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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 ULTIMA4_CONTROLLERS_COMBAT_CONTROLLER_H
#define ULTIMA4_CONTROLLERS_COMBAT_CONTROLLER_H
#include "ultima/ultima4/map/direction.h"
#include "ultima/ultima4/map/map.h"
#include "ultima/ultima4/controllers/controller.h"
#include "ultima/ultima4/core/observer.h"
#include "ultima/ultima4/core/types.h"
#include "ultima/ultima4/filesys/savegame.h"
#include "ultima/ultima4/game/creature.h"
#include "ultima/ultima4/game/game.h"
#include "ultima/ultima4/game/object.h"
#include "ultima/ultima4/game/player.h"
namespace Ultima {
namespace Ultima4 {
#define AREA_CREATURES 16
#define AREA_PLAYERS 8
class CombatMap;
class Creature;
class MoveEvent;
class Weapon;
typedef enum {
CA_ATTACK,
CA_CAST_SLEEP,
CA_ADVANCE,
CA_RANGED,
CA_FLEE,
CA_TELEPORT
} CombatAction;
/**
* CombatController class
*/
class CombatController : public Controller, public Observer<Party *, PartyEvent &>, public TurnCompleter {
protected:
CombatController();
public:
CombatController(CombatMap *m);
CombatController(MapId id);
virtual ~CombatController();
// Accessor Methods
bool isCombatController() const override {
return true;
}
/**
* Called when a controller is made active
*/
void setActive() override;
bool isCamping() const;
bool isWinOrLose() const;
Direction getExitDir() const;
byte getFocus() const;
CombatMap *getMap() const;
Creature *getCreature() const;
PartyMemberVector *getParty();
PartyMember *getCurrentPlayer();
void setExitDir(Direction d);
void setCreature(Creature *);
void setWinOrLose(bool worl = true);
void showCombatMessage(bool show = true);
// Methods
/**
* Initializes the combat controller with combat information
*/
virtual void init(Creature *m);
/**
* Initializes dungeon room combat
*/
void initDungeonRoom(int room, Direction from);
/**
* Apply tile effects to all creatures depending on what they're standing on
*/
void applyCreatureTileEffects();
/**
* Begin combat
*/
virtual void begin();
virtual void end(bool adjustKarma);
/**
* Fills the combat creature table with the creatures that the party will be facing.
* The creature table only contains *which* creatures will be encountered and
* *where* they are placed (by position in the table). Information like
* hit points and creature status will be created when the creature is actually placed
*/
void fillCreatureTable(const Creature *creature);
/**
* Generate the number of creatures in a group.
*/
int initialNumberOfCreatures(const Creature *creature) const;
/**
* Returns true if the player has won.
*/
bool isWon() const;
/**
* Returns true if the player has lost.
*/
bool isLost() const;
/**
* Performs all of the creature's actions
*/
void moveCreatures();
/**
* Places creatures on the map from the creature table and from the creature_start coords
*/
void placeCreatures();
/**
* Places the party members on the map
*/
void placePartyMembers();
/**
* Sets the active player for combat, showing which weapon they're weilding, etc.
*/
bool setActivePlayer(int player);
bool attackHit(Creature *attacker, Creature *defender);
virtual void awardLoot();
// attack functions
void attack(Direction dir = DIR_NONE, int distance = 0);
bool attackAt(const Coords &coords, PartyMember *attacker, int dir, int range, int distance);
bool rangedAttack(const Coords &coords, Creature *attacker);
void rangedMiss(const Coords &coords, Creature *attacker);
bool returnWeaponToOwner(const Coords &coords, int distance, int dir, const Weapon *weapon);
/**
* Static member functions
*/
static void attackFlash(const Coords &coords, MapTile tile, int timeFactor);
static void attackFlash(const Coords &coords, const Common::String &tilename, int timeFactor);
static void doScreenAnimationsWhilePausing(int timeFactor);
void keybinder(KeybindingAction action) override;
void finishTurn() override;
/**
* Move a party member during combat and display the appropriate messages
*/
void movePartyMember(MoveEvent &event);
void update(Party *party, PartyEvent &event) override;
// Properties
protected:
CombatMap *_map;
PartyMemberVector _party;
byte _focus;
const Creature *_creatureTable[AREA_CREATURES];
Creature *_creature;
bool _camping;
bool _forceStandardEncounterSize;
bool _placePartyOnMap;
bool _placeCreaturesOnMap;
bool _winOrLose;
bool _showMessage;
Direction _exitDir;
private:
CombatController(const CombatController &);
const CombatController &operator=(const CombatController &);
void init();
};
extern CombatController *g_combat;
/**
* CombatMap class
*/
class CombatMap : public Map {
public:
CombatMap();
~CombatMap() override {}
/**
* Returns a vector containing all of the creatures on the map
*/
CreatureVector getCreatures();
/**
* Returns a vector containing all of the party members on the map
*/
PartyMemberVector getPartyMembers();
/**
* Returns the party member at the given coords, if there is one,
* nullptr if otherwise.
*/
PartyMember *partyMemberAt(Coords coords);
/**
* Returns the creature at the given coords, if there is one,
* nullptr if otherwise.
*/
Creature *creatureAt(Coords coords);
/**
* Returns a valid combat map given the provided information
*/
static MapId mapForTile(const Tile *ground, const Tile *transport, Object *obj);
// Getters
bool isDungeonRoom() const {
return _dungeonRoom;
}
bool isAltarRoom() const {
return _altarRoom != VIRT_NONE;
}
bool isContextual() const {
return _contextual;
}
BaseVirtue getAltarRoom() const {
return _altarRoom;
}
// Setters
void setAltarRoom(BaseVirtue ar) {
_altarRoom = ar;
}
void setDungeonRoom(bool d) {
_dungeonRoom = d;
}
void setContextual(bool c) {
_contextual = c;
}
// Properties
protected:
bool _dungeonRoom;
BaseVirtue _altarRoom;
bool _contextual;
public:
Coords creature_start[AREA_CREATURES];
Coords player_start[AREA_PLAYERS];
};
bool isCombatMap(Map *punknown);
CombatMap *getCombatMap(Map *punknown = nullptr);
} // End of namespace Ultima4
} // End of namespace Ultima
#endif
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