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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
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