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
|
/* 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_PARTY_H
#define XEEN_PARTY_H
#include "common/scummsys.h"
#include "common/array.h"
#include "common/rect.h"
#include "common/serializer.h"
#include "xeen/character.h"
#include "xeen/combat.h"
#include "xeen/dialogs_error.h"
#include "xeen/items.h"
namespace Xeen {
enum Direction {
DIR_NORTH = 0, DIR_EAST = 1, DIR_SOUTH = 2, DIR_WEST = 3, DIR_ALL = 4
};
enum Difficulty { ADVENTURER = 0, WARRIOR = 1 };
#define ITEMS_COUNT 36
#define TOTAL_CHARACTERS 30
#define XEEN_TOTAL_CHARACTERS 24
#define MAX_ACTIVE_PARTY 6
#define MAX_PARTY_COUNT 8
#define TOTAL_STATS 7
#define TOTAL_QUEST_ITEMS 85
#define TOTAL_QUEST_FLAGS 56
#define MAX_TREASURE_ITEMS 10
class Roster: public Common::Array<Character> {
public:
SpriteResource _charFaces[TOTAL_CHARACTERS];
public:
Roster();
void synchronize(Common::Serializer &s);
};
class Treasure {
public:
XeenItem _misc[MAX_TREASURE_ITEMS];
XeenItem _accessories[MAX_TREASURE_ITEMS];
XeenItem _armor[MAX_TREASURE_ITEMS];
XeenItem _weapons[MAX_TREASURE_ITEMS];
XeenItem *_categories[4];
bool _hasItems;
int _gems, _gold;
public:
Treasure();
};
class Party {
friend class Character;
friend class InventoryItems;
private:
static XeenEngine *_vm;
/**
* Give a treasure item to the given character's inventory
*/
void giveTreasureToCharacter(Character &c, ItemCategory category, int itemIndex);
/**
* Enter an amount of how much
*/
int howMuch();
/**
* Subtracts an amount from the party time
*/
void subPartyTime(int time);
public:
// Dynamic data that's saved
Direction _mazeDirection;
Common::Point _mazePosition;
int _mazeId;
int _priorMazeId;
int _levitateCount;
bool _automapOn;
bool _wizardEyeActive;
bool _clairvoyanceActive;
bool _walkOnWaterActive;
int _blessed;
int _powerShield;
int _holyBonus;
int _heroism;
Difficulty _difficulty;
XeenItem _blacksmithWeapons[2][ITEMS_COUNT];
XeenItem _blacksmithArmor[2][ITEMS_COUNT];
XeenItem _blacksmithAccessories[2][ITEMS_COUNT];
XeenItem _blacksmithMisc[2][ITEMS_COUNT];
bool _cloudsEnd;
bool _darkSideEnd;
bool _worldEnd;
int _ctr24; // TODO: Figure out proper name
int _day;
uint _year;
int _minutes;
uint _food;
int _lightCount;
int _torchCount;
int _fireResistence;
int _electricityResistence;
int _coldResistence;
int _poisonResistence;
int _deathCount;
int _winCount;
int _lossCount;
uint _gold;
uint _gems;
uint _bankGold;
uint _bankGems;
int _totalTime;
bool _rested;
bool _gameFlags[512];
bool _worldFlags[128];
bool _quests[2][32];
int _questItems[TOTAL_QUEST_ITEMS];
bool _characterFlags[30][24];
public:
// Other party related runtime data
Roster _roster;
Common::Array<Character> _activeParty;
bool _partyDead;
bool _newDay;
bool _isNight;
bool _stepped;
Common::Point _fallPosition;
int _fallMaze;
int _fallDamage;
DamageType _damageType;
bool _dead;
Treasure _treasure;
Treasure _savedTreasure;
public:
Party(XeenEngine *vm);
void synchronize(Common::Serializer &s);
void loadActiveParty();
bool checkSkill(Skill skillId);
bool isInParty(int charId);
/**
* Copy the currently active party characters' data back to the roster
*/
void copyPartyToRoster();
/**
* Adds time to the party's playtime, taking into account the effect of any
* stat modifier changes
*/
void changeTime(int numMinutes);
void addTime(int numMinutes);
void resetTemps();
void handleLight();
int subtract(int mode, uint amount, int whereId, ErrorWaitType wait = WT_FREEZE_WAIT);
void notEnough(int consumableId, int whereId, bool mode, ErrorWaitType wait);
void checkPartyDead();
/**
* Move party position to the run destination on the current map
*/
void moveToRunLocation();
/**
* Give treasure to the party
*/
void giveTreasure();
/**
* Returns true if all the packs for all the characters are full
*/
bool arePacksFull() const;
bool canShoot() const;
bool giveTake(int mode1, uint32 mask1, int mode2, uint mask2, int charIdx);
};
} // End of namespace Xeen
#endif /* XEEN_PARTY_H */
|