/* 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 #define MAX_SPELLS_PER_CLASS 39 #define AWARDS_TOTAL 88 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 { 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[MAX_SPELLS_PER_CLASS]; 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; /** * Returns the number of skills the character has */ int getNumSkills() const; /** * Returns the number of awards the character has */ 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 */