/* 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/item.h" #include "xeen/sprites.h" namespace Xeen { #define INV_ITEMS_TOTAL 9 #define SPELLS_PER_CLASS 39 #define AWARDS_TOTAL 88 #define WARZONE_AWARD 9 enum Award { SHANGRILA_GUILD_MEMBER = 5, GOOBER = 76, SUPER_GOOBER = 77, CASTLEVIEW_GUILD_MEMBER = 83, SANDCASTER_GUILD_MEMBER = 84, LAKESIDE_GUILD_MEMBER = 85, NECROPOLIS_GUILD_MEMBER = 86, OLYMPUS_GUILD_MEMBER = 87 }; 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 }; enum HatesClass { HATES_DWARF = 12, HATES_PARTY = 15, HATES_NOBODY = 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 QuickAction { QUICK_ATTACK = 0, QUICK_SPELL = 1, QUICK_BLOCK = 2, QUICK_RUN = 3 }; enum SpellsCategory { SPELLCAT_INVALID = -1, SPELLCAT_CLERICAL = 0, SPELLCAT_WIZARDRY = 1, SPELLCAT_DRUIDIC = 2 }; class XeenEngine; 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]; int _awards[128]; bool _spells[SPELLS_PER_CLASS]; int _lloydMap; Common::Point _lloydPosition; bool _hasSpells; int8 _currentSpell; QuickAction _quickOption; WeaponItems _weapons; ArmorItems _armor; AccessoryItems _accessories; MiscItems _misc; InventoryItemsGroup _items; 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: static int _itemType; public: /** * Constructor */ Character(); /** * Constructor */ Character(const Character &src); /** * Equality operator */ bool operator==(const Character &src) const { return src._rosterId == _rosterId; } /** * Inequality operator */ bool operator!=(const Character &src) const { return src._rosterId != _rosterId; } /** * Clears the data for a character */ void clear(); /** * Assignment operator */ Character &operator=(const Character &src); /** * Synchronizes data for the character */ 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; /** * Gets the maximum hit points for a character */ int getMaxHP() const; /** * Gets the maximum spell points for a character */ 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); /** * Returns the bonus the character gets for stats */ int statBonus(uint statValue) const; /** * Returns true if the character passes a saving throw for a given attack type */ bool charSavingThrow(DamageType attackType) const; /** * Returns true if the character is unable to perform any action */ bool noActions(); /** * Sets an award status */ void setAward(int awardId, bool value); /** * Returns true if a character has a given award */ bool hasAward(int awardId) const; /** * Returns the character's armor class */ int getArmorClass(bool baseOnly = false) const; /** * Returns the thievery skill level, adjusted by class and race */ int getThievery() const; uint getCurrentLevel() const; /** * Scans the character's inventory for the given item */ int itemScan(int itemId) const; /** * Sets various attributes of a character */ void setValue(int id, uint value); /** * Returns true if the character is a member of the current town's guild */ bool guildMember() const; /** * Returns the experience required to reach the next level */ uint experienceToNextLevel() const; /** * Returns the next level the character will reach */ uint nextExperienceLevel() const; /** * Returns the character's current experience */ 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; /** * Creates an item and adds it to the inventory */ ItemCategory makeItem(int p1, int itemIndex, int p3); /** * Add hit points to a character */ void addHitPoints(int amount); /** * Remove hit points from the character */ void subtractHitPoints(int amount); /** * Returns true if the character has the Xeen Slayer Sword */ bool hasSlayerSword() const; /** * Returns true if the character has a missile weapon, such as a bow */ bool hasMissileWeapon() const; /** * Returns the spells category for the character's class */ SpellsCategory getSpellsCategory() const; /** * Returns an expense factor for purchasing spells by certain character classes */ int getSpellsExpenseFactor() const { return (_class == CLASS_PALADIN || _class == CLASS_ARCHER || _class == CLASS_RANGER) ? 1 : 0; } /** * Clears the character of any currently set conditions */ void clearConditions(); }; class CharacterArray : public Common::Array { public: /** * Returns the index of a given character in the array */ int indexOf(const Character &c); }; } // End of namespace Xeen #endif /* XEEN_CHARACTER_H */