scummvm/engines/xeen/combat.h
2018-03-10 07:14:43 -05:00

312 lines
7.3 KiB
C++

/* 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef XEEN_COMBAT_H
#define XEEN_COMBAT_H
#include "common/scummsys.h"
#include "common/rect.h"
#include "xeen/files.h"
#include "xeen/sprites.h"
namespace Xeen {
#define MAX_NUM_MONSTERS 107
#define PARTY_AND_MONSTERS 12
#define POW_COUNT 12
#define ATTACK_MONSTERS_COUNT 26
enum DamageType {
DT_PHYSICAL = 0, DT_MAGICAL = 1, DT_FIRE = 2, DT_ELECTRICAL = 3,
DT_COLD = 4, DT_POISON = 5, DT_ENERGY = 6, DT_SLEEP = 7,
DT_FINGEROFDEATH = 8, DT_HOLYWORD = 9, DT_MASS_DISTORTION = 10,
DT_UNDEAD = 11, DT_BEASTMASTER = 12, DT_DRAGONSLEEP = 13,
DT_GOLEMSTOPPER = 14, DT_HYPNOTIZE = 15, DT_INSECT_SPRAY = 16,
DT_POISON_VOLLEY = 17, DT_MAGIC_ARROW = 18
};
enum SpecialAttack {
SA_NONE = 0, SA_MAGIC = 1, SA_FIRE = 2, SA_ELEC = 3, SA_COLD = 4,
SA_POISON = 5, SA_ENERGY = 6, SA_DISEASE = 7, SA_INSANE = 8,
SA_SLEEP = 9, SA_CURSEITEM = 10, SA_INLOVE = 11, SA_DRAINSP = 12,
SA_CURSE = 13, SA_PARALYZE = 14, SA_UNCONSCIOUS = 15,
SA_CONFUSE = 16, SA_BREAKWEAPON = 17, SA_WEAKEN = 18,
SA_ERADICATE = 19, SA_AGING = 20, SA_DEATH = 21, SA_STONE = 22
};
enum ShootType {
ST_0 = 0, ST_1 = 1
};
enum CombatMode {
COMBATMODE_0 = 0, COMBATMODE_1 = 1, COMBATMODE_2 = 2
};
enum PowType {
POW_INVALID = -1, POW_FIREBALL = 0, POW_INCINERATE = 1,
POW_FIERY_FLAIL = 2, POW_LIGHTNING = 3, POW_MEGAVOLTS = 4,
POW_SPARKS = 5, POW_STOPPER = 6, POW_MAGIC_ORB = 7,
POW_COLD_RAY = 8, POW_FROST_WAVE = 9, POW_SPRAY = 10,
POW_ARROW = 11, POW_MAGIC_ARROW = 12, POW_ENERGY_BLAST = 13,
POW_SPARKLES = 14, POW_DEADLY_SWARM = 15
};
enum RangeType {
RT_SINGLE = 0, RT_GROUP = 1, RT_ALL = 2, RT_HIT = 3
};
class XeenEngine;
class Character;
class XeenItem;
struct PowSlot {
bool _active;
int _duration;
int _scale;
int _elemFrame;
int _elemScale;
PowSlot() : _active(false), _duration(0), _scale(0),
_elemFrame(0), _elemScale(0) {}
};
class PowSlots {
private:
PowSlot _data[POW_COUNT];
public:
/**
* Gets a slot entry
*/
PowSlot &operator[](uint idx) {
assert(idx < POW_COUNT);
return _data[idx];
}
/**
* Resets the elemental frame used in all the slots
*/
void resetElementals() {
for (int idx = 0; idx < POW_COUNT; ++idx)
_data[idx]._elemFrame = 0;
}
};
class Combat {
private:
XeenEngine *_vm;
/**
* Handles the logic for attacking with a given amount of damage
*/
void attack2(int damage, RangeType rangeType);
/**
* Returns true if the character successfully hits the monster
*/
bool hitMonster(Character &c, RangeType rangeType);
/**
* Gets the damage a given character's equipped weapon will do
*/
void getWeaponDamage(Character &c, RangeType rangeType);
/**
* Returns how much damage will be done to a monster
*/
int getMonsterDamage(Character &c);
/**
* Gets the scale of damage, used for sprite display in the scene
*/
int getDamageScale(int v);
/**
* Gets the current monster's damage resistance to the currently set damage type
*/
int getMonsterResistence(RangeType rangeType);
/**
* Distribute experience between active party members
*/
void giveExperience(int experience);
public:
Common::Array<Character *> _combatParty;
bool _charsBlocked[PARTY_AND_MONSTERS];
Common::Array<int> _charsGone;
SpriteResource _powSprites;
int _attackMonsters[ATTACK_MONSTERS_COUNT];
int _monster2Attack;
PowSlots _pow;
int _missedShot[8];
Common::Array<int> _speedTable;
int _shootingRow[8];
int _globalCombat;
int _whosTurn;
bool _itemFlag;
int _monsterMap[32][32];
bool _monsterMoved[MAX_NUM_MONSTERS];
bool _rangeAttacking[MAX_NUM_MONSTERS];
int _gmonHit[36];
bool _monstersAttacking;
CombatMode _combatMode;
int _attackDurationCtr;
bool _partyRan;
int _whosSpeed;
DamageType _damageType;
Character *_oldCharacter;
int _monsterDamage;
int _weaponDamage;
int _weaponDie, _weaponDice;
XeenItem *_attackWeapon;
int _attackWeaponId;
File _missVoc;
int _hitChanceBonus;
bool _dangerPresent;
bool _moveMonsters;
RangeType _rangeType;
ShootType _shootType;
int _combatTarget;
public:
Combat(XeenEngine *vm);
/**
* Clear the list of attacking monsters
*/
void clearAttackers();
/**
* Clear the list of blocked characters
*/
void clearBlocked();
/**
* Clear the list of ros projectiles are on headed for part members
*/
void clearShooting();
/**
* Gives damage to character or characters in the party
*/
void giveCharDamage(int damage, DamageType attackType, int charIndex);
/**
* Do damage to a specific character
*/
void doCharDamage(Character &c, int charNum, int monsterDataIndex);
/**
* Handles moving monsters by a space between game turns
*/
void moveMonsters();
/**
* Setup the combat party with a copy of the currently active party
*/
void setupCombatParty();
/**
* Sets up a table of speeds to determine the order in which characters and monsters fight
*/
void setSpeedTable();
/**
* Returns true if all participants in the combat are disabled
*/
bool allHaveGone() const;
/**
* Returns true if all the characters of the party are disabled
*/
bool charsCantAct() const;
/**
* Return a description of the monsters being faced
*/
Common::String getMonsterDescriptions();
/**
* Main method for characters to attack
*/
void attack(Character &c, RangeType rangeType);
/**
* Flag the currently active character as blocking/defending
*/
void block();
/**
* Perform whatever the current combat character's quick action is
*/
void quickFight();
/**
* Current selected character is trying to run away
*/
void run();
/**
* Called to handle monsters doing ranged attacks against the party
*/
void monstersAttack();
void setupMonsterAttack(int monsterDataIndex, const Common::Point &pt);
/**
* Determines whether a given monster can move
*/
bool monsterCanMove(const Common::Point &pt, int wallShift,
int v1, int v2, int monsterId);
/**
* Moves a monster by a given delta amount if it's a valid move
*/
void moveMonster(int monsterId, const Common::Point &moveDelta);
void doMonsterTurn(int monsterId);
/**
* Called when combat has ended
*/
void endAttack();
void monsterOvercome();
/**
* Checks whether a given position on the map will stop a ranged attack
*/
int stopAttack(const Common::Point &diffPt);
/**
* Called to do ranged attacks, both with bows or using a spell
*/
void rangedAttack(PowType powNum);
/**
* Fires off a ranged attack at all oncoming monsters
*/
void shootRangedWeapon();
};
} // End of namespace Xeen
#endif /* XEEN_COMBAT_H */