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113 lines
2.4 KiB
C++
113 lines
2.4 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 ULTIMA_SHARED_CORE_GAME_STATE_H
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#define ULTIMA_SHARED_CORE_GAME_STATE_H
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#include "ultima/shared/core/rect.h"
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#include "ultima/shared/core/character.h"
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#include "ultima/shared/core/map.h"
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namespace Ultima {
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namespace Shared {
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class Game;
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enum VideoMode {
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UNSET = -1, CGA = 0, EGA = 1, TGA = 2, VGA_ENHANCED = 3
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};
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class GameState {
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protected:
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Game *_game;
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public:
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/**
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* Position in the world map. This is stored separately from the map so that the same point can
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* be returned to when leaving locations
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*/
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Point _worldMapPos;
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/**
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* Characters in the party. In the earlier Ultima games, this is a single character
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*/
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CharacterArray _characters;
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/**
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* Currently active character. In earlier Ultima games, this is the single party member
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*/
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Character *_currentCharacter;
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/**
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* Pointer to the map manager for the game
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*/
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Map *_map;
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/**
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* Game type Id
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*/
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uint _gameId;
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/**
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* Video mode
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*/
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VideoMode _videoMode;
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/**
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* The number of hit points to generate when a dungeon is left
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*/
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uint _dungeonExitHitPoints;
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/**
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* Stores the base random seed used for generating deterministic dungeon levels
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*/
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uint32 _randomSeed;
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public:
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/**
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* Constructor
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*/
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GameState(Game *game);
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/**
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* Destructor
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*/
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virtual ~GameState();
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/**
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* Setup the initial game state
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*/
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virtual void setup() {}
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/**
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* Returns true if the party is dead
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*/
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bool isPartyDead() const;
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/**
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* Returns true if the party has no food
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*/
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bool isPartyFoodless() const;
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};
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} // End of namespace Shared
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} // End of namespace Ultima
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#endif
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