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[gemrb.git] / gemrb / core / Game.h
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1 /* GemRB - Infinity Engine Emulator
2 * Copyright (C) 2003 The GemRB Project
4 * This program is free software; you can redistribute it and/or
5 * modify it under the terms of the GNU General Public License
6 * as published by the Free Software Foundation; either version 2
7 * of the License, or (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with this program; if not, write to the Free Software
16 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
21 /**
22 * @file Game.h
23 * Declares Game class, object representing current game state.
24 * @author The GemRB Project
28 class Game;
30 #ifndef GAME_H
31 #define GAME_H
33 #include "exports.h"
34 #include "ie_types.h"
36 #include "Actor.h"
37 #include "Map.h"
38 #include "Particles.h"
39 #include "Variables.h"
41 #include <vector>
43 //the length of a round in game ticks?
44 //default (ROUND_SIZE) is 6 seconds: 15 (AI_UPDATE_TIME)*6 (ROUND_SECODS)=90
45 #define ROUND_SIZE 90
46 #define ROUND_SECONDS 6
47 #define ROUND_PER_TURN 10
49 //the size of the bestiary register
50 #define BESTIARY_SIZE 260
52 //ShareXP flags
53 #define SX_DIVIDE 1 //divide XP among team members
54 #define SX_CR 2 //use challenge rating resolution
56 //joinparty flags
57 #define JP_JOIN 1 //refresh join time
58 #define JP_INITPOS 2 //init startpos
60 //protagonist mode
61 #define PM_NO 0 //no death checks
62 #define PM_YES 1 //if protagonist dies, game over
63 #define PM_TEAM 2 //if team dies, game over
65 // Flags bits for SelectActor()
66 // !!! Keep these synchronized with GUIDefines.py !!!
67 #define SELECT_NORMAL 0x00
68 #define SELECT_REPLACE 0x01 // when selecting actor, deselect all others
69 #define SELECT_QUIET 0x02 // do not run handler when changing selection
71 // Flags bits for EveryoneNearPoint()
72 #define ENP_CANMOVE 1 // also check if the PC can move
73 #define ENP_ONLYSELECT 2 // check only selected PC
75 // GUI Control Status flags (saved in game)
76 #define CS_PARTY_AI 1 //enable party AI
77 #define CS_MEDIUM 2 //medium dialog
78 #define CS_LARGE 6 //large dialog, both bits set
79 #define CS_DIALOGSIZEMASK 6
80 #define CS_DIALOG 8 //dialog is running
81 #define CS_HIDEGUI 16 //hide all gui
82 #define CS_ACTION 32 //hide action pane
83 #define CS_PORTRAIT 64 //hide portrait pane
84 #define CS_MAPNOTES 128 //hide mapnotes
86 //Weather bits
87 #define WB_NORMAL 0
88 #define WB_RAIN 1
89 #define WB_SNOW 2
90 #define WB_FOG 3
91 #define WB_MASK 7
92 #define WB_LIGHTNING 8
93 #define WB_HASWEATHER 0x40
94 #define WB_START 0x80
96 //Rest flags
97 #define REST_NOAREA 1 //no area check
98 #define REST_NOSCATTER 2 //no scatter check
99 #define REST_NOMOVE 4 //no movement check
100 #define REST_NOCRITTER 8 //no hostiles check
102 * @struct PCStruct
103 * Information about party member.
106 struct PCStruct {
107 ieWord Selected;
108 ieWord PartyOrder;
109 ieDword OffsetToCRE;
110 ieDword CRESize;
111 ieResRef CREResRef;
112 ieDword Orientation;
113 ieResRef Area;
114 ieWord XPos;
115 ieWord YPos;
116 ieWord ViewXPos;
117 ieWord ViewYPos;
118 ieWord ModalState;
119 ieWord Happiness;
120 unsigned char Unknown2c[96];
121 ieWord QuickWeaponSlot[MAX_QUICKWEAPONSLOT];
122 ieWord QuickWeaponHeader[MAX_QUICKWEAPONSLOT];
123 ieResRef QuickSpellResRef[MAX_QSLOTS];
124 ieWord QuickItemSlot[MAX_QUICKITEMSLOT];
125 ieWord QuickItemHeader[MAX_QUICKITEMSLOT];
126 char Name[32];
127 ieDword TalkCount;
128 ieByte QSlots[MAX_QSLOTS];
129 ieByte QuickSpellClass[MAX_QSLOTS];
132 #define IE_GAM_JOURNAL 0
133 #define IE_GAM_QUEST_UNSOLVED 1
134 #define IE_GAM_QUEST_DONE 2
135 #define IE_GAM_JOURNAL_USER 3
138 * @struct GAMJournalEntry
139 * Single entry in a journal
142 struct GAMJournalEntry {
143 ieStrRef Text;
144 ieDword GameTime; // in game time seconds
145 ieByte Chapter;
146 ieByte unknown09;
147 ieByte Section;
148 ieByte Group; // this is a GemRB extension
151 // Saved location of party member.
152 struct GAMLocationEntry {
153 ieResRef AreaResRef;
154 Point Pos;
157 #define MAX_CRLEVEL 32
159 typedef int CRRow[MAX_CRLEVEL];
162 * @class Game
163 * Object representing current game state, mostly party.
166 class GEM_EXPORT Game : public Scriptable {
167 public:
168 Game(void);
169 ~Game(void);
170 private:
171 std::vector< Actor*> PCs;
172 std::vector< Actor*> NPCs;
173 std::vector< Map*> Maps;
174 std::vector< GAMJournalEntry*> Journals;
175 std::vector< GAMLocationEntry*> savedpositions;
176 std::vector< GAMLocationEntry*> planepositions;
177 std::vector< char*> mastarea;
178 std::vector< ieDword> Attackers;
179 CRRow *crtable;
180 ieResRef restmovies[8];
181 ieResRef daymovies[8];
182 ieResRef nightmovies[8];
183 int MapIndex;
184 public:
185 std::vector< Actor*> selected;
186 int version;
187 int Expansion;
188 Variables* kaputz;
189 ieByte* beasts;
190 ieByte* mazedata; //only in PST
191 ieResRef Familiars[9];
192 ieDword CombatCounter;
193 ieDword StateOverrideFlag, StateOverrideTime;
194 ieDword BanterBlockFlag, BanterBlockTime;
196 /** Index of PC selected in non-walking environment (shops, inventory...) */
197 int SelectedSingle;
198 /** 0 if the protagonist's death doesn't cause game over */
199 /** 1 if the protagonist's death causes game over */
200 /** 2 if no check is needed (pst) */
201 int protagonist;
202 /** if party size exceeds this amount, a callback will be called */
203 size_t partysize;
204 ieDword Ticks;
205 ieDword interval; // 1000/AI_UPDATE (a tenth of a round in ms)
206 ieDword GameTime;
207 ieDword LastScriptUpdate; // GameTime at which UpdateScripts last ran
208 ieDword RealTime;
209 ieWord WhichFormation;
210 ieWord Formations[5];
211 ieDword PartyGold;
212 ieWord NpcInParty;
213 ieWord WeatherBits;
214 ieDword Unknown48;
215 ieDword Reputation;
216 ieDword ControlStatus;// used in bg2, iwd (where you can switch panes off)
217 ieResRef AnotherArea;
218 ieResRef CurrentArea;
219 ieResRef LoadMos;
220 Actor *timestop_owner;
221 ieDword timestop_end;
222 Particles *weather;
223 int event_timer;
224 char event_handler[64]; //like in Control
225 private:
226 /** reads the challenge rating table */
227 void LoadCRTable();
228 public:
229 /** Returns the PC's slot count for partyID */
230 int FindPlayer(unsigned int partyID);
231 /** Returns actor by slot */
232 Actor* GetPC(unsigned int slot, bool onlyalive);
233 /** Finds an actor in party by party ID, returns Actor, if not there, returns NULL*/
234 Actor* FindPC(unsigned int partyID);
235 Actor* FindNPC(unsigned int partyID);
236 /** Finds an actor in party, returns slot, if not there, returns -1*/
237 int InParty(Actor* pc) const;
238 /** Finds an actor in store, returns slot, if not there, returns -1*/
239 int InStore(Actor* pc) const;
240 /** Finds an actor in party by scripting name*/
241 Actor* FindPC(const char *deathvar);
242 /** Finds an actor in store by scripting name*/
243 Actor* FindNPC(const char *deathvar);
244 /** Sets the area and position of the actor to the starting position */
245 void InitActorPos(Actor *actor);
246 /** Joins party */
247 int JoinParty(Actor* pc, int join=JP_JOIN);
248 /** Return current party size */
249 int GetPartySize(bool onlyalive) const;
250 /** Returns the npcs count */
251 int GetNPCCount() const { return (int)NPCs.size(); }
252 /** Sends the hotkey trigger to all selected pcs */
253 void SetHotKey(unsigned long Key);
254 /** Select PC for non-walking environment (shops, inventory, ...) */
255 bool SelectPCSingle(int index);
256 /** Get index of selected PC for non-walking env (shops, inventory, ...) */
257 int GetSelectedPCSingle() const;
258 /** (De)selects actor. */
259 bool SelectActor( Actor* actor, bool select, unsigned flags );
261 /** Return current party level count for xp calculations */
262 int GetPartyLevel(bool onlyalive) const;
263 /** Reassigns inparty numbers, call it after party creation */
264 void ConsolidateParty();
265 /** Removes actor from party (if in there) */
266 int LeaveParty(Actor* pc);
267 /** Returns slot*/
268 int DelPC(unsigned int slot, bool autoFree = false);
269 int DelNPC(unsigned int slot, bool autoFree = false);
270 /** Returns map in index */
271 Map* GetMap(unsigned int index) const;
272 /** Returns a map from area name, loads it if needed
273 * use it for the biggest safety, change = true will change the current map */
274 Map* GetMap(const char *areaname, bool change);
275 /** Returns slot of the map if found */
276 int FindMap(const char *ResRef);
277 int AddMap(Map* map);
278 /** Determine if area is master area*/
279 bool MasterArea(const char *area);
280 /** Dynamically adding an area to master areas*/
281 void SetMasterArea(const char *area);
282 /** Returns slot of the map, if it was already loaded,
283 * don't load it again, set changepf == true,
284 * if you want to change the pathfinder too. */
285 int LoadMap(const char* ResRef);
286 int DelMap(unsigned int index, int forced = 0);
287 int AddNPC(Actor* npc);
288 Actor* GetNPC(unsigned int Index);
289 void SwapPCs(unsigned int Index1, unsigned int Index2);
290 bool IsDay();
291 void InAttack(ieDword globalID);
292 void OutAttack(ieDword globalID);
293 int AttackersOf(ieDword globalID, Map *area) const;
295 //journal entries
296 void DeleteJournalEntry(ieStrRef strref);
297 void DeleteJournalGroup(int Group);
298 /** Adds a journal entry from dialog data.
299 * Time and chapter are calculated on the fly
300 * Returns false if the entry already exists */
301 bool AddJournalEntry(ieStrRef strref, int section, int group);
302 /** Adds a journal entry while loading the .gam structure */
303 void AddJournalEntry(GAMJournalEntry* entry);
304 unsigned int GetJournalCount() const;
305 GAMJournalEntry* FindJournalEntry(ieStrRef strref);
306 GAMJournalEntry* GetJournalEntry(unsigned int Index);
308 unsigned int GetSavedLocationCount() const;
309 void ClearSavedLocations();
310 GAMLocationEntry* GetSavedLocationEntry(unsigned int Index);
312 unsigned int GetPlaneLocationCount() const;
313 void ClearPlaneLocations();
314 GAMLocationEntry* GetPlaneLocationEntry(unsigned int Index);
316 char *GetFamiliar(unsigned int Index);
318 bool IsBeastKnown(unsigned int Index) const {
319 if (!beasts) {
320 return false;
322 if (Index>=BESTIARY_SIZE) {
323 return false;
325 return beasts[Index] != 0;
327 void SetBeastKnown(unsigned int Index) {
328 if (!beasts) {
329 return;
331 if (Index>=BESTIARY_SIZE) {
332 return;
334 beasts[Index] = 1;
336 ieWord GetFormation() const {
337 if (WhichFormation>4) {
338 return 0;
340 return Formations[WhichFormation];
342 size_t GetAttackerCount() const {
343 return Attackers.size();
346 /** converts challenge rating to xp */
347 int GetXPFromCR(int cr);
348 /** shares XP among all party members */
349 void ShareXP(int XP, int flags);
350 /** returns true if we should start the party overflow window */
351 bool PartyOverflow() const;
352 /** returns true if actor is an attacker or being attacked */
353 bool PCInCombat(Actor *actor) const;
354 /** returns true if any pc is attacker or being attacked */
355 bool AnyPCInCombat() const;
356 /** returns true if the party death condition is true */
357 bool EveryoneDead() const;
358 /** returns true if no one moves */
359 bool EveryoneStopped() const;
360 bool EveryoneNearPoint(Map *map, const Point &p, int flags) const;
361 /** returns true if a PC just died */
362 int PartyMemberDied() const;
363 /** a party member just died now */
364 void PartyMemberDied(Actor *);
365 /** Increments chapter variable and refreshes kill stats */
366 void IncrementChapter();
367 /** Sets party reputation */
368 void SetReputation(ieDword r);
369 /** Sets the gamescreen control status (pane states, dialog textarea size) */
370 void SetControlStatus(int value, int operation);
371 /** Sets party size (1-32000) */
372 void SetPartySize(int value);
373 /** Sets a guiscript function to happen after x AI cycles have elapsed */
374 void SetTimedEvent(const char *fname, int count);
375 /** Sets protagonist mode to 0-none,1-protagonist,2-team */
376 void SetProtagonistMode(int value);
377 void StartRainOrSnow(bool conditional, int weather);
378 size_t GetLoadedMapCount() const { return Maps.size(); }
379 /** Adds or removes gold */
380 void AddGold(ieDword add);
381 /** Adds ticks to game time */
382 void AdvanceTime(ieDword add);
383 /** Runs the script engine on the global script and the area scripts
384 areas run scripts on door, infopoint, container, actors too */
385 void UpdateScripts();
386 /** runs area functionality, sets partyrested trigger */
387 void RestParty(int checks, int dream, int hp);
388 /** timestop effect initiated by actor */
389 void TimeStop(Actor *actor, ieDword end);
390 /** gets the colour which should be applied over the game area,
391 may return NULL */
392 const Color *GetGlobalTint() const;
393 /** draw weather */
394 void DrawWeather(const Region &screen, bool update);
395 /** updates current area music */
396 void ChangeSong(bool force = true);
397 /** sets expansion mode */
398 void SetExpansion(int exp);
399 /** Dumps information about the object */
400 void DebugDump();
401 /** Finds an actor by global ID */
402 Actor *GetActorByGlobalID(ieWord objectID);
403 private:
404 bool DetermineStartPosType(const TableMgr *strta);
405 ieResRef *GetDream(Map *area);
406 void PlayerDream();
409 #endif // ! GAME_H