aboutsummaryrefslogtreecommitdiff
path: root/engines/xeen/combat.h
blob: f3eaa39bd0ce45ee06c9f09dadb8e39266f68a89 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
/* 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 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 ElementalCategory {
	ELEM_FIRE = 0, ELEM_ELECTRICITY = 1, ELEM_COLD = 2,
	ELEM_ACID_POISON = 3, ELEM_ENERGY = 4, ELEM_MAGIC = 5
};

enum RangeType {
	RT_SINGLE = 0, RT_GROUP = 1, RT_ALL = 2, RT_3 = 3
};

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
};

class XeenEngine;
class Character;
class XeenItem;

class Combat {
private:
	XeenEngine *_vm;

	void attack2(int damage, RangeType rangeType);

	bool hitMonster(Character &c, RangeType rangeType);

	void getWeaponDamage(Character &c, RangeType rangeType);

	int getMonsterDamage(Character &c);

	int getDamageScale(int v);

	int getMonsterResistence(RangeType rangeType);

	/**
	 * Distribute experience between active party members
	 */
	void giveExperience(int experience);
public:
	Common::Array<Character *> _combatParty;
	Common::Array<bool> _charsBlocked;
	Common::Array<int> _charsGone;
	SpriteResource _powSprites;
	int _attackMonsters[ATTACK_MONSTERS_COUNT];
	int _monster2Attack;
	int _charsArray1[PARTY_AND_MONSTERS];
	bool _monPow[PARTY_AND_MONSTERS];
	int _monsterScale[PARTY_AND_MONSTERS];
	ElementalCategory _elemPow[PARTY_AND_MONSTERS];
	int _elemScale[PARTY_AND_MONSTERS];
	int _missedShot[8];
	Common::Array<int> _speedTable;
	int _shooting[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 _monsterIndex;
	bool _partyRan;
	int _whosSpeed;
	DamageType _damageType;
	Character *_oldCharacter;
	int _monsterDamage;
	int _weaponDamage;
	int _weaponDie, _weaponDice;
	XeenItem *_attackWeapon;
	int _attackWeaponId;
	File _missVoc, _pow1Voc;
	int _hitChanceBonus;
	bool _dangerPresent;
	bool _moveMonsters;
	RangeType _rangeType;
	ShootType _shootType;
public:
	Combat(XeenEngine *vm);

	void clear();

	void giveCharDamage(int damage, DamageType attackType, int charIndex);

	/**
	 * Do damage to a specific character
	 */
	void doCharDamage(Character &c, int charNum, int monsterDataIndex);

	void moveMonsters();

	/**
	 * Setup the combat party with a copy of the currently active party
	 */
	void setupCombatParty();

	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();

	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();

	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);

	void endAttack();

	void monsterOvercome();

	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 */