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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_GAME_ENCOUNTER_H
#define MM1_GAME_ENCOUNTER_H
#include "common/array.h"
#include "mm/mm1/data/character.h"
#include "mm/mm1/data/monsters.h"
#include "mm/mm1/game/game_logic.h"
namespace MM {
namespace MM1 {
namespace Game {
#define MAX_COMBAT_MONSTERS 15
enum EncounterType {
FORCE_SURPRISED = -1, NORMAL_SURPRISED = 0, NORMAL_ENCOUNTER = 1
};
class Encounter : public GameLogic {
private:
int _levelOffset = 0;
int _maxLevelForImg = 0;
int _monsterLevel = 0;
int _totalLevels = 0;
int _monsterNum = 0;
struct MonsterSummary {
byte _num;
byte _level;
MonsterSummary() : _num(0), _level(0) {}
MonsterSummary(byte num, byte level) : _num(num), _level(level) {}
};
Common::Array<MonsterSummary> _monsterSummaries;
void randomAdjust();
const Monster *getMonster();
public:
Common::Array<Monster> _monsterList;
int _bribeAlignmentCtr = 0, _bribeFleeCtr = 0;
int _alignmentsChanged = 0;
int _monsterImgNum = 0;
int _highestLevel = 0;
EncounterType _encounterType = NORMAL_SURPRISED;
byte _fleeThreshold = 0;
bool _manual = false;
int _levelIndex = 0;
public:
/**
* Start an encounter
*/
void execute();
/**
* Chooses whether an encounter can be fled
*/
bool checkSurroundParty() const;
void changeCharAlignment(Alignment align);
/**
* Clears the monster list
*/
void clearMonsters();
/**
* Adds a monster to the monster list
*/
void addMonster(byte id, byte level);
};
} // namespace Game
} // namespace MM1
} // namespace MM
#endif
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