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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/party.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/party.cpp')
-rw-r--r-- | engines/xeen/party.cpp | 891 |
1 files changed, 0 insertions, 891 deletions
diff --git a/engines/xeen/party.cpp b/engines/xeen/party.cpp index 7d47eafaf4..be8f4e6e18 100644 --- a/engines/xeen/party.cpp +++ b/engines/xeen/party.cpp @@ -32,897 +32,6 @@ namespace Xeen { -AttributePair::AttributePair() { - _temporary = _permanent = 0; -} - -void AttributePair::synchronize(Common::Serializer &s) { - s.syncAsByte(_permanent); - s.syncAsByte(_temporary); -} - -/*------------------------------------------------------------------------*/ - -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 ""; - } -} - -/*------------------------------------------------------------------------*/ - void Roster::synchronize(Common::Serializer &s) { if (s.isLoading()) resize(30); |