/* 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 . * */ #ifndef ULTIMA4_GAME_GAME_H #define ULTIMA4_GAME_GAME_H #include "ultima/ultima4/events/event_handler.h" #include "ultima/ultima4/controllers/game_controller.h" #include "ultima/ultima4/core/observer.h" #include "ultima/ultima4/core/types.h" #include "ultima/ultima4/map/map.h" #include "ultima/ultima4/views/tileview.h" #include "ultima/ultima4/sound/sound.h" namespace Ultima { namespace Ultima4 { class Map; struct Portal; class Creature; class Location; class MoveEvent; class Party; class PartyEvent; class PartyMember; typedef enum { VIEW_NORMAL, VIEW_GEM, VIEW_RUNE, VIEW_DUNGEON, VIEW_DEAD, VIEW_CODEX, VIEW_MIXTURES } ViewMode; /* map and screen functions */ /** * Sets the view mode. */ void gameSetViewMode(ViewMode newMode); void gameUpdateScreen(); /* spell functions */ void gameSpellEffect(int spell, int player, Sound sound); /* action functions */ /** * Peers at a city from A-P (Lycaeum telescope) and functions like a gem */ bool gamePeerCity(int city, void *data); /** * Peers at a gem */ void peer(bool useGem = true); bool fireAt(const Coords &coords, bool originAvatar); Direction gameGetDirection(); uint32 gameTimeSinceLastCommand(); /* checking functions */ /** * Checks the hull integrity of the ship and handles * the ship sinking, if necessary */ void gameCheckHullIntegrity(); /* creature functions */ /** * Performs a ranged attack for the creature at x,y on the world map */ bool creatureRangeAttack(const Coords &coords, Creature *m); void gameCreatureCleanup(); /** * Spawns a creature (m) just offscreen of the avatar. * If (m==nullptr) then it finds its own creature to spawn and spawns it. */ bool gameSpawnCreature(const class Creature *m); /** * Fixes objects initially loaded by saveGameMonstersRead, * and alters movement behavior accordingly to match the creature */ void gameFixupObjects(Map *map); /** * Destroys all creatures on the current map. */ void gameDestroyAllCreatures(); /** * Handles what happens when a creature attacks you */ void gameCreatureAttack(Creature *obj); /* etc */ Common::String gameGetInput(int maxlen = 32); int gameGetPlayer(bool canBeDisabled, bool canBeActivePlayer); void gameGetPlayerForCommand(bool (*commandFn)(int player), bool canBeDisabled, bool canBeActivePlayer); /** * Deals an amount of damage between 'minDamage' and 'maxDamage' * to each party member, with a 50% chance for each member to * avoid the damage. If (minDamage == -1) or (minDamage >= maxDamage), * deals 'maxDamage' damage to each member. */ void gameDamageParty(int minDamage, int maxDamage); /** * Deals an amount of damage between 'minDamage' and 'maxDamage' * to the ship. If (minDamage == -1) or (minDamage >= maxDamage), * deals 'maxDamage' damage to the ship. */ void gameDamageShip(int minDamage, int maxDamage); /** * Sets (or unsets) the active player */ void gameSetActivePlayer(int player); /** * Gets the path of coordinates for an action. Each tile in the * direction specified by dirmask, between the minimum and maximum * distances given, is included in the path, until blockedPredicate * fails. If a tile is blocked, that tile is included in the path * only if includeBlocked is true. */ Std::vector gameGetDirectionalActionPath(int dirmask, int validDirections, const Coords &origin, int minDistance, int maxDistance, bool (*blockedPredicate)(const Tile *tile), bool includeBlocked); } // End of namespace Ultima4 } // End of namespace Ultima #endif