/* 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 . * */ #ifndef MM1_DATA_MONSTERS_H #define MM1_DATA_MONSTERS_H #include "mm/mm1/gfx/dta.h" #include "mm/mm1/data/text_parser.h" #include "common/str.h" #include "graphics/managed_surface.h" namespace MM { namespace MM1 { #define MONSTERS_COUNT 195 enum MonsterStatus { MON_PARALYZED = 0, MON_WEBBED = 1, MON_HELD = 2, MON_ASLEEP = 3, MON_MINDLESS = 4, MON_SILENCED = 5, MON_BLINDED = 6, MON_AFRAID = 7, MON_DEAD = 8 }; enum MonsterStatusFlag { MONFLAG_AFRAID = 1, MONFLAG_BLIND = 2, MONFLAG_SILENCED = 4, MONFLAG_MINDLESS = 8, MONFLAG_ASLEEP = 0x10, MONFLAG_HELD = 0x20, MONFLAG_WEBBED = 0x40, MONFLAG_PARALYZED = 0x80, MONFLAG_DEAD = 0xff }; enum MonsterLoot { DROPS_GEMS = 0x1, // if 1 - a monster can drop gems GOLD_DROP = 0xfe>>1 // _loot>>1 - gold value that a monster drops }; enum MonsterResistUndead { MAGIC_RESISTANCE = 0x7f, IS_UNDEAD = 0x80 }; enum MonsterBonusOnTouch { TOUCH_BONUS_VALUE = 0x7f, HAS_BONUS = 0x80 }; enum MonsterResistances { MONRES_ASLEEP = 1, MONRES_FEAR = 2, MONRES_PARALYSIS = 4, MONRES_ENERGY = 8, MONRES_COLD = 0x10, MONRES_ELECTRICITY = 0x20, MONRES_FIRE = 0x40, MONRES_PHYSICAL_ATTACK = 0x80, }; enum MonsterSpecialAbility { HAS_RANGED_ATTACK = 0x80, // 1 if has ranged attack, 0 if has special attack ATTACK_VALUE = 0x7f // damage for ranged attack. Special attack id for special attack }; enum MonsterCounter { COUNTER_BITS = 0xf, COUNTER_THRESHOLD1 = 0x10, COUNTER_THRESHOLD2 = 0x20, COUNTER_REGENERATE = 0x40, COUNTER_ADVANCES = 0x80 }; struct Monster { Common::String _name; // char _name[15]; byte _count; byte _fleeThreshold; byte _defaultHP; byte _defaultAC; byte _maxDamage; byte _numberOfAttacks; byte _speed; uint16 _experience; byte _loot; byte _resistUndead; byte _resistances; byte _bonusOnTouch; byte _specialAbility; byte _specialThreshold; // % of luck of special attack byte _counterFlags; byte _imgNum; // Runtime combat fields byte _level = 0; bool _checked = false; byte _status = 0; byte _hp = 0; byte _ac = 0; Common::String getDisplayName() const { return _name; } }; class Monsters : public TextParser { private: Monster _monsters[MONSTERS_COUNT]; Gfx::DTA _monPix; public: Monsters(); /** * Load the monster list */ bool load(); /** * Square brackets operator */ const Monster &operator[](uint i) { assert(i >= 1 && i <= MONSTERS_COUNT); return _monsters[i - 1]; } /** * Get a monster image */ Graphics::ManagedSurface getMonsterImage(int imgNum); }; } // namespace MM1 } // namespace MM #endif