1 /* ScummVM - Graphic Adventure Engine
2  *
3  * ScummVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the COPYRIGHT
5  * file distributed with this source distribution.
6  *
7  * This program is free software; you can redistribute it and/or
8  * modify it under the terms of the GNU General Public License
9  * as published by the Free Software Foundation; either version 2
10  * of the License, or (at your option) any later version.
11  *
12  * This program is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15  * GNU General Public License for more details.
16  *
17  * You should have received a copy of the GNU General Public License
18  * along with this program; if not, write to the Free Software
19  * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20  *
21  */
22 
23 #ifndef WORLD_ACTORS_COMBATPROCESS_H
24 #define WORLD_ACTORS_COMBATPROCESS_H
25 
26 #include "ultima/ultima8/kernel/process.h"
27 #include "ultima/ultima8/misc/direction.h"
28 
29 namespace Ultima {
30 namespace Ultima8 {
31 
32 class Actor;
33 
34 class CombatProcess : public Process {
35 public:
36 	CombatProcess();
37 	CombatProcess(Actor *actor);
38 
39 	ENABLE_RUNTIME_CLASSTYPE()
40 
41 	void run() override;
42 
43 	void terminate() override;
44 
45 	ObjId getTarget();
46 	void setTarget(ObjId target);
47 	ObjId seekTarget();
48 
49 	void dumpInfo() const override;
50 
51 	bool loadData(Common::ReadStream *rs, uint32 version);
52 	void saveData(Common::WriteStream *ws) override;
53 
54 protected:
55 	bool isValidTarget(const Actor *target) const;
56 	bool isEnemy(const Actor *target) const;
57 	bool inAttackRange() const;
58 	Direction getTargetDirection() const;
59 
60 	void turnToDirection(Direction direction);
61 	void waitForTarget();
62 
63 	ObjId _target;
64 	ObjId _fixedTarget;
65 
66 	enum CombatMode {
67 		CM_WAITING = 0,
68 		CM_PATHFINDING,
69 		CM_ATTACKING
70 	} _combatMode;
71 };
72 
73 } // End of namespace Ultima8
74 } // End of namespace Ultima
75 
76 #endif
77