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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/>.
*
*/
#include "mm/mm1/data/party.h"
#include "mm/mm1/globals.h"
namespace MM {
namespace MM1 {
#define SHARE_FIELD(FIELD) \
for (uint i = 0; i < party.size(); ++i) \
total += party[i].FIELD; \
avg = total / party.size(); \
party[0].FIELD = avg + (total % party.size()); \
for (uint i = 1; i < party.size(); ++i) \
party[i].FIELD = avg;
void Party::share(TransferKind shareType) {
auto &party = g_globals->_party;
int total = 0, avg;
switch (shareType) {
case TK_GEMS:
SHARE_FIELD(_gems);
break;
case TK_GOLD:
SHARE_FIELD(_gold);
break;
case TK_FOOD:
SHARE_FIELD(_food);
break;
default:
break;
}
}
uint Party::getPartyGold() const {
uint total = 0;
for (uint i = 0; i < size(); ++i)
total += (*this)[i]._gold;
return total;
}
void Party::clearPartyGold() {
for (uint i = 0; i < size(); ++i)
(*this)[i]._gold = 0;
}
void Party::clearPartyGems() {
for (uint i = 0; i < size(); ++i)
(*this)[i]._gems = 0;
}
void Party::clearPartyFood() {
for (uint i = 0; i < size(); ++i)
(*this)[i]._food = 0;
}
void Party::updateAC() {
for (uint i = 0; i < size(); ++i)
(*this)[i].updateAC();
}
void Party::combatDone() {
for (uint i = 0; i < size(); ++i) {
Character &c = (*this)[i];
c.updateAttributes();
c.updateResistances();
if (!(c._condition & BAD_CONDITION))
c._condition &= ~(ASLEEP | SILENCED);
}
}
bool Party::hasItem(byte itemId) const {
for (uint i = 0; i < size(); ++i) {
const Character &c = (*this)[i];
if (c._equipped.indexOf(itemId) != -1 ||
c._backpack.indexOf(itemId) != -1)
return true;
}
return false;
}
bool Party::isPartyDead() const {
for (uint i = 0; i < size(); ++i) {
const Character &c = (*this)[i];
if (!(c._condition & (ASLEEP | PARALYZED | UNCONSCIOUS | BAD_CONDITION)))
return false;
}
return true;
}
bool Party::checkPartyDead() const {
if (isPartyDead()) {
// At this point, there's no good characters.
// So redirect to the death screen
g_events->replaceView("Dead", true);
return true;
} else {
return false;
}
}
bool Party::checkPartyIncapacitated() const {
bool isActive = false;
for (uint i = 0; i < size() && !isActive; ++i) {
const Character &c = (*this)[i];
isActive = !(c._condition & (BAD_CONDITION | UNCONSCIOUS));
}
if (isActive) {
return false;
} else {
g_events->replaceView("Dead", true);
return true;
}
}
void Party::synchronize(Common::Serializer &s) {
int partySize = size();
s.syncAsByte(partySize);
if (s.isLoading())
resize(partySize);
for (int i = 0; i < partySize; ++i) {
// Sync the common properties
Character &c = (*this)[i];
c.synchronize(s);
// Sync extra properties
s.syncAsSByte(c._combatSpell);
s.syncAsSByte(c._nonCombatSpell);
}
if (s.isLoading())
g_globals->_currCharacter = &front();
}
void Party::rearrange(const Common::Array<Character *> &party) {
assert(party.size() == size());
for (uint i = 0; i < size(); ++i) {
for (uint j = i; j < size(); ++j) {
if (party[i] == &(*this)[j]) {
if (j != i)
insert_at(i, remove_at(j));
break;
}
}
}
}
int Party::indexOf(const Character *c) {
for (uint i = 0; i < size(); ++i) {
if (&(*this)[i] == c)
return i;
}
return -1;
}
} // namespace MM1
} // namespace MM
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