mirror of
https://github.com/libretro/scummvm.git
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281 lines
6.8 KiB
C++
281 lines
6.8 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef XEEN_ITEM_H
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#define XEEN_ITEM_H
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#include "common/scummsys.h"
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#include "common/array.h"
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#include "common/rect.h"
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#include "common/serializer.h"
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#include "xeen/sprites.h"
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namespace Xeen {
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#define INV_ITEMS_TOTAL 9
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class XeenEngine;
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class Character;
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enum ItemCategory {
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CATEGORY_WEAPON = 0, CATEGORY_ARMOR = 1, CATEGORY_ACCESSORY = 2, CATEGORY_MISC = 3,
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NUM_ITEM_CATEGORIES = 4
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};
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enum AttributeCategory {
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ATTR_MIGHT = 0, ATTR_INTELLECT = 1, ATTR_PERSONALITY = 2, ATTR_SPEED = 3,
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ATTR_ACCURACY = 4, ATTR_LUCK = 5, ATTR_HIT_POINTS = 6, ATTR_SPELL_POINTS = 7,
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ATTR_ARMOR_CLASS = 8, ATTR_THIEVERY = 9
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};
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enum ElementalCategory {
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ELEM_FIRE = 0, ELEM_ELECTRICITY = 1, ELEM_COLD = 2, ELEM_ACID_POISON = 3,
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ELEM_ENERGY = 4, ELEM_MAGIC = 5
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};
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class XeenItem {
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public:
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int _material;
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uint _id;
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int _bonusFlags;
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int _frame;
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public:
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/**
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* Return the name of the item
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*/
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static const char *getItemName(ItemCategory category, uint id);
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public:
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XeenItem();
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/**
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* Clear the data for the item
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*/
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void clear();
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/**
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* Returns true if no item is set
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*/
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bool empty() const { return _id == 0; }
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/**
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* Synchronizes the data for the item
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*/
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void synchronize(Common::Serializer &s);
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/**
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* Gets the elemental category for the item
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*/
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ElementalCategory getElementalCategory() const;
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/**
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* Gets the attribute category for the item
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*/
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AttributeCategory getAttributeCategory() const;
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};
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class InventoryItems : public Common::Array<XeenItem> {
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protected:
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Character *_character;
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ItemCategory _category;
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const char **_names;
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XeenEngine *getVm();
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void equipError(int itemIndex1, ItemCategory category1, int itemIndex2,
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ItemCategory category2);
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/**
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* Returns a text string listing all the stats/attributes of a given item
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*/
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virtual Common::String getAttributes(XeenItem &item, const Common::String &classes) = 0;
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public:
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InventoryItems(Character *character, ItemCategory category);
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virtual ~InventoryItems() {}
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/**
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* Clears the set of items
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*/
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void clear();
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/**
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* Return whether a given item passes class-based usage restrictions
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* @param itemId Item Index
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* @param suppressError If true, no dialog is shown if the item doesn't pass restrictions
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*/
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bool passRestrictions(int itemId, bool suppressError = false) const;
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/**
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* Return the bare name of a given inventory item
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*/
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Common::String getName(int itemIndex);
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virtual Common::String getFullDescription(int itemIndex, int displayNum = 15) = 0;
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/**
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* Returns the identified details for an item
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*/
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Common::String getIdentifiedDetails(int itemIndex);
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/**
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* Discard an item from the inventory
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*/
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bool discardItem(int itemIndex);
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/**
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* Equips an item
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*/
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virtual void equipItem(int itemIndex) {}
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/**
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* Un-equips the given item
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*/
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void removeItem(int itemIndex);
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/**
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* Sorts the items list, removing any empty item slots to the end of the array
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*/
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void sort();
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/**
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* Enchants an item
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*/
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virtual void enchantItem(int itemIndex, int amount);
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/**
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* Return if the given inventory items list is full
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*/
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bool isFull() const;
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};
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class WeaponItems: public InventoryItems {
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protected:
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/**
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* Returns a text string listing all the stats/attributes of a given item
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*/
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virtual Common::String getAttributes(XeenItem &item, const Common::String &classes);
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public:
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WeaponItems(Character *character) : InventoryItems(character, CATEGORY_WEAPON) {}
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virtual ~WeaponItems() {}
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/**
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* Equip a given weapon
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*/
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virtual void equipItem(int itemIndex);
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/**
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* Assembles a full lines description for a specified item for use in
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* the Items dialog
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*/
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virtual Common::String getFullDescription(int itemIndex, int displayNum);
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/**
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* Enchants a weapon
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*/
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virtual void enchantItem(int itemIndex, int amount);
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};
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class ArmorItems : public InventoryItems {
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protected:
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/**
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* Returns a text string listing all the stats/attributes of a given item
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*/
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virtual Common::String getAttributes(XeenItem &item, const Common::String &classes);
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public:
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ArmorItems(Character *character) : InventoryItems(character, CATEGORY_ARMOR) {}
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virtual ~ArmorItems() {}
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/**
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* Equip a given piece of armor
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*/
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virtual void equipItem(int itemIndex);
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/**
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* Assembles a full lines description for a specified item for use in
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* the Items dialog
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*/
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virtual Common::String getFullDescription(int itemIndex, int displayNum);
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/**
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* Enchants an armor
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*/
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virtual void enchantItem(int itemIndex, int amount);
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};
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class AccessoryItems : public InventoryItems {
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protected:
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/**
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* Returns a text string listing all the stats/attributes of a given item
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*/
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virtual Common::String getAttributes(XeenItem &item, const Common::String &classes);
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public:
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AccessoryItems(Character *character) : InventoryItems(character, CATEGORY_ACCESSORY) {}
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/**
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* Equip a given accessory
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*/
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virtual void equipItem(int itemIndex);
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/**
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* Assembles a full lines description for a specified item for use in
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* the Items dialog
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*/
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virtual Common::String getFullDescription(int itemIndex, int displayNum);
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};
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class MiscItems : public InventoryItems {
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protected:
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/**
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* Returns a text string listing all the stats/attributes of a given item
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*/
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virtual Common::String getAttributes(XeenItem &item, const Common::String &classes);
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public:
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MiscItems(Character *character) : InventoryItems(character, CATEGORY_MISC) {}
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virtual ~MiscItems() {}
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/**
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* Assembles a full lines description for a specified item for use in
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* the Items dialog
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*/
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virtual Common::String getFullDescription(int itemIndex, int displayNum);
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};
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class InventoryItemsGroup {
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private:
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InventoryItems *_itemSets[4];
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public:
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InventoryItemsGroup(InventoryItems &weapons, InventoryItems &armor,
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InventoryItems &accessories, InventoryItems &misc);
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/**
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* Returns the inventory items for a given category
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*/
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InventoryItems &operator[](ItemCategory category);
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/**
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* Breaks all the items in a given character's inventory
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*/
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void breakAllItems();
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};
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} // End of namespace Xeen
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#endif /* XEEN_CHARACTER_H */
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