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-rw-r--r--engines/xeen/item.cpp658
1 files changed, 658 insertions, 0 deletions
diff --git a/engines/xeen/item.cpp b/engines/xeen/item.cpp
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+++ b/engines/xeen/item.cpp
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+/* 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/item.h"
+#include "xeen/resources.h"
+#include "xeen/xeen.h"
+#include "xeen/dialogs/dialogs_query.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);
+}
+
+ElementalCategory XeenItem::getElementalCategory() const {
+ int idx;
+ for (idx = 0; Res.ELEMENTAL_CATEGORIES[idx] < _material; ++idx)
+ ;
+
+ return (ElementalCategory)idx;
+}
+
+AttributeCategory XeenItem::getAttributeCategory() const {
+ int m = _material - 59;
+ int idx;
+ for (idx = 0; Res.ATTRIBUTE_CATEGORIES[idx] < m; ++idx)
+ ;
+
+ return (AttributeCategory)idx;
+}
+
+const char *XeenItem::getItemName(ItemCategory category, uint id) {
+ if (id < 82)
+ return Res.ITEM_NAMES[category][id];
+
+ switch (category) {
+ case CATEGORY_WEAPON:
+ return Res.QUEST_ITEM_NAMES[id - 82];
+
+ case CATEGORY_ARMOR:
+ return Res.QUEST_ITEM_NAMES[id - 82 + 35];
+
+ case CATEGORY_ACCESSORY:
+ return Res.QUEST_ITEM_NAMES[id - 82 + 35 + 14];
+
+ default:
+ return Res.QUEST_ITEM_NAMES[id - 82 + 35 + 14 + 11];
+ }
+}
+
+/*------------------------------------------------------------------------*/
+
+InventoryItems::InventoryItems(Character *character, ItemCategory category):
+ _character(character), _category(category) {
+ resize(INV_ITEMS_TOTAL);
+
+ _names = Res.ITEM_NAMES[category];
+}
+
+void InventoryItems::clear() {
+ for (uint idx = 0; idx < size(); ++idx)
+ operator[](idx).clear();
+}
+
+bool InventoryItems::passRestrictions(int itemId, bool showError) const {
+ CharacterClass charClass = _character->_class;
+
+ switch (charClass) {
+ case CLASS_KNIGHT:
+ case CLASS_PALADIN:
+ return true;
+
+ case CLASS_ARCHER:
+ case CLASS_CLERIC:
+ case CLASS_SORCERER:
+ case CLASS_ROBBER:
+ case CLASS_NINJA:
+ case CLASS_BARBARIAN:
+ case CLASS_DRUID:
+ case CLASS_RANGER: {
+ if (!(Res.ITEM_RESTRICTIONS[itemId + Res.RESTRICTION_OFFSETS[_category]] &
+ (1 << (charClass - CLASS_ARCHER))))
+ return true;
+ break;
+ }
+
+ default:
+ break;
+ }
+
+ Common::String name = _names[itemId];
+ if (showError) {
+ Common::String msg = Common::String::format(Res.NOT_PROFICIENT,
+ Res.CLASS_NAMES[charClass], name.c_str());
+ ErrorScroll::show(Party::_vm, msg, WT_FREEZE_WAIT);
+ }
+
+ return false;
+}
+
+Common::String InventoryItems::getName(int itemIndex) {
+ int id = operator[](itemIndex)._id;
+ return _names[id];
+}
+
+Common::String InventoryItems::getIdentifiedDetails(int itemIndex) {
+ XeenItem &item = operator[](itemIndex);
+
+ Common::String classes;
+ for (int charClass = CLASS_KNIGHT; charClass <= CLASS_RANGER; ++charClass) {
+ if (passRestrictions(charClass, true)) {
+ const char *const name = Res.CLASS_NAMES[charClass];
+ classes += name[0];
+ classes += name[1];
+ classes += " ";
+ }
+ }
+ if (classes.size() == 30)
+ classes = Res.ALL;
+
+ return getAttributes(item, classes);
+}
+
+bool InventoryItems::discardItem(int itemIndex) {
+ XeenItem &item = operator[](itemIndex);
+ XeenEngine *vm = Party::_vm;
+
+ if (item._bonusFlags & ITEMFLAG_CURSED) {
+ ErrorScroll::show(vm, Res.CANNOT_DISCARD_CURSED_ITEM);
+ } else {
+ Common::String itemDesc = getFullDescription(itemIndex, 4);
+ Common::String msg = Common::String::format(Res.PERMANENTLY_DISCARD, itemDesc.c_str());
+
+ if (Confirm::show(vm, msg)) {
+ operator[](itemIndex).clear();
+ sort();
+
+ return true;
+ }
+ }
+
+ return true;
+}
+
+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::removeItem(int itemIndex) {
+ XeenItem &item = operator[](itemIndex);
+ XeenEngine *vm = Party::_vm;
+
+ if (item._bonusFlags & ITEMFLAG_CURSED)
+ ErrorScroll::show(vm, Res.CANNOT_REMOVE_CURSED_ITEM);
+ else
+ item._frame = 0;
+}
+
+XeenEngine *InventoryItems::getVm() {
+ return Party::_vm;
+}
+
+void InventoryItems::equipError(int itemIndex1, ItemCategory category1, int itemIndex2,
+ ItemCategory category2) {
+ XeenEngine *vm = Party::_vm;
+
+ if (itemIndex1 >= 0) {
+ Common::String itemName1 = _character->_items[category1].getName(itemIndex1);
+ Common::String itemName2 = _character->_items[category2].getName(itemIndex2);
+
+ MessageDialog::show(vm, Common::String::format(Res.REMOVE_X_TO_EQUIP_Y,
+ itemName1.c_str(), itemName2.c_str()));
+ } else {
+ MessageDialog::show(vm, Common::String::format(Res.EQUIPPED_ALL_YOU_CAN,
+ (itemIndex1 == -1) ? Res.RING : Res.MEDAL));
+ }
+}
+
+void InventoryItems::enchantItem(int itemIndex, int amount) {
+ XeenEngine *vm = Party::_vm;
+ vm->_sound->playFX(21);
+ ErrorScroll::show(vm, Common::String::format(Res.NOT_ENCHANTABLE, Res.SPELL_FAILED));
+}
+
+bool InventoryItems::isFull() const {
+ return operator[](size() - 1)._id != 0;
+}
+
+/*------------------------------------------------------------------------*/
+
+void WeaponItems::equipItem(int itemIndex) {
+ XeenItem &item = operator[](itemIndex);
+
+ if (item._id <= 17) {
+ if (passRestrictions(item._id, false)) {
+ for (uint idx = 0; idx < size(); ++idx) {
+ XeenItem &i = operator[](idx);
+ if (i._frame == 13 || i._frame == 1) {
+ equipError(itemIndex, CATEGORY_WEAPON, idx, CATEGORY_WEAPON);
+ return;
+ }
+ }
+
+ item._frame = 1;
+ }
+ } else if (item._id >= 30 && item._id <= 33) {
+ if (passRestrictions(item._id, false)) {
+ for (uint idx = 0; idx < size(); ++idx) {
+ XeenItem &i = operator[](idx);
+ if (i._frame == 4) {
+ equipError(itemIndex, CATEGORY_WEAPON, idx, CATEGORY_WEAPON);
+ return;
+ }
+ }
+
+ item._frame = 4;
+ }
+ } else {
+ if (passRestrictions(item._id, false)) {
+ for (uint idx = 0; idx < size(); ++idx) {
+ XeenItem &i = operator[](idx);
+ if (i._frame == 13 || i._frame == 1) {
+ equipError(itemIndex, CATEGORY_WEAPON, idx, CATEGORY_WEAPON);
+ return;
+ }
+ }
+
+ for (uint idx = 0; idx < _character->_armor.size(); ++idx) {
+ XeenItem &i = _character->_armor[idx];
+ if (i._frame == 2) {
+ equipError(itemIndex, CATEGORY_WEAPON, idx, CATEGORY_ARMOR);
+ return;
+ }
+ }
+
+ item._frame = 13;
+ }
+ }
+}
+
+Common::String WeaponItems::getFullDescription(int itemIndex, int displayNum) {
+ XeenItem &i = operator[](itemIndex);
+ Resources &res = *getVm()->_resources;
+
+ return Common::String::format("\f%02u%s%s%s\f%02u%s%s%s", displayNum,
+ !i._bonusFlags ? res._maeNames[i._material].c_str() : "",
+ (i._bonusFlags & ITEMFLAG_BROKEN) ? Res.ITEM_BROKEN : "",
+ (i._bonusFlags & ITEMFLAG_CURSED) ? Res.ITEM_CURSED : "",
+ displayNum,
+ Res.WEAPON_NAMES[i._id],
+ !i._bonusFlags ? "" : Res.BONUS_NAMES[i._bonusFlags & ITEMFLAG_BONUS_MASK],
+ (i._bonusFlags & (ITEMFLAG_BROKEN | ITEMFLAG_CURSED)) ||
+ !i._bonusFlags ? "\b " : ""
+ );
+}
+
+void WeaponItems::enchantItem(int itemIndex, int amount) {
+ Sound &sound = *getVm()->_sound;
+ XeenItem &item = operator[](itemIndex);
+ Character tempCharacter;
+
+ if (item._material == 0 && item._bonusFlags == 0 && item._id != 34) {
+ tempCharacter.makeItem(amount, 0, 1);
+ XeenItem &tempItem = tempCharacter._weapons[0];
+
+ item._material = tempItem._material;
+ item._bonusFlags = tempItem._bonusFlags;
+ sound.playFX(19);
+ } else {
+ InventoryItems::enchantItem(itemIndex, amount);
+ }
+}
+
+Common::String WeaponItems::getAttributes(XeenItem &item, const Common::String &classes) {
+ Common::String attrBonus, elemDamage, physDamage, toHit, specialPower;
+ attrBonus = elemDamage = physDamage = toHit = specialPower = Res.FIELD_NONE;
+
+ // First calculate physical damage
+ int minVal = Res.WEAPON_DAMAGE_BASE[item._id];
+ int maxVal = minVal * Res.WEAPON_DAMAGE_MULTIPLIER[item._id];
+
+ if (item._material >= 37 && item._material <= 58) {
+ minVal += Res.METAL_DAMAGE[item._material - 37];
+ maxVal += Res.METAL_DAMAGE[item._material - 37];
+ toHit = Common::String::format("%+d", Res.METAL_DAMAGE_PERCENT[item._material - 37]);
+ }
+
+ physDamage = Common::String::format(Res.DAMAGE_X_TO_Y, minVal, maxVal);
+
+ // Next handle elemental/attribute damage
+ if (item._material < 37) {
+ int damage = Res.ELEMENTAL_DAMAGE[item._material];
+ if (damage > 0) {
+ ElementalCategory elemCategory = item.getElementalCategory();
+ elemDamage = Common::String::format(Res.ELEMENTAL_XY_DAMAGE,
+ damage, Res.ELEMENTAL_NAMES[elemCategory]);
+ }
+ } else if (item._material >= 59) {
+ int bonus = Res.ATTRIBUTE_BONUSES[item._material - 59];
+ AttributeCategory attrCategory = item.getAttributeCategory();
+ attrBonus = Common::String::format(Res.ATTR_XY_BONUS, bonus,
+ Res.ATTRIBUTE_NAMES[attrCategory]);
+ }
+
+ // Handle weapon effective against
+ int effective = item._bonusFlags & ITEMFLAG_BONUS_MASK;
+ if (effective) {
+ specialPower = Common::String::format(Res.EFFECTIVE_AGAINST,
+ Res.EFFECTIVENESS_NAMES[effective]);
+ }
+
+ return Common::String::format(Res.ITEM_DETAILS, classes.c_str(),
+ toHit.c_str(), physDamage.c_str(), elemDamage.c_str(),
+ Res.FIELD_NONE, Res.FIELD_NONE, attrBonus.c_str(), specialPower.c_str()
+ );
+}
+
+/*------------------------------------------------------------------------*/
+
+void ArmorItems::equipItem(int itemIndex) {
+ XeenItem &item = operator[](itemIndex);
+
+ if (item._id <= 7) {
+ if (passRestrictions(item._id, false)) {
+ for (uint idx = 0; idx < size(); ++idx) {
+ XeenItem &i = operator[](idx);
+ if (i._frame == 9) {
+ equipError(itemIndex, CATEGORY_ARMOR, idx, CATEGORY_ARMOR);
+ return;
+ }
+ }
+
+ item._frame = 3;
+ }
+ } else if (item._id == 8) {
+ if (passRestrictions(item._id, false)) {
+ for (uint idx = 0; idx < size(); ++idx) {
+ XeenItem &i = operator[](idx);
+ if (i._frame == 2) {
+ equipError(itemIndex, CATEGORY_ARMOR, idx, CATEGORY_ARMOR);
+ return;
+ }
+ }
+
+ for (uint idx = 0; idx < _character->_weapons.size(); ++idx) {
+ XeenItem &i = _character->_weapons[idx];
+ if (i._frame == 13) {
+ equipError(itemIndex, CATEGORY_ARMOR, idx, CATEGORY_WEAPON);
+ return;
+ }
+ }
+
+ item._frame = 2;
+ }
+ } else if (item._id == 9) {
+ for (uint idx = 0; idx < size(); ++idx) {
+ XeenItem &i = operator[](idx);
+ if (i._frame == 5) {
+ equipError(itemIndex, CATEGORY_ARMOR, idx, CATEGORY_ARMOR);
+ return;
+ }
+ }
+
+ item._frame = 5;
+ } else if (item._id == 10) {
+ for (uint idx = 0; idx < size(); ++idx) {
+ XeenItem &i = operator[](idx);
+ if (i._frame == 9) {
+ equipError(itemIndex, CATEGORY_ARMOR, idx, CATEGORY_ARMOR);
+ return;
+ }
+ }
+
+ item._frame = 9;
+ } else if (item._id <= 12) {
+ for (uint idx = 0; idx < size(); ++idx) {
+ XeenItem &i = operator[](idx);
+ if (i._frame == 10) {
+ equipError(itemIndex, CATEGORY_ARMOR, idx, CATEGORY_ARMOR);
+ return;
+ }
+ }
+
+ item._frame = 10;
+ } else {
+ for (uint idx = 0; idx < size(); ++idx) {
+ XeenItem &i = operator[](idx);
+ if (i._frame == 6) {
+ equipError(itemIndex, CATEGORY_ARMOR, idx, CATEGORY_ARMOR);
+ return;
+ }
+ }
+
+ item._frame = 6;
+ }
+}
+
+Common::String ArmorItems::getFullDescription(int itemIndex, int displayNum) {
+ XeenItem &i = operator[](itemIndex);
+ Resources &res = *getVm()->_resources;
+
+ return Common::String::format("\f%02u%s%s%s\f%02u%s%s", displayNum,
+ !i._bonusFlags ? "" : res._maeNames[i._material].c_str(),
+ (i._bonusFlags & ITEMFLAG_BROKEN) ? Res.ITEM_BROKEN : "",
+ (i._bonusFlags & ITEMFLAG_CURSED) ? Res.ITEM_CURSED : "",
+ displayNum,
+ Res.ARMOR_NAMES[i._id],
+ (i._bonusFlags & (ITEMFLAG_BROKEN | ITEMFLAG_CURSED)) ||
+ !i._bonusFlags ? "\b " : ""
+ );
+}
+
+void ArmorItems::enchantItem(int itemIndex, int amount) {
+ Sound &sound = *getVm()->_sound;
+ XeenItem &item = operator[](itemIndex);
+ Character tempCharacter;
+
+ if (item._material == 0 && item._bonusFlags == 0) {
+ tempCharacter.makeItem(amount, 0, 2);
+ XeenItem &tempItem = tempCharacter._armor[0];
+
+ item._material = tempItem._material;
+ item._bonusFlags = tempItem._bonusFlags;
+ sound.playFX(19);
+ } else {
+ InventoryItems::enchantItem(itemIndex, amount);
+ }
+}
+
+Common::String ArmorItems::getAttributes(XeenItem &item, const Common::String &classes) {
+ Common::String elemResist, attrBonus, acBonus;
+ elemResist = attrBonus = acBonus = Res.FIELD_NONE;
+
+ if (item._material < 36) {
+ int resistence = Res.ELEMENTAL_RESISTENCES[item._material];
+ if (resistence > 0) {
+ int eCategory = ELEM_FIRE;
+ while (eCategory < ELEM_MAGIC && Res.ELEMENTAL_CATEGORIES[eCategory] < item._material)
+ ++eCategory;
+
+ elemResist = Common::String::format(Res.ATTR_XY_BONUS, resistence,
+ Res.ELEMENTAL_NAMES[eCategory]);
+ }
+ } else if (item._material >= 59) {
+ int bonus = Res.ATTRIBUTE_BONUSES[item._material - 59];
+ AttributeCategory aCategory = item.getAttributeCategory();
+ attrBonus = Common::String::format(Res.ATTR_XY_BONUS, bonus,
+ Res.ATTRIBUTE_NAMES[aCategory]);
+ }
+
+ int strength = Res.ARMOR_STRENGTHS[item._id];
+ if (item._material >= 37 && item._material <= 58) {
+ strength += Res.METAL_LAC[item._material - 37];
+ }
+ acBonus = Common::String::format("%+d", strength);
+
+ return Common::String::format(Res.ITEM_DETAILS, classes.c_str(),
+ Res.FIELD_NONE, Res.FIELD_NONE, Res.FIELD_NONE,
+ elemResist.c_str(), acBonus.c_str(), attrBonus.c_str(), Res.FIELD_NONE);
+}
+
+void AccessoryItems::equipItem(int itemIndex) {
+ XeenItem &item = operator[](itemIndex);
+
+ if (item._id == 1) {
+ int count = 0;
+ for (uint idx = 0; idx < size(); ++idx) {
+ XeenItem &i = operator[](idx);
+ if (i._frame == 8)
+ ++count;
+ }
+
+ if (count <= 1)
+ item._frame = 8;
+ else
+ equipError(-1, CATEGORY_ACCESSORY, itemIndex, CATEGORY_ACCESSORY);
+ } else if (item._id == 2) {
+ for (uint idx = 0; idx < size(); ++idx) {
+ XeenItem &i = operator[](idx);
+ if (i._frame == 12) {
+ equipError(itemIndex, CATEGORY_ACCESSORY, idx, CATEGORY_ACCESSORY);
+ return;
+ }
+ }
+ } else if (item._id <= 7) {
+ int count = 0;
+ for (uint idx = 0; idx < size(); ++idx) {
+ XeenItem &i = operator[](idx);
+ if (i._frame == 7)
+ ++count;
+ }
+
+ if (count <= 1)
+ item._frame = 7;
+ else
+ equipError(-2, CATEGORY_ACCESSORY, itemIndex, CATEGORY_ACCESSORY);
+ } else {
+ for (uint idx = 0; idx < size(); ++idx) {
+ XeenItem &i = operator[](idx);
+ if (i._frame == 11) {
+ equipError(itemIndex, CATEGORY_ACCESSORY, idx, CATEGORY_ACCESSORY);
+ return;
+ }
+ }
+
+ item._frame = 11;
+ }
+}
+
+Common::String AccessoryItems::getFullDescription(int itemIndex, int displayNum) {
+ XeenItem &i = operator[](itemIndex);
+ Resources &res = *getVm()->_resources;
+
+ return Common::String::format("\f%02u%s%s%s\f%02u%s%s", displayNum,
+ !i._bonusFlags ? "" : res._maeNames[i._material].c_str(),
+ (i._bonusFlags & ITEMFLAG_BROKEN) ? Res.ITEM_BROKEN : "",
+ (i._bonusFlags & ITEMFLAG_CURSED) ? Res.ITEM_CURSED : "",
+ displayNum,
+ Res.ARMOR_NAMES[i._id],
+ (i._bonusFlags & (ITEMFLAG_BROKEN | ITEMFLAG_CURSED)) ||
+ !i._bonusFlags ? "\b " : ""
+ );
+}
+
+/*
+* Returns a text string listing all the stats/attributes of a given item
+*/
+Common::String AccessoryItems::getAttributes(XeenItem &item, const Common::String &classes) {
+ Common::String elemResist, attrBonus;
+ elemResist = attrBonus = Res.FIELD_NONE;
+
+ if (item._material < 36) {
+ int resistence = Res.ELEMENTAL_RESISTENCES[item._material];
+ if (resistence > 0) {
+ int eCategory = ELEM_FIRE;
+ while (eCategory < ELEM_MAGIC && Res.ELEMENTAL_CATEGORIES[eCategory] < item._material)
+ ++eCategory;
+
+ elemResist = Common::String::format(Res.ATTR_XY_BONUS, resistence,
+ Res.ELEMENTAL_NAMES[eCategory]);
+ }
+ } else if (item._material >= 59) {
+ int bonus = Res.ATTRIBUTE_BONUSES[item._material - 59];
+ AttributeCategory aCategory = item.getAttributeCategory();
+ attrBonus = Common::String::format(Res.ATTR_XY_BONUS, bonus,
+ Res.ATTRIBUTE_NAMES[aCategory]);
+ }
+
+ return Common::String::format(Res.ITEM_DETAILS, classes.c_str(),
+ Res.FIELD_NONE, Res.FIELD_NONE, Res.FIELD_NONE,
+ elemResist.c_str(), Res.FIELD_NONE, attrBonus.c_str(), Res.FIELD_NONE);
+}
+
+/*------------------------------------------------------------------------*/
+
+Common::String MiscItems::getFullDescription(int itemIndex, int displayNum) {
+ XeenItem &i = operator[](itemIndex);
+ Resources &res = *getVm()->_resources;
+
+ return Common::String::format("\f%02u%s%s%s\f%02u%s%s", displayNum,
+ !i._bonusFlags ? "" : res._maeNames[i._material].c_str(),
+ (i._bonusFlags & ITEMFLAG_BROKEN) ? Res.ITEM_BROKEN : "",
+ (i._bonusFlags & ITEMFLAG_CURSED) ? Res.ITEM_CURSED : "",
+ displayNum,
+ Res.ARMOR_NAMES[i._id],
+ (i._bonusFlags & (ITEMFLAG_BROKEN | ITEMFLAG_CURSED)) ||
+ !i._id ? "\b " : ""
+ );
+}
+
+Common::String MiscItems::getAttributes(XeenItem &item, const Common::String &classes) {
+ Common::String specialPower = Res.FIELD_NONE;
+ Spells &spells = *getVm()->_spells;
+
+ if (item._id) {
+ specialPower = spells._spellNames[Res.MISC_SPELL_INDEX[item._id]];
+ }
+
+ return Common::String::format(Res.ITEM_DETAILS, classes.c_str(),
+ Res.FIELD_NONE, Res.FIELD_NONE, Res.FIELD_NONE, Res.FIELD_NONE, Res.FIELD_NONE,
+ Res.FIELD_NONE, specialPower.c_str());
+}
+/*------------------------------------------------------------------------*/
+
+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 InventoryItemsGroup::breakAllItems() {
+ for (int idx = 0; idx < INV_ITEMS_TOTAL; ++idx) {
+ if ((*_itemSets[0])[idx]._id != 34) {
+ (*_itemSets[0])[idx]._bonusFlags |= ITEMFLAG_BROKEN;
+ (*_itemSets[0])[idx]._frame = 0;
+ }
+
+ (*_itemSets[1])[idx]._bonusFlags |= ITEMFLAG_BROKEN;
+ (*_itemSets[2])[idx]._bonusFlags |= ITEMFLAG_BROKEN;
+ (*_itemSets[3])[idx]._bonusFlags |= ITEMFLAG_BROKEN;
+ (*_itemSets[1])[idx]._frame = 0;
+ (*_itemSets[2])[idx]._frame = 0;
+ }
+}
+
+} // End of namespace Xeen