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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#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/dialogs_message.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 };
enum ConsumableType {
CONS_GOLD = 0, CONS_GEMS = 1, CONS_FOOD = 2, CONS_CONDITION = 3
};
enum PartyBank {
WHERE_PARTY = 0, WHERE_BANK = 1
};
#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_ITEMS_SWORDS 51
#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();
/**
* Returns a particular category's array
*/
XeenItem *operator[](int category) { return _categories[category]; }
/**
* Clears the treasure list
*/
void clear();
/**
* Completely reset the treasure data
*/
void reset();
};
/**
* Each side of Xeen supports 4 blacksmith inventories of up to 9 items each
*/
typedef XeenItem BlacksmithItems[2][4][INV_ITEMS_TOTAL];
class BlacksmithWares {
private:
/**
* Returns the slot containing the wares for the blacksmith of the currently active map
*/
uint getSlotIndex() const;
public:
BlacksmithItems _weapons;
BlacksmithItems _armor;
BlacksmithItems _accessories;
BlacksmithItems _misc;
public:
/**
* Constructor
*/
BlacksmithWares() { clear(); }
/**
* Clear all current blacksmith wares
*/
void clear();
/**
* Generates a fresh set of blacksmith inventories
*/
void regenerate();
/**
* Gets the items for a particular item category
*/
BlacksmithItems &operator[](ItemCategory category);
/**
* Loads a passed temporary character with the item set the given blacksmith has available,
* so the player can "view" the wares as if it were a standard character's inventory
*/
void blackData2CharData(Character &c);
/**
* Saves the inventory from the passed temporary character back into the blacksmith storage,
* so changes in blacksmith inventories remain persistent
*/
void charData2BlackData(Character &c);
/**
* Synchronizes data for the blacksmith wares
*/
void synchronize(Common::Serializer &s, int ccNum);
};
class Party {
friend class Character;
friend class InventoryItems;
private:
static XeenEngine *_vm;
Character _itemsCharacter;
/**
* Get gender form 'found'
*/
const char *getFoundForm(const Character &c);
/**
* 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);
void resetYearlyBits();
/**
* Applies interest to any gold and gems in the player's bank account
*/
void giveBankInterest();
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;
BlacksmithWares _blacksmithWares;
bool _cloudsCompleted;
bool _darkSideCompleted;
bool _worldCompleted;
int _ctr24; // Unused counter
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[2][256];
bool _worldFlags[129];
bool _questFlags[60];
int _questItems[TOTAL_QUEST_ITEMS];
bool _characterFlags[30][32];
public:
// Other party related runtime data
Roster _roster;
CharacterArray _activeParty;
bool _newDay;
bool _isNight;
bool _stepped;
Common::Point _fallPosition;
int _fallMaze;
int _fallDamage;
bool _dead;
Treasure _treasure;
Treasure _savedTreasure;
public:
Party(XeenEngine *vm);
/**
* Synchronizes data for the party
*/
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(ConsumableType consumableId, uint amount, PartyBank whereId, MessageWaitType wait = WT_FREEZE_WAIT);
const char *getConsumableForm(ConsumableType consumableId);
void notEnough(ConsumableType consumableId, PartyBank whereId, bool mode, MessageWaitType 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;
/**
* Gives and/or takes amounts from various character and/or party properties
*/
bool giveTake(int takeMode, uint takeVal, int giveMode, uint giveVal, int charIdx);
/*
* Get gender form 'picks'
*/
const char *getPickLockForm(const Character &c);
/*
* Get gender form 'unable to pick'
*/
const char *getUnablePickLockForm(const Character &c);
/**
* Gives up to three different item/amounts to various character and/or party properties
*/
bool giveExt(int mode1, uint val1, int mode2, uint val2, int mode3, uint val3, int charId);
/**
* Resets the inventory that Blacksmiths sell
*/
void resetBlacksmithWares();
/**
* Returns the current total score
*/
uint getScore();
};
} // End of namespace Xeen
#endif /* XEEN_PARTY_H */
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