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/* 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 MM1_DATA_MONSTERS_H
#define MM1_DATA_MONSTERS_H
#include "mm/mm1/gfx/dta.h"
#include "mm/mm1/data/text_parser.h"
#include "common/str.h"
#include "graphics/managed_surface.h"
namespace MM {
namespace MM1 {
#define MONSTERS_COUNT 195
enum MonsterStatus {
MON_PARALYZED = 0, MON_WEBBED = 1, MON_HELD = 2,
MON_ASLEEP = 3, MON_MINDLESS = 4, MON_SILENCED = 5,
MON_BLINDED = 6, MON_AFRAID = 7, MON_DEAD = 8
};
enum MonsterStatusFlag {
MONFLAG_AFRAID = 1, MONFLAG_BLIND = 2, MONFLAG_SILENCED = 4,
MONFLAG_MINDLESS = 8, MONFLAG_ASLEEP = 0x10,
MONFLAG_HELD = 0x20, MONFLAG_WEBBED = 0x40,
MONFLAG_PARALYZED = 0x80, MONFLAG_DEAD = 0xff
};
enum MonsterLoot {
DROPS_GEMS = 0x1, // if 1 - a monster can drop gems
GOLD_DROP = 0xfe>>1 // _loot>>1 - gold value that a monster drops
};
enum MonsterResistUndead {
MAGIC_RESISTANCE = 0x7f,
IS_UNDEAD = 0x80
};
enum MonsterBonusOnTouch {
TOUCH_BONUS_VALUE = 0x7f,
HAS_BONUS = 0x80
};
enum MonsterResistances {
MONRES_ASLEEP = 1, MONRES_FEAR = 2, MONRES_PARALYSIS = 4,
MONRES_ENERGY = 8, MONRES_COLD = 0x10,
MONRES_ELECTRICITY = 0x20, MONRES_FIRE = 0x40,
MONRES_PHYSICAL_ATTACK = 0x80,
};
enum MonsterSpecialAbility {
HAS_RANGED_ATTACK = 0x80, // 1 if has ranged attack, 0 if has special attack
ATTACK_VALUE = 0x7f // damage for ranged attack. Special attack id for special attack
};
enum MonsterCounter {
COUNTER_BITS = 0xf,
COUNTER_THRESHOLD1 = 0x10, COUNTER_THRESHOLD2 = 0x20,
COUNTER_REGENERATE = 0x40, COUNTER_ADVANCES = 0x80
};
struct Monster {
Common::String _name; // char _name[15];
byte _count;
byte _fleeThreshold;
byte _defaultHP;
byte _defaultAC;
byte _maxDamage;
byte _numberOfAttacks;
byte _speed;
uint16 _experience;
byte _loot;
byte _resistUndead;
byte _resistances;
byte _bonusOnTouch;
byte _specialAbility;
byte _specialThreshold; // % of luck of special attack
byte _counterFlags;
byte _imgNum;
// Runtime combat fields
byte _level = 0;
bool _checked = false;
byte _status = 0;
byte _hp = 0;
byte _ac = 0;
Common::String getDisplayName() const {
return _name;
}
};
class Monsters : public TextParser {
private:
Monster _monsters[MONSTERS_COUNT];
Gfx::DTA _monPix;
public:
Monsters();
/**
* Load the monster list
*/
bool load();
/**
* Square brackets operator
*/
const Monster &operator[](uint i) {
assert(i >= 1 && i <= MONSTERS_COUNT);
return _monsters[i - 1];
}
/**
* Get a monster image
*/
Graphics::ManagedSurface getMonsterImage(int imgNum);
};
} // namespace MM1
} // namespace MM
#endif
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