174 lines
4.1 KiB
C++
174 lines
4.1 KiB
C++
/* 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 NUVIE_CORE_PLAYER_H
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#define NUVIE_CORE_PLAYER_H
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#include "ultima/nuvie/core/obj_manager.h"
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#include "ultima/nuvie/actors/actor.h"
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namespace Ultima {
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namespace Nuvie {
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#define MOVE_COST_USE 5
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class Configuration;
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class GameClock;
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class Actor;
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class ActorManager;
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class MapWindow;
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class Party;
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class NuvieIO;
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class Player {
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const Configuration *config;
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int game_type;
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GameClock *_clock;
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Party *party;
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bool party_mode;
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bool mapwindow_centered;
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Actor *actor;
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ActorManager *actor_manager;
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ObjManager *obj_manager;
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// char name[14]; We can get the name from the player actor. --SB-X
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uint8 gender;
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uint8 questf;
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uint8 karma;
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uint8 gargishf; // learned Gargish
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uint8 alcohol; // number of alcoholic drinks consumed
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MapWindow *map_window;
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sint8 current_weapon;
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public:
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Player(const Configuration *cfg);
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bool init(ObjManager *om, ActorManager *am, MapWindow *mw, GameClock *c, Party *p);
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void init();
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bool load(NuvieIO *objlist);
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bool save(NuvieIO *objlist);
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Actor *find_actor();
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void update_player(Actor *next_player);
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bool is_mapwindow_centered() const {
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return mapwindow_centered;
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}
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void set_mapwindow_centered(bool state);
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bool is_in_vehicle() const {
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return (get_actor()->get_actor_num() == 0);
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}
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Party *get_party() {
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return party;
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}
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bool set_party_mode(Actor *new_actor);
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bool set_solo_mode(Actor *new_actor);
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bool in_party_mode() const {
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return party_mode;
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}
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void set_karma(uint8 val) {
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karma = val;
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}
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uint8 get_karma() const {
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return karma;
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}
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void add_karma(uint8 val = 1);
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void subtract_karma(uint8 val = 1);
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void subtract_movement_points(uint8 points);
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void add_alcohol(uint8 val = 1) {
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alcohol = clamp_max(alcohol + val, 255);
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}
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void dec_alcohol(uint8 val = 1) {
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if (alcohol > val) {
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alcohol -= val;
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} else {
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alcohol = 0;
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}
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}
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void set_quest_flag(uint8 val) {
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questf = val;
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}
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uint8 get_quest_flag() const {
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return questf;
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}
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void set_gargish_flag(uint8 val) {
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gargishf = val;
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}
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uint8 get_gargish_flag() const {
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return gargishf;
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}
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void set_actor(Actor *new_actor);
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Actor *get_actor();
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const Actor *get_actor() const;
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void get_location(uint16 *ret_x, uint16 *ret_y, uint8 *ret_level) const;
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uint8 get_location_level() const;
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const char *get_name();
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void set_gender(uint8 val) {
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gender = val;
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}
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const char *get_gender_title() const;
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uint8 get_gender() const {
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return gender;
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}
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bool check_moveRelative(sint16 rel_x, sint16 rel_y);
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void moveRelative(sint16 rel_x, sint16 rel_y, bool mouse_movement = false);
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void try_open_door(uint16 x, uint16 y, uint8 z);
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void move(sint16 new_x, sint16 new_y, uint8 new_level, bool teleport);
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void moveLeft();
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void moveRight();
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void moveUp();
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void moveDown();
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void pass();
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void repairShip();
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uint32 get_walk_delay() const;
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bool check_walk_delay();
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bool weapon_can_hit(uint16 x, uint16 y);
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void attack_select_init(bool use_attack_text = true);
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bool attack_select_next_weapon(bool add_newline = false, bool use_attack_text = true);
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void attack(MapCoord target, Actor *target_actor);
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sint8 get_current_weapon() const {
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return current_weapon;
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}
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protected:
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bool attack_select_weapon_at_location(sint8 location, bool add_newline = false, bool use_attack_text = true);
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};
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} // End of namespace Nuvie
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} // End of namespace Ultima
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#endif
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