/* 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/mm1/game/spell_casting.h" #include "mm/mm1/maps/maps.h" #include "mm/mm1/views/combat.h" #include "mm/mm1/globals.h" namespace MM { namespace MM1 { namespace Game { static const int8 SPELLS_SP_GEMS[47 * 2] = { 0, 0, 0, 0, 0, -1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 2, 0, 2, 2, 0, 0, 0, 3, 3, 4, 4, 4, 4, 4, 10, 5, 5, 5, 5, 0, 0, -1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, -1, 0, 1, -1, 0, 0, 1, 0, 0, 0, 2, 0, 0, 2, 2, 2, 0, 0, 3, 3, 3, 4, 4, 4, 4, 4, 5, 100, 5, 5, 5 }; static const byte SPELL_FLAGS[47 * 2] = { 1, 1, 9, 4, 2, 4, 0, 1, 4, 5, 9, 0, 0, 0, 9, 9, 2, 4, 4, 2, 9, 9, 2, 2, 6, 6, 0, 0, 6, 25, 5, 2, 17, 0, 1, 4, 4, 17, 4, 6, 4, 2, 1, 1, 0, 6, 25, 1, 2, 9, 9, 0, 2, 2, 9, 9, 9, 9, 2, 2, 5, 5, 9, 9, 18, 1, 9, 1, 1, 1, 9, 9, 9, 9, 9, 2, 0, 1, 1, 17, 0, 9, 2, 2, 1, 9, 2, 0, 2, 2, 2, 17, 1, 1 }; enum SpellFlag { SF_COMBAT_ONLY = 1, SF_NONCOMBAT_ONLY = 2, SF_CAST_ON = 4, SF_OUTDOORS_ONLY = 0x10 }; int SpellCasting::getSpellIndex(const Character *chr, int lvl, int num) { int lvlNum; int setNum = chr->_class == ARCHER || chr->_class == SORCERER ? 1 : 0; int spellNum = num - 1; for (lvlNum = 2; lvlNum <= MIN(lvl, 5); ++lvlNum) spellNum += 8; for (lvlNum = 5; lvlNum < lvl; ++lvlNum) spellNum += 5; int spellIndex = setNum * 47 + spellNum; return spellIndex; } void SpellCasting::getSpellLevelNum(int spellIndex, int &lvl, int &num) { int idx = spellIndex % 47; for (lvl = 1; lvl < 8; ++lvl) { int numSpells = (lvl >= 5) ? 5 : 8; if (idx < numSpells) { num = idx + 1; return; } idx -= numSpells; } num = -1; } void SpellCasting::setSpell(const Character *chr, int lvl, int num) { _spellState = SS_OK; // Figure the offset in the spell list int spellIndex = getSpellIndex(chr, lvl, num); // The required SP matches the spell level int requiredSp = lvl; if (SPELLS_SP_GEMS[spellIndex] < 0) // required SP increases with character's level requiredSp = chr->_level; if (SPELLS_SP_GEMS[spellIndex] < 0 && chr->_sp._current < chr->_level._current) _spellState = SS_NOT_ENOUGH_SP; else if (requiredSp > chr->_sp._current) _spellState = SS_NOT_ENOUGH_SP; int requiredGems = ABS(SPELLS_SP_GEMS[spellIndex]); if (_spellState == SS_OK) setSpell(spellIndex, requiredSp, requiredGems); // Supporting debugger command that enables all spells if (g_globals->_allSpells && _spellState != SS_COMBAT_ONLY && _spellState != SS_NONCOMBAT_ONLY && _spellState != SS_OUTDOORS_ONLY) { _requiredSp = _requiredGems = 0; _spellState = SS_OK; } } void SpellCasting::setSpell(int spellIndex, int requiredSp, int requiredGems) { _spellIndex = spellIndex; _requiredSp = requiredSp; _requiredGems = requiredGems; _spellState = SS_OK; Maps::Map &map = *g_maps->_currentMap; if (!isInCombat() && SPELL_FLAGS[spellIndex] & SF_COMBAT_ONLY) _spellState = SS_COMBAT_ONLY; else if (isInCombat() && SPELL_FLAGS[spellIndex] & SF_NONCOMBAT_ONLY) _spellState = SS_NONCOMBAT_ONLY; else if ((SPELL_FLAGS[spellIndex] & SF_OUTDOORS_ONLY) && !(map[Maps::MAP_ID] & 0x80)) _spellState = SS_OUTDOORS_ONLY; } bool SpellCasting::hasCharTarget() const { return (SPELL_FLAGS[_spellIndex] & SF_CAST_ON) != 0; } bool SpellCasting::isMagicAllowed() const { return !(g_maps->_currentState & Maps::SFLAG_SPELLS_DISALLOWED); } Common::String SpellCasting::getSpellError() const { Common::String msg; switch (_spellState) { case SS_NOT_ENOUGH_SP: msg = STRING["dialogs.misc.not_enough_sp"]; break; case SS_NOT_ENOUGH_GEMS: msg = STRING["dialogs.misc.not_enough_gems"]; break; case SS_COMBAT_ONLY: msg = STRING["spells.combat_only"]; break; case SS_NONCOMBAT_ONLY: msg = STRING["spells.noncombat_only"]; break; case SS_OUTDOORS_ONLY: msg = STRING["spells.outdoors_only"]; break; default: msg = STRING["spells.done"]; break; } if (!isInCombat()) msg = Common::String::format("*** %s ***", msg.c_str()); return msg; } bool SpellCasting::isInCombat() const { return g_events->isPresent("Combat"); } } // namespace Game } // namespace MM1 } // namespace MM