/* 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_ULTIMA1_MAP_MAP_CITY_CASTLE_H #define ULTIMA_ULTIMA1_MAP_MAP_CITY_CASTLE_H #include "ultima/ultima1/maps/map_base.h" namespace Ultima { namespace Ultima1 { namespace Widgets { class Person; class Merchant; } namespace Maps { enum CityTile { CTILE_GROUND = 1, CTILE_POND_EDGE1 = 51, CTILE_POND_EDGE2 = 52, CTILE_POND_EDGE3 = 53, CTILE_GATE = 11, CTILE_LOCK1 = 60, CTILE_LOCK2 = 61, CTILE_63 = 63 }; /** * Common base class for city and castle maps */ class MapCityCastle : public MapBase { protected: /** * Load widget list for the map */ void loadWidgets(); /** * Load the base map for towns and castles */ void loadTownCastleData(); /** * Get a merchant for a given steal-type tile */ Widgets::Merchant *getStealMerchant(); /** * Get a person to talk to based on the tile the player is on */ Widgets::Person *getTalkPerson(); public: bool _guardsHostile; // Flag for whether guards are hostile uint _tipCounter; // Tip counter for taverns public: /** * Constructor */ MapCityCastle(Ultima1Game *game, Ultima1Map *map) : MapBase(game, map), _guardsHostile(false), _tipCounter(0) {} /** * Load the map */ void load(Shared::Maps::MapId mapId) override; /** * Gets a tile at a given position */ void getTileAt(const Point &pt, Shared::Maps::MapTile *tile, bool includePlayer = true) override; /** * Clears all map data */ void clear() override; /** * Get the viewport position */ Point getViewportPosition(const Point &viewportSize) override; /** * Cast a spell */ void cast() override; /** * Do a drop action */ void drop() override; /** * Do an inform action */ void inform() override; /** * Do a steal action */ void steal() override; /** * Perform an attack in a direction * @param direction Direction * @param effectId Sound effect to play * @param maxDistance Maximum distance in the given direction * @param amount Damage amount * @param agility Agility threshold * @param widgetNa */ void attack(int direction, int effectId, uint maxDistance, uint amount, uint agility, const Common::String &hitWidget) override; /** * Returns true if a wench is on an adjacent tile to the player */ bool isWenchNearby() const; }; /** * City map */ class MapCity : public MapCityCastle { public: /** * Constructor */ MapCity(Ultima1Game *game, Ultima1Map *map) : MapCityCastle(game, map) {} /** * Destructor */ ~MapCity() override {} /** * Load the map */ void load(Shared::Maps::MapId mapId) override; /** * Handles dropping an amount of coins */ void dropCoins(uint coins) override; /** * Do a get action */ void get() override; /** * Do a talk action */ void talk() override; /** * Do an unlock action */ void unlock() override; }; /** * Castle map */ class MapCastle : public MapCityCastle { public: uint _castleKey; // Key for castle map lock int _getCounter; // Counter for allowed gets without stealing check bool _freeingPrincess; // Set when freeing the princess is in progress public: /** * Constructor */ MapCastle(Ultima1Game *game, Ultima1Map *map) : MapCityCastle(game, map), _castleKey(0), _getCounter(0), _freeingPrincess(false) {} /** * Load the map */ void load(Shared::Maps::MapId mapId) override; /** * Handles loading and saving the map's data */ void synchronize(Common::Serializer &s) override; /** * Handles dropping an amount of coins */ void dropCoins(uint coins) override; /** * Do a get action */ void get() override; /** * Do a talk action */ void talk() override; /** * Do an unlock action */ void unlock() override; /** * Returns true if Lord British's castle is the currently active map */ bool isLordBritishCastle() const; }; } // End of namespace Maps } // End of namespace Ultima1 } // End of namespace Ultima #endif