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engines/mm/mm1/data/monsters.h
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140
engines/mm/mm1/data/monsters.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef MM1_DATA_MONSTERS_H
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#define MM1_DATA_MONSTERS_H
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#include "mm/mm1/gfx/dta.h"
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#include "mm/mm1/data/text_parser.h"
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#include "common/str.h"
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#include "graphics/managed_surface.h"
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namespace MM {
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namespace MM1 {
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#define MONSTERS_COUNT 195
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enum MonsterStatus {
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MON_PARALYZED = 0, MON_WEBBED = 1, MON_HELD = 2,
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MON_ASLEEP = 3, MON_MINDLESS = 4, MON_SILENCED = 5,
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MON_BLINDED = 6, MON_AFRAID = 7, MON_DEAD = 8
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};
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enum MonsterStatusFlag {
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MONFLAG_AFRAID = 1, MONFLAG_BLIND = 2, MONFLAG_SILENCED = 4,
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MONFLAG_MINDLESS = 8, MONFLAG_ASLEEP = 0x10,
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MONFLAG_HELD = 0x20, MONFLAG_WEBBED = 0x40,
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MONFLAG_PARALYZED = 0x80, MONFLAG_DEAD = 0xff
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};
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enum MonsterLoot {
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DROPS_GEMS = 0x1, // if 1 - a monster can drop gems
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GOLD_DROP = 0xfe>>1 // _loot>>1 - gold value that a monster drops
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};
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enum MonsterResistUndead {
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MAGIC_RESISTANCE = 0x7f,
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IS_UNDEAD = 0x80
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};
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enum MonsterBonusOnTouch {
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TOUCH_BONUS_VALUE = 0x7f,
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HAS_BONUS = 0x80
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};
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enum MonsterResistances {
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MONRES_ASLEEP = 1, MONRES_FEAR = 2, MONRES_PARALYSIS = 4,
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MONRES_ENERGY = 8, MONRES_COLD = 0x10,
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MONRES_ELECTRICITY = 0x20, MONRES_FIRE = 0x40,
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MONRES_PHYSICAL_ATTACK = 0x80,
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};
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enum MonsterSpecialAbility {
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HAS_RANGED_ATTACK = 0x80, // 1 if has ranged attack, 0 if has special attack
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ATTACK_VALUE = 0x7f // damage for ranged attack. Special attack id for special attack
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};
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enum MonsterCounter {
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COUNTER_BITS = 0xf,
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COUNTER_THRESHOLD1 = 0x10, COUNTER_THRESHOLD2 = 0x20,
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COUNTER_REGENERATE = 0x40, COUNTER_ADVANCES = 0x80
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};
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struct Monster {
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Common::String _name; // char _name[15];
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byte _count;
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byte _fleeThreshold;
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byte _defaultHP;
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byte _defaultAC;
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byte _maxDamage;
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byte _numberOfAttacks;
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byte _speed;
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uint16 _experience;
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byte _loot;
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byte _resistUndead;
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byte _resistances;
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byte _bonusOnTouch;
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byte _specialAbility;
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byte _specialThreshold; // % of luck of special attack
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byte _counterFlags;
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byte _imgNum;
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// Runtime combat fields
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byte _level = 0;
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bool _checked = false;
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byte _status = 0;
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byte _hp = 0;
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byte _ac = 0;
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Common::String getDisplayName() const {
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return _name;
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}
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};
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class Monsters : public TextParser {
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private:
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Monster _monsters[MONSTERS_COUNT];
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Gfx::DTA _monPix;
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public:
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Monsters();
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/**
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* Load the monster list
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*/
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bool load();
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/**
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* Square brackets operator
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*/
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const Monster &operator[](uint i) {
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assert(i >= 1 && i <= MONSTERS_COUNT);
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return _monsters[i - 1];
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}
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/**
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* Get a monster image
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*/
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Graphics::ManagedSurface getMonsterImage(int imgNum);
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};
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} // namespace MM1
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} // namespace MM
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#endif
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