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author | Paul Gilbert | 2015-02-04 20:22:59 -0500 |
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committer | Paul Gilbert | 2015-02-04 20:22:59 -0500 |
commit | 8eb9ad50f8ddf23147b999fa40c6231a1a623d41 (patch) | |
tree | 1d0d34dcf4b41500272ce60a571725b5fb5243c5 /engines/xeen/character.cpp | |
parent | 4953b7954aca078be9655971f925f82c51e472db (diff) | |
download | scummvm-rg350-8eb9ad50f8ddf23147b999fa40c6231a1a623d41.tar.gz scummvm-rg350-8eb9ad50f8ddf23147b999fa40c6231a1a623d41.tar.bz2 scummvm-rg350-8eb9ad50f8ddf23147b999fa40c6231a1a623d41.zip |
XEEN: Split Character class into it's own file
Diffstat (limited to 'engines/xeen/character.cpp')
-rw-r--r-- | engines/xeen/character.cpp | 1008 |
1 files changed, 1008 insertions, 0 deletions
diff --git a/engines/xeen/character.cpp b/engines/xeen/character.cpp new file mode 100644 index 0000000000..f712e78e8c --- /dev/null +++ b/engines/xeen/character.cpp @@ -0,0 +1,1008 @@ +/* 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 "xeen/character.h" +#include "xeen/resources.h" +#include "xeen/xeen.h" + +namespace Xeen { + +XeenItem::XeenItem() { + clear(); +} + +void XeenItem::clear() { + _material = _id = _bonusFlags = 0; + _frame = 0; +} + +void XeenItem::synchronize(Common::Serializer &s) { + s.syncAsByte(_material); + s.syncAsByte(_id); + s.syncAsByte(_bonusFlags); + s.syncAsByte(_frame); +} + +int XeenItem::getElementalCategory() const { + int idx; + for (idx = 0; ELEMENTAL_CATEGORIES[idx] < _material; ++idx) + ; + + return idx; +} + +int XeenItem::getAttributeCategory() const { + int m = _material - 59; + int idx; + for (idx = 0; ATTRIBUTE_CATEGORIES[idx] < m; ++idx) + ; + + return idx; +} + +/*------------------------------------------------------------------------*/ + +InventoryItems::InventoryItems() { + resize(INV_ITEMS_TOTAL); +} + +void InventoryItems::discardItem(int itemIndex) { + operator[](itemIndex).clear(); + sort(); +} + +void InventoryItems::sort() { + for (uint idx = 0; idx < size(); ++idx) { + if (operator[](idx)._id == 0) { + // Found empty slot + operator[](idx).clear(); + + // Scan through the rest of the list to find any item + for (uint idx2 = idx + 1; idx2 < size(); ++idx2) { + if (operator[](idx2)._id) { + // Found an item, so move it into the blank slot + operator[](idx) = operator[](idx2); + operator[](idx2).clear(); + break; + } + } + } + } +} + +void InventoryItems::equipItem(int itemIndex) { + error("TODO"); +} + +void InventoryItems::removeItem(int itemIndex) { + error("TODO"); +} + +/*------------------------------------------------------------------------*/ + +InventoryItemsGroup::InventoryItemsGroup(InventoryItems &weapons, InventoryItems &armor, + InventoryItems &accessories, InventoryItems &misc) { + _itemSets[0] = &weapons; + _itemSets[1] = &armor; + _itemSets[2] = &accessories; + _itemSets[3] = &misc; +} + +InventoryItems &InventoryItemsGroup::operator[](ItemCategory category) { + return *_itemSets[category]; +} + +/*------------------------------------------------------------------------*/ + + +void AttributePair::synchronize(Common::Serializer &s) { + s.syncAsByte(_permanent); + s.syncAsByte(_temporary); +} + +/*------------------------------------------------------------------------*/ + +AttributePair::AttributePair() { + _temporary = _permanent = 0; +} + +/*------------------------------------------------------------------------*/ + +Character::Character(): _items(_weapons, _armor, _accessories, _misc) { + _sex = MALE; + _race = HUMAN; + _xeenSide = 0; + _class = CLASS_KNIGHT; + _ACTemp = 0; + _birthDay = 0; + _tempAge = 0; + Common::fill(&_skills[0], &_skills[18], 0); + Common::fill(&_awards[0], &_awards[128], false); + Common::fill(&_spells[0], &_spells[39], 0); + _lloydMap = 0; + _hasSpells = false; + _currentSpell = 0; + _quickOption = 0; + _lloydSide = 0; + Common::fill(&_conditions[0], &_conditions[16], 0); + _townUnknown = 0; + _savedMazeId = 0; + _currentHp = 0; + _currentSp = 0; + _birthYear = 0; + _experience = 0; + _currentAdventuringSpell = 0; + _currentCombatSpell = 0; +} + +void Character::synchronize(Common::Serializer &s) { + char name[16]; + Common::fill(&name[0], &name[16], '\0'); + strncpy(name, _name.c_str(), 16); + s.syncBytes((byte *)name, 16); + + if (s.isLoading()) + _name = Common::String(name); + + s.syncAsByte(_sex); + s.syncAsByte(_race); + s.syncAsByte(_xeenSide); + s.syncAsByte(_class); + + _might.synchronize(s); + _intellect.synchronize(s); + _personality.synchronize(s); + _endurance.synchronize(s); + _speed.synchronize(s); + _accuracy.synchronize(s); + _luck.synchronize(s); + s.syncAsByte(_ACTemp); + _level.synchronize(s); + s.syncAsByte(_birthDay); + s.syncAsByte(_tempAge); + + // Synchronize the skill list + for (int idx = 0; idx < 18; ++idx) + s.syncAsByte(_skills[idx]); + + // Synchronize character awards + for (int idx = 0; idx < 64; ++idx) { + byte b = (_awards[idx] ? 1 : 0) | (_awards[idx + 64] ? 0x10 : 0); + s.syncAsByte(b); + if (s.isLoading()) { + _awards[idx] = (b & 0xF) != 0; + _awards[idx + 64] = (b & 0xF0) != 0; + } + } + + // Synchronize spell list + for (int i = 0; i < MAX_SPELLS_PER_CLASS - 1; ++i) + s.syncAsByte(_spells[i]); + s.syncAsByte(_lloydMap); + s.syncAsByte(_lloydPosition.x); + s.syncAsByte(_lloydPosition.y); + s.syncAsByte(_hasSpells); + s.syncAsByte(_currentSpell); + s.syncAsByte(_quickOption); + + for (int i = 0; i < 9; ++i) + _weapons[i].synchronize(s); + for (int i = 0; i < 9; ++i) + _armor[i].synchronize(s); + for (int i = 0; i < 9; ++i) + _accessories[i].synchronize(s); + for (int i = 0; i < 9; ++i) + _misc[i].synchronize(s); + + s.syncAsByte(_lloydSide); + _fireResistence.synchronize(s); + _coldResistence.synchronize(s); + _electricityResistence.synchronize(s); + _poisonResistence.synchronize(s); + _energyResistence.synchronize(s); + _magicResistence.synchronize(s); + + for (int i = 0; i < 16; ++i) + s.syncAsByte(_conditions[i]); + + s.syncAsUint16LE(_townUnknown); + s.syncAsByte(_savedMazeId); + s.syncAsUint16LE(_currentHp); + s.syncAsUint16LE(_currentSp); + s.syncAsUint16LE(_birthYear); + s.syncAsUint32LE(_experience); + s.syncAsByte(_currentAdventuringSpell); + s.syncAsByte(_currentCombatSpell); +} + +Condition Character::worstCondition() const { + for (int cond = ERADICATED; cond >= CURSED; --cond) { + if (_conditions[cond]) + return (Condition)cond; + } + + return NO_CONDITION; +} + +int Character::getAge(bool ignoreTemp) const { + int year = MIN(Party::_vm->_party->_year - _birthYear, (uint)254); + + return ignoreTemp ? year : year + _tempAge; +} + +int Character::getMaxHP() const { + int hp = BASE_HP_BY_CLASS[_class]; + hp += statBonus(getStat(ENDURANCE)); + hp += RACE_HP_BONUSES[_race]; + if (_skills[BODYBUILDER]) + ++hp; + if (hp < 1) + hp = 1; + + hp *= getCurrentLevel(); + hp += itemScan(7); + + return MAX(hp, 0); +} + +int Character::getMaxSP() const { + int result = 0; + bool flag = false; + int amount = 0; + Attribute attrib; + Skill skill; + + if (!_hasSpells) + return 0; + + if (_class == CLASS_SORCERER || _class == CLASS_ARCHER) { + attrib = INTELLECT; + skill = PRESTIDIGITATION; + } else { + attrib = PERSONALITY; + skill = PRAYER_MASTER; + } + if (_class == CLASS_DRUID || _class == CLASS_RANGER) + skill = ASTROLOGER; + + for (;;) { + // Get the base number of spell points + result = statBonus(getStat(attrib)) + 3; + result += RACE_SP_BONUSES[_race][attrib - 1]; + + if (_skills[skill]) + result += 2; + if (result < 1) + result = 1; + + // Multiply it by the character's level + result *= getCurrentLevel(); + + // Classes other than sorcerer, clerics, and druids only get half the SP + if (_class != CLASS_SORCERER && _class != CLASS_CLERIC && _class != CLASS_DRUID) + result /= 2; + + if (flag || (_class != CLASS_DRUID && _class != CLASS_RANGER)) + break; + + // Druids and rangers get bonuses averaged on both personality and intellect + attrib = INTELLECT; + flag = true; + amount = result; + } + if (flag) + result = (amount + result) / 2; + + result += itemScan(8); + if (result < 0) + result = 0; + + return result; +} + +/** + * Get the effective value of a given stat for the character + */ +uint Character::getStat(Attribute attrib, bool baseOnly) const { + AttributePair attr; + int mode = 0; + + switch (attrib) { + case MIGHT: + attr = _might; + break; + case INTELLECT: + attr = _intellect; + mode = 1; + break; + case PERSONALITY: + attr = _personality; + mode = 1; + break; + case ENDURANCE: + attr = _endurance; + break; + case SPEED: + attr = _speed; + break; + case ACCURACY: + attr = _accuracy; + break; + case LUCK: + attr = _luck; + mode = 2; + break; + default: + return 0; + } + + // All the attributes except luck are affected by the character's age + if (mode < 2) { + int age = getAge(false); + int ageIndex = 0; + while (AGE_RANGES[ageIndex] <= age) + ++ageIndex; + + attr._permanent += AGE_RANGES_ADJUST[mode][ageIndex]; + } + + + attr._permanent += itemScan((int)attrib); + + if (!baseOnly) { + attr._permanent += conditionMod(attrib); + attr._permanent += attr._temporary; + } + + return MAX(attr._permanent, (uint)0); +} + +/** + * Return the color number to use for a given stat value in the character + * info or quick reference dialogs + */ +int Character::statColor(int amount, int threshold) { + if (amount < 1) + return 6; + else if (amount > threshold) + return 2; + else if (amount == threshold) + return 15; + else if (amount <= (threshold / 4)) + return 9; + else + return 32; +} + +int Character::statBonus(uint statValue) const { + int idx; + for (idx = 0; STAT_VALUES[idx] <= statValue; ++idx) + ; + + return STAT_BONUSES[idx]; +} + +bool Character::charSavingThrow(DamageType attackType) const { + int v, vMax; + + if (attackType == DT_PHYSICAL) { + v = statBonus(getStat(LUCK)) + getCurrentLevel(); + vMax = v + 20; + } else { + switch (attackType) { + case DT_MAGICAL: + v = _magicResistence._permanent + _magicResistence._temporary + itemScan(16); + break; + case DT_FIRE: + v = _fireResistence._permanent + _fireResistence._temporary + itemScan(11); + break; + case DT_ELECTRICAL: + v = _electricityResistence._permanent + _electricityResistence._temporary + itemScan(12); + break; + case DT_COLD: + v = _coldResistence._permanent + _coldResistence._temporary + itemScan(13); + break; + case DT_POISON: + v = _poisonResistence._permanent + _poisonResistence._temporary + itemScan(14); + break; + case DT_ENERGY: + v = _energyResistence._permanent + _energyResistence._temporary + itemScan(15); + break; + default: + v = 0; + break; + } + + vMax = v + 40; + } + + return Party::_vm->getRandomNumber(1, vMax) <= v; +} + +bool Character::noActions() { + Condition condition = worstCondition(); + + switch (condition) { + case CURSED: + case POISONED: + case DISEASED: + case INSANE: + case IN_LOVE: + case DRUNK: { + Common::String msg = Common::String::format(IN_NO_CONDITION, _name.c_str()); + ErrorScroll::show(Party::_vm, msg, + Party::_vm->_mode == 17 ? WT_2 : WT_NONFREEZED_WAIT); + return true; + } + default: + return false; + } +} + +void Character::setAward(int awardId, bool value) { + int v = awardId; + if (awardId == 73) + v = 126; + else if (awardId == 81) + v = 127; + + _awards[v] = value; +} + +bool Character::hasAward(int awardId) const { + int v = awardId; + if (awardId == 73) + v = 126; + else if (awardId == 81) + v = 127; + + return _awards[v]; +} + +int Character::getArmorClass(bool baseOnly) const { + Party &party = *Party::_vm->_party; + + int result = statBonus(getStat(SPEED)) + itemScan(9); + if (!baseOnly) + result += party._blessed + _ACTemp; + + return MAX(result, 0); +} + +/** + * Returns the thievery skill level, adjusted by class and race + */ +int Character::getThievery() const { + int result = getCurrentLevel() * 2; + + if (_class == CLASS_NINJA) + result += 15; + else if (_class == CLASS_ROBBER) + result += 30; + + switch (_race) { + case ELF: + case GNOME: + result += 10; + break; + case DWARF: + result += 5; + break; + case HALF_ORC: + result -= 10; + break; + default: + break; + } + + result += itemScan(10); + + // If the character doesn't have a thievery skill, then do'nt allow any result + if (!_skills[THIEVERY]) + result = 0; + + return MAX(result, 0); +} + +uint Character::getCurrentLevel() const { + return MAX(_level._permanent + _level._temporary, (uint)0); +} + +int Character::itemScan(int itemId) const { + int result = 0; + + for (int accessIdx = 0; accessIdx < 3; ++accessIdx) { + switch (accessIdx) { + case 0: + for (int idx = 0; idx < INV_ITEMS_TOTAL; ++idx) { + const XeenItem &item = _weapons[idx]; + + if (item._frame && !(item._bonusFlags & 0xC0) && itemId < 11 + && itemId != 3 && item._material >= 59 && item._material <= 130) { + int mIndex = item.getAttributeCategory(); + if (mIndex > 2) + ++mIndex; + + if (mIndex == itemId) + result += ATTRIBUTE_BONUSES[item._material - 59]; + } + } + break; + + case 1: + for (int idx = 0; idx < INV_ITEMS_TOTAL; ++idx) { + const XeenItem &item = _armor[idx]; + + if (item._frame && !(item._bonusFlags & 0xC0)) { + if (itemId < 11 && itemId != 3 && item._material >= 59 && item._material <= 130) { + int mIndex = item.getAttributeCategory(); + if (mIndex > 2) + ++mIndex; + + if (mIndex == itemId) + result += ATTRIBUTE_BONUSES[item._material - 59]; + } + + if (itemId > 10 && item._material < 37) { + int mIndex = item.getElementalCategory() + 11; + + if (mIndex == itemId) { + result += ELEMENTAL_RESISTENCES[item._material]; + } + } + + if (itemId == 9) { + result += ARMOR_STRENGTHS[item._id]; + + if (item._material >= 37 && item._material <= 58) + result += METAL_LAC[item._material - 37]; + } + } + } + break; + + case 2: + for (int idx = 0; idx < INV_ITEMS_TOTAL; ++idx) { + const XeenItem &item = _accessories[idx]; + + if (item._frame && !(item._bonusFlags & 0xC0) && itemId < 11 && itemId != 3) { + if (item._material >= 59 && item._material <= 130) { + int mIndex = item.getAttributeCategory(); + if (mIndex > 2) + ++mIndex; + + if (mIndex == itemId) { + result += ATTRIBUTE_BONUSES[item._material - 59]; + } + } + + if (itemId > 10 && item._material < 37) { + int mIndex = item.getElementalCategory() + 11; + + if (mIndex == itemId) + result += ELEMENTAL_RESISTENCES[item._material]; + } + } + } + break; + } + }; + + return result; +} + +/** + * Modifies a passed attribute value based on player's condition + */ +int Character::conditionMod(Attribute attrib) const { + if (_conditions[DEAD] || _conditions[STONED] || _conditions[ERADICATED]) + return 0; + + int v[7]; + Common::fill(&v[0], &v[7], 0); + if (_conditions[CURSED]) + v[6] -= _conditions[CURSED]; + + if (_conditions[INSANE]) { + v[2] -= _conditions[INSANE]; + v[1] -= _conditions[INSANE]; + v[5] -= _conditions[INSANE]; + v[0] -= _conditions[INSANE]; + v[4] -= _conditions[INSANE]; + } + + if (_conditions[POISONED]) { + v[0] -= _conditions[POISONED]; + v[4] -= _conditions[POISONED]; + v[5] -= _conditions[POISONED]; + } + + if (_conditions[DISEASED]) { + v[3] -= _conditions[DISEASED]; + v[2] -= _conditions[DISEASED]; + v[1] -= _conditions[DISEASED]; + } + + for (int idx = 0; idx < 7; ++idx) { + v[idx] -= _conditions[HEART_BROKEN]; + v[idx] -= _conditions[IN_LOVE]; + v[idx] -= _conditions[WEAK]; + v[idx] -= _conditions[DRUNK]; + } + + return v[attrib]; +} + +void Character::setValue(int id, uint value) { + Party &party = *Party::_vm->_party; + Scripts &scripts = *Party::_vm->_scripts; + + switch (id) { + case 3: + // Set character sex + _sex = (Sex)value; + break; + case 4: + // Set race + _race = (Race)value; + break; + case 5: + // Set class + _class = (CharacterClass)value; + break; + case 8: + // Set the current Hp + _currentHp = value; + break; + case 9: + // Set the current Sp + _currentSp = value; + break; + case 10: + case 77: + // Set temporary armor class + _ACTemp = value; + break; + case 11: + // Set temporary level + _level._temporary = value; + break; + case 12: + // Set the character's temporary age + _tempAge = value; + break; + case 16: + // Set character experience + _experience = value; + break; + case 17: + // Set party poison resistence + party._poisonResistence = value; + break; + case 18: + // Set condition + if (value == 16) { + // Clear all the conditions + Common::fill(&_conditions[CURSED], &_conditions[NO_CONDITION], false); + } else if (value == 6) { + _conditions[value] = 1; + } else { + ++_conditions[value]; + } + + if (value >= DEAD && value <= ERADICATED && _currentHp > 0) + _currentHp = 0; + break; + case 25: + // Set time of day in minutes (0-1440) + party._minutes = value; + break; + case 34: + // Set party gold + party._gold = value; + break; + case 35: + // Set party gems + party._gems = value; + break; + case 37: + _might._temporary = value; + break; + case 38: + _intellect._temporary = value; + break; + case 39: + _personality._temporary = value; + break; + case 40: + _endurance._temporary = value; + break; + case 41: + _speed._temporary = value; + break; + case 42: + _accuracy._temporary = value; + break; + case 43: + _luck._temporary = value; + break; + case 45: + _might._permanent = value; + break; + case 46: + _intellect._permanent = value; + break; + case 47: + _personality._permanent = value; + break; + case 48: + _endurance._permanent = value; + break; + case 49: + _speed._permanent = value; + break; + case 50: + _accuracy._permanent = value; + break; + case 51: + _luck._permanent = value; + break; + case 52: + _fireResistence._permanent = value; + break; + case 53: + _electricityResistence._permanent = value; + break; + case 54: + _coldResistence._permanent = value; + break; + case 55: + _poisonResistence._permanent = value; + break; + case 56: + _energyResistence._permanent = value; + break; + case 57: + _magicResistence._permanent = value; + break; + case 58: + _fireResistence._temporary = value; + break; + case 59: + _electricityResistence._temporary = value; + break; + case 60: + _coldResistence._temporary = value; + break; + case 61: + _poisonResistence._temporary = value; + break; + case 62: + _energyResistence._temporary = value; + break; + case 63: + _magicResistence._temporary = value; + break; + case 64: + _level._permanent = value; + break; + case 65: + // Set party food + party._food = value; + break; + case 69: + // Set levitate active + party._levitateActive = value != 0; + break; + case 70: + party._lightCount = value; + break; + case 71: + party._fireResistence = value; + break; + case 72: + party._electricityResistence = value; + break; + case 73: + party._coldResistence = value; + break; + case 74: + party._walkOnWaterActive = value != 0; + party._poisonResistence = value; + party._wizardEyeActive = value != 0; + party._coldResistence = value; + party._electricityResistence = value; + party._fireResistence = value; + party._lightCount = value; + party._levitateActive = value != 0; + break; + case 76: + // Set day of the year (0-99) + party._day = value; + break; + case 79: + party._wizardEyeActive = true; + break; + case 83: + scripts._nEdamageType = value; + break; + case 84: + party._mazeDirection = (Direction)value; + break; + case 85: + party._year = value; + break; + case 94: + party._walkOnWaterActive = value != 0; + break; + default: + break; + } +} + +bool Character::guildMember() const { + Party &party = *Party::_vm->_party; + + if (party._mazeId == 49 && !Party::_vm->_files->_isDarkCc) { + return hasAward(5); + } + + switch (party._mazeId) { + case 29: + return hasAward(83); + case 31: + return hasAward(84); + case 33: + return hasAward(85); + case 35: + return hasAward(86); + default: + return hasAward(87); + } +} + +uint Character::experienceToNextLevel() const { + uint next = nextExperienceLevel(); + uint curr = getCurrentExperience(); + return (curr >= next) ? 0 : next - curr; +} + +uint Character::nextExperienceLevel() const { + int shift, base; + if (_level._permanent >= 12) { + base = _level._permanent - 12; + shift = 10; + } else { + base = 0; + shift = _level._permanent - 1; + } + + return (base * 1024000) + (CLASS_EXP_LEVELS[_class] << shift); +} + +uint Character::getCurrentExperience() const { + int lev = _level._permanent - 1; + int shift, base; + + if (lev > 0 && lev < 12) + return _experience; + + if (lev >= 12) { + base = lev - 12; + shift = 10; + } else { + base = 0; + shift = lev - 1; + } + + return (base * 1024000) + (CLASS_EXP_LEVELS[_class] << shift) + + _experience; +} + + +int Character::getNumSkills() const { + int total = 0; + for (int idx = THIEVERY; idx <= DANGER_SENSE; ++idx) { + if (_skills[idx]) + ++total; + } + + return total; +} + +int Character::getNumAwards() const { + int total = 0; + for (int idx = 0; idx < 88; ++idx) { + if (hasAward(idx)) + ++total; + } + + return total; +} + +/** + * Assembles a full lines description for a specified item for use in + * the Items dialog + */ +Common::String Character::assembleItemName(int itemIndex, int displayNum, + ItemCategory category) { + Spells &spells = *Party::_vm->_spells; + + switch (category) { + case CATEGORY_WEAPON: { + // Weapons + XeenItem &i = _weapons[itemIndex]; + return Common::String::format("\f%02u%s%s%s\f%02u%s%s%s", displayNum, + !i._bonusFlags ? spells._maeNames[i._material] : "", + (i._bonusFlags & ITEMFLAG_BROKEN) ? ITEM_BROKEN : "", + (i._bonusFlags & ITEMFLAG_CURSED) ? ITEM_CURSED : "", + WEAPON_NAMES[i._id], + !i._bonusFlags ? "" : BONUS_NAMES[i._bonusFlags & ITEMFLAG_BONUS_MASK], + (i._bonusFlags & (ITEMFLAG_BROKEN | ITEMFLAG_CURSED)) || + !i._bonusFlags ? "\b " : "" + ); + } + + case CATEGORY_ARMOR: { + // Armor + XeenItem &i = _armor[itemIndex]; + return Common::String::format("\f%02u%s%s%s\f%02u%s%s", displayNum, + !i._bonusFlags ? "" : spells._maeNames[i._material], + (i._bonusFlags & ITEMFLAG_BROKEN) ? ITEM_BROKEN : "", + (i._bonusFlags & ITEMFLAG_CURSED) ? ITEM_CURSED : "", + ARMOR_NAMES[i._id], + (i._bonusFlags & (ITEMFLAG_BROKEN | ITEMFLAG_CURSED)) || + !i._bonusFlags ? "\b " : "" + ); + } + + case CATEGORY_ACCESSORY: { + // Accessories + XeenItem &i = _accessories[itemIndex]; + return Common::String::format("\f%02u%s%s%s\f%02u%s%s", displayNum, + !i._bonusFlags ? "" : spells._maeNames[i._material], + (i._bonusFlags & ITEMFLAG_BROKEN) ? ITEM_BROKEN : "", + (i._bonusFlags & ITEMFLAG_CURSED) ? ITEM_CURSED : "", + ARMOR_NAMES[i._id], + (i._bonusFlags & (ITEMFLAG_BROKEN | ITEMFLAG_CURSED)) || + !i._bonusFlags ? "\b " : "" + ); + } + + case CATEGORY_MISC: { + // Misc + XeenItem &i = _misc[itemIndex]; + return Common::String::format("\f%02u%s%s%s\f%02u%s%s", displayNum, + !i._bonusFlags ? "" : spells._maeNames[i._material], + (i._bonusFlags & ITEMFLAG_BROKEN) ? ITEM_BROKEN : "", + (i._bonusFlags & ITEMFLAG_CURSED) ? ITEM_CURSED : "", + ARMOR_NAMES[i._id], + (i._bonusFlags & (ITEMFLAG_BROKEN | ITEMFLAG_CURSED)) || + !i._id ? "\b " : "" + ); + } + default: + return ""; + } +} + +} // End of namespace Xeen |