/* 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 . * */ #include "ultima/ultima4/map/city.h" #include "ultima/ultima4/game/context.h" #include "ultima/ultima4/conversation/conversation.h" #include "ultima/ultima4/game/creature.h" #include "ultima/ultima4/game/object.h" #include "ultima/ultima4/game/person.h" #include "ultima/ultima4/game/player.h" namespace Ultima { namespace Ultima4 { City::City() : Map() { } City::~City() { for (auto *i : _persons) delete i; for (auto *j : _personRoles) delete j; for (auto *k : _extraDialogues) delete k; } Common::String City::getName() { return _name; } Person *City::addPerson(Person *person) { // Make a copy of the person before adding them, so // things like angering the guards, etc. will be // forgotten the next time you visit :) Person *p = new Person(person); // Set the start coordinates for the person p->setMap(this); p->goToStartLocation(); _objects.push_back(p); return p; } void City::addPeople() { PersonList::iterator current; // Make sure the city has no people in it already removeAllPeople(); for (current = _persons.begin(); current != _persons.end(); current++) { Person *p = *current; if ((p->getTile() != 0) && !(g_context->_party->canPersonJoin(p->getName(), nullptr) && g_context->_party->isPersonJoined(p->getName())) ) addPerson(p); } } void City::removeAllPeople() { ObjectDeque::iterator obj; for (obj = _objects.begin(); obj != _objects.end();) { if (isPerson(*obj)) obj = removeObject(obj); else obj++; } } Person *City::personAt(const Coords &coords) { Object *obj; obj = objectAt(coords); if (isPerson(obj)) return dynamic_cast(obj); else return nullptr; } bool isCity(Map *punknown) { City *pCity; if ((pCity = dynamic_cast(punknown)) != nullptr) return true; else return false; } } // End of namespace Ultima4 } // End of namespace Ultima