1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
|
/* 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
#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 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:
/**
* Return the name of the item
*/
static const char *getItemName(ItemCategory category, uint id);
public:
XeenItem();
/**
* Clear the data for the item
*/
void clear();
/**
* Returns true if no item is set
*/
bool empty() const { return _id != 0; }
/**
* Synchronizes the data for the item
*/
void synchronize(Common::Serializer &s);
/**
* Gets the elemental category for the item
*/
ElementalCategory getElementalCategory() const;
/**
* Gets the attribute category for the item
*/
AttributeCategory getAttributeCategory() const;
};
class InventoryItems : public Common::Array<XeenItem> {
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() {}
/**
* Clears the set of items
*/
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;
/**
* Returns the identified details for an item
*/
Common::String getIdentifiedDetails(int itemIndex);
/**
* Discard an item from the inventory
*/
bool discardItem(int itemIndex);
/**
* Equips an item
*/
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();
/**
* Enchants an item
*/
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);
/**
* Enchants a weapon
*/
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);
/**
* Enchants an armor
*/
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];
int _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();
/**
* Clears the data for a character
*/
void clear();
/**
* 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
*/
int 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 a category index for a character, used such for indexing into spell data
*/
int getClassCategory() const;
};
} // End of namespace Xeen
#endif /* XEEN_CHARACTER_H */
|