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scummvm-cursorfix/engines/ultima/nuvie/core/party.h
2026-02-02 04:50:13 +01:00

234 lines
7.0 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#ifndef NUVIE_CORE_PARTY_H
#define NUVIE_CORE_PARTY_H
#include "ultima/shared/std/string.h"
#include "ultima/nuvie/core/obj_manager.h"
#include "ultima/nuvie/core/map.h"
namespace Ultima {
namespace Nuvie {
class Configuration;
class Game;
class Actor;
class ActorManager;
class MapCoord;
class Map;
class NuvieIO;
class PartyPathFinder;
class PartySeek;
typedef enum { TARGET_ACTOR, TARGET_LOCATION, TARGET_NONE } CombatTargetType;
struct CombatTarget {
CombatTargetType type;
uint8 actor_num;
MapCoord loc;
};
struct PartyMember {
char name[14];
Actor *actor;
//bool inactive; // true if not in formation
uint8 combat_position;
sint8 form_x; // relative position left or right of leader
sint8 form_y; // relative position in front or in back of leader
// (leader is at 0,0 in formation)
CombatTarget target;
};
#define PARTY_MAX_MEMBERS 16
#define PARTY_NAME_MAX_LENGTH 13
#define PARTY_KEEP_PARTY_FLAG true
/* party walking formations: */
#define PARTY_FORM_STANDARD 0
#define PARTY_FORM_COLUMN 1
#define PARTY_FORM_ROW 2
#define PARTY_FORM_DELTA 3
#define PARTY_FORM_COMBAT 7
#define PARTY_FORM_REST 8
/* 0 <- standard *
* 1 2 *
* 4 3 5 *
* 6 7 *
* *
* 0 <- column * 3210 <- row
* 1 * 7654
* 2 *
* 3... *
* *
* 0 <- delta
* 172
* 38 94
* 5A B6
*
* (Combat positions are dynamic, based on combat mode)
*/
class Party {
protected:
friend class PartyPathFinder;
Game *game; // get pointers here to avoid construct order issues in loadGame()
const Configuration *config;
ActorManager *actor_manager;
Map *map;
PartyPathFinder *pathfinder;
PartyMember member[PARTY_MAX_MEMBERS];
uint8 lightsources;
uint8 num_in_party; // number of party members.
uint8 formation; // walking formation
uint16 prev_leader_x; // last location of leader
uint16 prev_leader_y;
bool autowalk; // party is automatically walking to a destination
bool in_vehicle; //Party is in a vehicle.
bool in_combat_mode;
bool defer_removing_dead_members;
Obj *rest_campfire;
public:
Party(const Configuration *cfg);
virtual ~Party();
virtual bool init(Game *g, ActorManager *am);
virtual bool load(NuvieIO *objlist);
virtual bool save(NuvieIO *objlist);
// Basic methods
void follow(sint8 rel_x, sint8 rel_y); // follow in direction leader moved
bool move(uint16 dx, uint16 dy, uint8 dz);
void show(); // Actor::show()
void hide(); // Actor::hide()
virtual void dismount_from_horses();
virtual void update_music(); // set music depending on party location
virtual void split_gold();
virtual void gather_gold();
bool add_actor(Actor *actor);
bool remove_actor(Actor *actor, bool keep_party_flag = false);
bool remove_dead_actor(Actor *actor);
bool resurrect_dead_members();
void heal();
void cure();
void set_ethereal(bool ethereal);
//void set_active(uint8 member_num, bool state) { member[member_num].inactive = !state; }
uint8 get_formation() const {
return formation; // walking formation
}
void set_formation(uint8 val) {
formation = val;
reform_party();
}
// Properties
uint8 get_party_size();
virtual uint8 get_party_max() {
return 8; // U6
}
sint8 get_leader() const; // returns -1 if party has no leader and can't move
MapCoord get_leader_location() const;
MapCoord get_location(uint8 m = 0) const;
MapCoord get_formation_coords(uint8 m) const;
void set_in_vehicle(bool value);
void set_in_combat_mode(bool value);
bool is_in_vehicle() const {
return in_vehicle;
}
bool is_in_combat_mode() const {
return in_combat_mode;
}
Actor *get_slowest_actor(); // actor with lowest move count
// Check specific actors
uint8 get_actor_num(uint8 member_num) const; //get actor id_n from party_member num.
Actor *get_actor(uint8 member_num) const;
sint8 get_member_num(const Actor *actor) const;
sint8 get_member_num(uint8 a) const;
Actor *get_leader_actor() const;
const char *get_actor_name(uint8 member_num) const;
bool is_leader(const Actor *actor) const {
return (get_member_num(actor) == get_leader());
}
bool contains_actor(const Actor *actor) const;
bool contains_actor(uint8 actor_num) const;
// Check entire party
bool is_at(uint16 x, uint16 y, uint8 z, uint32 threshold = 0) const;
bool is_at(const MapCoord &xyz, uint32 threshold = 0) const;
bool is_anyone_at(uint16 x, uint16 y, uint8 z, uint32 threshold = 0) const;
bool is_anyone_at(const MapCoord &xyz, uint32 threshold = 0) const;
bool has_obj(uint16 obj_n, uint8 quality, bool match_zero_qual = true) const;
bool remove_obj(uint16 obj_n, uint8 quality);
Actor *who_has_obj(uint16 obj_n, uint8 quality, bool match_zero_qual = true);
Obj *get_obj(uint16 obj_n, uint8 quality, bool match_qual_zero = true, uint8 frame_n = 0, bool match_frame_n = false);
bool is_horsed() const; // is anyone on a horse?
bool is_everyone_horsed() const;
Obj *get_food(); // used while resting
// Automatic-walking. These methods should be replaced with ActorActions.
void walk(MapCoord *walkto, MapCoord *teleport, uint32 step_delay = 0);
void walk(MapCoord *walkto, uint32 step_delay = 0) {
walk(walkto, nullptr, step_delay);
}
void walk(Obj *moongate, MapCoord *teleport, uint32 step_delay = 0);
void enter_vehicle(Obj *ship_obj, uint32 step_delay = 0);
void exit_vehicle(uint16 x, uint16 y, uint16 z);
void stop_walking(bool force_music_change);
bool get_autowalk() const {
return autowalk;
}
void rest_gather();
void rest_sleep(uint8 hours, sint16 guard);
bool can_rest(Std::string &err_str);
void set_combat_target(uint8 member_num, Actor *target);
void set_combat_target(uint8 member_num, MapCoord target);
void clear_combat_target(uint8 member_num);
CombatTarget get_combat_target(uint8 member_num);
bool has_light_source();
void add_light_source() {
lightsources++; /* fprintf(stderr, "lightsources = %d\n", lightsources); */
}
void subtract_light_source() { /*assert(lightsources != 0);*/
lightsources--; /*fprintf(stderr, "lightsources = %d\n", lightsources); */
}
void update_light_sources();
bool combat_changes_music, vehicles_change_music;
protected:
void reform_party(); // call when adding or removing members
};
} // End of namespace Nuvie
} // End of namespace Ultima
#endif