scummvm/engines/xeen/party.cpp
2019-09-01 10:14:47 -07:00

1613 lines
41 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "common/scummsys.h"
#include "common/algorithm.h"
#include "xeen/party.h"
#include "xeen/dialogs/dialogs_message.h"
#include "xeen/dialogs/dialogs_input.h"
#include "xeen/files.h"
#include "xeen/resources.h"
#include "xeen/saves.h"
#include "xeen/spells.h"
#include "xeen/xeen.h"
namespace Xeen {
/*------------------------------------------------------------------------*/
Roster::Roster() {
resize(TOTAL_CHARACTERS);
for (int idx = 0; idx < TOTAL_CHARACTERS; ++idx) {
// Set the index of the character in the roster list
operator[](idx)._rosterId = idx;
if (idx < XEEN_TOTAL_CHARACTERS) {
// Load new character resource
Common::String name = Common::String::format("char%02d.fac", idx + 1);
_charFaces[idx].load(name);
operator[](idx)._faceSprites = &_charFaces[idx];
} else {
operator[](idx)._faceSprites = nullptr;
}
}
}
void Roster::synchronize(Common::Serializer &s) {
Party &party = *g_vm->_party;
if (s.isSaving()) {
// Copy out the party's characters back to the roster
for (uint idx = 0; idx < party._activeParty.size(); ++idx)
(*this)[party._activeParty[idx]._rosterId] = party._activeParty[idx];
}
for (uint i = 0; i < TOTAL_CHARACTERS; ++i)
(*this)[i].synchronize(s);
}
/*------------------------------------------------------------------------*/
Treasure::Treasure() {
_hasItems = false;
_gold = _gems = 0;
_categories[0] = &_weapons[0];
_categories[1] = &_armor[0];
_categories[2] = &_accessories[0];
_categories[3] = &_misc[0];
}
void Treasure::clear() {
for (int idx = 0; idx < MAX_TREASURE_ITEMS; ++idx) {
_weapons[idx].clear();
_armor[idx].clear();
_accessories[idx].clear();
_misc[idx].clear();
}
}
void Treasure::reset() {
clear();
_hasItems = false;
_gold = _gems = 0;
}
/*------------------------------------------------------------------------*/
const int BLACKSMITH_DATA1[4][4] = {
{ 15, 5, 5, 5 },{ 5, 10, 5, 5 },{ 0, 5, 10, 5 },{ 0, 0, 0, 5 }
};
const int BLACKSMITH_DATA2[4][4] = {
{ 10, 5, 0, 5 },{ 10, 5, 5, 5 },{ 0, 5, 5, 10 },{ 0, 5, 10, 0 }
};
void BlacksmithWares::clear() {
for (ItemCategory cat = CATEGORY_WEAPON; cat <= CATEGORY_MISC; cat = (ItemCategory)((int)cat + 1))
for (int ccNum = 0; ccNum < 2; ++ccNum)
for (int slot = 0; slot < 4; ++slot)
for (int idx = 0; idx < INV_ITEMS_TOTAL; ++idx)
(*this)[cat][ccNum][slot][idx].clear();
}
void BlacksmithWares::regenerate() {
Character tempChar;
int catCount[4];
// Clear existing blacksmith wares
clear();
// Wares setup for Clouds of Xeen
for (int slotNum = 0; slotNum < 4; ++slotNum) {
Common::fill(&catCount[0], &catCount[4], 0);
for (int idx2 = 0; idx2 < 4; ++idx2) {
for (int idx3 = 0; idx3 < BLACKSMITH_DATA1[idx2][slotNum]; ++idx3) {
ItemCategory itemCat = tempChar.makeItem(idx2 + 1, 0, 0);
if (catCount[itemCat] < 8) {
XeenItem &item = (*this)[itemCat][0][slotNum][catCount[itemCat]];
item = tempChar._items[itemCat][0];
++catCount[itemCat];
}
}
}
}
// Wares setup for Dark Side/Swords of Xeen
for (int slotNum = 0; slotNum < 4; ++slotNum) {
Common::fill(&catCount[0], &catCount[4], 0);
for (int idx2 = 0; idx2 < 4; ++idx2) {
for (int idx3 = 0; idx3 < BLACKSMITH_DATA2[idx2][slotNum]; ++idx3) {
ItemCategory itemCat = tempChar.makeItem(idx2 + (slotNum >= 2 ? 3 : 1), 0, 0);
if (catCount[itemCat] < 8) {
XeenItem &item = (*this)[itemCat][1][slotNum][catCount[itemCat]];
item = tempChar._items[itemCat][0];
++catCount[itemCat];
}
}
}
}
}
void BlacksmithWares::blackData2CharData(Character &c) {
int ccNum = g_vm->_files->_ccNum;
int slotIndex = getSlotIndex();
for (ItemCategory cat = CATEGORY_WEAPON; cat <= CATEGORY_MISC; cat = (ItemCategory)((int)cat + 1))
for (int idx = 0; idx < INV_ITEMS_TOTAL; ++idx)
c._items[cat][idx] = (*this)[cat][ccNum][slotIndex][idx];
}
void BlacksmithWares::charData2BlackData(Character &c) {
int ccNum = g_vm->_files->_ccNum;
int slotIndex = getSlotIndex();
for (ItemCategory cat = CATEGORY_WEAPON; cat <= CATEGORY_MISC; cat = (ItemCategory)((int)cat + 1))
for (int idx = 0; idx < INV_ITEMS_TOTAL; ++idx)
(*this)[cat][ccNum][slotIndex][idx] = c._items[cat][idx];
}
BlacksmithItems &BlacksmithWares::operator[](ItemCategory category) {
switch (category) {
case CATEGORY_WEAPON: return _weapons;
case CATEGORY_ARMOR: return _armor;
case CATEGORY_ACCESSORY: return _accessories;
default: return _misc;
}
}
uint BlacksmithWares::getSlotIndex() const {
Party &party = *g_vm->_party;
int ccNum = g_vm->_files->_ccNum;
int slotIndex = 0;
while (slotIndex < 4 && party._mazeId != (int)Res.BLACKSMITH_MAP_IDS[ccNum][slotIndex])
++slotIndex;
if (slotIndex == 4)
slotIndex = 0;
return slotIndex;
}
void BlacksmithWares::synchronize(Common::Serializer &s, int ccNum) {
for (ItemCategory cat = CATEGORY_WEAPON; cat <= CATEGORY_MISC; cat = (ItemCategory)((int)cat + 1))
for (int idx = 0; idx < INV_ITEMS_TOTAL; ++idx)
for (int slot = 0; slot < 4; ++slot)
(*this)[cat][ccNum][slot][idx].synchronize(s);
}
/*------------------------------------------------------------------------*/
XeenEngine *Party::_vm;
Party::Party(XeenEngine *vm) {
_vm = vm;
_mazeDirection = DIR_NORTH;
_mazeId = _priorMazeId = 0;
_levitateCount = 0;
_automapOn = false;
_wizardEyeActive = false;
_clairvoyanceActive = false;
_walkOnWaterActive = false;
_blessed = 0;
_powerShield = 0;
_holyBonus = 0;
_heroism = 0;
_difficulty = ADVENTURER;
_cloudsCompleted = false;
_darkSideCompleted = false;
_worldCompleted = false;
_ctr24 = 0;
_day = 0;
_year = 0;
_minutes = 0;
_food = 0;
_lightCount = 0;
_torchCount = 0;
_fireResistence = 0;
_electricityResistence = 0;
_coldResistence = 0;
_poisonResistence = 0;
_deathCount = 0;
_winCount = 0;
_lossCount = 0;
_gold = 0;
_gems = 0;
_bankGold = 0;
_bankGems = 0;
_totalTime = 0;
_rested = false;
Common::fill(&_gameFlags[0][0], &_gameFlags[0][256], false);
Common::fill(&_gameFlags[1][0], &_gameFlags[1][256], false);
Common::fill(&_worldFlags[0], &_worldFlags[128], false);
Common::fill(&_questFlags[0], &_questFlags[60], false);
Common::fill(&_questItems[0], &_questItems[85], 0);
for (int i = 0; i < TOTAL_CHARACTERS; ++i)
Common::fill(&_characterFlags[i][0], &_characterFlags[i][24], false);
_newDay = false;
_isNight = false;
_stepped = false;
_fallMaze = 0;
_fallDamage = 0;
_dead = false;
Character::_itemType = 0;
}
void Party::synchronize(Common::Serializer &s) {
byte dummy[30];
Common::fill(&dummy[0], &dummy[30], 0);
int partyCount = _activeParty.size();
int8 partyMembers[MAX_PARTY_COUNT];
if (s.isSaving()) {
Common::fill(&partyMembers[0], &partyMembers[8], -1);
for (uint idx = 0; idx < _activeParty.size(); ++idx)
partyMembers[idx] = _activeParty[idx]._rosterId;
} else {
_activeParty.clear();
}
s.syncAsByte(partyCount); // Party count
s.syncAsByte(partyCount); // Real party count
for (int idx = 0; idx < MAX_PARTY_COUNT; ++idx) {
s.syncAsByte(partyMembers[idx]);
if (s.isLoading() && idx < partyCount && partyMembers[idx] != -1)
_activeParty.push_back(_roster[partyMembers[idx]]);
}
s.syncAsByte(_mazeDirection);
s.syncAsByte(_mazePosition.x);
s.syncAsByte(_mazePosition.y);
s.syncAsByte(_mazeId);
// Game configuration flags not used in this implementation
s.syncBytes(dummy, 3);
s.syncAsByte(_priorMazeId);
s.syncAsByte(_levitateCount);
s.syncAsByte(_automapOn);
s.syncAsByte(_wizardEyeActive);
s.syncAsByte(_clairvoyanceActive);
s.syncAsByte(_walkOnWaterActive);
s.syncAsByte(_blessed);
s.syncAsByte(_powerShield);
s.syncAsByte(_holyBonus);
s.syncAsByte(_heroism);
s.syncAsByte(_difficulty);
_blacksmithWares.synchronize(s, 0);
s.syncAsUint16LE(_cloudsCompleted);
s.syncAsUint16LE(_darkSideCompleted);
s.syncAsUint16LE(_worldCompleted);
s.syncAsUint16LE(_ctr24);
s.syncAsUint16LE(_day);
s.syncAsUint16LE(_year);
s.syncAsUint16LE(_minutes);
s.syncAsUint16LE(_food);
s.syncAsUint16LE(_lightCount);
s.syncAsUint16LE(_torchCount);
s.syncAsUint16LE(_fireResistence);
s.syncAsUint16LE(_electricityResistence);
s.syncAsUint16LE(_coldResistence);
s.syncAsUint16LE(_poisonResistence);
s.syncAsUint16LE(_deathCount);
s.syncAsUint16LE(_winCount);
s.syncAsUint16LE(_lossCount);
s.syncAsUint32LE(_gold);
s.syncAsUint32LE(_gems);
s.syncAsUint32LE(_bankGold);
s.syncAsUint32LE(_bankGems);
s.syncAsUint32LE(_totalTime);
s.syncAsByte(_rested);
File::syncBitFlags(s, &_gameFlags[0][0], &_gameFlags[0][256]);
File::syncBitFlags(s, &_gameFlags[1][0], &_gameFlags[1][256]);
File::syncBitFlags(s, &_worldFlags[0], &_worldFlags[128]);
File::syncBitFlags(s, &_questFlags[0], &_questFlags[60]);
for (int i = 0; i < 85; ++i)
s.syncAsByte(_questItems[i]);
_blacksmithWares.synchronize(s, 1);
for (int i = 0; i < TOTAL_CHARACTERS; ++i)
File::syncBitFlags(s, &_characterFlags[i][0], &_characterFlags[i][24]);
s.syncBytes(&dummy[0], 30);
if (s.isLoading())
_newDay = _minutes < 300;
_dead = false;
}
void Party::loadActiveParty() {
// No implementation needed
}
bool Party::checkSkill(Skill skillId) {
uint total = 0;
for (uint i = 0; i < _activeParty.size(); ++i) {
if (_activeParty[i]._skills[skillId]) {
++total;
switch (skillId) {
case MOUNTAINEER:
case PATHFINDER:
// At least two characters need skill for check to return true
if (total == 2)
return true;
break;
case CRUSADER:
case SWIMMING:
// Entire party must have skill for check to return true
if (total == _activeParty.size())
return true;
break;
default:
// All other skills only need to have a single player having it
return true;
}
}
}
return false;
}
bool Party::isInParty(int charId) {
for (uint i = 0; i < _activeParty.size(); ++i) {
if (_activeParty[i]._rosterId == charId)
return true;
}
return false;
}
void Party::copyPartyToRoster() {
for (uint i = 0; i < _activeParty.size(); ++i) {
_roster[_activeParty[i]._rosterId] = _activeParty[i];
}
}
void Party::changeTime(int numMinutes) {
bool killed = false;
if (((_minutes + numMinutes) / 480) != (_minutes / 480)) {
for (int idx = 0; idx < (int)_activeParty.size(); ++idx) {
Character &player = _activeParty[idx];
if (!player._conditions[DEAD] && !player._conditions[STONED] &&
!player._conditions[ERADICATED]) {
for (int statNum = 0; statNum < TOTAL_STATS; ++statNum) {
int statVal = player.getStat((Attribute)statNum);
if (statVal < 1) {
player._conditions[DEAD] = 1;
killed = true;
}
}
}
// Handle heart broken condition becoming depression
if (player._conditions[HEART_BROKEN]) {
if (++player._conditions[HEART_BROKEN] > 10) {
player._conditions[HEART_BROKEN] = 0;
player._conditions[DEPRESSED] = 1;
}
}
// Handle poisoning
if (!player._conditions[POISONED]) {
if (_vm->getRandomNumber(1, 10) != 1 || !player.charSavingThrow(DT_ELECTRICAL))
player._conditions[POISONED] *= 2;
else
// Poison wears off
player._conditions[POISONED] = 0;
}
// Handle disease
if (!player._conditions[DISEASED]) {
if (_vm->getRandomNumber(9) != 1 || !player.charSavingThrow(DT_COLD))
player._conditions[DISEASED] *= 2;
else
// Disease wears off
player._conditions[DISEASED] = 0;
}
// Handle insane status
if (player._conditions[INSANE])
player._conditions[INSANE]++;
if (player._conditions[DEAD]) {
if (++player._conditions[DEAD] == 0)
player._conditions[DEAD] = -1;
}
if (player._conditions[STONED]) {
if (++player._conditions[STONED] == 0)
player._conditions[STONED] = -1;
}
if (player._conditions[ERADICATED]) {
if (++player._conditions[ERADICATED] == 0)
player._conditions[ERADICATED] = -1;
}
if (player._conditions[IN_LOVE]) {
if (++player._conditions[IN_LOVE] > 10) {
player._conditions[IN_LOVE] = 0;
player._conditions[HEART_BROKEN] = 1;
}
}
// WORKAROUND: Original incorrectly reset weakness (due to lack of sleep) even when party
// wasn't drunk. We now have any resetting drunkness add to, rather than replace, weakness
if (player._conditions[WEAK] != -1) {
player._conditions[WEAK] += player._conditions[DRUNK];
player._conditions[DRUNK] = 0;
}
if (player._conditions[DEPRESSED]) {
player._conditions[DEPRESSED] = (player._conditions[DEPRESSED] + 1) % 4;
}
}
}
// Increment the time
addTime(numMinutes);
for (int idx = 0; idx < (int)_activeParty.size(); ++idx) {
Character &player = _activeParty[idx];
if (player._conditions[CONFUSED] && _vm->getRandomNumber(2) == 1) {
if (player.charSavingThrow(DT_PHYSICAL)) {
player._conditions[CONFUSED] = 0;
} else {
player._conditions[CONFUSED]--;
}
}
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