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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_SPELLS_MONSTERS
#define MM1_GAME_SPELLS_MONSTERS
#include "mm/mm1/game/game_logic.h"
#include "mm/mm1/data/character.h"
#include "mm/mm1/data/monsters.h"
#include "mm/mm1/messages.h"
#include "common/str.h"
namespace MM {
namespace MM1 {
namespace Game {
#define MAX_COMBAT_MONSTERS 15
#define MONSTER_SPELLS_COUNT 32
class SpellsMonsters;
typedef void (SpellsMonsters::*SpellMonstersSpell)();
class SpellsMonsters : public GameLogic {
private:
static const SpellMonstersSpell SPELLS[MONSTER_SPELLS_COUNT];
void spell01_curse();
void spell02_energyBlast();
void spell03_fire();
void spell04_blindness();
void spell05_sprayPoison();
void spell06_sprayAcid();
void spell07_sleep();
void spell08_paralyze();
void spell09_dispel();
void spell10_lightningBolt();
void spell11_strangeGas();
void spell12_explode();
void spell13_fireball();
void spell14_fireBreath();
void spell15_gazes();
void spell16_acidArrow();
void spell17_elements();
void spell18_coldBeam();
void spell19_dancingSword();
void spell20_magicDrain();
void spell21_fingerOfDeath();
void spell22_sunRay();
void spell23_disintegration();
void spell24_commandsEnergy();
void spell25_poison();
void spell26_lightning();
void spell27_frost();
void spell28_spikes();
void spell29_acid();
void spell30_fire();
void spell31_energy();
void spell32_swarm();
/**
* Called to determine whether the spell can be cast
*/
bool casts();
/**
* Selects a random character and applies the damage to them
*/
void damageRandomChar();
/**
* Randomly chooses a character in the party
*/
void chooseCharacter();
/**
* Checks whether the character is affected by the spell,
* and if so writes out the damage and whether the
* character is knocked unconscious or dies
*/
void handleDamage();
/**
* Checks if character is affected by spell,
* and adds to the message if not
*/
bool charAffected();
/**
* Checks random range
*/
bool randomThreshold(int threshold) const {
int v = getRandomNumber(120);
return v < 3 || v >= threshold;
}
bool isEffective();
/**
* Writes out how much damage the character suffers
*/
void writeDamage();
bool testElementalResistance();
/**
* Adds different spell effects to the lines
*/
void writeConditionEffect();
/**
* Adds text for condition effects on the party
*/
void handlePartyEffects();
protected:
Common::Array<Monster *> _remainingMonsters;
LineArray _lines;
int _damage = 0, _displayedDamage = 0;
virtual bool canMonsterCast() const = 0;
virtual int getMonsterIndex() const = 0;
virtual void dispelParty() = 0;
virtual void removeMonster() = 0;
/**
* Subtracts the damage from the character, making
* them unconscious or die if needed
*/
virtual Common::String subtractDamageFromChar() = 0;
/**
* Adds text for damage effects on the party
*/
void handlePartyDamage();
/**
* Sets the condition to apply
*/
void setCondition(byte newCondition);
/**
* Returns true if character is affected so spell
*/
bool isCharAffected() const;
/**
* Test whether character resists different damage types
*/
bool damageType1();
bool damageType2();
bool damageType3();
bool damageType4();
bool damageType5();
bool damageType6();
bool damageType7();
void proc9();
/**
* Adds text to the current line
*/
void add(const Common::String &msg) {
_lines.back()._text += msg;
}
void add(char c) {
_lines.back()._text += c;
}
/**
* Adds current character's name
*/
void addCharName();
public:
SpellsMonsters();
virtual ~SpellsMonsters() {}
/**
* Monster casts a spell
*/
void castMonsterSpell(const Common::String &monsterName, int spellNum);
/**
* Gets a spell message
*/
const LineArray &getMonsterSpellMessage() const {
return _lines;
}
};
} // namespace Game
} // namespace MM1
} // namespace MM
#endif
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