scummvm/engines/mm/mm1/game/use_item.cpp
Paul Gilbert ddc1a485b7 MM: MM1: Split _age into _age and _ageDayCtr
I originally thought _age was an attribute pair, but the second
field is actually a counter that's incremented during rest,
and when it overflows increases the character's age by a year.
As such they are distinct fields. And in fact, separating it
revealed multiple places the "current" field was being changed
when the base _age was intended. These are all fixed now.
2023-11-04 22:14:26 -10:00

146 lines
4.5 KiB
C++

/* 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/game/use_item.h"
#include "mm/mm1/game/equip_remove.h"
#include "mm/mm1/game/combat.h"
#include "mm/mm1/game/spells_party.h"
#include "mm/mm1/globals.h"
namespace MM {
namespace MM1 {
namespace Game {
Common::String UseItem::combatUseItem(Inventory &inv, Inventory::Entry &invEntry,
bool isEquipped) {
Common::String msg;
Item *item = g_globals->_items.getItem(invEntry._id);
if (!item->_tempBonus_id) {
msg = STRING["dialogs.character.use_combat.no_special_power"];
} else if (item->_constBonus_id == IS_EQUIPPABLE || isEquipped) {
if (invEntry._charges) {
g_globals->_combatEffectCtr++;
inv.removeCharge(&invEntry);
if (item->_tempBonus_id == 0xff) {
setSpell(item->_spellId, 0, 0);
Game::SpellsParty::cast(_spellIndex, g_globals->_currCharacter);
} else {
// TODO: find out area of Character _effectId is used as an offset for
//error("TODO: _effectId used as a character offset to increase attribute?");
//add temporary equip bonus to character parameters
applyItemBonus(item->_tempBonus_id, item->_tempBonus_value);
if (g_globals->_combatEffectCtr)
(isEquipped ? &g_globals->_currCharacter->_equipped :
&g_globals->_currCharacter->_backpack)->removeCharge(&invEntry);
g_globals->_party.updateAC();
msg = STRING["dialogs.character.use_combat.done"];
return "";
}
} else {
msg = STRING["dialogs.character.use_combat.no_charges_left"];
}
} else {
msg = STRING["dialogs.character.use_combat.not_equipped"];
}
g_events->send("Combat", GameMessage("DISABLE_ATTACKS"));
return msg;
}
Common::String UseItem::nonCombatUseItem(Inventory &inv, Inventory::Entry &invEntry,
bool isEquipped) {
Common::String msg;
Item *item = g_globals->_items.getItem(invEntry._id);
if (!item->_tempBonus_id) {
msg = STRING["dialogs.character.use_noncombat.no_special_power"];
} else if (item->_constBonus_id == IS_EQUIPPABLE || isEquipped) {
if (invEntry._charges) {
g_globals->_nonCombatEffectCtr++;
inv.removeCharge(&invEntry);
if (item->_tempBonus_id== 0xff) {
setSpell(item->_spellId, 0, 0);
SpellResult result = Game::SpellsParty::cast(_spellIndex, g_globals->_currCharacter);
switch (result) {
case SR_SUCCESS_DONE:
msg = STRING["spells.done"];
break;
case SR_FAILED:
msg = STRING["spells.failed"];
break;
case SR_SUCCESS_SILENT:
break;
}
} else {
// Add temorary equip bonus to character parameters
applyItemBonus (item->_tempBonus_id, item->_tempBonus_value);
if (g_globals->_nonCombatEffectCtr)
(isEquipped ? &g_globals->_currCharacter->_equipped :
&g_globals->_currCharacter->_backpack)->removeCharge(&invEntry);
g_globals->_party.updateAC();
msg = STRING["spells.done"];
}
} else {
msg = STRING["dialogs.character.use_noncombat.no_charges_left"];
}
} else {
msg = STRING["dialogs.character.use_noncombat.not_equipped"];
}
return msg;
}
void UseItem::applyItemBonus(int id, int value){
if ((id<2)||(id>=0xff)) return;
Character &c = *g_globals->_currCharacter;
switch (id) {
case 24: c._might._current += value; break;
case 30: c._speed._current += value; break;
case 32: c._accuracy._current += value; break;
case 34: c._luck._current += value; break;
case 36: c._level._current += value; break;
case 37: c._age += value; break;
case 43: c._sp._current += value; break;
case 48: c._spellLevel._current += value; break;
case 49: c._gems += value; break;
case 58: c._gold += 255*value; break;
case 62: c._food += value; break;
case 89: c._resistances._s._magic._current += value; break;
case 99: c._resistances._s._fear._current += value; break;
}
}
} // namespace Game
} // namespace MM1
} // namespace MM