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
|
/* 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 ULTIMA_SHARED_CORE_GAME_STATE_H
#define ULTIMA_SHARED_CORE_GAME_STATE_H
#include "ultima/shared/core/rect.h"
#include "ultima/shared/core/character.h"
#include "ultima/shared/core/map.h"
namespace Ultima {
namespace Shared {
class Game;
enum VideoMode {
UNSET = -1, CGA = 0, EGA = 1, TGA = 2, VGA_ENHANCED = 3
};
class GameState {
protected:
Game *_game;
public:
/**
* Position in the world map. This is stored separately from the map so that the same point can
* be returned to when leaving locations
*/
Point _worldMapPos;
/**
* Characters in the party. In the earlier Ultima games, this is a single character
*/
CharacterArray _characters;
/**
* Currently active character. In earlier Ultima games, this is the single party member
*/
Character *_currentCharacter;
/**
* Pointer to the map manager for the game
*/
Map *_map;
/**
* Game type Id
*/
uint _gameId;
/**
* Video mode
*/
VideoMode _videoMode;
/**
* The number of hit points to generate when a dungeon is left
*/
uint _dungeonExitHitPoints;
/**
* Stores the base random seed used for generating deterministic dungeon levels
*/
uint32 _randomSeed;
public:
/**
* Constructor
*/
GameState(Game *game);
/**
* Destructor
*/
virtual ~GameState();
/**
* Setup the initial game state
*/
virtual void setup() {}
/**
* Returns true if the party is dead
*/
bool isPartyDead() const;
/**
* Returns true if the party has no food
*/
bool isPartyFoodless() const;
};
} // End of namespace Shared
} // End of namespace Ultima
#endif
|