Files
oboe/osx/classes/item.cpp
Celtic Minstrel 68dcf3cdef - Moved some files around for better organization
- Fixed compile errors in the other targets.
- Added three test save files: one with a party not in a scenario, one with a party who has just entered Valley of Dying things,
  and one with the same party just after leaving town.
- Added the new menu file for the game that I'm working on (not yet used)

git-svn-id: http://openexile.googlecode.com/svn/trunk@53 4ebdad44-0ea0-11de-aab3-ff745001d230
2009-05-06 20:23:54 +00:00

424 lines
9.8 KiB
C++

/*
* item.cpp
* BoE
*
* Created by Celtic Minstrel on 20/04/09.
*
*/
#include "classes.h"
#include "boe.consts.h"
#include "oldstructs.h"
cItemRec k;
unsigned char cItemRec::rec_treas_class() const {
short tmp = value;
if(charges > 0) tmp *= charges;
if(tmp >= 15) return 1;
if(tmp >= 100) return 2;
if(tmp >= 900) return 3;
if(tmp >= 2400) return 4;
return 0;
}
bool cItemRec::is_ident() const {
return item_properties & 1;
}
bool cItemRec::is_property() const {
return item_properties & 2;
}
bool cItemRec::is_magic() const {
return item_properties & 4;
}
bool cItemRec::is_contained() const {
return item_properties & 8;
}
bool cItemRec::is_cursed() const {
return item_properties & 16;
}
bool cItemRec::is_concealed() const {
return item_properties & 32;
}
bool cItemRec::is_enchanted() const {
return item_properties & 64;
}
// Set bit to 1: a |= b
// Set bit to 0: a &= ~b
// Toggle bit: a ^= b
void cItemRec::set_ident(bool b) {
if(b) item_properties |= 1;
else item_properties &= ~1;
}
void cItemRec::set_property(bool b) {
if(b) item_properties |= 2;
else item_properties &= ~2;
}
void cItemRec::set_magic(bool b) {
if(b) item_properties |= 4;
else item_properties &= ~4;
}
void cItemRec::set_contained(bool b) {
if(b) item_properties |= 8;
else item_properties &= ~8;
}
void cItemRec::set_cursed(bool b) {
if(b) item_properties |= 16;
else item_properties &= ~16;
}
void cItemRec::set_concealed(bool b) {
if(b) item_properties |= 32;
else item_properties &= ~32;
}
void cItemRec::set_enchanted(bool b) {
if(b) item_properties |= 64;
else item_properties &= ~64;
}
short cItemRec::item_weight() const {
short n = charges, w = weight;
if (variety == 0)
return 0;
if(charges > 0){
if((variety == 5) || (variety == 6) || (variety == 7) || (variety == 24))
return n * w;
}
return w;
}
cItemRec::cItemRec(){
variety = ITEM_TYPE_NO_ITEM;
item_level = 0;
awkward = 0;
bonus = 0;
protection = 0;
charges = 0;
type = ITEM_NOT_MELEE;
magic_use_type = 0;
graphic_num = 0;
ability = ITEM_NO_ABILITY;
ability_strength = 0;
type_flag = 0;
is_special = 0;
value = 0;
weight = 0;
special_class = 0;
item_loc.x = 0;
item_loc.y = 0;
strcpy(full_name,"");
strcpy(name,"");
treas_class = 0;
item_properties = 0;
reserved1 = 0;
reserved2 = 0;
}
cItemRec::cItemRec(long preset){
ability = ITEM_NO_ABILITY;
ability_strength = 0;
type_flag = 0;
is_special = 0;
special_class = 0;
item_loc.x = 0;
item_loc.y = 0;
treas_class = 0;
reserved1 = 0;
reserved2 = 0;
switch(preset){
case 'nife':
variety = ITEM_TYPE_ONE_HANDED;
item_level = 4;
awkward = 0;
bonus = 1;
protection = 0;
charges = 0;
type = ITEM_EDGED;
magic_use_type = 0;
graphic_num = 45;
value = 2;
weight = 7;
strcpy(full_name,"Bronze Knife");
strcpy(name,"Knife");
set_ident(true);
break;
case 'buck':
variety = ITEM_TYPE_SHIELD;
item_level = 1;
awkward = 1;
bonus = 0;
protection = 0;
charges = 0;
type = ITEM_NOT_MELEE;
magic_use_type = 0;
graphic_num = 65;
value = 2;
weight = 20;
strcpy(full_name,"Crude Buckler");
strcpy(name,"Buckler");
set_ident(true);
break;
case 'bow ':
variety = ITEM_TYPE_BOW;
item_level = 0;
awkward = 0;
bonus = 0;
protection = 0;
charges = 0;
type = ITEM_NOT_MELEE;
magic_use_type = 0;
graphic_num = 10;
value = 15;
weight = 20;
strcpy(full_name,"Cavewood Bow");
strcpy(name,"Bow");
set_ident(true);
break;
case 'arrw':
variety = ITEM_TYPE_ARROW;
item_level = 12;
awkward = 0;
bonus = 0;
protection = 0;
charges = 12;
type = ITEM_NOT_MELEE;
magic_use_type = 0;
graphic_num = 47;
value = 1;
weight = 1;
strcpy(full_name,"Arrows");
strcpy(name,"Arrows");
set_ident(true);
break;
case 'pole':
variety = ITEM_TYPE_TWO_HANDED;
item_level = 9;
awkward = 0;
bonus = 0;
protection = 0;
charges = 0;
type = ITEM_POLE;
magic_use_type = 0;
graphic_num = 4;
value = 10;
weight = 20;
strcpy(full_name,"Stone Spear");
strcpy(name,"Spear");
set_ident(true);
break;
case 'helm':
variety = ITEM_TYPE_HELM;
item_level = 1;
awkward = 0;
bonus = 0;
protection = 0;
charges = 0;
type = ITEM_NOT_MELEE;
magic_use_type = 0;
graphic_num = 66;
value = 6;
weight = 15;
strcpy(full_name,"Leather Helm");
strcpy(name,"Helm");
set_ident(true);
break;
case 'food':
variety = ITEM_TYPE_FOOD;
item_level = 0;
awkward = 0;
bonus = 0;
protection = 0;
charges = 0;
type = ITEM_NOT_MELEE;
magic_use_type = 0;
graphic_num = 62;
value = 0;
weight = 0;
strcpy(full_name,"Food");
strcpy(name,"Food");
set_ident(false);
break;
case 'spel':
variety = ITEM_TYPE_NON_USE_OBJECT;
item_level = 0;
awkward = 0;
bonus = 0;
protection = 0;
charges = 0;
type = ITEM_NOT_MELEE;
magic_use_type = 0;
graphic_num = 53;
value = 0;
weight = 0;
strcpy(full_name,"");
strcpy(name,"");
set_ident(false);
break;
case 'alch':
variety = ITEM_TYPE_POTION;
item_level = 0;
awkward = 0;
bonus = 0;
protection = 0;
charges = 1;
type = ITEM_NOT_MELEE;
magic_use_type = 0;
graphic_num = 50;
value = 0;
weight = 8;
strcpy(full_name,"Potion");
strcpy(name,"Potion");
set_ident(false);
set_magic(true);
break;
}
}
__attribute__((deprecated))
cItemRec& cItemRec::operator = (legacy::item_record_type& old){
variety = (eItemType) old.variety;
item_level = old.item_level;
awkward = old.awkward;
bonus = old.bonus;
protection = old.protection;
charges = old.charges;
type = (eWeapType) old.type;
magic_use_type = old.magic_use_type;
graphic_num = old.graphic_num;
if(graphic_num >= 150) // custom item graphic
graphic_num += 850;
else if(graphic_num == 59) // duplicate mushroom graphic
graphic_num = 64;
ability = (eItemAbil) old.ability;
ability_strength = old.ability_strength;
type_flag = old.type_flag;
is_special = old.is_special;
value = old.value;
weight = old.weight;
special_class = old.special_class;
item_loc.x = old.item_loc.x;
item_loc.y = old.item_loc.y;
strcpy(full_name,old.full_name);
strcpy(name,old.name);
treas_class = old.treas_class;
item_properties = old.item_properties;
reserved1 = old.reserved1;
reserved2 = old.reserved2;
return *this;
}
void cItemRec::writeTo(ostream& file, string prefix){
file << prefix << "VARIETY " << variety << endl;
file << prefix << "LEVEL " << item_level << endl;
file << prefix << "AWKWARD " << awkward << endl;
file << prefix << "BONUS " << bonus << endl;
file << prefix << "PROT " << protection << endl;
file << prefix << "CHARGES " << charges << endl;
file << prefix << "WEAPON " << type << endl;
file << prefix << "USE " << magic_use_type << endl;
file << prefix << "ICON " << graphic_num << endl;
file << prefix << "ABILITY " << ability << endl;
file << prefix << "ABILSTR " << ability_strength << endl;
file << prefix << "TYPE " << type_flag << endl;
file << prefix << "ISSPEC " << is_special << endl;
file << prefix << "VALUE " << value << endl;
file << prefix << "WEIGHT " << weight << endl;
file << prefix << "SPEC " << special_class << endl;
file << prefix << "AT " << item_loc.x << ' ' << item_loc.y << endl;
file << prefix << "FULLNAME " << full_name << endl;
file << prefix << "NAME " << name << endl;
file << prefix << "TREASURE " << treas_class << endl;
if(is_ident()) file << prefix << "IDENTIFIED" << endl;
if(is_property()) file << prefix << "PROPERTY" << endl;
if(is_magic()) file << prefix << "MAGIC" << endl;
if(is_contained()) file << prefix << "CONTAINED" << endl;
if(is_cursed()) file << prefix << "CURSED" << endl;
if(is_concealed()) file << prefix << "CONCEALED" << endl;
if(is_enchanted()) file << prefix << "ENCHANTED" << endl;
}
void cItemRec::readAttrFrom(string cur, istream& sin){
if(cur == "VARIETY") sin >> variety;
else if(cur == "LEVEL") sin >> item_level;
else if(cur == "AWKWARD") sin >> awkward;
else if(cur == "BONUS") sin >> bonus;
else if(cur == "PROT") sin >> protection;
else if(cur == "CHARGES") sin >> charges;
else if(cur == "WEAPON") sin >> type;
else if(cur == "USE") sin >> magic_use_type;
else if(cur == "ICON") sin >> graphic_num;
else if(cur == "ABILITY") sin >> ability;
else if(cur == "ABILSTR") sin >> ability_strength;
else if(cur == "TYPE") sin >> type_flag;
else if(cur == "ISSPEC") sin >> is_special;
else if(cur == "VALUE") sin >> value;
else if(cur == "WEIGHT") sin >> weight;
else if(cur == "SPEC") sin >> special_class;
else if(cur == "AT") sin >> item_loc.x >> item_loc.y;
else if(cur == "FULLNAME"){
getline(sin,cur);
strcpy(full_name,cur.c_str());
}else if(cur == "NAME"){
getline(sin,cur);
strcpy(name,cur.c_str());
}
else if(cur == "TREASURE") sin >> treas_class;
else if(cur == "IDENTIFIED") set_ident(true);
else if(cur == "PROPERTY") set_property(true);
else if(cur == "MAGIC") set_magic(true);
else if(cur == "CONTAINED") set_contained(true);
else if(cur == "CURSED") set_cursed(true);
else if(cur == "CONCEALED") set_concealed(true);
else if(cur == "ENCHANTED") set_enchanted(true);
}
ostream& operator << (ostream& out, eWeapType& e){
out << (int) e;
}
ostream& operator << (ostream& out, eItemType& e){
out << (int) e;
}
ostream& operator << (ostream& out, eItemAbil& e){
out << (int) e;
}
istream& operator >> (istream& in, eWeapType& e){
int i;
in >> i;
if(i > 0 && i < 4)
e = (eWeapType) i;
else e = ITEM_NOT_MELEE;
}
istream& operator >> (istream& in, eItemType& e){
int i;
in >> i;
if(i > 0 && i < 28)
e = (eItemType) i;
else e = ITEM_TYPE_NO_ITEM;
}
istream& operator >> (istream& in, eItemAbil& e){
int i;
in >> i;
if((i > 0 && i < 15) || (i > 29 && i < 63) ||
(i > 69 && i < 95) || (i > 109 && i < 136) ||
(i > 149 && i < 162) || (i > 169 && i < 177))
e = (eItemAbil) i;
else e = ITEM_NO_ABILITY;
}