/* 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_GAME_ENCOUNTER_H #define MM1_GAME_ENCOUNTER_H #include "common/array.h" #include "mm/mm1/data/character.h" #include "mm/mm1/data/monsters.h" #include "mm/mm1/game/game_logic.h" namespace MM { namespace MM1 { namespace Game { #define MAX_COMBAT_MONSTERS 15 enum EncounterType { FORCE_SURPRISED = -1, NORMAL_SURPRISED = 0, NORMAL_ENCOUNTER = 1 }; class Encounter : public GameLogic { private: int _levelOffset = 0; int _maxLevelForImg = 0; int _monsterLevel = 0; int _totalLevels = 0; int _monsterNum = 0; struct MonsterSummary { byte _num; byte _level; MonsterSummary() : _num(0), _level(0) {} MonsterSummary(byte num, byte level) : _num(num), _level(level) {} }; Common::Array _monsterSummaries; void randomAdjust(); const Monster *getMonster(); public: Common::Array _monsterList; int _bribeAlignmentCtr = 0, _bribeFleeCtr = 0; int _alignmentsChanged = 0; int _monsterImgNum = 0; int _highestLevel = 0; EncounterType _encounterType = NORMAL_SURPRISED; byte _fleeThreshold = 0; bool _manual = false; int _levelIndex = 0; public: /** * Start an encounter */ void execute(); /** * Chooses whether an encounter can be fled */ bool checkSurroundParty() const; void changeCharAlignment(Alignment align); /** * Clears the monster list */ void clearMonsters(); /** * Adds a monster to the monster list */ void addMonster(byte id, byte level); }; } // namespace Game } // namespace MM1 } // namespace MM #endif