File: combat.h

package info (click to toggle)
scummvm 2.9.1%2Bdfsg-1
  • links: PTS, VCS
  • area: main
  • in suites: forky, sid
  • size: 450,580 kB
  • sloc: cpp: 4,299,825; asm: 28,322; python: 12,901; sh: 11,302; java: 9,289; xml: 7,895; perl: 2,639; ansic: 2,465; yacc: 1,670; javascript: 1,020; makefile: 933; lex: 578; awk: 275; objc: 82; sed: 11; php: 1
file content (290 lines) | stat: -rw-r--r-- 5,511 bytes parent folder | download | duplicates (2)
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
/* 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_VIEWS_ENH_COMBAT_H
#define MM1_VIEWS_ENH_COMBAT_H

#include "mm/mm1/game/combat.h"
#include "mm/mm1/views_enh/scroll_view.h"

namespace MM {
namespace MM1 {
namespace ViewsEnh {

class Combat : public ScrollView, public Game::Combat {
private:
	LineArray _monsterSpellLines;
	uint _attackableCount = 0;
	InfoMessage _spellResult;
	bool _firstDraw = false;
	// Combat options that have sub-option selection
	enum SelectedOption {
		OPTION_NONE, OPTION_DELAY, OPTION_EXCHANGE,
		OPTION_FIGHT, OPTION_SHOOT
	};
	SelectedOption _option = OPTION_NONE;

	/**
	 * Selects a combat option that requires a selection
	 */
	void setOption(SelectedOption option);

	void writeOptions();
	void writeAllOptions();
	void writeAttackOptions();
	void writeCastOption();
	void writeShootOption();

	void clearSurface() override;
	void clearBottom();
	void clearArea(const Common::Rect &r);
	void resetBottom();
	void writeBottomText(int x, int line, const Common::String &msg,
		TextAlign align = ALIGN_LEFT);
	Common::Rect getOptionButtonRect(uint col, uint row);
	void writeOption(uint col, uint row, char c, const Common::String &msg);

	/**
	 * Write the encounter handicap
	 */
	void writeHandicap();

	/**
	 * Write out all the static content
	 */
	void writeStaticContent();

	/**
	 * Write out the round number
	 */
	void writeRound();

	/**
	 * Writes out the party member numbers,
	 * with a plus next to each if they can attack
	 */
	void writePartyNumbers();

	/**
	 * Write the monsters list
	 */
	void writeMonsters();

	/**
	 * Write out a monster's status
	 */
	void writeMonsterStatus(int monsterNum);

	/**
	 * Write out a series of dots
	 */
	void writeDots();

	/**
	 * Writes out the party members
	 */
	void writeParty();

	/**
	 * Clears the party area
	 */
	void clearPartyArea();

	/**
	 * Writes the result of defeating all the monsters
	 */
	void writeDefeat();

	/**
	 * Highlight the round number indicator
	 */
	void highlightNextRound();

	/**
	 * Write monster changes
	 */
	void writeMonsterEffects();

	/**
	 * Handles a monster action
	 */
	void writeMonsterAction(bool flees);

	/**
	 * Write out message from a monster casting a spell
	 */
	void writeMonsterSpell();

	/**
	 * Write out monster's attack
	 */
	void writeMonsterAttack();

	/**
	 * Write message for monster infiltrating the party
	 */
	void writeInfiltration();

	/**
	 * Write message for monster waits for an opening
	 */
	void writeWaitsForOpening();

	/**
	 * Writes the result of a spell
	 */
	void writeSpellResult();

	/**
	 * Whether there's messages remaining
	 */
	void checkMonsterSpellDone();

	/**
	 * Delay option
	 */
	void delay();

	/**
	 * Exchange option
	 */
	void exchange();

	/**
	 * Fight option
	 */
	void fight();

	/**
	 * Shoot option
	 */
	void shoot();

	/**
	 * Write message for characters attacking monsters
	 */
	void writeCharAttackDamage();

	/**
	 * Write message for character attack having no effect
	 */
	void writeCharAttackNoEffect();

	/**
	 * Get attack damage string
	 */
	Common::String getAttackString();

	/**
	 * Writes out a message
	 */
	void writeMessage();

	/**
	 * Writes text for delay number selection
	 */
	void writeDelaySelect();

	/**
	 * Write text for exchange party member
	 */
	void writeExchangeSelect();

	/**
	 * Having selected to fight, selects monster to attack
	 */
	void writeFightSelect();

	/**
	 * Having selected to shoot, selects monster to attack
	 */
	void writeShootSelect();

protected:
	/**
	 * Sets a new display mode
	 */
	void setMode(Mode newMode) override;

	/**
	 * Does final cleanup when combat is done
	 */
	void combatDone() override;

public:
	Combat();
	virtual ~Combat() {}

	void displaySpellResult(const InfoMessage &msg) override;

	/**
	 * Disable the flags for allowing attacks for
	 * the current character
	 */
	void disableAttacks();

	/**
	 * Called when the view is focused
	 */
	bool msgFocus(const FocusMessage &msg) override;

	/**
	 * Called when the view is unfocused
	 */
	bool msgUnfocus(const UnfocusMessage &msg) override;

	/**
	 * Called for game messages
	 */
	bool msgGame(const GameMessage &msg) override;

	/**
	 * Draw the Combat details overlayed on
	 * the existing game screen
	 */
	void draw() override;

	/**
	 * Handles delay timeouts
	 */
	void timeout() override;

	/**
	 * Handles keypresses
	 */
	bool msgKeypress(const KeypressMessage &msg) override;

	/**
	 * Handle mouse up messages
	 */
	bool msgMouseUp(const MouseUpMessage &msg) override;

	/**
	 * Key binder actions
	 */
	bool msgAction(const ActionMessage &msg) override;
};

} // namespace ViewsEnh
} // namespace MM1
} // namespace MM

#endif