;
|
|
} else {
|
|
notEnough(CONS_FOOD, WHERE_PARTY, 0, wait);
|
|
return false;
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void Party::notEnough(ConsumableType consumableId, PartyBank whereId, bool mode, MessageWaitType wait) {
|
|
Common::String msg = Common::String::format(
|
|
mode ? Res.NO_X_IN_THE_Y : Res.NOT_ENOUGH_X_IN_THE_Y,
|
|
Res.CONSUMABLE_NAMES[consumableId], Res.WHERE_NAMES[whereId]);
|
|
ErrorScroll::show(_vm, msg, wait);
|
|
}
|
|
|
|
void Party::checkPartyDead() {
|
|
Combat &combat = *_vm->_combat;
|
|
bool inCombat = _vm->_mode == MODE_COMBAT;
|
|
|
|
for (uint charIdx = 0; charIdx < (inCombat ? combat._combatParty.size() : _activeParty.size()); ++charIdx) {
|
|
Character &c = inCombat ? *combat._combatParty[charIdx] : _activeParty[charIdx];
|
|
Condition cond = c.worstCondition();
|
|
if (cond <= CONFUSED || cond == NO_CONDITION) {
|
|
_dead = false;
|
|
return;
|
|
}
|
|
}
|
|
|
|
_dead = true;
|
|
}
|
|
|
|
void Party::moveToRunLocation() {
|
|
_mazePosition = _vm->_map->mazeData()._runPosition;
|
|
}
|
|
|
|
void Party::giveTreasure() {
|
|
Combat &combat = *_vm->_combat;
|
|
EventsManager &events = *_vm->_events;
|
|
Interface &intf = *_vm->_interface;
|
|
Scripts &scripts = *_vm->_scripts;
|
|
Sound &sound = *_vm->_sound;
|
|
Windows &windows = *_vm->_windows;
|
|
Window &w = windows[10];
|
|
|
|
if (!_treasure._hasItems && !_treasure._gold && !_treasure._gems)
|
|
return;
|
|
|
|
bool monstersPresent = combat.areMonstersPresent();
|
|
if (_vm->_mode != MODE_SCRIPT_IN_PROGRESS && monstersPresent)
|
|
return;
|
|
|
|
combat.clearShooting();
|
|
intf._charsShooting = false;
|
|
intf.draw3d(true);
|
|
|
|
if (_treasure._gold || _treasure._gems)
|
|
sound.playFX(54);
|
|
|
|
events.clearEvents();
|
|
w.close();
|
|
w.open();
|
|
w.writeString(Common::String::format(Res.PARTY_FOUND, _treasure._gold, _treasure._gems));
|
|
w.update();
|
|
|
|
if (_vm->_mode != MODE_COMBAT)
|
|
_vm->_mode = MODE_7;
|
|
|
|
if (arePacksFull())
|
|
ErrorScroll::show(_vm, Res.BACKPACKS_FULL_PRESS_KEY, WT_NONFREEZED_WAIT);
|
|
|
|
for (int categoryNum = 0; categoryNum < NUM_ITEM_CATEGORIES; ++categoryNum) {
|
|
for (int itemNum = 0; itemNum < MAX_TREASURE_ITEMS; ++itemNum) {
|
|
if (arePacksFull()) {
|
|
if (_treasure._weapons[itemNum]._id >= XEEN_SLAYER_SWORD) {
|
|
// Xeen Slayer Sword, so clear a slot for it
|
|
_activeParty[0]._weapons[INV_ITEMS_TOTAL - 1].clear();
|
|
} else {
|
|
// Otherwise, clear all the remaining treasure items,
|
|
// since all the party's packs are full
|
|
_treasure.clear();
|
|
}
|
|
}
|
|
|
|
// If there's no treasure item to be distributed, skip to next slot
|
|
if (!_treasure[categoryNum][itemNum]._id)
|
|
continue;
|
|
|
|
int charIndex = scripts._whoWill - 1;
|
|
if (charIndex >= 0 && charIndex < (int)_activeParty.size()) {
|
|
// Check the designated character first
|
|
Character &c = _activeParty[charIndex];
|
|
if (!c._items[(ItemCategory)categoryNum].isFull() && !c.isDisabledOrDead()) {
|
|
giveTreasureToCharacter(c, (ItemCategory)categoryNum, itemNum);
|
|
continue;
|
|
}
|
|
|
|
// Fall back on checking the entire conscious party
|
|
for (charIndex = 0; charIndex < (int)_activeParty.size(); ++charIndex) {
|
|
Character &ch = _activeParty[charIndex];
|
|
if (!ch._items[(ItemCategory)categoryNum].isFull() && !ch.isDisabledOrDead()) {
|
|
giveTreasureToCharacter(ch, (ItemCategory)categoryNum, itemNum);
|
|
break;
|
|
}
|
|
}
|
|
if (charIndex != (int)_activeParty.size())
|
|
continue;
|
|
}
|
|
|
|
// At this point, find an empty pack for any character, irrespective
|
|
// of whether the character is conscious or not
|
|
for (charIndex = 0; charIndex < (int)_activeParty.size(); ++charIndex) {
|
|
Character &c = _activeParty[charIndex];
|
|
if (!c._items[(ItemCategory)categoryNum].isFull() && !c.isDisabledOrDead()) {
|
|
giveTreasureToCharacter(c, (ItemCategory)categoryNum, itemNum);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
w.writeString(Res.HIT_A_KEY);
|
|
w.update();
|
|
events.clearEvents();
|
|
|
|
do {
|
|
events.updateGameCounter();
|
|
intf.draw3d(true);
|
|
|
|
events.wait(1, false);
|
|
} while (!_vm->shouldExit() && !events.isKeyMousePressed());
|
|
events.clearEvents();
|
|
|
|
if (_vm->_mode != MODE_COMBAT)
|
|
_vm->_mode = MODE_INTERACTIVE;
|
|
|
|
w.close();
|
|
_gold += _treasure._gold;
|
|
_gems += _treasure._gems;
|
|
_treasure._gold = 0;
|
|
_treasure._gems = 0;
|
|
|
|
_treasure._hasItems = false;
|
|
_treasure.clear();
|
|
combat._combatTarget = 1;
|
|
}
|
|
|
|
bool Party::arePacksFull() const {
|
|
uint total = 0;
|
|
for (uint idx = 0; idx < _activeParty.size(); ++idx) {
|
|
const Character &c = _activeParty[idx];
|
|
total += (c._weapons[INV_ITEMS_TOTAL - 1].empty() ? 0 : 1)
|
|
+ (c._armor[INV_ITEMS_TOTAL - 1].empty() ? 0 : 1)
|
|
+ (c._accessories[INV_ITEMS_TOTAL - 1].empty() ? 0 : 1)
|
|
+ (c._misc[INV_ITEMS_TOTAL - 1].empty() ? 0 : 1);
|
|
}
|
|
|
|
return total == (_activeParty.size() * NUM_ITEM_CATEGORIES);
|
|
}
|
|
|
|
void Party::giveTreasureToCharacter(Character &c, ItemCategory category, int itemIndex) {
|
|
EventsManager &events = *_vm->_events;
|
|
Sound &sound = *_vm->_sound;
|
|
Windows &windows = *_vm->_windows;
|
|
Window &w = windows[10];
|
|
XeenItem &treasureItem = _treasure._categories[category][itemIndex];
|
|
sound.playFX(20);
|
|
|
|
if (treasureItem._id < 82) {
|
|
// Copy item into the character's inventory
|
|
c._items[category][INV_ITEMS_TOTAL - 1] = treasureItem;
|
|
}
|
|
|
|
w.writeString(Res.GIVE_TREASURE_FORMATTING);
|
|
w.update();
|
|
events.ipause(5);
|
|
|
|
int index = (category == CATEGORY_MISC) ? treasureItem._material : treasureItem._id;
|
|
const char *itemName = XeenItem::getItemName(category, index);
|
|
|
|
if (index >= (_vm->getGameID() == GType_Swords ? 88 : 82)) {
|
|
// Quest item, give an extra '*' prefix
|
|
Common::String format = Common::String::format("\f04 * \fd%s", itemName);
|
|
w.writeString(Common::String::format(Res.X_FOUND_Y, c._name.c_str(), format.c_str()));
|
|
} else {
|
|
w.writeString(Common::String::format(Res.X_FOUND_Y, c._name.c_str(), itemName));
|
|
}
|
|
|
|
w.update();
|
|
c._items[category].sort();
|
|
events.ipause(8);
|
|
}
|
|
|
|
bool Party::canShoot() const {
|
|
for (uint idx = 0; idx < _activeParty.size(); ++idx) {
|
|
if (_activeParty[idx].hasMissileWeapon())
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool Party::giveTake(int takeMode, uint takeVal, int giveMode, uint giveVal, int charIdx) {
|
|
Combat &combat = *_vm->_combat;
|
|
FileManager &files = *_vm->_files;
|
|
Interface &intf = *_vm->_interface;
|
|
Scripts &scripts = *_vm->_scripts;
|
|
|
|
if (charIdx > 7) {
|
|
charIdx = 7;
|
|
takeMode = 0;
|
|
}
|
|
|
|
Character &ps = _activeParty[charIdx];
|
|
if (takeMode && !takeVal && takeMode != 104) {
|
|
takeVal = howMuch();
|
|
if (!takeVal)
|
|
return true;
|
|
|
|
if (giveMode && !giveVal)
|
|
giveVal = takeVal;
|
|
} else if (takeMode == giveMode && takeVal == giveVal) {
|
|
if (giveVal)
|
|
takeVal = _vm->getRandomNumber(1, giveVal);
|
|
giveVal = 0;
|
|
giveMode = 0;
|
|
}
|
|
|
|
switch (takeMode) {
|
|
case 8:
|
|
combat.giveCharDamage(takeVal, scripts._nEdamageType, charIdx);
|
|
break;
|
|
case 9:
|
|
if (ps._hasSpells) {
|
|
ps._currentSp -= takeVal;
|
|
if (ps._currentSp < 1)
|
|
ps._currentSp = 0;
|
|
}
|
|
break;
|
|
case 10:
|
|
case 77:
|
|
ps._ACTemp -= takeVal;
|
|
break;
|
|
case 11:
|
|
ps._level._temporary -= takeVal;
|
|
break;
|
|
case 12:
|
|
ps._tempAge -= takeVal;
|
|
break;
|
|
case 13:
|
|
ps._skills[takeVal] = 0;
|
|
break;
|
|
case 15:
|
|
ps.setAward(takeVal, false);
|
|
break;
|
|
case 16:
|
|
ps._experience -= takeVal;
|
|
break;
|
|
case 17:
|
|
_poisonResistence -= takeVal;
|
|
break;
|
|
case 18:
|
|
ps._conditions[takeVal] = 0;
|
|
break;
|
|
case 19: {
|
|
SpellsCategory category = ps.getSpellsCategory();
|
|
assert(category != SPELLCAT_INVALID);
|
|
|
|
for (int idx = 0; idx < SPELLS_PER_CLASS; ++idx) {
|
|
if (Res.SPELLS_ALLOWED[category][idx] == (int)takeVal) {
|
|
ps._spells[idx] = false;
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case 20:
|
|
assert(takeVal < 256);
|
|
_gameFlags[_vm->getGameID() == GType_Swords ? 0 : files._ccNum][takeVal] = false;
|
|
break;
|
|
case 21: {
|
|
const uint WEAPONS_END = _vm->getGameID() != GType_Swords ? 35 : 41;
|
|
const uint ARMOR_END = _vm->getGameID() != GType_Swords ? 49 : 55;
|
|
const uint ACCESSORIES_END = _vm->getGameID() != GType_Swords ? 60 : 66;
|
|
const uint MISC_END = _vm->getGameID() != GType_Swords ? 82 : 88;
|
|
|
|
if (takeVal >= MISC_END) {
|
|
_questItems[takeVal - MISC_END]--;
|
|
} else {
|
|
bool found = false;
|
|
for (int idx = 0; idx < 9; ++idx) {
|
|
if (takeVal < WEAPONS_END) {
|
|
if (ps._weapons[idx]._id == takeVal) {
|
|
ps._weapons[idx].clear();
|
|
ps._weapons.sort();
|
|
found = true;
|
|
break;
|
|
}
|
|
} else if (takeVal < ARMOR_END) {
|
|
if (ps._armor[idx]._id == (takeVal - WEAPONS_END)) {
|
|
ps._armor[idx].clear();
|
|
ps._armor.sort();
|
|
found = true;
|
|
break;
|
|
}
|
|
} else if (takeVal < ACCESSORIES_END) {
|
|
if (ps._accessories[idx]._id == (takeVal - ARMOR_END)) {
|
|
ps._accessories[idx].clear();
|
|
ps._accessories.sort();
|
|
found = true;
|
|
break;
|
|
}
|
|
} else {
|
|
if (ps._misc[idx]._material == (int)(takeVal - ACCESSORIES_END)) {
|
|
ps._misc[idx].clear();
|
|
ps._misc.sort();
|
|
found = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if (!found)
|
|
return true;
|
|
}
|
|
break;
|
|
}
|
|
case 25:
|
|
changeTime(takeVal);
|
|
break;
|
|
case 34:
|
|
if (!subtract(CONS_GOLD, takeVal, WHERE_PARTY, WT_ANIMATED_WAIT))
|
|
return true;
|
|
break;
|
|
case 35:
|
|
if (!subtract(CONS_GEMS, takeVal, WHERE_PARTY, WT_ANIMATED_WAIT))
|
|
return true;
|
|
break;
|
|
case 37:
|
|
ps._might._temporary -= takeVal;
|
|
break;
|
|
case 38:
|
|
ps._intellect._temporary -= takeVal;
|
|
break;
|
|
case 39:
|
|
ps._personality._temporary -= takeVal;
|
|
break;
|
|
case 40:
|
|
ps._endurance._temporary -= takeVal;
|
|
break;
|
|
case 41:
|
|
ps._speed._temporary -= takeVal;
|
|
break;
|
|
case 42:
|
|
ps._accuracy._temporary -= takeVal;
|
|
break;
|
|
case 43:
|
|
ps._luck._temporary -= takeVal;
|
|
break;
|
|
case 45:
|
|
ps._might._permanent -= takeVal;
|
|
break;
|
|
case 46:
|
|
ps._intellect._permanent -= takeVal;
|
|
break;
|
|
case 47:
|
|
ps._personality._permanent -= takeVal;
|
|
break;
|
|
case 48:
|
|
ps._endurance._permanent -= takeVal;
|
|
break;
|
|
case 49:
|
|
ps._speed._permanent -= takeVal;
|
|
break;
|
|
case 50:
|
|
ps._accuracy._permanent -= takeVal;
|
|
break;
|
|
case 51:
|
|
ps._luck._permanent -= takeVal;
|
|
break;
|
|
case 52:
|
|
ps._fireResistence._permanent -= takeVal;
|
|
break;
|
|
case 53:
|
|
ps._electricityResistence._permanent -= takeVal;
|
|
break;
|
|
case 54:
|
|
ps._coldResistence._permanent -= takeVal;
|
|
break;
|
|
case 55:
|
|
ps._poisonResistence._permanent -= takeVal;
|
|
break;
|
|
case 56:
|
|
ps._energyResistence._permanent -= takeVal;
|
|
break;
|
|
case 57:
|
|
ps._magicResistence._permanent -= takeVal;
|
|
break;
|
|
case 58:
|
|
ps._fireResistence._temporary -= takeVal;
|
|
break;
|
|
case 59:
|
|
ps._electricityResistence._temporary -= takeVal;
|
|
break;
|
|
case 60:
|
|
ps._coldResistence._temporary -= takeVal;
|
|
break;
|
|
case 61:
|
|
ps._poisonResistence._temporary -= takeVal;
|
|
break;
|
|
case 62:
|
|
ps._energyResistence._temporary -= takeVal;
|
|
break;
|
|
case 63:
|
|
ps._magicResistence._temporary -= takeVal;
|
|
break;
|
|
case 64:
|
|
ps._level._permanent -= takeVal;
|
|
break;
|
|
case 65:
|
|
if (!subtract(CONS_FOOD, takeVal, WHERE_PARTY, WT_ANIMATED_WAIT))
|
|
return true;
|
|
break;
|
|
case 69:
|
|
_levitateCount -= takeVal;
|
|
break;
|
|
case 70:
|
|
_lightCount -= takeVal;
|
|
break;
|
|
case 71:
|
|
_fireResistence -= takeVal;
|
|
break;
|
|
case 72:
|
|
_electricityResistence -= takeVal;
|
|
break;
|
|
case 73:
|
|
_coldResistence -= takeVal;
|
|
break;
|
|
case 74:
|
|
_levitateCount -= takeVal;
|
|
_lightCount -= takeVal;
|
|
_fireResistence -= takeVal;
|
|
_electricityResistence -= takeVal;
|
|
_coldResistence -= takeVal;
|
|
_poisonResistence -= takeVal;
|
|
_walkOnWaterActive = false;
|
|
break;
|
|
case 76:
|
|
subPartyTime(takeVal * 1440);
|
|
break;
|
|
case 79:
|
|
_wizardEyeActive = false;
|
|
break;
|
|
case 85:
|
|
_year -= takeVal;
|
|
break;
|
|
case 94:
|
|
_walkOnWaterActive = false;
|
|
break;
|
|
case 103:
|
|
_worldFlags[takeVal] = false;
|
|
break;
|
|
case 104:
|
|
_questFlags[(_vm->getGameID() == GType_Swords ? 0 : files._ccNum * 30) + takeVal] = false;
|
|
break;
|
|
case 107:
|
|
_characterFlags[ps._rosterId][takeVal] = false;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
switch (giveMode) {
|
|
case 3:
|
|
ps._sex = (Sex)giveVal;
|
|
break;
|
|
case 4:
|
|
ps._race = (Race)giveVal;
|
|
break;
|
|
case 5:
|
|
ps._class = (CharacterClass)giveVal;
|
|
break;
|
|
case 8:
|
|
intf.spellFX(&ps);
|
|
ps._currentHp += giveVal;
|
|
break;
|
|
case 9:
|
|
ps._currentSp += giveVal;
|
|
break;
|
|
case 10:
|
|
ps._ACTemp += giveVal;
|
|
break;
|
|
case 11:
|
|
ps._level._temporary += giveVal;
|
|
break;
|
|
case 12:
|
|
ps._tempAge += giveVal;
|
|
break;
|
|
case 13:
|
|
assert(giveVal < 18);
|
|
ps._skills[giveVal]++;
|
|
intf.spellFX(&ps);
|
|
break;
|
|
case 15:
|
|
ps.setAward(giveVal, true);
|
|
if (giveVal != 8)
|
|
intf.spellFX(&ps);
|
|
break;
|
|
case 16:
|
|
ps._experience += giveVal;
|
|
intf.spellFX(&ps);
|
|
break;
|
|
case 17:
|
|
_poisonResistence += giveVal;
|
|
break;
|
|
case 18:
|
|
if (giveVal == 16) {
|
|
Common::fill(&ps._conditions[0], &ps._conditions[16], 0);
|
|
} else if (giveVal == 6) {
|
|
ps._conditions[giveVal] = 1;
|
|
} else {
|
|
assert(giveVal < 16);
|
|
ps._conditions[giveVal]++;
|
|
}
|
|
|
|
if (giveVal >= 13 && giveVal <= 15 && ps._currentHp > 0)
|
|
ps._currentHp = 0;
|
|
break;
|
|
case 19: {
|
|
// Give spell to character
|
|
SpellsCategory category = ps.getSpellsCategory();
|
|
|
|
if (category != SPELLCAT_INVALID) {
|
|
for (int idx = 0; idx < SPELLS_PER_CLASS; ++idx) {
|
|
if (Res.SPELLS_ALLOWED[category][idx] == (int)giveVal) {
|
|
ps._spells[idx] = true;
|
|
intf.spellFX(&ps);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case 20:
|
|
assert(giveVal < 256);
|
|
_gameFlags[_vm->getGameID() == GType_Swords ? 0 : files._ccNum][giveVal] = true;
|
|
break;
|
|
case 21: {
|
|
const uint WEAPONS_END = _vm->getGameID() != GType_Swords ? 35 : 41;
|
|
const uint ARMOR_END = _vm->getGameID() != GType_Swords ? 49 : 55;
|
|
const uint ACCESSORIES_END = _vm->getGameID() != GType_Swords ? 60 : 66;
|
|
const uint MISC_END = _vm->getGameID() != GType_Swords ? 82 : 88;
|
|
|
|
int idx;
|
|
if (giveVal >= MISC_END) {
|
|
_questItems[giveVal - MISC_END]++;
|
|
}
|
|
if (giveVal < WEAPONS_END || giveVal >= MISC_END) {
|
|
for (idx = 0; idx < MAX_TREASURE_ITEMS && !_treasure._weapons[idx].empty(); ++idx) {}
|
|
if (idx < MAX_TREASURE_ITEMS) {
|
|
_treasure._weapons[idx]._id = giveVal;
|
|
_treasure._hasItems = true;
|
|
return false;
|
|
}
|
|
} else if (giveVal < ARMOR_END) {
|
|
for (idx = 0; idx < MAX_TREASURE_ITEMS && !_treasure._armor[idx].empty(); ++idx) {}
|
|
if (idx < MAX_TREASURE_ITEMS) {
|
|
_treasure._armor[idx]._id = giveVal - WEAPONS_END;
|
|
_treasure._hasItems = true;
|
|
return false;
|
|
}
|
|
} else if (giveVal < ACCESSORIES_END) {
|
|
for (idx = 0; idx < MAX_TREASURE_ITEMS && !_treasure._accessories[idx].empty(); ++idx) {}
|
|
if (idx < MAX_TREASURE_ITEMS) {
|
|
_treasure._accessories[idx]._id = giveVal - ARMOR_END;
|
|
_treasure._hasItems = true;
|
|
return false;
|
|
}
|
|
} else {
|
|
for (idx = 0; idx < MAX_TREASURE_ITEMS && _treasure._misc[idx]._material; ++idx) {}
|
|
if (idx < MAX_TREASURE_ITEMS) {
|
|
_treasure._accessories[idx]._material = giveVal - ACCESSORIES_END;
|
|
_treasure._hasItems = true;
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
case 25:
|
|
subPartyTime(giveVal);
|
|
intf.spellFX(&ps);
|
|
break;
|
|
case 34:
|
|
_gold += giveVal;
|
|
break;
|
|
case 35:
|
|
_gems += giveVal;
|
|
break;
|
|
case 37:
|
|
ps._might._temporary = MIN(ps._might._temporary + giveVal, (uint)255);
|
|
intf.spellFX(&ps);
|
|
break;
|
|
case 38:
|
|
ps._intellect._temporary = MIN(ps._intellect._temporary + giveVal, (uint)255);
|
|
intf.spellFX(&ps);
|
|
break;
|
|
case 39:
|
|
ps._personality._temporary = MIN(ps._personality._temporary + giveVal, (uint)255);
|
|
intf.spellFX(&ps);
|
|
break;
|
|
case 40:
|
|
ps._endurance._temporary = MIN(ps._endurance._temporary + giveVal, (uint)255);
|
|
intf.spellFX(&ps);
|
|
break;
|
|
case 41:
|
|
ps._speed._temporary = MIN(ps._speed._temporary + giveVal, (uint)255);
|
|
intf.spellFX(&ps);
|
|
break;
|
|
case 42:
|
|
ps._accuracy._temporary = MIN(ps._accuracy._temporary + giveVal, (uint)255);
|
|
intf.spellFX(&ps);
|
|
break;
|
|
case 43:
|
|
ps._luck._temporary = MIN(ps._luck._temporary + giveVal, (uint)255);
|
|
intf.spellFX(&ps);
|
|
break;
|
|
case 45:
|
|
ps._might._permanent = MIN(ps._might._permanent + giveVal, (uint)255);
|
|
intf.spellFX(&ps);
|
|
break;
|
|
case 46:
|
|
ps._intellect._permanent = MIN(ps._intellect._permanent + giveVal, (uint)255);
|
|
intf.spellFX(&ps);
|
|
break;
|
|
case 47:
|
|
ps._personality._permanent = MIN(ps._personality._permanent + giveVal, (uint)255);
|
|
intf.spellFX(&ps);
|
|
break;
|
|
case 48:
|
|
ps._endurance._permanent = MIN(ps._endurance._permanent + giveVal, (uint)255);
|
|
intf.spellFX(&ps);
|
|
break;
|
|
case 49:
|
|
ps._speed._permanent = MIN(ps._speed._permanent + giveVal, (uint)255);
|
|
intf.spellFX(&ps);
|
|
break;
|
|
case 50:
|
|
ps._accuracy._permanent = MIN(ps._accuracy._permanent + giveVal, (uint)255);
|
|
intf.spellFX(&ps);
|
|
break;
|
|
case 51:
|
|
ps._luck._permanent = MIN(ps._luck._permanent + giveVal, (uint)255);
|
|
intf.spellFX(&ps);
|
|
break;
|
|
case 52:
|
|
ps._fireResistence._permanent = MIN(ps._fireResistence._permanent + giveVal, (uint)255);
|
|
intf.spellFX(&ps);
|
|
break;
|
|
case 53:
|
|
ps._electricityResistence._permanent = MIN(ps._electricityResistence._permanent + giveVal, (uint)255);
|
|
intf.spellFX(&ps);
|
|
break;
|
|
case 54:
|
|
ps._coldResistence._permanent = MIN(ps._coldResistence._permanent + giveVal, (uint)255);
|
|
intf.spellFX(&ps);
|
|
break;
|
|
case 55:
|
|
ps._poisonResistence._permanent = MIN(ps._poisonResistence._permanent + giveVal, (uint)255);
|
|
intf.spellFX(&ps);
|
|
break;
|
|
case 56:
|
|
ps._energyResistence._permanent = MIN(ps._energyResistence._permanent + giveVal, (uint)255);
|
|
intf.spellFX(&ps);
|
|
break;
|
|
case 57:
|
|
ps._magicResistence._permanent = MIN(ps._magicResistence._permanent + giveVal, (uint)255);
|
|
intf.spellFX(&ps);
|
|
break;
|
|
case 58:
|
|
ps._fireResistence._temporary = MIN(ps._fireResistence._temporary + giveVal, (uint)255);
|
|
intf.spellFX(&ps);
|
|
break;
|
|
case 59:
|
|
ps._electricityResistence._temporary = MIN(ps._electricityResistence._temporary + giveVal, (uint)255);
|
|
intf.spellFX(&ps);
|
|
break;
|
|
case 60:
|
|
ps._coldResistence._temporary = MIN(ps._coldResistence._temporary + giveVal, (uint)255);
|
|
intf.spellFX(&ps);
|
|
break;
|
|
case 61:
|
|
ps._poisonResistence._temporary = MIN(ps._poisonResistence._temporary + giveVal, (uint)255);
|
|
intf.spellFX(&ps);
|
|
break;
|
|
case 62:
|
|
ps._energyResistence._temporary = MIN(ps._energyResistence._temporary + giveVal, (uint)255);
|
|
intf.spellFX(&ps);
|
|
break;
|
|
case 63:
|
|
ps._magicResistence._temporary = MIN(ps._magicResistence._temporary + giveVal, (uint)255);
|
|
intf.spellFX(&ps);
|
|
break;
|
|
case 64:
|
|
ps._level._permanent = MIN(ps._level._permanent + giveVal, (uint)255);
|
|
intf.spellFX(&ps);
|
|
break;
|
|
case 65:
|
|
_food += giveVal;
|
|
break;
|
|
case 66: {
|
|
Character &tempChar = _itemsCharacter;
|
|
int idx = -1;
|
|
if (Character::_itemType != 0) {
|
|
for (idx = 0; idx < 10 && _treasure._misc[idx]._material; ++idx) {}
|
|
if (idx == 10)
|
|
return true;
|
|
}
|
|
|
|
// Create the item and it's category
|
|
ItemCategory itemCat = tempChar.makeItem(giveVal, 0, (idx == -1) ? 0 : 12);
|
|
XeenItem &srcItem = tempChar._items[itemCat][0];
|
|
XeenItem *trItems = _treasure[itemCat];
|
|
|
|
// Check for a free treasure slot
|
|
for (idx = 0; idx < 10 && trItems[idx]._id; ++idx) {}
|
|
if (idx == 10)
|
|
return true;
|
|
|
|
// Found a free slot, so copy the created item into it
|
|
trItems[idx]._material = srcItem._material;
|
|
trItems[idx]._id = srcItem._id;
|
|
trItems[idx]._state = srcItem._state;
|
|
_treasure._hasItems = true;
|
|
break;
|
|
}
|
|
case 69:
|
|
_levitateCount += giveVal;
|
|
break;
|
|
case 70:
|
|
_lightCount += giveVal;
|
|
break;
|
|
case 71:
|
|
_fireResistence += giveVal;
|
|
break;
|
|
case 72:
|
|
_electricityResistence += giveVal;
|
|
break;
|
|
case 73:
|
|
_coldResistence += giveVal;
|
|
break;
|
|
case 74:
|
|
_levitateCount += giveVal;
|
|
_lightCount += giveVal;
|
|
_fireResistence += giveVal;
|
|
_electricityResistence += giveVal;
|
|
_coldResistence += giveVal;
|
|
_poisonResistence += giveVal;
|
|
_walkOnWaterActive = false;
|
|
break;
|
|
case 76:
|
|
addTime(giveVal * 1440);
|
|
break;
|
|
case 77:
|
|
ps._ACTemp += giveVal;
|
|
intf.spellFX(&ps);
|
|
break;
|
|
case 78:
|
|
ps._currentHp = ps.getMaxHP();
|
|
intf.spellFX(&ps);
|
|
break;
|
|
case 79:
|
|
_wizardEyeActive = true;
|
|
break;
|
|
case 81:
|
|
ps._currentSp = ps.getMaxSP();
|
|
intf.spellFX(&ps);
|
|
break;
|
|
case 82:
|
|
combat.giveCharDamage(giveVal, scripts._nEdamageType, charIdx);
|
|
break;
|
|
case 85:
|
|
_year += giveVal;
|
|
resetYearlyBits();
|
|
resetTemps();
|
|
_rested = true;
|
|
break;
|
|
case 94:
|
|
_walkOnWaterActive = true;
|
|
break;
|
|
case 100:
|
|
_gold += _vm->getRandomNumber(1, giveVal);
|
|
break;
|
|
case 103:
|
|
assert(giveVal < (uint)(_vm->getGameID() == GType_Swords ? 49 : 128));
|
|
_worldFlags[giveVal] = true;
|
|
break;
|
|
case 104:
|
|
assert(giveVal < (uint)(_vm->getGameID() == GType_Swords ? 60 : 30));
|
|
_questFlags[(_vm->getGameID() == GType_Swords ? 0 : files._ccNum * 30) + giveVal] = true;
|
|
break;
|
|
case 107:
|
|
assert(giveVal < 24);
|
|
_characterFlags[ps._rosterId][giveVal] = true;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool Party::giveExt(int mode1, uint val1, int mode2, uint val2, int mode3, uint val3, int charId) {
|
|
Combat &combat = *g_vm->_combat;
|
|
FileManager &files = *g_vm->_files;
|
|
Interface &intf = *g_vm->_interface;
|
|
Map &map = *g_vm->_map;
|
|
Scripts &scripts = *g_vm->_scripts;
|
|
Sound &sound = *g_vm->_sound;
|
|
|
|
// WORKAROUND: Ali Baba's chest in Dark Side requires the character in the first slot to have Lockpicking.
|
|
// This is obviously a mistake, since the chest is meant to be opened via a password
|
|
if (intf._objNumber != -1 && !scripts._animCounter && !(files._ccNum && _mazeId == 63 && intf._objNumber == 15)) {
|
|
MazeObject &obj = map._mobData._objects[intf._objNumber];
|
|
switch (obj._spriteId) {
|
|
case 15:
|
|
if (!files._ccNum)
|
|
break;
|
|
// Intentional fall-through
|
|
|
|
case 16:
|
|
case 58:
|
|
case 73: {
|
|
Character &c = _activeParty[charId];
|
|
obj._frame = 1;
|
|
|
|
if (obj._position.x != 20) {
|
|
if (g_vm->getRandomNumber(1, 4) == 1) {
|
|
combat.giveCharDamage(map.mazeData()._trapDamage,
|
|
(DamageType)_vm->getRandomNumber(0, 6), charId);
|
|
}
|
|
|
|
int unlockBox = map.mazeData()._difficulties._unlockBox;
|
|
if ((c.getThievery() + _vm->getRandomNumber(1, 20)) >= unlockBox) {
|
|
scripts._animCounter++;
|
|
g_vm->_mode = MODE_7;
|
|
c._experience += c.getCurrentLevel() * unlockBox * 10;
|
|
|
|
sound.playFX(10);
|
|
intf.draw3d(true, false);
|
|
Common::String msg = Common::String::format(Res.PICKS_THE_LOCK, c._name.c_str());
|
|
ErrorScroll::show(g_vm, msg, WT_NONFREEZED_WAIT);
|
|
} else {
|
|
sound.playFX(21);
|
|
|
|
obj._frame = 0;
|
|
scripts._animCounter = 0;
|
|
Common::String msg = Common::String::format(Res.UNABLE_TO_PICK_LOCK, c._name.c_str());
|
|
ErrorScroll::show(g_vm, msg, WT_NONFREEZED_WAIT);
|
|
|
|
scripts._animCounter = 255;
|
|
return true;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
for (int paramCtr = 0; paramCtr < 3; ++paramCtr) {
|
|
int mode = (paramCtr == 0) ? mode1 : (paramCtr == 1 ? mode2 : mode3);
|
|
int val = (paramCtr == 0) ? val1 : (paramCtr == 1 ? val2 : val3);
|
|
|
|
switch (mode) {
|
|
case 34:
|
|
_treasure._gold += val;
|
|
break;
|
|
|
|
case 35:
|
|
_treasure._gems += val;
|
|
break;
|
|
|
|
case 66:
|
|
_itemsCharacter.clear();
|
|
|
|
if (giveTake(0, 0, mode, val, charId))
|
|
return true;
|
|
break;
|
|
|
|
case 100:
|
|
_treasure._gold += g_vm->getRandomNumber(1, val);
|
|
break;
|
|
|
|
case 101:
|
|
_treasure._gems += g_vm->getRandomNumber(1, val);
|
|
break;
|
|
|
|
case 106:
|
|
_food += g_vm->getRandomNumber(1, val);
|
|
break;
|
|
|
|
case 67:
|
|
default:
|
|
if (giveTake(0, 0, mode, val, charId))
|
|
return true;
|
|
else if (mode == 67)
|
|
return false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
int Party::howMuch() {
|
|
return HowMuch::show(_vm);
|
|
}
|
|
|
|
void Party::subPartyTime(int time) {
|
|
for (_minutes -= time; _minutes < 0; _minutes += 1440) {
|
|
if (--_day < 0) {
|
|
_day += 100;
|
|
--_year;
|
|
}
|
|
}
|
|
}
|
|
|
|
void Party::resetYearlyBits() {
|
|
_gameFlags[0][55] = false;
|
|
_gameFlags[0][155] = false;
|
|
_gameFlags[0][222] = false;
|
|
_gameFlags[0][231] = false;
|
|
}
|
|
|
|
void Party::resetBlacksmithWares() {
|
|
_blacksmithWares.regenerate();
|
|
}
|
|
|
|
void Party::giveBankInterest() {
|
|
_bankGold += _bankGold / 100;
|
|
_bankGems += _bankGems / 100;
|
|
}
|
|
|
|
uint Party::getScore() {
|
|
uint score = 0;
|
|
for (uint idx = 0; idx < _activeParty.size(); ++idx)
|
|
score += _activeParty[idx].getCurrentExperience();
|
|
score = score / _activeParty.size() / 10000;
|
|
score *= 100000;
|
|
|
|
uint time = _vm->_events->playTime() / GAME_FRAME_RATE;
|
|
int minutes = (time % 3600) / 60;
|
|
int hours = time / 3600;
|
|
|
|
score += minutes + (hours * 100);
|
|
return score;
|
|
}
|
|
|
|
} // End of namespace Xeen
|