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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.
*
*/
#ifndef XEEN_ITEM_H
#define XEEN_ITEM_H
#include "common/scummsys.h"
#include "common/array.h"
#include "common/rect.h"
#include "common/serializer.h"
#include "xeen/sprites.h"
namespace Xeen {
#define INV_ITEMS_TOTAL 9
class XeenEngine;
class Character;
enum ItemCategory {
CATEGORY_WEAPON = 0, CATEGORY_ARMOR = 1, CATEGORY_ACCESSORY = 2, CATEGORY_MISC = 3,
NUM_ITEM_CATEGORIES = 4
};
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 ElementalCategory {
ELEM_FIRE = 0, ELEM_ELECTRICITY = 1, ELEM_COLD = 2, ELEM_ACID_POISON = 3,
ELEM_ENERGY = 4, ELEM_MAGIC = 5
};
enum ItemId {
XEEN_SLAYER_SWORD = 34
};
enum Effectiveness {
EFFECTIVE_NONE = 0, EFFECTIVE_DRAGON = 1, EFFECTIVE_UNDEAD = 2, EFFECTIVE_GOLEM = 3,
EFFECTIVE_INSECT = 4, EFFEctIVE_MONSTERS = 5, EFFECTIVE_ANIMAL = 6
};
struct ItemState {
byte _counter : 6; // Stores charges for Misc items, and the effective against for weapons
bool _cursed : 1;
bool _broken : 1;
/**
* Constructor
*/
ItemState() : _counter(0), _cursed(false), _broken(false) {}
/**
* Clear the state
*/
void clear() {
_counter = 0;
_cursed = _broken = false;
}
/**
* Returns true if the state is empty
*/
bool empty() const { return !_counter && !_cursed && !_broken; }
/**
* Synchronizes the item's state
*/
void synchronize(Common::Serializer &s);
/**
* Set the entire state value
*/
void operator=(byte val);
};
class XeenItem {
public:
int _material;
uint _id;
ItemState _state;
int _frame;
public:
/**
* Return the name of the item
*/
static const char *getItemName(ItemCategory category, uint id);
public:
/**
* Constructor
*/
XeenItem();
/**
* Clear the data for the item
*/
void clear();
/**
* Returns true if no item is set
*/
bool empty() const { return _id == 0; }
/**
* Returns true if the item is cursed or broken
*/
bool isBad() const { return _state._cursed || _state._broken; }
/**
* Returns true for weapons if it's equipped
*/
bool isEquipped() const { return _frame != 0; }
/**
* Synchronizes the data for the item
*/
void synchronize(Common::Serializer &s);
/**
* Gets the elemental category for the item
*/
ElementalCategory getElementalCategory() const;
/**
* Gets the elemental category for a given material
*/
static ElementalCategory getElementalCategory(int material);
/**
* Gets the attribute category for the item
*/
AttributeCategory getAttributeCategory() const;
};
class InventoryItems : public Common::Array<XeenItem> {
protected:
Character *_character;
ItemCategory _category;
const char **_names;
XeenEngine *getVm();
void equipError(int itemIndex1, ItemCategory category1, int itemIndex2,
ItemCategory category2);
/**
* Returns a text string listing all the stats/attributes of a given item
*/
virtual Common::String getAttributes(XeenItem &item, const Common::String &classes) = 0;
/**
* Capitalizes a passed description string that includes embedded formatting for the Items dialog
*/
void capitalizeItem(Common::String &name);
public:
InventoryItems(Character *character, ItemCategory category);
virtual ~InventoryItems() {}
/**
* Clears the set of items
*/
void clear();
/**
* Handles copying items from one character to another
*/
InventoryItems &operator=(const InventoryItems &src);
/**
* Return whether a given item passes class-based usage restrictions
* @param itemId Item Index
* @param suppressError If true, no dialog is shown if the item doesn't pass restrictions
*/
bool passRestrictions(int itemId, bool suppressError = false) 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:
/**
* Returns a text string listing all the stats/attributes of a given item
*/
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);
/**
* Returns true if the character has an Elder weapon in Swords of Xeen
*/
bool hasElderWeapon() const;
};
class ArmorItems : public InventoryItems {
protected:
/**
* Returns a text string listing all the stats/attributes of a given item
*/
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:
/**
* Returns a text string listing all the stats/attributes of a given item
*/
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:
/**
* Returns a text string listing all the stats/attributes of a given item
*/
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:
Character *_owner;
public:
InventoryItemsGroup(Character *owner) : _owner(owner) {}
/**
* Returns the inventory items for a given category
*/
InventoryItems &operator[](ItemCategory category);
/**
* Returns the inventory items for a given category
*/
const InventoryItems &operator[](ItemCategory category) const;
/**
* Breaks all the items in a given character's inventory
*/
void breakAllItems();
/**
* Curses or curses all the items
*/
void curseUncurse(bool curse);
/**
* Returns true if the character has any cursed items
*/
bool hasCursedItems() const;
};
} // End of namespace Xeen
#endif /* XEEN_CHARACTER_H */
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