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