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