/* 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 ULTIMA_SHARED_MAPS_MAP_BASE_H #define ULTIMA_SHARED_MAPS_MAP_BASE_H #include "common/array.h" #include "common/serializer.h" #include "ultima/shared/core/base_object.h" #include "ultima/shared/core/rect.h" #include "ultima/shared/maps/map_widget.h" namespace Ultima { namespace Shared { class Game; namespace Maps { typedef int MapId; typedef byte MapCell; class Map; class MapTile; /** * Base class for specific map types */ class MapBase { /** * Widgets array */ class WidgetsArray : public Common::Array { public: /** * Finds a widget by class */ MapWidget *findByClass(const ClassDef &classDef) const; }; /** * Internal class used for storing the data for a row */ struct MapCellsRow { private: Common::Array _data; public: byte &operator[](int idx) { return _data[idx]; } byte operator[](int idx) const { return _data[idx]; } /** * Resize the row */ void resize(size_t newSize) { _data.resize(newSize); } }; /** * Stores state about the current viewport being displayed. It's kept as part of the Map class * as a convenience to be alongside the current party position */ struct ViewportPosition { Point _topLeft; // Top, left tile position for viewport Point _size; // Size of the viewport. Just in case we ever allow it to change MapId _mapId; // Maze the viewport is for. Used to detect when the map changes /** * Constructor */ ViewportPosition() : _topLeft(-1, -1), _mapId(-1) {} /** * Returns true if the viewport is in a valid state */ bool isValid() const { return _mapId != -1; } /** * Handles loading and saving viewport */ void synchronize(Common::Serializer &s) { s.syncAsUint16LE(_topLeft.x); s.syncAsUint16LE(_topLeft.y); } /** * Resets the viewport position, so it'll get recalculated the next call to getViewportPosition */ void reset() { _mapId = -1; } }; private: // Map *_map; // Map manager reference Game *_game; // Game reference bool _mapModified; // Tiles have been dynamically changed protected: MapId _mapId; // The map Id uint _mapIndex; // Index of map within the group of same maps uint _mapStyle; // Map style category for towns & castles ViewportPosition _viewportPos; // Viewport position Common::Array _data; // Data for the map protected: /** * Set the size of the map */ void setDimensions(const Point &size); /** * Adds a text string to the info area * @param text Text to add * @param newLine Whether to apply a newline at the end * @param replaceLine If true, replaces the current last line */ void addInfoMsg(const Common::String &text, bool newLine = true, bool replaceLine = false); public: Point _size; // X, Y size of the map Point _tilesPerOrigTile; // For enhanced modes, number of tiles per original game tile Common::String _name; // Name of map, if applicable MapWidget *_playerWidget; // Current means of transport, even if on foot WidgetsArray _widgets; // Party, monsteres, transports, etc. public: /** * Constructor */ MapBase(Game *game, Map *) : _game(game),_playerWidget(nullptr), _mapModified(false), _mapId(0), _mapIndex(0), _mapStyle(0) {} /** * Destructor */ virtual ~MapBase() {} /** * Handles loading and saving the map's data */ virtual void synchronize(Common::Serializer &s); /** * Adds a widget to the map */ void addWidget(MapWidget *widget); /** * Removes a widget from the map */ void removeWidget(MapWidget *widget); /** * Clears all map data */ virtual void clear(); /** * Gets a tile at a given position */ virtual void getTileAt(const Point &pt, MapTile *tile, bool includePlayer = true); /** * Sets a tile at a given position */ virtual void setTileAt(const Point &pt, uint tileId); /** * Resets the viewport when the viewport changes */ void resetViewport(); /** * Get the viewport position */ virtual Point getViewportPosition(const Point &viewportSize); /** * Load the map */ virtual void load(MapId mapId); /** * Changes the level. Only applicable to dungeon maps which have levels * @param delta Delta to change dungeon level by * @returns False if dungeon left, true if still within dungeon */ virtual bool changeLevel(int delta) { return true; } /** * Get the current map level */ virtual uint getLevel() const { return 0; } /** * Returns whether the map wraps around to the other side at it's edges (i.e. the overworld) */ virtual bool isMapWrapped() const { return false; } /** * Instantiates a widget type by name */ virtual MapWidget *createWidget(const Common::String &name) = 0; /** * Returns the width of the map */ size_t width() const { return _size.x; } /** * Returns the height of the map */ size_t height() const { return _size.y; } /** * Get the current position */ Point getPosition() const; /** * Set the current position */ void setPosition(const Point &pt); /** * Get the current direction */ Direction getDirection() const; /** * Set the current direction */ void setDirection(Direction dir); /** * Returns a delta for the cell in front of the player based on the direction they're facing */ Point getDirectionDelta() const; /** * Gets a point relative to the current position */ virtual Point getDeltaPosition(const Point &delta); /** * Returns the map Id */ MapId getMapId() const { return _mapId; } /** * Gets the map Index */ uint getMapIndex() const { return _mapIndex; } /** * Gets the map style */ uint getMapStyle() const { return _mapStyle; } /** * Shifts the viewport by a given delta */ virtual void shiftViewport(const Point &delta); /** * Updates the map at the end of a turn */ virtual void update(); /** * Cast a specific spell */ virtual void castSpell(uint spell) = 0; }; } // End of namespace Maps } // End of namespace Shared } // End of namespace Ultima #endif