/* 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_MAP_MOVEMENT_H #define ULTIMA4_MAP_MOVEMENT_H #include "ultima/ultima4/map/direction.h" #include "ultima/ultima4/map/map.h" namespace Ultima { namespace Ultima4 { class Object; class Map; class Tile; enum SlowedType { SLOWED_BY_NOTHING, SLOWED_BY_TILE, SLOWED_BY_WIND }; enum MoveResult { MOVE_SUCCEEDED = 0x0001, MOVE_END_TURN = 0x0002, MOVE_BLOCKED = 0x0004, MOVE_MAP_CHANGE = 0x0008, MOVE_TURNED = 0x0010, /* dungeons and ship movement */ MOVE_DRIFT_ONLY = 0x0020, /* balloon -- no movement */ MOVE_EXIT_TO_PARENT = 0x0040, MOVE_SLOWED = 0x0080, MOVE_MUST_USE_SAME_EXIT = 0x0100 }; class MoveEvent { public: MoveEvent(Direction d, bool user) : _dir(d), _userEvent(user), _result(MOVE_SUCCEEDED) {} Direction _dir; /**< the direction of the move */ bool _userEvent; /**< whether the user initiated the move */ MoveResult _result; /**< how the movement was resolved */ }; /** * Attempt to move the avatar in the given direction. User event * should be set if the avatar is being moved in response to a * keystroke. Returns zero if the avatar is blocked. */ void moveAvatar(MoveEvent &event); /** * Moves the avatar while in dungeon view */ void moveAvatarInDungeon(MoveEvent &event); /** * Moves an object on the map according to its movement behavior * Returns 1 if the object was moved successfully, 0 if slowed, * tile direction changed, or object simply cannot move * (fixed objects, nowhere to go, etc.) */ int moveObject(class Map *map, class Creature *obj, MapCoords avatar); /** * Moves an object in combat according to its chosen combat action */ int moveCombatObject(int action, class Map *map, class Creature *obj, MapCoords target); /** * Moves a party member during combat screens */ void movePartyMember(MoveEvent &event); /** * Default handler for slowing movement. * Returns true if slowed, false if not slowed */ bool slowedByTile(const Tile *tile); /** * Slowed depending on the direction of object with respect to wind direction * Returns true if slowed, false if not slowed */ bool slowedByWind(int direction); } // End of namespace Ultima4 } // End of namespace Ultima #endif