232 lines
4.7 KiB
C++
232 lines
4.7 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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#ifndef ULTIMA_SHARED_CORE_CHARACTER_H
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#define ULTIMA_SHARED_CORE_CHARACTER_H
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#include "common/array.h"
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#include "common/str.h"
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#include "common/serializer.h"
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#include "ultima/shared/core/named_item.h"
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namespace Ultima {
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namespace Shared {
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enum Sex { SEX_MALE = 0, SEX_FEMALE = 1, SEX_OTHER = 2, SEX_YES_PLEASE = 2 };
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/**
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* Base class for class types that have a quantity
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*/
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class Itemized {
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public:
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uint _quantity;
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public:
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/**
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* Constructor
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*/
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Itemized() : _quantity(0) {}
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/**
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* Destructor
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*/
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virtual ~Itemized() {}
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/**
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* Synchronize data
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*/
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void synchronize(Common::Serializer &s) {
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s.syncAsUint16LE(_quantity);
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}
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/**
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* Change the quantity by a given amount
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*/
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virtual void changeQuantity(int delta) {
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_quantity = (uint)CLIP((int)_quantity + delta, 0, 9999);
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}
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/**
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* Increase the quantity by 1
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*/
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void incrQuantity() { changeQuantity(1); }
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/**
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* Returns if the itemized is empty
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*/
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bool empty() const { return _quantity == 0; }
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/**
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* Decrease the quantity by 1
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*/
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bool decrQuantity() {
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changeQuantity(-1);
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return empty();
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}
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};
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/**
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* Weapon entry
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*/
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class Weapon : public Itemized {
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public:
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Common::String _shortName, _longName;
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uint _distance;
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public:
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/**
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* Constructor
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*/
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Weapon() : Itemized(), _distance(0) {}
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};
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/**
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* Armour entry
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*/
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class Armour : public Itemized {
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public:
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Common::String _name;
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};
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/**
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* Spell entry
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*/
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class Spell : public Itemized, public NamedItem {
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};
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template<class T>
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class ItemArray : public Common::Array<T> {
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public:
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/**
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* Returns the number of distinct types of items in the array, not counting
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* the slot 0 "nothing" slot
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*/
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size_t itemsCount() const {
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uint total = 0;
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for (uint idx = 1; idx < this->size(); ++idx) {
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if (!(*this)[idx]->empty())
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++total;
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}
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return total;
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}
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/**
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* Returns true if the character has no items
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*/
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bool hasNothing() const {
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return itemsCount() == 0;
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}
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};
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/**
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* Implements the data for a playable character within the game
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*/
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class Character {
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public:
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Common::String _name;
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uint _race;
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Sex _sex;
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uint _class;
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uint _strength;
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uint _agility;
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uint _stamina;
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uint _charisma;
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uint _wisdom;
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uint _intelligence;
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uint _hitPoints;
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uint _experience;
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uint _food;
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uint _coins;
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int _equippedWeapon;
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int _equippedArmour;
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int _equippedSpell;
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ItemArray<Weapon *> _weapons;
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ItemArray<Armour *> _armour;
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ItemArray<Spell *> _spells;
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public:
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/**
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* Constructor
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*/
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Character() : _strength(0), _agility(0), _stamina(0), _charisma(0), _wisdom(0), _intelligence(0),
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_hitPoints(0), _experience(0), _food(0), _coins(0), _equippedWeapon(0), _equippedArmour(0), _equippedSpell(0),
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_race(0), _sex(SEX_MALE), _class(0) {}
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/**
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* Handles loading and saving games
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*/
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void synchronize(Common::Serializer &s);
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/**
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* Returns true if a weapon is equipped
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*/
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bool isWeaponEquipped() const { return _equippedWeapon != 0; }
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/**
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* Returns true if armor is equipped
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*/
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bool isArmourEquipped() const { return _equippedArmour != 0; }
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/**
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* Returns true if a spell is equipped
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*/
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bool isSpellEquipped() const { return _equippedSpell != 0; }
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/**
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* Return the equipped weapon
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*/
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Weapon *equippedWeapon() const { return _weapons[_equippedWeapon]; }
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/**
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* Return the equipped armor
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*/
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Armour *equippedArmour() const { return _armour[_equippedArmour]; }
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/**
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* Return the equipped spell
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*/
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Spell *equippedSpell() const { return _spells[_equippedSpell]; }
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/**
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* Removes any equipped weapon
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*/
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void removeWeapon() { _equippedWeapon = 0; }
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/**
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* Removes any eqipped armor
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*/
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void removeArmour() { _equippedArmour = 0; }
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/**
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* Remove any equipped spell
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*/
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void removeSpell() { _equippedSpell = 0; }
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/**
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* Gets the character's experience level
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*/
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uint getLevel() const { return (_experience / 1000) + 1; }
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};
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} // End of namespace Shared
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} // End of namespace Ultima
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#endif
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