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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "ultima/ultima1/core/debugger.h"
#include "ultima/shared/early/game.h"
#include "ultima/shared/early/ultima_early.h"
#include "ultima/shared/maps/map.h"
namespace Ultima {
namespace Ultima1 {
static int strToInt(const char *s) {
if (!*s)
// No string at all
return 0;
else if (toupper(s[strlen(s) - 1]) != 'H')
// Standard decimal string
return atoi(s);
// Hexadecimal string
uint tmp = 0;
int read = sscanf(s, "%xh", &tmp);
if (read < 1)
error("strToInt failed on string \"%s\"", s);
return (int)tmp;
}
Debugger::Debugger() : GUI::Debugger() {
registerCmd("spell", WRAP_METHOD(Debugger, cmdSpell));
}
bool Debugger::cmdSpell(int argc, const char **argv) {
if (argc != 2) {
debugPrintf("spell <spell number>\n");
return true;
} else {
int spellId = strToInt(argv[1]);
Shared::Game *game = dynamic_cast<Shared::Game *>(g_vm->_game);
assert(game);
game->_map->castSpell(spellId);
return false;
}
}
} // End of namespace Ultima1
} // End of namespace Ultima

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef ULTIMA_ULTIMA1_ENGINE_DEBUGGER_H
#define ULTIMA_ULTIMA1_ENGINE_DEBUGGER_H
#include "gui/debugger.h"
namespace Ultima {
namespace Ultima1 {
/**
* Debugger base class
*/
class Debugger : public GUI::Debugger {
private:
bool cmdSpell(int argc, const char **argv);
public:
Debugger();
~Debugger() override {}
};
} // End of namespace Ultima1
} // End of namespace Ultima
#endif

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef ULTIMA_ULTIMA1_CORE_GAME_STATE_H
#define ULTIMA_ULTIMA1_CORE_GAME_STATE_H
#include "ultima/shared/core/game_state.h"
namespace Ultima {
namespace Ultima1 {
class Ultima1Game;
class GameState : public Shared::GameState {
public:
/**
* Constructor
*/
GameState(Ultima1Game *game);
/**
* Destructor
*/
virtual ~GameState() {}
/**
* Setup the initial game state
*/
void setup() override;
};
} // End of namespace Ultima1
} // End of namespace Ultima
#endif

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef ULTIMA_ULTIMA1_CORE_MESSAGES_H
#define ULTIMA_ULTIMA1_CORE_MESSAGES_H
#include "ultima/messages.h"
namespace Ultima {
namespace Ultima1 {
typedef Ultima::CMessage CMessage;
MESSAGE1(CMoveMsg, int, direction, 0);
} // End of namespace Shared
} // End of namespace Xeen
#endif

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
* Foundation, In, 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "ultima/ultima1/core/party.h"
#include "ultima/ultima1/core/resources.h"
#include "ultima/ultima1/game.h"
namespace Ultima {
namespace Ultima1 {
Party::Party(Ultima1Game *game) {
add(new Character(game));
}
void Party::setup() {
static_cast<Character *>(_characters.front())->setup();
}
/*-------------------------------------------------------------------*/
Character::Character(Ultima1Game *game) : Shared::Character(),
_weaponHands(game, this, WEAPON_HANDS),
_weaponDagger(game, this, WEAPON_DAGGER),
_weaponMace(game, this, WEAPON_MACE),
_weaponAxe(game, this, WEAPON_AXE),
_weaponRopeSpikes(game, this, WEAPON_ROPE_SPIKES),
_weaponSword(game, this, WEAPON_SWORD),
_weaponGreatSword(game, this, WEAPON_GREAT_SWORD),
_weaponBowArrows(game, this, WEAPON_BOW_ARROWS),
_weaponAmulet(game, this, WEAPON_AMULET),
_weaponWand(game, this, WEAPON_WAND),
_weaponStaff(game, this, WEAPON_STAFF),
_weaponTriangle(game, this, WEAPON_TRIANGLE),
_weaponPistol(game, this, WEAPON_PISTOL),
_weaponLightSword(game, this, WEAPON_LIGHT_SWORD),
_weaponPhazor(game, this, WEAPON_PHAZOR),
_weaponBlaster(game, this, WEAPON_BLASTER),
_armourSkin(game, this, ARMOR_SKIN),
_armourLeatherArmor(game, this, ARMOR_LEATHER_armour),
_armourChainMail(game, this, ARMOR_CHAIN_MAIL),
_armourPlateMail(game, this, ARMOR_PLATE_MAIL),
_armourVacuumSuit(game, this, ARMOR_VACUUM_SUIT),
_armourReflectSuit(game, this, ARMOR_REFLECT_SUIT),
_spellBlink(game, this),
_spellCreate(game, this),
_spellDestroy(game, this),
_spellKill(game, this),
_spellLadderDown(game, this),
_spellLadderUp(game, this),
_spellMagicMissile(game, this),
_spellOpen(game, this),
_spellPrayer(game, this),
_spellSteal(game, this),
_spellUnlock(game, this) {
setup();
}
void Character::setup() {
// Weapons setup
_weapons.push_back(&_weaponHands);
_weapons.push_back(&_weaponDagger);
_weapons.push_back(&_weaponMace);
_weapons.push_back(&_weaponAxe);
_weapons.push_back(&_weaponRopeSpikes);
_weapons.push_back(&_weaponSword);
_weapons.push_back(&_weaponGreatSword);
_weapons.push_back(&_weaponBowArrows);
_weapons.push_back(&_weaponAmulet);
_weapons.push_back(&_weaponWand);
_weapons.push_back(&_weaponStaff);
_weapons.push_back(&_weaponTriangle);
_weapons.push_back(&_weaponPistol);
_weapons.push_back(&_weaponLightSword);
_weapons.push_back(&_weaponPhazor);
_weapons.push_back(&_weaponBlaster);
// Armor setup
_armour.push_back(&_armourSkin);
_armour.push_back(&_armourLeatherArmor);
_armour.push_back(&_armourChainMail);
_armour.push_back(&_armourPlateMail);
_armour.push_back(&_armourVacuumSuit);
_armour.push_back(&_armourReflectSuit);
// Spells setup
_spells.push_back(&_spellPrayer);
_spells.push_back(&_spellOpen);
_spells.push_back(&_spellUnlock);
_spells.push_back(&_spellMagicMissile);
_spells.push_back(&_spellSteal);
_spells.push_back(&_spellLadderDown);
_spells.push_back(&_spellLadderUp);
_spells.push_back(&_spellBlink);
_spells.push_back(&_spellCreate);
_spells.push_back(&_spellDestroy);
_spells.push_back(&_spellKill);
}
/*-------------------------------------------------------------------*/
Weapon::Weapon(Ultima1Game *game, Character *c, WeaponType weaponType) :
_game(game), _character(c), _type(weaponType) {
_longName = game->_res->WEAPON_NAMES_UPPERCASE[weaponType];
_shortName = game->_res->WEAPON_NAMES_LOWERCASE[weaponType];
_distance = game->_res->WEAPON_DISTANCES[weaponType];
if (weaponType == WEAPON_HANDS)
_quantity = 0xffff;
}
uint Weapon::getMagicDamage() const {
uint damage = _game->getRandomNumber(1, _character->_intelligence);
switch (_type) {
case WEAPON_WAND:
damage *= 2;
break;
case WEAPON_AMULET:
damage = (damage * 3) / 2;
break;
case WEAPON_STAFF:
case WEAPON_TRIANGLE:
damage *= 3;
break;
default:
break;
}
return damage;
}
uint Weapon::getBuyCost() const {
return ((255 - _character->_intelligence) * _type * _type) / 256 + 5;
}
uint Weapon::getSellCost() const {
return ((_character->_intelligence + 40) * _type * _type) / 256 + 1;
}
/*-------------------------------------------------------------------*/
Armour::Armour(Ultima1Game *game, Character *c, ArmorType armorType) :
_character(c), _type(armorType) {
_name = game->_res->ARMOR_NAMES[armorType];
if (armorType == ARMOR_SKIN)
_quantity = 0xffff;
}
uint Armour::getBuyCost() const {
return (200 - _character->_intelligence) / 4 * _type;
}
uint Armour::getSellCost() const {
return (_character->_charisma / 4) * _type;
}
} // End of namespace Ultima1
} // End of namespace Ultima

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef ULTIMA_ULTIMA1_CORE_PARTY_H
#define ULTIMA_ULTIMA1_CORE_PARTY_H
#include "ultima/shared/core/party.h"
#include "ultima/ultima1/spells/blink.h"
#include "ultima/ultima1/spells/create.h"
#include "ultima/ultima1/spells/destroy.h"
#include "ultima/ultima1/spells/kill_magic_missile.h"
#include "ultima/ultima1/spells/ladder_down.h"
#include "ultima/ultima1/spells/ladder_up.h"
#include "ultima/ultima1/spells/open_unlock.h"
#include "ultima/ultima1/spells/prayer.h"
#include "ultima/ultima1/spells/steal.h"
namespace Ultima {
namespace Ultima1 {
enum WeaponType {
WEAPON_HANDS = 0, WEAPON_DAGGER = 1, WEAPON_MACE = 2, WEAPON_AXE = 3, WEAPON_ROPE_SPIKES = 4,
WEAPON_SWORD = 5, WEAPON_GREAT_SWORD = 6, WEAPON_BOW_ARROWS = 7, WEAPON_AMULET = 8,
WEAPON_WAND = 9, WEAPON_STAFF = 10, WEAPON_TRIANGLE = 11, WEAPON_PISTOL = 12,
WEAPON_LIGHT_SWORD = 13, WEAPON_PHAZOR = 14, WEAPON_BLASTER = 15
};
enum ArmorType {
ARMOR_SKIN = 0, ARMOR_LEATHER_armour = 1, ARMOR_CHAIN_MAIL = 2, ARMOR_PLATE_MAIL = 3,
ARMOR_VACUUM_SUIT = 4, ARMOR_REFLECT_SUIT = 5
};
class Ultima1Game;
class Character;
/**
* Derived weapon class
*/
class Weapon : public Shared::Weapon {
private:
Ultima1Game *_game;
Character *_character;
WeaponType _type;
public:
/**
* Constructor
*/
Weapon(Ultima1Game *game, Character *c, WeaponType weaponType);
/**
* Change the quantity by a given amount
*/
void changeQuantity(int delta) override {
if (_type != WEAPON_HANDS)
_quantity = (uint)CLIP((int)_quantity + delta, 0, 9999);
}
/**
* Gets the magic damage a given weapon does
*/
uint getMagicDamage() const;
/**
* Gets how much the weapon can be bought for
*/
uint getBuyCost() const;
/**
* Gets how much the weapon can sell for
*/
uint getSellCost() const;
};
/**
* Derived armor class
*/
class Armour : public Shared::Armour {
private:
// Ultima1Game *_game;
Character *_character;
ArmorType _type;
public:
/**
* Constructor
*/
Armour(Ultima1Game *game, Character *c, ArmorType armorType);
/**
* Change the quantity by a given amount
*/
void changeQuantity(int delta) override {
if (_type != ARMOR_SKIN)
_quantity = (uint)CLIP((int)_quantity + delta, 0, 9999);
}
/**
* Gets how much the weapon can be bought for
*/
uint getBuyCost() const;
/**
* Gets how much the weapon can sell for
*/
uint getSellCost() const;
};
/**
* Implements the data for a playable character within the game
*/
class Character : public Shared::Character {
private:
// Ultima1Game *_game;
Weapon _weaponHands;
Weapon _weaponDagger;
Weapon _weaponMace;
Weapon _weaponAxe;
Weapon _weaponRopeSpikes;
Weapon _weaponSword;
Weapon _weaponGreatSword;
Weapon _weaponBowArrows;
Weapon _weaponAmulet;
Weapon _weaponWand;
Weapon _weaponStaff;
Weapon _weaponTriangle;
Weapon _weaponPistol;
Weapon _weaponLightSword;
Weapon _weaponPhazor;
Weapon _weaponBlaster;
Armour _armourSkin;
Armour _armourLeatherArmor;
Armour _armourChainMail;
Armour _armourPlateMail;
Armour _armourVacuumSuit;
Armour _armourReflectSuit;
Spells::Blink _spellBlink;
Spells::Create _spellCreate;
Spells::Destroy _spellDestroy;
Spells::Kill _spellKill;
Spells::LadderDown _spellLadderDown;
Spells::LadderUp _spellLadderUp;
Spells::MagicMissile _spellMagicMissile;
Spells::Open _spellOpen;
Spells::Prayer _spellPrayer;
Spells::Steal _spellSteal;
Spells::Unlock _spellUnlock;
public:
/**
* Constructor
*/
Character(Ultima1Game *game);
virtual ~Character() {}
/**
* Setup the party
*/
void setup();
/**
* Return the equipped weapon
*/
Weapon *equippedWeapon() const { return static_cast<Weapon *>(_weapons[_equippedWeapon]); }
/**
* Return the equipped armor
*/
Armour *equippedArmour() const { return static_cast<Armour *>(_armour[_equippedArmour]); }
/**
* Return the equipped spell
*/
Spells::Spell *equippedSpell() const { return static_cast<Spells::Spell *>(_spells[_equippedSpell]); }
};
/**
* Implements the party
*/
class Party : public Shared::Party {
public:
/**
* Constructor
*/
Party(Ultima1Game *game);
/**
* Setup the party
*/
void setup();
/**
* Operator casting
*/
operator Character *() const { return static_cast<Character *>(_characters.front()); }
/**
* Operator casting
*/
operator Character &() const { return *static_cast<Character *>(_characters.front()); }
};
} // End of namespace Ultima1
} // End of namespace Ultima
#endif

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
* Foundation, In, 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "ultima/ultima1/core/quests.h"
#include "ultima/ultima1/core/resources.h"
#include "ultima/ultima1/game.h"
namespace Ultima {
namespace Ultima1 {
Quests::Quests(Ultima1Game *game) {
for (int idx = 0; idx < FLAGS_COUNT; ++idx)
push_back(QuestFlag(game));
}
void Quests::synchronize(Common::Serializer &s) {
for (uint idx = 0; idx < size(); ++idx)
(*this)[idx].synchronize(s);
}
/*-------------------------------------------------------------------*/
void QuestFlag::synchronize(Common::Serializer &s) {
s.syncAsByte(_state);
}
void QuestFlag::start() {
_state = IN_PROGRESS;
}
void QuestFlag::complete() {
if (isInProgress()) {
_state = COMPLETED;
Shared::CInfoMsg msg(_game->_res->QUEST_COMPLETED, true);
msg.execute(_game);
_game->playFX(5);
}
}
} // End of namespace Ultima1
} // End of namespace Ultima

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef ULTIMA_ULTIMA1_CORE_QUESTS_H
#define ULTIMA_ULTIMA1_CORE_QUESTS_H
#include "common/array.h"
#include "common/serializer.h"
namespace Ultima {
namespace Ultima1 {
#define FLAGS_COUNT 9
class Ultima1Game;
/**
* Quest entry
*/
class QuestFlag {
enum FlagState { UNSTARTED = 0, IN_PROGRESS = -1, COMPLETED = 1 };
private:
Ultima1Game *_game;
FlagState _state;
public:
/**
* Constructor
*/
QuestFlag() : _game(nullptr), _state(UNSTARTED) {}
/**
* Constructor
*/
QuestFlag(Ultima1Game *game) : _game(game), _state(UNSTARTED) {}
/**
* Synchronize the data for a single flag
*/
void synchronize(Common::Serializer &s);
/**
* Returns true if the quest is unstarted
*/
bool isUnstarted() const { return _state == UNSTARTED; }
/**
* Returns true if the quest is in progress
*/
bool isInProgress() const { return _state == IN_PROGRESS; }
/**
* Called when a quest is completed
*/
bool isComplete() const { return _state == COMPLETED; }
/**
* Mark a quest as in progress
*/
void start();
/**
* Complete an in-progress quest
*/
void complete();
};
/**
* Manages the list of quest flags
*/
class Quests : public Common::Array<QuestFlag> {
public:
/**
* Constructor
*/
Quests(Ultima1Game *game);
/**
* Synchronize the data for a single flag
*/
void synchronize(Common::Serializer &s);
};
} // End of namespace Ultima1
} // End of namespace Ultima
#endif

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef ULTIMA_ULTIMA1_CORE_RESOURCES_H
#define ULTIMA_ULTIMA1_CORE_RESOURCES_H
#include "ultima/shared/engine/resources.h"
namespace Ultima {
namespace Ultima1 {
#define LOCATION_COUNT 84
class GameResources : public Shared::LocalResourceFile {
protected:
/**
* Synchronize resource data
*/
void synchronize() override;
public:
const char *TITLE_MESSAGES[13];
const char *MAIN_MENU_TEXT[7];
const char *CHAR_GEN_TEXT[14];
const char *RACE_NAMES[4];
const char *SEX_NAMES[3];
const char *CLASS_NAMES[4];
const char *TRANSPORT_NAMES[10];
const char *STAT_NAMES[10];
const char *STATUS_TEXT[4];
const char *DIRECTION_NAMES[4];
const char *DUNGEON_MOVES[4];
const char *LOCATION_NAMES[LOCATION_COUNT];
byte LOCATION_X[LOCATION_COUNT];
byte LOCATION_Y[LOCATION_COUNT];
int LOCATION_PEOPLE[150][4];
byte DUNGEON_DRAW_DATA[1964];
const char *DUNGEON_ITEM_NAMES[2];
const char *WEAPON_NAMES_UPPERCASE[16];
const char *WEAPON_NAMES_LOWERCASE[16];
const char *WEAPON_NAMES_ARTICLE[16];
byte WEAPON_DISTANCES[16];
const char *ARMOR_NAMES[6];
const char *ARMOR_NAMES_ARTICLE[6];
const char *SPELL_NAMES[11];
const char *SPELL_PHRASES[14];
const char *GEM_NAMES[4];
byte OVERWORLD_MONSTER_DAMAGE[15];
const char *OVERWORLD_MONSTER_NAMES[15];
const char *DUNGEON_MONSTER_NAMES[99];
const char *LAND_NAMES[4];
const char *BLOCKED;
const char *ENTERING;
const char *THE_CITY_OF;
const char *DUNGEON_LEVEL;
const char *ATTACKED_BY;
const char *ARMOR_DESTROYED;
const char *GREMLIN_STOLE;
const char *MENTAL_ATTACK;
const char *MISSED;
const char *KILLED;
const char *DESTROYED;
const char *THIEF_STOLE;
const char *A, *AN;
const char *HIT;
const char *HIT_CREATURE;
const char *ATTACKS;
const char *DAMAGE;
const char *BARD_SPEECH1;
const char *BARD_SPEECH2;
const char *JESTER_SPEECH1;
const char *JESTER_SPEECH2;
const char *FOUND_KEY;
const char *BARD_STOLEN;
const char *JESTER_STOLEN;
const char *YOU_ARE_AT_SEA;
const char *YOU_ARE_IN_WOODS;
const char *YOU_ARE_IN_LANDS;
const char *FIND;
const char *A_SECRET_DOOR;
const char *GAIN_HIT_POINTS;
const char *OPENED;
const char *ACTION_NAMES[26];
const char *HUH;
const char *WHAT;
const char *FACE_THE_LADDER;
const char *CAUGHT;
const char *NONE_WILL_TALK;
const char *NOT_BY_COUNTER;
const char *BUY_SELL;
const char *BUY;
const char *SELL;
const char *NOTHING;
const char *NONE;
const char *NOTHING_HERE;
const char *NONE_HERE;
const char *SOLD;
const char *CANT_AFFORD;
const char *DONE;
const char *DROP_PENCE_WEAPON_armour;
const char *DROP_PENCE;
const char *DROP_WEAPON;
const char *DROP_armour;
const char *NOT_THAT_MUCH;
const char *OK;
const char *SHAZAM;
const char *ALAKAZOT;
const char *NO_KINGS_PERMISSION;
const char *SET_OFF_TRAP;
const char *THOU_DOST_FIND;
const char *NO_KEY;
const char *INCORRECT_KEY;
const char *DOOR_IS_OPEN;
const char *CANT_LEAVE_IT_HERE;
const char *INVENTORY;
const char *PLAYER;
const char *PLAYER_DESC;
const char *PRESS_SPACE_TO_CONTINUE;
const char *MORE;
const char *READY_WEAPON_armour_SPELL;
const char *WEAPON_armour_SPELL[3];
const char *TRANSPORT_WEAPONS[2];
const char *NO_EFFECT;
const char *USED_UP_SPELL;
const char *DUNGEON_SPELL_ONLY;
const char *MONSTER_REMOVED;
const char *FAILED;
const char *TELEPORTED;
const char *FIELD_CREATED;
const char *FIELD_DESTROYED;
const char *LADDER_CREATED;
const char *QUEST_COMPLETED;
const char *EXIT_CRAFT_FIRST;
const char *NOTHING_TO_BOARD;
const char *CANNOT_OPERATE;
const char *GROCERY_NAMES[8];
const char *GROCERY_SELL;
const char *GROCERY_PACKS1;
const char *GROCERY_PACKS2;
const char *GROCERY_PACKS3;
const char *GROCERY_PACKS_FOOD;
const char *GROCERY_FIND_PACKS;
const char *WEAPONRY_NAMES[8];
const char *NO_WEAPONRY_TO_SELL;
const char *ARMOURY_NAMES[8];
const char *NO_ARMOUR_TO_SELL;
const char *MAGIC_NAMES[8];
const char *DONT_BUY_SPELLS;
const char *TAVERN_NAMES[8];
const char *TAVERN_TEXT[4];
const char *TAVERN_TIPS[13];
const char *TRANSPORTS_NAMES[8];
const char *TRANSPORTS_TEXT[2];
const char *WITH_KING;
const char *HE_IS_NOT_HERE;
const char *HE_REJECTS_OFFER;
const char *KING_TEXT[12];
public:
GameResources();
GameResources(Shared::Resources *resManager);
};
} // End of namespace Ultima1
} // End of namespace Ultima
#endif

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@@ -0,0 +1,46 @@
/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef ULTIMA_ULTIMA1_CORE_WIDGET_PLAYER_H
#define ULTIMA_ULTIMA1_CORE_WIDGET_PLAYER_H
#include "ultima/shared/core/map.h"
namespace Ultima {
namespace Ultima1 {
class WidgetPlayer : public Shared::MapWidget {
public:
/**
* Constructor
*/
WidgetPlayer(Shared::Game *game, Shared::Map *map) : Shared::MapWidget(game, map) {}
/**
* Get the tile for the widget
*/
virtual uint getTileNum() const { return 10; }
};
} // End of namespace Ultima1
} // End of namespace Ultima
#endif