scummvm/engines/xeen/character.h

352 lines
8.0 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.
*
*/
#ifndef XEEN_CHARACTER_H
#define XEEN_CHARACTER_H
#include "common/scummsys.h"
#include "common/array.h"
#include "common/rect.h"
#include "common/serializer.h"
#include "xeen/combat.h"
#include "xeen/item.h"
#include "xeen/sprites.h"
namespace Xeen {
#define INV_ITEMS_TOTAL 9
#define SPELLS_PER_CLASS 39
#define AWARDS_TOTAL 88
#define WARZONE_AWARD 9
enum Award {
SHANGRILA_GUILD_MEMBER = 5, GOOBER = 76, SUPER_GOOBER = 77,
CASTLEVIEW_GUILD_MEMBER = 83, SANDCASTER_GUILD_MEMBER = 84,
LAKESIDE_GUILD_MEMBER = 85, NECROPOLIS_GUILD_MEMBER = 86, OLYMPUS_GUILD_MEMBER = 87
};
enum BonusFlags {
ITEMFLAG_BONUS_MASK = 0xBF, ITEMFLAG_CURSED = 0x40, ITEMFLAG_BROKEN = 0x80
};
enum Sex { MALE = 0, FEMALE = 1, YES_PLEASE = 2 };
enum Race { HUMAN = 0, ELF = 1, DWARF = 2, GNOME = 3, HALF_ORC = 4 };
enum CharacterClass {
CLASS_KNIGHT = 0, CLASS_PALADIN = 1, CLASS_ARCHER = 2, CLASS_CLERIC = 3,
CLASS_SORCERER = 4, CLASS_ROBBER = 5, CLASS_NINJA = 6, CLASS_BARBARIAN = 7,
CLASS_DRUID = 8, CLASS_RANGER = 9, TOTAL_CLASSES = 10, CLASS_12 = 12, CLASS_15 = 15, CLASS_16 = 16
};
enum Attribute {
MIGHT = 0, INTELLECT = 1, PERSONALITY = 2, ENDURANCE = 3, SPEED = 4,
ACCURACY = 5, LUCK = 6, TOTAL_ATTRIBUTES = 7
};
enum Skill {
THIEVERY = 0, ARMS_MASTER = 1, ASTROLOGER = 2, BODYBUILDER = 3,
CARTOGRAPHER = 4, CRUSADER = 5, DIRECTION_SENSE = 6, LINGUIST = 7,
MERCHANT = 8, MOUNTAINEER = 9, NAVIGATOR = 10, PATHFINDER = 11,
PRAYER_MASTER = 12, PRESTIDIGITATION = 13, SWIMMING = 14, TRACKING = 15,
SPOT_DOORS = 16, DANGER_SENSE = 17
};
enum Condition {
CURSED = 0, HEART_BROKEN = 1, WEAK = 2, POISONED = 3,
DISEASED = 4, INSANE = 5, IN_LOVE = 6, DRUNK = 7, ASLEEP = 8,
DEPRESSED = 9, CONFUSED = 10, PARALYZED = 11, UNCONSCIOUS = 12,
DEAD = 13, STONED = 14, ERADICATED = 15,
NO_CONDITION = 16
};
enum QuickAction {
QUICK_ATTACK = 0, QUICK_SPELL = 1, QUICK_BLOCK = 2, QUICK_RUN = 3
};
enum SpellsCategory {
SPELLCAT_INVALID = -1, SPELLCAT_CLERICAL = 0, SPELLCAT_WIZARDRY = 1, SPELLCAT_DRUIDIC = 2
};
class XeenEngine;
class AttributePair {
public:
uint _permanent;
uint _temporary;
public:
AttributePair();
void synchronize(Common::Serializer &s);
};
class Character {
private:
/**
* Modifies a passed attribute value based on player's condition
*/
int conditionMod(Attribute attrib) const;
public:
Common::String _name;
Sex _sex;
Race _race;
int _xeenSide;
CharacterClass _class;
AttributePair _might;
AttributePair _intellect;
AttributePair _personality;
AttributePair _endurance;
AttributePair _speed;
AttributePair _accuracy;
AttributePair _luck;
int _ACTemp;
AttributePair _level;
uint _birthDay;
int _tempAge;
int _skills[18];
int _awards[128];
bool _spells[SPELLS_PER_CLASS];
int _lloydMap;
Common::Point _lloydPosition;
bool _hasSpells;
int8 _currentSpell;
QuickAction _quickOption;
WeaponItems _weapons;
ArmorItems _armor;
AccessoryItems _accessories;
MiscItems _misc;
InventoryItemsGroup _items;
int _lloydSide;
AttributePair _fireResistence;
AttributePair _coldResistence;
AttributePair _electricityResistence;
AttributePair _poisonResistence;
AttributePair _energyResistence;
AttributePair _magicResistence;
int _conditions[16];
int _townUnknown;
int _savedMazeId;
int _currentHp;
int _currentSp;
uint _birthYear;
uint32 _experience;
int _currentAdventuringSpell;
int _currentCombatSpell;
SpriteResource *_faceSprites;
int _rosterId;
public:
/**
* Constructor
*/
Character();
/**
* Constructor
*/
Character(const Character &src);
/**
* Clears the data for a character
*/
void clear();
/**
* Assignment operator
*/
Character &operator=(const Character &src);
/**
* Synchronizes data for the character
*/
void synchronize(Common::Serializer &s);
/**
* Returns the worst condition the character is suffering from
*/
Condition worstCondition() const;
/**
* Returns whether the given character has a disabling condition, but still alive
*/
bool isDisabled() const;
/**
* Returns whether the given character has a disabling condition, or is dead
*/
bool isDisabledOrDead() const;
/**
* Returns whether the given character has a dead condition
*/
bool isDead() const;
/**
* Get the character's age
*/
int getAge(bool ignoreTemp = false) const;
/**
* Gets the maximum hit points for a character
*/
int getMaxHP() const;
/**
* Gets the maximum spell points for a character
*/
int getMaxSP() const;
/**
* Get the effective value of a given stat for the character
*/
uint getStat(Attribute attrib, bool baseOnly = false) const;
/**
* Return the color number to use for a given stat value in the character
* info or quick reference dialogs
*/
static int statColor(int amount, int threshold);
/**
* Returns the bonus the character gets for stats
*/
int statBonus(uint statValue) const;
/**
* Returns true if the character passes a saving throw for a given attack type
*/
bool charSavingThrow(DamageType attackType) const;
/**
* Returns true if the character is unable to perform any action
*/
bool noActions();
/**
* Sets an award status
*/
void setAward(int awardId, bool value);
/**
* Returns true if a character has a given award
*/
bool hasAward(int awardId) const;
/**
* Returns the character's armor class
*/
int getArmorClass(bool baseOnly = false) const;
/**
* Returns the thievery skill level, adjusted by class and race
*/
int getThievery() const;
uint getCurrentLevel() const;
/**
* Scans the character's inventory for the given item
*/
int itemScan(int itemId) const;
/**
* Sets various attributes of a character
*/
void setValue(int id, uint value);
/**
* Returns true if the character is a member of the current town's guild
*/
bool guildMember() const;
/**
* Returns the experience required to reach the next level
*/
uint experienceToNextLevel() const;
/**
* Returns the next level the character will reach
*/
uint nextExperienceLevel() const;
/**
* Returns the character's current experience
*/
uint getCurrentExperience() const;
/**
* Returns the number of skills the character has
*/
int getNumSkills() const;
/**
* Returns the number of awards the character has
*/
int getNumAwards() const;
/**
* Creates an item and adds it to the inventory
*/
ItemCategory makeItem(int p1, int itemIndex, int p3);
/**
* Add hit points to a character
*/
void addHitPoints(int amount);
/**
* Remove hit points from the character
*/
void subtractHitPoints(int amount);
/**
* Returns true if the character has the Xeen Slayer Sword
*/
bool hasSlayerSword() const;
/**
* Returns true if the character has a missile weapon, such as a bow
*/
bool hasMissileWeapon() const;
/**
* Returns the spells category for the character's class
*/
SpellsCategory getSpellsCategory() const;
/**
* Returns an expense factor for purchasing spells by certain character classes
*/
int getSpellsExpenseFactor() const {
return (_class == CLASS_PALADIN || _class == CLASS_ARCHER || _class == CLASS_RANGER) ? 1 : 0;
}
/**
* Clears the character of any currently set conditions
*/
void clearConditions();
};
} // End of namespace Xeen
#endif /* XEEN_CHARACTER_H */