1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334
|
/* 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/>.
*
*/
#ifndef XEEN_COMBAT_H
#define XEEN_COMBAT_H
#include "common/scummsys.h"
#include "common/rect.h"
#include "xeen/files.h"
#include "xeen/sprites.h"
namespace Xeen {
#define MAX_NUM_MONSTERS 107
#define PARTY_AND_MONSTERS 12
#define POW_COUNT 12
#define ATTACK_MONSTERS_COUNT 26
enum DamageType {
DT_PHYSICAL = 0, DT_MAGICAL = 1, DT_FIRE = 2, DT_ELECTRICAL = 3,
DT_COLD = 4, DT_POISON = 5, DT_ENERGY = 6, DT_SLEEP = 7,
DT_FINGEROFDEATH = 8, DT_HOLYWORD = 9, DT_MASS_DISTORTION = 10,
DT_UNDEAD = 11, DT_BEASTMASTER = 12, DT_DRAGONSLEEP = 13,
DT_GOLEMSTOPPER = 14, DT_HYPNOTIZE = 15, DT_INSECT_SPRAY = 16,
DT_POISON_VOLLEY = 17, DT_MAGIC_ARROW = 18
};
enum SpecialAttack {
SA_NONE = 0, SA_MAGIC = 1, SA_FIRE = 2, SA_ELEC = 3, SA_COLD = 4,
SA_POISON = 5, SA_ENERGY = 6, SA_DISEASE = 7, SA_INSANE = 8,
SA_SLEEP = 9, SA_CURSEITEM = 10, SA_INLOVE = 11, SA_DRAINSP = 12,
SA_CURSE = 13, SA_PARALYZE = 14, SA_UNCONSCIOUS = 15,
SA_CONFUSE = 16, SA_BREAKWEAPON = 17, SA_WEAKEN = 18,
SA_ERADICATE = 19, SA_AGING = 20, SA_DEATH = 21, SA_STONE = 22
};
enum ShootType {
ST_0 = 0, ST_1 = 1
};
enum CombatMode {
COMBATMODE_STARTUP = 0, COMBATMODE_INTERACTIVE = 1, COMBATMODE_2 = 2
};
enum PowType {
POW_INVALID = -1, POW_FIREBALL = 0, POW_INCINERATE = 1,
POW_FIERY_FLAIL = 2, POW_LIGHTNING = 3, POW_MEGAVOLTS = 4,
POW_SPARKS = 5, POW_STOPPER = 6, POW_MAGIC_ORB = 7,
POW_COLD_RAY = 8, POW_FROST_WAVE = 9, POW_SPRAY = 10,
POW_ARROW = 11, POW_MAGIC_ARROW = 12, POW_ENERGY_BLAST = 13,
POW_SPARKLES = 14, POW_DEADLY_SWARM = 15
};
enum RangeType {
RT_SINGLE = 0, RT_GROUP = 1, RT_ALL = 2, RT_HIT = 3
};
class XeenEngine;
class Character;
class XeenItem;
class MonsterStruct;
struct PowSlot {
bool _active;
int _duration;
int _scale;
int _elemFrame;
int _elemScale;
PowSlot() : _active(false), _duration(0), _scale(0),
_elemFrame(0), _elemScale(0) {}
};
class PowSlots {
private:
PowSlot _data[POW_COUNT];
public:
/**
* Gets a slot entry
*/
PowSlot &operator[](uint idx) {
assert(idx < POW_COUNT);
return _data[idx];
}
/**
* Resets the elemental frame used in all the slots
*/
void resetElementals() {
for (int idx = 0; idx < POW_COUNT; ++idx)
_data[idx]._elemFrame = 0;
}
};
class Combat {
private:
XeenEngine *_vm;
/**
* Handles the logic for attacking with a given amount of damage
*/
void attack2(int damage, RangeType rangeType);
/**
* Returns true if the character successfully hits the monster
*/
bool hitMonster(Character &c, RangeType rangeType);
/**
* Gets the damage a given character's equipped weapon will do
*/
void getWeaponDamage(Character &c, RangeType rangeType);
/**
* Returns how much damage will be done to a monster
*/
int getMonsterDamage(Character &c);
/**
* Gets the scale of damage, used for sprite display in the scene
*/
int getDamageScale(int v);
/**
* Gets the current monster's damage resistance to the currently set damage type
*/
int getMonsterResistence(RangeType rangeType);
/**
* Distribute experience between active party members
*/
void giveExperience(int experience);
public:
Common::Array<Character *> _combatParty;
bool _charsBlocked[PARTY_AND_MONSTERS];
int _charsGone[PARTY_AND_MONSTERS];
SpriteResource _powSprites;
int _attackMonsters[ATTACK_MONSTERS_COUNT];
int _monster2Attack;
PowSlots _pow;
int _missedShot[8];
Common::Array<int> _speedTable;
int _shootingRow[8];
int _globalCombat;
int _whosTurn;
bool _itemFlag;
int _monsterMap[32][32];
bool _monsterMoved[MAX_NUM_MONSTERS];
bool _rangeAttacking[MAX_NUM_MONSTERS];
int _gmonHit[36];
bool _monstersAttacking;
CombatMode _combatMode;
int _attackDurationCtr;
bool _partyRan;
int _whosSpeed;
DamageType _damageType;
Character *_oldCharacter;
int _monsterDamage;
int _weaponDamage;
int _weaponDie, _weaponDice;
int _weaponElemMaterial;
XeenItem *_attackWeapon;
int _attackWeaponId;
File _missVoc;
int _hitChanceBonus;
bool _dangerPresent;
bool _moveMonsters;
RangeType _rangeType;
ShootType _shootType;
int _combatTarget;
public:
Combat(XeenEngine *vm);
/**
* Clear the list of attacking monsters
*/
void clearAttackers();
/**
* Clear the list of blocked characters
*/
void clearBlocked();
/**
* Clear the list of ros projectiles are on headed for part members
*/
void clearShooting();
/**
* Resets all combat related data
*/
void reset();
/**
* Gives damage to character or characters in the party
*/
void giveCharDamage(int damage, DamageType attackType, int charIndex);
/**
* Do damage to a specific character
*/
void doCharDamage(Character &c, int charNum, int monsterDataIndex);
/**
* Handles moving monsters by a space between game turns
*/
void moveMonsters();
/**
* Setup the combat party with a copy of the currently active party
*/
void setupCombatParty();
/**
* Sets up a table of speeds to determine the order in which characters and monsters fight
*/
void setSpeedTable();
/**
* Returns true if all participants in the combat are disabled
*/
bool allHaveGone() const;
/**
* Returns true if all the characters of the party are disabled
*/
bool charsCantAct() const;
/**
* Return a description of the monsters being faced
*/
Common::String getMonsterDescriptions();
/**
* Main method for characters to attack
*/
void attack(Character &c, RangeType rangeType);
/**
* Flag the currently active character as blocking/defending
*/
void block();
/**
* Perform whatever the current combat character's quick action is
*/
void quickFight();
/**
* Current selected character is trying to run away
*/
void run();
/**
* Called to handle monsters doing ranged attacks against the party
*/
void monstersAttack();
void setupMonsterAttack(int monsterDataIndex, const Common::Point &pt);
/**
* Determines whether a given monster can move
* @param pt Monster position
* @param wallShift Shift mask for determining direction being moved
* @param xDiff X Delta for move
* @param yDiff Y Delta for move
* @param monsterId Monster number being tested
*/
bool canMonsterMove(const Common::Point &pt, int wallShift, int xDiff, int yDiff, int monsterId);
/**
* Moves a monster by a given delta amount if it's a valid move
*/
void moveMonster(int monsterId, const Common::Point &moveDelta);
/**
* Handle a monster's turn at attacking combat party members
*/
void doMonsterTurn(int monsterId);
/**
* Handles a monster's turn at attacking a specific member of the combat party
*/
void doMonsterTurn(int monsterId, int charNum);
/**
* Called when combat has ended
*/
void endAttack();
void monsterOvercome();
/**
* Checks whether a given position on the map will stop a ranged attack
*/
int stopAttack(const Common::Point &diffPt);
/**
* Called to do ranged attacks, both with bows or using a spell
*/
void rangedAttack(PowType powNum);
/**
* Fires off a ranged attack at all oncoming monsters
*/
void shootRangedWeapon();
/**
* Returns true if there are any monsters in the vacinity
*/
bool areMonstersPresent() const;
};
} // End of namespace Xeen
#endif /* XEEN_COMBAT_H */
|