/* 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