260 lines
7.1 KiB
C++
260 lines
7.1 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "mm/mm1/game/equip_remove.h"
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#include "mm/mm1/globals.h"
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namespace MM {
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namespace MM1 {
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namespace Game {
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bool EquipRemove::equipItem(int index, Common::Point &textPos, Common::String &equipError) {
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Character &c = *g_globals->_currCharacter;
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uint itemId = c._backpack[index]._id;
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uint charges = c._backpack[index]._charges;
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int classBit = 0;
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textPos.x = 0;
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switch (c._class) {
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case KNIGHT:
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classBit = KNIGHT_BIT;
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break;
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case PALADIN:
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classBit = PALADIN_BIT;
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break;
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case ARCHER:
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classBit = ARCHER_BIT;
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break;
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case CLERIC:
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classBit = CLERIC_BIT;
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break;
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case SORCERER:
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classBit = SORCERER_BIT;
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break;
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case ROBBER:
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classBit = ROBBER_BIT;
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break;
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default:
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equipError = STRING["dialogs.character.wrong_class"];
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break;
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}
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g_globals->_items.getItem(itemId);
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const Item &item = g_globals->_currItem;
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if (equipError.empty() && (item._disablements & classBit))
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equipError = STRING["dialogs.character.wrong_class"];
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if (equipError.empty()) {
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int alignBit = 0;
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switch (c._alignment) {
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case GOOD:
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alignBit = GOOD_BIT;
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break;
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case NEUTRAL:
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alignBit = NEUTRAL_BIT;
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break;
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case EVIL:
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alignBit = EVIL_BIT;
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break;
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default:
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equipError = STRING["dialogs.character.wrong_alignment"];
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break;
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}
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if ((item._disablements & alignBit) && alignBit != NEUTRAL_BIT)
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equipError = STRING["dialogs.character.wrong_alignment"];
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}
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if (equipError.empty()) {
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if (item._constBonus_id == IS_EQUIPPABLE) {
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equipError = STRING["dialogs.character.not_equipped"];
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textPos.x = 10;
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}
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}
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if (equipError.empty()) {
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if (isWeapon(itemId)) {
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if (c._equipped.hasWeapon() || c._equipped.hasTwoHanded())
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equipError = STRING["dialogs.character.have_weapon"];
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} else if (isMissile(itemId)) {
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if (c._equipped.hasMissile()) {
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equipError = STRING["dialogs.character.have_missile"];
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textPos.x = 3;
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}
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} else if (isTwoHanded(itemId)) {
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if (c._equipped.hasShield()) {
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equipError = STRING["dialogs.character.cannot_with_shield"];
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textPos.x = 7;
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} else if (c._equipped.hasWeapon()) {
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equipError = STRING["dialogs.character.have_weapon"];
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}
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} else if (isArmor(itemId)) {
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if (c._equipped.hasArmor()) {
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equipError = STRING["dialogs.character.have_armor"];
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textPos.x = 5;
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}
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} else if (isShield(itemId)) {
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if (c._equipped.hasTwoHanded()) {
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equipError = STRING["dialogs.character.cannot_two_handed"];
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textPos.x = 1;
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}
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} else if (itemId == 255) {
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equipError = STRING["dialogs.character.not_equipped"];
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textPos.x = 10;
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}
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}
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if (equipError.empty() && c._equipped.full()) {
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equipError = STRING["dialogs.character.full"];
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textPos.x = 14;
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}
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if (equipError.empty()) {
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// All checks passed, can equip item
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c._backpack.removeAt(index);
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uint freeIndex = c._equipped.add(itemId, charges);
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if (item._constBonus_id != NO_EQUIP_BONUS) {
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if (item._constBonus_id == IS_EQUIPPABLE) {
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equipError = STRING["dialogs.character.not_equipped"];
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textPos.x = 10;
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} else if (item._constBonus_id == EQUIP_CURSED) {
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c._equipped[freeIndex]._charges += item._constBonus_value;
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}
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}
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}
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if (!equipError.empty())
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return false;
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//add const equip bonus to character parameters
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applyEquipBonus(item._constBonus_id, item._constBonus_value);
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switch (getItemCategory(itemId)) {
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case ITEMCAT_WEAPON:
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case ITEMCAT_TWO_HANDED:
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c._physicalAttr._base = item._damage;
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c._physicalAttr._current = item._AC_Dmg;
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break;
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case ITEMCAT_MISSILE:
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c._missileAttr._base = item._damage;
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c._missileAttr._current = item._AC_Dmg;
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break;
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case ITEMCAT_ARMOR:
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case ITEMCAT_SHIELD:
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c._ac._base += item._AC_Dmg;
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break;
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default:
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break;
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}
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c.updateResistances();
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c.updateAttributes();
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c.updateAC();
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return true;
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}
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bool EquipRemove::removeItem(int index, Common::Point &textPos, Common::String &removeError) {
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Character &c = *g_globals->_currCharacter;
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uint itemId = c._equipped[index]._id;
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uint charges = c._equipped[index]._charges;
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g_globals->_items.getItem(itemId);
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const Item &item = g_globals->_currItem;
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if (item._constBonus_id == EQUIP_CURSED) {
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removeError = STRING["dialogs.character.cursed"];
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textPos.x = 13;
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} else if (c._backpack.full()) {
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removeError = STRING["dialogs.character.full"];
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textPos.x = 14;
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}
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if (!removeError.empty())
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return false;
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// Shift item to backpack
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c._equipped.removeAt(index);
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c._backpack.add(itemId, charges);
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if (item._constBonus_value) {
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// TODO: _equipMode is used as a character offset. Need to
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// find an example that calls it so I know what area of
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// the character updates are being done to
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//error("TODO: item flag in remove item");
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//subtract const equip bonus from character parameters
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applyEquipBonus(item._constBonus_id, -item._constBonus_value);
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}
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switch (getItemCategory(itemId)) {
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case ITEMCAT_WEAPON:
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case ITEMCAT_TWO_HANDED:
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c._physicalAttr.clear();
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break;
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case ITEMCAT_MISSILE:
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c._missileAttr.clear();
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break;
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case ITEMCAT_ARMOR:
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case ITEMCAT_SHIELD:
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c._ac._base = MAX((int)c._ac._base - (int)item._AC_Dmg, 0);
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break;
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default:
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break;
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}
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return true;
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}
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void EquipRemove::applyEquipBonus(int id, int value){
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if ((id<2)||(id>=0xff)) return;
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Character &c = *g_globals->_currCharacter;
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// TODO: check strange cases (decimal id numbers): 16, 19
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switch (id) {
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//case 16: c.sex = NONE; break; //UNOBTAINIUM
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// case 19: c._luck._race = NONE; break; //JADE AMULET
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case 21: c._intelligence._base += value; break;
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case 23: c._might._base += value; break;
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case 25: c._personality._base += value; break;
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case 29: c._speed._base += value; break;
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case 31: c._accuracy._base += value; break;
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case 33: c._luck._base += value; break;
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case 37: c._age += value; break;
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case 60: c._ac._base += value; break;
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case 88: c._resistances._s._magic._base += value; break;
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case 90: c._resistances._s._fire._base += value; break;
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case 92: c._resistances._s._cold._base += value; break;
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case 94: c._resistances._s._electricity._base += value; break;
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case 96: c._resistances._s._acid._base += value; break;
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case 98: c._resistances._s._fear._base += value; break;
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case 100: c._resistances._s._poison._base += value; break;
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case 102: c._resistances._s._psychic._base += value; break; //resistance to sleep
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case 108: c._trapCtr += value; break;
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}
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}
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} // namespace Game
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} // namespace MM1
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} // namespace MM
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