File: party.h

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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_ULTIMA1_CORE_PARTY_H
#define ULTIMA_ULTIMA1_CORE_PARTY_H

#include "ultima/shared/core/party.h"
#include "ultima/ultima1/spells/blink.h"
#include "ultima/ultima1/spells/create.h"
#include "ultima/ultima1/spells/destroy.h"
#include "ultima/ultima1/spells/kill_magic_missile.h"
#include "ultima/ultima1/spells/ladder_down.h"
#include "ultima/ultima1/spells/ladder_up.h"
#include "ultima/ultima1/spells/open_unlock.h"
#include "ultima/ultima1/spells/prayer.h"
#include "ultima/ultima1/spells/steal.h"

namespace Ultima {
namespace Ultima1 {

enum WeaponType {
	WEAPON_HANDS = 0, WEAPON_DAGGER = 1, WEAPON_MACE = 2, WEAPON_AXE = 3, WEAPON_ROPE_SPIKES = 4,
	WEAPON_SWORD = 5, WEAPON_GREAT_SWORD = 6, WEAPON_BOW_ARROWS = 7, WEAPON_AMULET = 8,
	WEAPON_WAND = 9, WEAPON_STAFF = 10, WEAPON_TRIANGLE = 11, WEAPON_PISTOL = 12,
	WEAPON_LIGHT_SWORD = 13, WEAPON_PHAZOR = 14, WEAPON_BLASTER = 15
};

enum ArmorType {
	ARMOR_SKIN = 0, ARMOR_LEATHER_armour = 1, ARMOR_CHAIN_MAIL = 2, ARMOR_PLATE_MAIL = 3,
	ARMOR_VACUUM_SUIT = 4, ARMOR_REFLECT_SUIT = 5
};

class Ultima1Game;
class Character;

/**
 * Derived weapon class
 */
class Weapon : public Shared::Weapon {
private:
	Ultima1Game *_game;
	Character *_character;
	WeaponType _type;
public:
	/**
	 * Constructor
	 */
	Weapon(Ultima1Game *game, Character *c, WeaponType weaponType);

	/**
	 * Change the quantity by a given amount
	 */
	void changeQuantity(int delta) override {
		if (_type != WEAPON_HANDS)
			_quantity = (uint)CLIP((int)_quantity + delta, 0, 9999);
	}

	/**
	 * Gets the magic damage a given weapon does
	 */
	uint getMagicDamage() const;

	/**
	 * Gets how much the weapon can be bought for
	 */
	uint getBuyCost() const;

	/**
	 * Gets how much the weapon can sell for
	 */
	uint getSellCost() const;
};

/**
 * Derived armor class
 */
class Armour : public Shared::Armour {
private:
//	Ultima1Game *_game;
	Character *_character;
	ArmorType _type;
public:
	/**
	 * Constructor
	 */
	Armour(Ultima1Game *game, Character *c, ArmorType armorType);

	/**
	 * Change the quantity by a given amount
	 */
	void changeQuantity(int delta) override {
		if (_type != ARMOR_SKIN)
			_quantity = (uint)CLIP((int)_quantity + delta, 0, 9999);
	}

	/**
	 * Gets how much the weapon can be bought for
	 */
	uint getBuyCost() const;

	/**
	 * Gets how much the weapon can sell for
	 */
	uint getSellCost() const;
};


/**
 * Implements the data for a playable character within the game
 */
class Character : public Shared::Character {
private:
//	Ultima1Game *_game;

	Weapon _weaponHands;
	Weapon _weaponDagger;
	Weapon _weaponMace;
	Weapon _weaponAxe;
	Weapon _weaponRopeSpikes;
	Weapon _weaponSword;
	Weapon _weaponGreatSword;
	Weapon _weaponBowArrows;
	Weapon _weaponAmulet;
	Weapon _weaponWand;
	Weapon _weaponStaff;
	Weapon _weaponTriangle;
	Weapon _weaponPistol;
	Weapon _weaponLightSword;
	Weapon _weaponPhazor;
	Weapon _weaponBlaster;

	Armour _armourSkin;
	Armour _armourLeatherArmor;
	Armour _armourChainMail;
	Armour _armourPlateMail;
	Armour _armourVacuumSuit;
	Armour _armourReflectSuit;

	Spells::Blink _spellBlink;
	Spells::Create _spellCreate;
	Spells::Destroy _spellDestroy;
	Spells::Kill _spellKill;
	Spells::LadderDown _spellLadderDown;
	Spells::LadderUp _spellLadderUp;
	Spells::MagicMissile _spellMagicMissile;
	Spells::Open _spellOpen;
	Spells::Prayer _spellPrayer;
	Spells::Steal _spellSteal;
	Spells::Unlock _spellUnlock;
public:
	/**
	 * Constructor
	 */
	Character(Ultima1Game *game);
	virtual ~Character() {}

	/**
	 * Setup the party
	 */
	void setup();

	/**
	 * Return the equipped weapon
	 */
	Weapon *equippedWeapon() const { return static_cast<Weapon *>(_weapons[_equippedWeapon]); }

	/**
	 * Return the equipped armor
	 */
	Armour *equippedArmour() const { return static_cast<Armour *>(_armour[_equippedArmour]); }

	/**
	 * Return the equipped spell
	 */
	Spells::Spell *equippedSpell() const { return static_cast<Spells::Spell *>(_spells[_equippedSpell]); }
};

/**
 * Implements the party
 */
class Party : public Shared::Party {
public:
	/**
	 * Constructor
	 */
	Party(Ultima1Game *game);

	/**
	 * Setup the party
	 */
	void setup();

	/**
	 * Operator casting
	 */
	operator Character *() const { return static_cast<Character *>(_characters.front()); }

	/**
	 * Operator casting
	 */
	operator Character &() const { return *static_cast<Character *>(_characters.front()); }
};

} // End of namespace Ultima1
} // End of namespace Ultima

#endif