/* 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 . * */ #include "mm/xeen/character.h" #include "mm/xeen/resources.h" #include "mm/xeen/xeen.h" namespace MM { namespace Xeen { AttributePair::AttributePair() { _temporary = _permanent = 0; } void AttributePair::synchronize(Common::Serializer &s) { s.syncAsByte(_permanent); s.syncAsByte(_temporary); } /*------------------------------------------------------------------------*/ int CharacterArray::indexOf(const Character &c) { for (uint idx = 0; idx < size(); ++idx) { if ((*this)[idx] == c) return idx; } return -1; } /*------------------------------------------------------------------------*/ int Character::_itemType; Character::Character(): _weapons(this), _armor(this), _accessories(this), _misc(this), _items(this) { clear(); _faceSprites = nullptr; _rosterId = -1; } Character::Character(const Character &src) : _weapons(this), _armor(this), _accessories(this), _misc(this), _items(this) { operator=(src); } void Character::clear() { _name = ""; _sex = MALE; _race = HUMAN; _xeenSide = 0; _class = CLASS_KNIGHT; _ACTemp = 0; _birthDay = 0; _tempAge = 0; Common::fill(&_skills[0], &_skills[18], 0); Common::fill(&_awards[0], &_awards[128], 0); Common::fill(&_spells[0], &_spells[39], false); _lloydMap = 0; _hasSpells = false; _currentSpell = 0; _quickOption = QUICK_ATTACK; _lloydSide = 0; Common::fill(&_conditions[0], &_conditions[16], 0); _townUnknown = 0; _savedMazeId = 0; _currentHp = 0; _currentSp = 0; _birthYear = 0; _experience = 0; _currentAdventuringSpell = 0; _currentCombatSpell = 0; _might._permanent = _might._temporary = 0; _intellect._permanent = _intellect._temporary = 0; _personality._permanent = _personality._temporary = 0; _endurance._permanent = _endurance._temporary = 0; _speed._permanent = _speed._temporary = 0; _accuracy._permanent = _accuracy._temporary = 0; _luck._permanent = _luck._temporary = 0; _fireResistance._permanent = _fireResistance._temporary = 0; _coldResistance._permanent = _coldResistance._temporary = 0; _electricityResistance._permanent = _electricityResistance._temporary = 0; _poisonResistance._permanent = _poisonResistance._temporary = 0; _energyResistance._permanent = _energyResistance._temporary = 0; _magicResistance._permanent = _magicResistance._temporary = 0; _weapons.clear(); _armor.clear(); _accessories.clear(); _misc.clear(); } Character &Character::operator=(const Character &src) { clear(); _faceSprites = src._faceSprites; _rosterId = src._rosterId; _name = src._name; _sex = src._sex; _race = src._race; _xeenSide = src._xeenSide; _class = src._class; _might = src._might; _intellect = src._intellect; _personality = src._personality; _endurance = src._endurance; _speed = src._speed; _accuracy = src._accuracy; _luck = src._luck; _ACTemp = src._ACTemp; _level = src._level; _birthDay = src._birthDay; _tempAge = src._tempAge; Common::copy(&src._skills[0], &src._skills[18], &_skills[0]); Common::copy(&src._awards[0], &src._awards[128], &_awards[0]); Common::copy(&src._spells[0], &src._spells[SPELLS_PER_CLASS], &_spells[0]); _lloydMap = src._lloydMap; _lloydPosition = src._lloydPosition; _hasSpells = src._hasSpells; _currentSpell = src._currentSpell; _quickOption = src._quickOption; _weapons = src._weapons; _armor = src._armor; _accessories = src._accessories; _misc = src._misc; _lloydSide = src._lloydSide; _fireResistance = src._fireResistance; _coldResistance = src._coldResistance; _electricityResistance = src._electricityResistance; _poisonResistance = src._poisonResistance; _energyResistance = src._energyResistance; _magicResistance = src._magicResistance; Common::copy(&src._conditions[0], &src._conditions[16], &_conditions[0]); _townUnknown = src._townUnknown; _savedMazeId = src._savedMazeId; _currentHp = src._currentHp; _currentSp = src._currentSp; _birthYear = src._birthYear; _experience = src._experience; _currentAdventuringSpell = src._currentAdventuringSpell; _currentCombatSpell = src._currentCombatSpell; for (ItemCategory category = CATEGORY_WEAPON; category <= CATEGORY_MISC; category = (ItemCategory)((int)category + 1)) { const InventoryItems &srcItems = src._items[category]; InventoryItems &destItems = _items[category]; destItems = srcItems; } return *this; } void Character::synchronize(Common::Serializer &s) { char name[16]; Common::fill(&name[0], &name[16], '\0'); Common::strlcpy(name, _name.c_str(), 16); s.syncBytes((byte *)name, 16); if (s.isLoading()) _name = Common::String(name); s.syncAsByte(_sex); s.syncAsByte(_race); s.syncAsByte(_xeenSide); s.syncAsByte(_class); _might.synchronize(s); _intellect.synchronize(s); _personality.synchronize(s); _endurance.synchronize(s); _speed.synchronize(s); _accuracy.synchronize(s); _luck.synchronize(s); s.syncAsByte(_ACTemp); _level.synchronize(s); s.syncAsByte(_birthDay); s.syncAsByte(_tempAge); // Synchronize the skill list for (int idx = 0; idx < 18; ++idx) s.syncAsByte(_skills[idx]); // Synchronize character awards. The original packed awards 64..127 in the // upper nibble of the first 64 bytes. Except for award 9, which was a full // byte counter counting the number of times the warzone was awarded for (int idx = 0; idx < 64; ++idx) { byte b = (idx == WARZONE_AWARD) ? _awards[idx] : (_awards[idx] ? 0x1 : 0) | (_awards[idx + 64] ? 0x10 : 0); s.syncAsByte(b); if (s.isLoading()) { _awards[idx] = (idx == WARZONE_AWARD) ? b : b & 0xF; _awards[idx + 64] = (idx == WARZONE_AWARD) ? 0 : (b >> 4) & 0xf; } } // Synchronize spell list for (int i = 0; i < SPELLS_PER_CLASS; ++i) s.syncAsByte(_spells[i]); s.syncAsByte(_lloydMap); s.syncAsByte(_lloydPosition.x); s.syncAsByte(_lloydPosition.y); s.syncAsByte(_hasSpells); s.syncAsByte(_currentSpell); s.syncAsByte(_quickOption); for (int i = 0; i < 9; ++i) _weapons[i].synchronize(s); for (int i = 0; i < 9; ++i) _armor[i].synchronize(s); for (int i = 0; i < 9; ++i) _accessories[i].synchronize(s); for (int i = 0; i < 9; ++i) _misc[i].synchronize(s); s.syncAsByte(_lloydSide); _fireResistance.synchronize(s); _coldResistance.synchronize(s); _electricityResistance.synchronize(s); _poisonResistance.synchronize(s); _energyResistance.synchronize(s); _magicResistance.synchronize(s); for (int i = 0; i < 16; ++i) s.syncAsByte(_conditions[i]); s.syncAsUint16LE(_townUnknown); s.syncAsByte(_savedMazeId); s.syncAsSint16LE(_currentHp); s.syncAsSint16LE(_currentSp); s.syncAsUint16LE(_birthYear); s.syncAsUint32LE(_experience); s.syncAsByte(_currentAdventuringSpell); s.syncAsByte(_currentCombatSpell); } Condition Character::worstCondition() const { for (int cond = ERADICATED; cond >= CURSED; --cond) { if (_conditions[cond]) return (Condition)cond; } return NO_CONDITION; } bool Character::isDisabled() const { Condition condition = worstCondition(); return condition == ASLEEP || condition == PARALYZED || condition == UNCONSCIOUS || condition == STONED || condition == ERADICATED; } bool Character::isDisabledOrDead() const { Condition condition = worstCondition(); return condition == ASLEEP || (condition >= PARALYZED && condition <= ERADICATED); } bool Character::isDead() const { Condition condition = worstCondition(); return condition >= DEAD && condition <= ERADICATED; } int Character::getAge(bool ignoreTemp) const { int year = MIN(Party::_vm->_party->_year - _birthYear, (uint)254); return ignoreTemp ? year : year + _tempAge; } int Character::getMaxHP() const { int hp = Res.BASE_HP_BY_CLASS[_class]; hp += statBonus(getStat(ENDURANCE)); hp += Res.RACE_HP_BONUSES[_race]; if (_skills[BODYBUILDER]) ++hp; if (hp < 1) hp = 1; hp *= getCurrentLevel(); hp += itemScan(7); return MAX(hp, 0); } int Character::getMaxSP() const { int result = 0; bool flag = false; int amount = 0; Attribute attrib; Skill skill; if (!_hasSpells) return 0; if (_class == CLASS_SORCERER || _class == CLASS_ARCHER) { attrib = INTELLECT; skill = PRESTIDIGITATION; } else { attrib = PERSONALITY; skill = PRAYER_MASTER; } if (_class == CLASS_DRUID || _class == CLASS_RANGER) skill = ASTROLOGER; for (;;) { // Get the base number of spell points result = statBonus(getStat(attrib)) + 3; result += Res.RACE_SP_BONUSES[_race][attrib - 1]; if (_skills[skill]) result += 2; if (result < 1) result = 1; // Multiply it by the character's level result *= getCurrentLevel(); // Classes other than sorcerer, clerics, and druids only get half the SP if (_class != CLASS_SORCERER && _class != CLASS_CLERIC && _class != CLASS_DRUID) result /= 2; if (flag || (_class != CLASS_DRUID && _class != CLASS_RANGER)) break; // Druids and rangers get bonuses averaged on both personality and intellect attrib = INTELLECT; flag = true; amount = result; } if (flag) result = (amount + result) / 2; result += itemScan(8); if (result < 0) result = 0; return result; } uint Character::getStat(Attribute attrib, bool baseOnly) const { AttributePair attr; int mode = 0; switch (attrib) { case MIGHT: attr = _might; break; case INTELLECT: attr = _intellect; mode = 1; break; case PERSONALITY: attr = _personality; mode = 1; break; case ENDURANCE: attr = _endurance; break; case SPEED: attr = _speed; break; case ACCURACY: attr = _accuracy; break; case LUCK: attr = _luck; mode = 2; break; default: return 0; } // All the attributes except luck are affected by the character's age if (mode < 2) { int age = getAge(false); int ageIndex = 0; while (Res.AGE_RANGES[ageIndex] <= age) ++ageIndex; attr._permanent += Res.AGE_RANGES_ADJUST[mode][ageIndex]; } attr._permanent += itemScan((int)attrib); if (!baseOnly) { attr._permanent += conditionMod(attrib); attr._permanent += attr._temporary; } return MAX(attr._permanent, 0); } int Character::statColor(int amount, int threshold) { if (amount < 1) return 6; else if (amount > threshold) return 2; else if (amount == threshold) return 15; else if (amount >= (threshold / 4)) return 9; else return 32; } int Character::statBonus(uint statValue) const { int idx; for (idx = 0; idx < ARRAYSIZE(Res.STAT_VALUES) - 1; ++idx) if (Res.STAT_VALUES[idx] > (int)statValue) break; return Res.STAT_BONUSES[idx]; } bool Character::charSavingThrow(DamageType attackType) const { int v, vMax; if (attackType == DT_PHYSICAL) { v = statBonus(getStat(LUCK)) + getCurrentLevel(); vMax = v + 20; } else { switch (attackType) { case DT_MAGICAL: v = _magicResistance._permanent + _magicResistance._temporary + itemScan(16); break; case DT_FIRE: v = _fireResistance._permanent + _fireResistance._temporary + itemScan(11); break; case DT_ELECTRICAL: v = _electricityResistance._permanent + _electricityResistance._temporary + itemScan(12); break; case DT_COLD: v = _coldResistance._permanent + _coldResistance._temporary + itemScan(13); break; case DT_POISON: v = _poisonResistance._permanent + _poisonResistance._temporary + itemScan(14); break; case DT_ENERGY: v = _energyResistance._permanent + _energyResistance._temporary + itemScan(15); break; default: v = 0; break; } vMax = v + 40; } return Party::_vm->getRandomNumber(1, vMax) <= v; } bool Character::noActions() { Condition condition = worstCondition(); switch (condition) { case ASLEEP: case PARALYZED: case UNCONSCIOUS: case DEAD: case STONED: case ERADICATED: { Common::String msg = Common::String::format(Res.IN_NO_CONDITION, _name.c_str()); ErrorScroll::show(Party::_vm, msg, Party::_vm->_mode == 17 ? WT_LOC_WAIT : WT_NONFREEZED_WAIT); return true; } default: return false; } } static int fixAwardId(int awardId) { int v = awardId; if (awardId == 73) v = 126; else if (awardId == 81) v = 127; return v; } void Character::setAward(int awardId, bool value) { _awards[fixAwardId(awardId)] = value ? 1 : 0; } bool Character::hasAward(int awardId) const { return _awards[fixAwardId(awardId)] ? true : false; } int Character::getAwardCount(int awardId) const { return _awards[fixAwardId(awardId)]; } int Character::getArmorClass(bool baseOnly) const { Party &party = *Party::_vm->_party; int result = statBonus(getStat(SPEED)) + itemScan(9); if (!baseOnly) result += party._blessed + _ACTemp; return MAX(result, 0); } int Character::getThievery() const { int result = getCurrentLevel() * 2; if (_class == CLASS_NINJA) result += 15; else if (_class == CLASS_ROBBER) result += 30; switch (_race) { case ELF: case GNOME: result += 10; break; case DWARF: result += 5; break; case HALF_ORC: result -= 10; break; default: break; } result += itemScan(10); // If the character doesn't have a thievery skill, then don't allow any result if (!_skills[THIEVERY]) result = 0; return MAX(result, 0); } uint Character::getCurrentLevel() const { return MAX(_level._permanent + _level._temporary, 0); } int Character::itemScan(int itemId) const { int result = 0; // Weapons for (int idx = 0; idx < INV_ITEMS_TOTAL; ++idx) { const XeenItem &item = _weapons[idx]; if (item._frame && !item.isBad() && itemId < 11 && itemId != ENDURANCE && item._material >= 59 && item._material <= 130) { int mIndex = (int)item.getAttributeCategory(); // There is no Endurance bonus. This enchantment category skipped. if (mIndex > PERSONALITY) ++mIndex; if (mIndex == itemId) result += Res.ATTRIBUTE_BONUSES[item._material - 59]; } } // Armor for (int idx = 0; idx < INV_ITEMS_TOTAL; ++idx) { const XeenItem &item = _armor[idx]; if (item._frame && !item.isBad()) { if (itemId < 11 && itemId != 3 && item._material >= 59 && item._material <= 130) { int mIndex = (int)item.getAttributeCategory(); if (mIndex > PERSONALITY) ++mIndex; if (mIndex == itemId) result += Res.ATTRIBUTE_BONUSES[item._material - 59]; } if (itemId > 10 && item._material < 37) { int mIndex = item.getElementalCategory() + 11; if (mIndex == itemId) { result += Res.ELEMENTAL_RESISTANCES[item._material]; } } if (itemId == 9) { result += Res.ARMOR_STRENGTHS[item._id]; if (item._material >= 37 && item._material <= 58) result += Res.METAL_LAC[item._material - 37]; } } } // Accessories for (int idx = 0; idx < INV_ITEMS_TOTAL; ++idx) { const XeenItem &item = _accessories[idx]; if (item._frame && !item.isBad()) { if (itemId < 11 && itemId != 3 && item._material >= 59 && item._material <= 130) { int mIndex = (int)item.getAttributeCategory(); if (mIndex > PERSONALITY) ++mIndex; if (mIndex == itemId) { result += Res.ATTRIBUTE_BONUSES[item._material - 59]; } } if (itemId > 10 && item._material < 37) { int mIndex = item.getElementalCategory() + 11; if (mIndex == itemId) result += Res.ELEMENTAL_RESISTANCES[item._material]; } } } return result; } int Character::conditionMod(Attribute attrib) const { if (_conditions[DEAD] || _conditions[STONED] || _conditions[ERADICATED]) return 0; int v[7]; Common::fill(&v[0], &v[7], 0); if (_conditions[CURSED]) v[6] -= _conditions[CURSED]; if (_conditions[INSANE]) { v[2] -= _conditions[INSANE]; v[1] -= _conditions[INSANE]; v[5] -= _conditions[INSANE]; v[0] -= _conditions[INSANE]; v[4] -= _conditions[INSANE]; } if (_conditions[POISONED]) { v[0] -= _conditions[POISONED]; v[4] -= _conditions[POISONED]; v[5] -= _conditions[POISONED]; } if (_conditions[DISEASED]) { v[3] -= _conditions[DISEASED]; v[2] -= _conditions[DISEASED]; v[1] -= _conditions[DISEASED]; } for (int idx = 0; idx < 7; ++idx) { v[idx] -= _conditions[HEART_BROKEN]; v[idx] -= _conditions[IN_LOVE]; v[idx] -= _conditions[WEAK]; v[idx] -= _conditions[DRUNK]; } return v[attrib]; } void Character::setValue(int id, uint value) { Party &party = *Party::_vm->_party; Scripts &scripts = *Party::_vm->_scripts; switch (id) { case 3: // Set character sex _sex = (Sex)value; break; case 4: // Set race _race = (Race)value; break; case 5: // Set class _class = (CharacterClass)value; break; case 8: // Set the current Hp _currentHp = value; break; case 9: // Set the current Sp _currentSp = value; break; case 10: case 77: // Set temporary armor class _ACTemp = value; break; case 11: // Set temporary level _level._temporary = value; break; case 12: // Set the character's temporary age _tempAge = value; break; case 16: // Set character experience _experience = value; break; case 17: // Set party poison resistance party._poisonResistance = value; break; case 18: // Set condition if (value == 16) { // Clear all the conditions clearConditions(); } else if (value == 6) { _conditions[value] = 1; } else { ++_conditions[value]; } if (value >= DEAD && value <= ERADICATED && _currentHp > 0) _currentHp = 0; break; case 25: // Set time of day in minutes (0-1440) party._minutes = value; break; case 34: // Set party gold party._gold = value; break; case 35: // Set party gems party._gems = value; break; case 37: _might._temporary = value; break; case 38: _intellect._temporary = value; break; case 39: _personality._temporary = value; break; case 40: _endurance._temporary = value; break; case 41: _speed._temporary = value; break; case 42: _accuracy._temporary = value; break; case 43: _luck._temporary = value; break; case 45: _might._permanent = value; break; case 46: _intellect._permanent = value; break; case 47: _personality._permanent = value; break; case 48: _endurance._permanent = value; break; case 49: _speed._permanent = value; break; case 50: _accuracy._permanent = value; break; case 51: _luck._permanent = value; break; case 52: _fireResistance._permanent = value; break; case 53: _electricityResistance._permanent = value; break; case 54: _coldResistance._permanent = value; break; case 55: _poisonResistance._permanent = value; break; case 56: _energyResistance._permanent = value; break; case 57: _magicResistance._permanent = value; break; case 58: _fireResistance._temporary = value; break; case 59: _electricityResistance._temporary = value; break; case 60: _coldResistance._temporary = value; break; case 61: _poisonResistance._temporary = value; break; case 62: _energyResistance._temporary = value; break; case 63: _magicResistance._temporary = value; break; case 64: _level._permanent = value; break; case 65: // Set party food party._food = value; break; case 69: party._levitateCount = value; break; case 70: party._lightCount = value; break; case 71: party._fireResistance = value; break; case 72: party._electricityResistance = value; break; case 73: party._coldResistance = value; break; case 74: party._walkOnWaterActive = value != 0; party._poisonResistance = value; party._wizardEyeActive = value != 0; party._coldResistance = value; party._electricityResistance = value; party._fireResistance = value; party._lightCount = value; party._levitateCount = value; break; case 76: // Set day of the year (0-99) party._day = value; break; case 79: party._wizardEyeActive = true; break; case 83: scripts._nEdamageType = (DamageType)value; break; case 84: party._mazeDirection = (Direction)value; break; case 85: party._year = value; break; case 94: party._walkOnWaterActive = value != 0; break; default: break; } } bool Character::guildMember() const { FileManager &files = *g_vm->_files; Party &party = *g_vm->_party; if (g_vm->getGameID() == GType_Swords) { switch (party._mazeId) { case 49: return true; case 53: return hasAward(83); case 63: return hasAward(85); case 92: return hasAward(84); default: return hasAward(87); } } else if (files._ccNum) { switch (party._mazeId) { case 29: return hasAward(CASTLEVIEW_GUILD_MEMBER); case 31: return hasAward(SANDCASTER_GUILD_MEMBER); case 33: return hasAward(LAKESIDE_GUILD_MEMBER); case 35: return hasAward(NECROPOLIS_GUILD_MEMBER); default: return hasAward(OLYMPUS_GUILD_MEMBER); } } else if (party._mazeId == 49) { return hasAward(SHANGRILA_GUILD_MEMBER); } else { return hasAward(party._mazeId - 28); } } uint Character::experienceToNextLevel() const { uint next = nextExperienceLevel(); uint curr = getCurrentExperience(); return (curr >= next) ? 0 : next - curr; } uint Character::nextExperienceLevel() const { int shift, base; if (_level._permanent >= 12) { base = _level._permanent - 12; shift = 10; } else { base = 0; assert(_level._permanent > 0); shift = _level._permanent - 1; } return (base * 1024000) + (Res.CLASS_EXP_LEVELS[_class] << shift); } uint Character::getCurrentExperience() const { int lev = _level._permanent - 1; int shift, base; if (lev == 0) return _experience; if (lev >= 12) { base = lev - 12; shift = 10; } else { base = 0; shift = lev - 1; } return (base * 1024000) + (Res.CLASS_EXP_LEVELS[_class] << shift) + _experience; } int Character::getNumSkills() const { int total = 0; for (int idx = THIEVERY; idx <= DANGER_SENSE; ++idx) { if (_skills[idx]) ++total; } return total; } int Character::getNumAwards() const { int total = 0; for (int idx = 0; idx < AWARDS_TOTAL; ++idx) { if (hasAward(idx)) ++total; } return total; } ItemCategory Character::makeItem(int itemLevel, int itemIndex, int reason) { assert(1 <= itemLevel && itemLevel <= 7); assert(0 <= itemIndex && itemIndex < INV_ITEMS_TOTAL); XeenEngine *vm = Party::_vm; int itemOffset = vm->getGameID() == GType_Swords ? 6 : 0; if (!itemLevel) return CATEGORY_WEAPON; int itemId = 0; int categoryRN = vm->getRandomNumber(100); // generate no wands, no bows and less two-handed weapons on levels 6 and 7 int subcategoryRN = vm->getRandomNumber(itemLevel < 6 ? 100 : 80); ItemCategory category; int material = 0, attrBonus = 0, miscCharges = 0, miscId = 0, enchantmentType = 0, element = 0; // Randomly pick a category and item Id if (reason == MAKE_ITEM_SPECIAL_EVENT) { if (_itemType < (35 + itemOffset)) { category = CATEGORY_WEAPON; itemId = _itemType; } else if (_itemType < (49 + itemOffset)) { category = CATEGORY_ARMOR; itemId = _itemType - (35 + itemOffset); } else if (_itemType < (60 + itemOffset)) { category = CATEGORY_ACCESSORY; itemId = _itemType - (49 + itemOffset); } else { category = CATEGORY_MISC; itemId = _itemType - (60 + itemOffset); } } else { switch (reason) { case MAKE_ITEM_ENCHANT_WEAPON: categoryRN = 35; break; case MAKE_ITEM_ENCHANT_ARMOR: categoryRN = 60; break; case MAKE_ITEM_ENCHANT_ACCESSORY: // never used categoryRN = 100; break; default: break; } if (itemLevel == 1) { if (categoryRN <= 40) { category = CATEGORY_WEAPON; if (subcategoryRN <= 30) { itemId = vm->getRandomNumber(1, 6); // swords } else if (subcategoryRN <= 60) { itemId = vm->getRandomNumber(7, 17); // one-handed } else if (subcategoryRN <= 85) { itemId = vm->getRandomNumber(18, 29); // two-handed } else { itemId = vm->getRandomNumber(30, 33); // ranged } } else if (categoryRN <= 85) { category = CATEGORY_ARMOR; itemId = vm->getRandomNumber(1, 7); // armor } else { category = CATEGORY_MISC; itemId = vm->getRandomNumber(1, 9); // wand } } else if (categoryRN <= 35) { category = CATEGORY_WEAPON; if (subcategoryRN <= 30) { itemId = vm->getRandomNumber(1, 6); // swords } else if (subcategoryRN <= 60) { itemId = vm->getRandomNumber(7, 17); // one-handed } else if (subcategoryRN <= 85) { itemId = vm->getRandomNumber(18, 29); // two-handed } else { itemId = vm->getRandomNumber(30, 33); // ranged } } else if (categoryRN <= 60) { category = CATEGORY_ARMOR; itemId = (subcategoryRN > 70) ? 8 : vm->getRandomNumber(1, 7); // shield or armor } else if (subcategoryRN <= 10) { category = CATEGORY_ARMOR; itemId = 9; // helm } else if (subcategoryRN <= 20) { category = CATEGORY_ARMOR; itemId = 13; // gauntlets } else if (subcategoryRN <= 35) { category = CATEGORY_ACCESSORY; itemId = 1; // ring } else if (subcategoryRN <= 45) { category = CATEGORY_ARMOR; itemId = 10; // boots } else if (subcategoryRN <= 55) { category = CATEGORY_ARMOR; itemId = vm->getRandomNumber(11, 12); // cloak, cape } else if (subcategoryRN <= 65) { category = CATEGORY_ACCESSORY; itemId = 2; // belt } else if (subcategoryRN <= 75) { category = CATEGORY_ACCESSORY; itemId = vm->getRandomNumber(3, 7); // medal-like } else if (subcategoryRN <= 80) { category = CATEGORY_ACCESSORY; itemId = vm->getRandomNumber(8, 10); // amulet-like } else { category = CATEGORY_MISC; itemId = vm->getRandomNumber(1, 9); // wand-like } } XeenItem &newItem = _items[category][itemIndex]; newItem.clear(); newItem._id = itemId; int enchanntmentRN = vm->getRandomNumber(1, 100); switch (category) { case CATEGORY_WEAPON: case CATEGORY_ARMOR: if (itemLevel != 1) { if (enchanntmentRN <= 70) { enchantmentType = ENCHANTMENT_TYPE_MATERIAL; } else if (enchanntmentRN <= 98) { enchantmentType = ENCHANTMENT_TYPE_ELEMENT; } else { enchantmentType = ENCHANTMENT_TYPE_ATTR_BONUS; } } break; case CATEGORY_ACCESSORY: if (enchanntmentRN <= 20) { enchantmentType = ENCHANTMENT_TYPE_MATERIAL; } else if (enchanntmentRN <= 60) { enchantmentType = ENCHANTMENT_TYPE_ELEMENT; } else { enchantmentType = ENCHANTMENT_TYPE_ATTR_BONUS; } break; case CATEGORY_MISC: newItem._material = itemId; enchantmentType = ENCHANTMENT_TYPE_USABLE; break; default: break; } if (itemLevel != 1 || category == CATEGORY_MISC) { int rn, enchantmentSubtype, r1, r2; switch (enchantmentType) { case ENCHANTMENT_TYPE_ELEMENT: rn = vm->getRandomNumber(1, 100); if (rn <= 25) { enchantmentSubtype = ELEM_FIRE; } else if (rn <= 45) { enchantmentSubtype = ELEM_ELECTRICITY; } else if (rn <= 60) { enchantmentSubtype = ELEM_COLD; } else if (rn <= 75) { enchantmentSubtype = ELEM_ACID_POISON; } else if (rn <= 95) { enchantmentSubtype = ELEM_ENERGY; } else { enchantmentSubtype = ELEM_MAGIC; } r1 = Res.MAKE_ITEM_ARR2[enchantmentSubtype][itemLevel - 1][0]; r2 = Res.MAKE_ITEM_ARR2[enchantmentSubtype][itemLevel - 1][1]; element = Res.MAKE_ITEM_ARR1[enchantmentSubtype] + vm->getRandomNumber(r1, r2); break; case ENCHANTMENT_TYPE_ATTR_BONUS: rn = vm->getRandomNumber(1, 100); if (rn <= 15) { enchantmentSubtype = ATTR_MIGHT; } else if (rn <= 25) { enchantmentSubtype = ATTR_INTELLECT; } else if (rn <= 35) { enchantmentSubtype = ATTR_PERSONALITY; } else if (rn <= 50) { enchantmentSubtype = ATTR_SPEED; } else if (rn <= 65) { enchantmentSubtype = ATTR_ACCURACY; } else if (rn <= 80) { enchantmentSubtype = ATTR_LUCK; } else if (rn <= 85) { enchantmentSubtype = ATTR_HIT_POINTS; } else if (rn <= 90) { enchantmentSubtype = ATTR_SPELL_POINTS; } else if (rn <= 95) { enchantmentSubtype = ATTR_ARMOR_CLASS; } else { enchantmentSubtype = ATTR_THIEVERY; } { // similar to Res.ATTRIBUTE_CATEGORIES const int SUBTYPE_OFFSETS[] = {0, 10, 18, 26, 34, 40, 46, 51, 57, 62, 72}; r1 = Res.MAKE_ITEM_ARR3[enchantmentSubtype][itemLevel - 1][0]; r2 = Res.MAKE_ITEM_ARR3[enchantmentSubtype][itemLevel - 1][1]; attrBonus = SUBTYPE_OFFSETS[enchantmentSubtype] + vm->getRandomNumber(r1, r2); } break; case ENCHANTMENT_TYPE_MATERIAL: enchantmentSubtype = itemLevel == 7 || vm->getRandomNumber(1, 100) > 70 ? 1 : 0; r1 = Res.MAKE_ITEM_ARR4[enchantmentSubtype][itemLevel - 1][0]; r2 = Res.MAKE_ITEM_ARR4[enchantmentSubtype][itemLevel - 1][1]; material = vm->getRandomNumber(r1, r2); // Change from common/rare to rare/precious if (enchantmentSubtype) material += 9; break; case ENCHANTMENT_TYPE_USABLE: r1 = Res.MAKE_ITEM_ARR5[itemLevel][0]; r2 = Res.MAKE_ITEM_ARR5[itemLevel][1]; miscId = vm->getRandomNumber(r1, r2); miscCharges = vm->getRandomNumber(1, 8); break; default: break; } } switch (category) { case CATEGORY_WEAPON: if (itemLevel != 1) { newItem._material = (attrBonus ? attrBonus + 58 : 0) + (material ? material + 36 : 0) + element; if (vm->getRandomNumber(20) == 10) { // of undead/golem/dragon/etc-slaying newItem._state._counter = vm->getRandomNumber(EFFECTIVE_DRAGON, EFFECTIVE_ANIMAL); } } break; case CATEGORY_ARMOR: case CATEGORY_ACCESSORY: if (itemLevel != 1) { newItem._material = (attrBonus ? attrBonus + 58 : 0) + (material ? material + 36 : 0) + element; } break; case CATEGORY_MISC: newItem._id = miscId; newItem._state._counter = miscCharges; break; default: break; } return category; } void Character::addHitPoints(int amount) { Interface &intf = *Party::_vm->_interface; Common::fill(&intf._charFX[0], &intf._charFX[MAX_ACTIVE_PARTY], 0); if (!isDead()) { int maxHp = getMaxHP(); if (_currentHp <= maxHp) { _currentHp = MIN(_currentHp + amount, maxHp); intf.spellFX(this); } if (_currentHp > 0) _conditions[UNCONSCIOUS] = 0; intf.drawParty(true); } assert(_currentHp < 65000); Common::fill(&intf._charFX[0], &intf._charFX[MAX_ACTIVE_PARTY], 0); } void Character::subtractHitPoints(int amount) { Debugger &debugger = *g_vm->_debugger; Sound &sound = *g_vm->_sound; // If invincibility is turned on in the debugger, ignore all damage if (debugger._invincible) return; // Subtract the given HP amount _currentHp -= amount; bool breakFlag = _currentHp <= (g_vm->_extOptions._durableArmor ? -80 : -10); assert(_currentHp < 65000); if (_currentHp < 1) { int v = getMaxHP() + _currentHp; if (v >= 1) { _conditions[UNCONSCIOUS] = 1; sound.playFX(38); } else { _conditions[DEAD] = 1; breakFlag = true; if (_currentHp > 0) _currentHp = 0; } if (breakFlag) { // Break any equipped armor the character has for (int idx = 0; idx < INV_ITEMS_TOTAL; ++idx) { XeenItem &item = _armor[idx]; if (item._id && item._frame) item._state._broken = true; } } } } bool Character::hasSlayerSword() const { for (uint idx = 0; idx < INV_ITEMS_TOTAL; ++idx) { if (_weapons[idx]._id == XEEN_SLAYER_SWORD) // Character has Xeen Slayer sword return true; } return false; } bool Character::hasMissileWeapon() const { for (uint idx = 0; idx < INV_ITEMS_TOTAL; ++idx) { if (_weapons[idx]._frame == 4) { return !isDisabledOrDead(); } } return false; } SpellsCategory Character::getSpellsCategory() const { switch (_class) { case CLASS_PALADIN: case CLASS_CLERIC: return SPELLCAT_CLERICAL; case CLASS_ARCHER: case CLASS_SORCERER: return SPELLCAT_WIZARDRY; case CLASS_DRUID: case CLASS_RANGER: return SPELLCAT_DRUIDIC; default: return SPELLCAT_INVALID; } } void Character::clearConditions() { Common::fill(&_conditions[CURSED], &_conditions[NO_CONDITION], false); } } // End of namespace Xeen } // End of namespace MM