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/**
** Party.h - Manage the party.
**
** Written: 4/8/02 - JSF
**/
/* Copyright (C) 2000-2003 The Exult Team
*
* 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 2 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, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#ifndef INCL_PARTY_H
#define INCL_PARTY_H 1
#include "singles.h"
#include "tiles.h"
class Actor;
#define EXULT_PARTY_MAX 8
/*
* Manage the party.
*/
class Party_manager : public Game_singletons
{
int party[EXULT_PARTY_MAX]; // NPC #'s of party members.
int party_count; // # of NPC's in party.
int dead_party[16]; // NPC #'s of dead party members.
int dead_party_count;
Actor *valid[EXULT_PARTY_MAX]; // NPC's able to walk with Avatar.
int validcnt;
// Formation-walking:
void move_followers(Actor *npc, int vindex, int dir);
int step(Actor *npc, Actor *leader, int dir, Tile_coord dest);
public:
Party_manager();
void set_count(int n) // For initializing from file.
{ party_count = n; }
void set_member(int i, int npcnum)
{ party[i] = npcnum; }
int get_count() // Get # party members.
{ return party_count; }
int get_member(int i) // Get npc# of i'th party member.
{ return party[i]; }
int get_dead_count() // Same for dead party members.
{ return dead_party_count; }
int get_dead_member(int i)
{ return dead_party[i]; }
// Add/remove party member.
bool add_to_party(Actor *npc);
bool remove_from_party(Actor *npc);
int in_dead_party(Actor *npc);
bool add_to_dead_party(Actor *npc);
bool remove_from_dead_party(Actor *npc);
// Update status of NPC that died or
// was resurrected.
void update_party_status(Actor *npc);
void link_party(); // Set party's id's.
// Formation-walking:
void get_followers(int dir);
};
#endif
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