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