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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 ULTIMA_SHARED_WIDGETS_CREATURE_H
#define ULTIMA_SHARED_WIDGETS_CREATURE_H
#include "ultima/shared/maps/map_widget.h"
#include "ultima/shared/maps/map.h"
#include "common/serializer.h"
namespace Ultima {
namespace Shared {
class Game;
class Map;
namespace Maps {
/**
* Base class for creatures that can be killed
*/
class Creature {
private:
Game *_gameRef;
// MapBase *_mapRef;
protected:
int _hitPoints;
bool _isAttacking;
protected:
/**
* Returns either the maximum attack distance for a monster, or 0 if the monster is beyond
* that distance from the player
*/
virtual uint attackDistance() const { return 0; }
/**
* Handles moving creatures
*/
virtual void movement() {}
/**
* Handles attacking the player
*/
virtual void attackParty() {}
public:
/**
* Constructor
*/
Creature(Game *game, MapBase *) : _gameRef(game), _hitPoints(0), _isAttacking(false) {}
Creature(Game *game, MapBase *, int hitPoints) : _gameRef(game),
_hitPoints(hitPoints), _isAttacking(false) {}
/**
* Destructor
*/
virtual ~Creature() {}
/**
* Handles loading and saving games
*/
void synchronize(Common::Serializer &s);
/**
* Called to update the widget at the end of a turn
* @param isPreUpdate Update is called twice in succession during the end of turn update.
* Once with true for all widgets, then with it false
*/
virtual void update(bool isPreUpdate);
/**
* True true if the creature is dead
*/
bool isDead() const { return _hitPoints <= 0; }
/**
* Removes hit points from a creature
* @param amount Amount to remove
* @returns Returns true if kills the creature
*/
virtual bool subtractHitPoints(uint amount);
};
} // End of namespace Maps
} // End of namespace Shared
} // End of namespace Ultima
#endif
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