scummvm/engines/xeen/character.h

424 lines
10 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/sprites.h"
namespace Xeen {
#define INV_ITEMS_TOTAL 9
enum BonusFlags {
ITEMFLAG_BONUS_MASK = 0xBF, ITEMFLAG_CURSED = 0x40, ITEMFLAG_BROKEN = 0x80
};
enum ItemCategory {
CATEGORY_WEAPON = 0, CATEGORY_ARMOR = 1, CATEGORY_ACCESSORY = 2, CATEGORY_MISC = 3,
NUM_ITEM_CATEGORIES = 4
};
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 AttributeCategory {
ATTR_MIGHT = 0, ATTR_INTELLECT = 1, ATTR_PERSONALITY = 2, ATTR_SPEED = 3,
ATTR_ACCURACY = 4, ATTR_LUCK = 5, ATTR_HIT_POINTS = 6, ATTR_SPELL_POINTS = 7,
ATTR_ARMOR_CLASS = 8, ATTR_THIEVERY = 9
};
enum QuickAction {
QUICK_ATTACK = 0, QUICK_SPELL = 1, QUICK_BLOCK = 2, QUICK_RUN = 3
};
class XeenEngine;
class Character;
class XeenItem {
public:
int _material;
uint _id;
int _bonusFlags;
int _frame;
public:
XeenItem();
void clear();
bool empty() const { return _id != 0; }
void synchronize(Common::Serializer &s);
ElementalCategory getElementalCategory() const;
AttributeCategory getAttributeCategory() const;
};
class InventoryItems : public Common::Array<XeenItem> {
protected:
Character *_character;
ItemCategory _category;
const char *const *_names;
XeenEngine *getVm();
void equipError(int itemIndex1, ItemCategory category1, int itemIndex2,
ItemCategory category2);
virtual Common::String getAttributes(XeenItem &item, const Common::String &classes) = 0;
public:
InventoryItems(Character *character, ItemCategory category);
virtual ~InventoryItems() {}
void clear();
/**
* Return whether a given item passes class-based usage restrictions
*/
bool passRestrictions(int itemId, bool showError) const;
/**
* Return the bare name of a given inventory item
*/
Common::String getName(int itemIndex);
virtual Common::String getFullDescription(int itemIndex, int displayNum = 15) = 0;
Common::String getIdentifiedDetails(int itemIndex);
/**
* Discard an item from the inventory
*/
bool discardItem(int itemIndex);
virtual void equipItem(int itemIndex) {}
/**
* Un-equips the given item
*/
void removeItem(int itemIndex);
/**
* Sorts the items list, removing any empty item slots to the end of the array
*/
void sort();
virtual void enchantItem(int itemIndex, int amount);
/**
* Return if the given inventory items list is full
*/
bool isFull() const;
};
class WeaponItems: public InventoryItems {
protected:
virtual Common::String getAttributes(XeenItem &item, const Common::String &classes);
public:
WeaponItems(Character *character) : InventoryItems(character, CATEGORY_WEAPON) {}
virtual ~WeaponItems() {}
/**
* Equip a given weapon
*/
virtual void equipItem(int itemIndex);
/**
* Assembles a full lines description for a specified item for use in
* the Items dialog
*/
virtual Common::String getFullDescription(int itemIndex, int displayNum);
virtual void enchantItem(int itemIndex, int amount);
};
class ArmorItems : public InventoryItems {
protected:
virtual Common::String getAttributes(XeenItem &item, const Common::String &classes);
public:
ArmorItems(Character *character) : InventoryItems(character, CATEGORY_ARMOR) {}
virtual ~ArmorItems() {}
/**
* Equip a given piece of armor
*/
virtual void equipItem(int itemIndex);
/**
* Assembles a full lines description for a specified item for use in
* the Items dialog
*/
virtual Common::String getFullDescription(int itemIndex, int displayNum);
virtual void enchantItem(int itemIndex, int amount);
};
class AccessoryItems : public InventoryItems {
protected:
virtual Common::String getAttributes(XeenItem &item, const Common::String &classes);
public:
AccessoryItems(Character *character) : InventoryItems(character, CATEGORY_ACCESSORY) {}
/**
* Equip a given accessory
*/
virtual void equipItem(int itemIndex);
/**
* Assembles a full lines description for a specified item for use in
* the Items dialog
*/
virtual Common::String getFullDescription(int itemIndex, int displayNum);
};
class MiscItems : public InventoryItems {
protected:
virtual Common::String getAttributes(XeenItem &item, const Common::String &classes);
public:
MiscItems(Character *character) : InventoryItems(character, CATEGORY_MISC) {}
virtual ~MiscItems() {}
/**
* Assembles a full lines description for a specified item for use in
* the Items dialog
*/
virtual Common::String getFullDescription(int itemIndex, int displayNum);
};
class InventoryItemsGroup {
private:
InventoryItems *_itemSets[4];
public:
InventoryItemsGroup(InventoryItems &weapons, InventoryItems &armor,
InventoryItems &accessories, InventoryItems &misc);
InventoryItems &operator[](ItemCategory category);
/**
* Breaks all the items in a given character's inventory
*/
void breakAllItems();
};
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];
bool _awards[128];
int _spells[39];
int _lloydMap;
Common::Point _lloydPosition;
bool _hasSpells;
int8 _currentSpell;
QuickAction _quickOption;
InventoryItemsGroup _items;
WeaponItems _weapons;
ArmorItems _armor;
AccessoryItems _accessories;
MiscItems _misc;
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:
Character();
void clear();
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;
int getMaxHP() const;
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);
int statBonus(uint statValue) const;
bool charSavingThrow(DamageType attackType) const;
bool noActions();
void setAward(int awardId, bool value);
bool hasAward(int awardId) const;
int getArmorClass(bool baseOnly = false) const;
/**
* Returns the thievery skill level, adjusted by class and race
*/
int getThievery() const;
uint getCurrentLevel() const;
int itemScan(int itemId) const;
void setValue(int id, uint value);
bool guildMember() const;
uint experienceToNextLevel() const;
uint nextExperienceLevel() const;
uint getCurrentExperience() const;
int getNumSkills() const;
int getNumAwards() const;
int makeItem(int p1, int itemIndex, int p3);
/**
* Add hit points to a character
*/
void addHitPoints(int amount);
/**
* Remove hit points fromo the character
*/
void subtractHitPoints(int amount);
bool hasSpecialItem() const;
bool hasMissileWeapon() const;
int getClassCategory() const;
};
} // End of namespace Xeen
#endif /* XEEN_CHARACTER_H */