/* 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(Character *character, ItemCategory category): _character(character), _category(category) { resize(INV_ITEMS_TOTAL); static const char *const *NAMES[4] = { WEAPON_NAMES, ARMOR_NAMES, ACCESSORY_NAMES, MISC_NAMES }; _names = NAMES[category]; } /** * Return whether a given item passes class-based usage restrictions */ 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 (!(ITEM_RESTRICTIONS[itemId + 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(NOT_PROFICIENT, CLASS_NAMES[charClass], name.c_str()); ErrorScroll::show(Party::_vm, msg, WT_FREEZE_WAIT); } return false; } 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(): _weapons(this, CATEGORY_WEAPON), _armor(this, CATEGORY_ARMOR), _accessories(this, CATEGORY_ACCESSORY), _misc(this, CATEGORY_MISC), _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