1 /* ScummVM - Graphic Adventure Engine
2  *
3  * ScummVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the COPYRIGHT
5  * file distributed with this source distribution.
6  *
7  * This program is free software; you can redistribute it and/or
8  * modify it under the terms of the GNU General Public License
9  * as published by the Free Software Foundation; either version 2
10  * of the License, or (at your option) any later version.
11  *
12  * This program is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15  * GNU General Public License for more details.
16  *
17  * You should have received a copy of the GNU General Public License
18  * along with this program; if not, write to the Free Software
19  * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20  *
21  */
22 
23 #ifndef ULTIMA4_GAME_GAME_H
24 #define ULTIMA4_GAME_GAME_H
25 
26 #include "ultima/ultima4/events/event_handler.h"
27 #include "ultima/ultima4/controllers/game_controller.h"
28 #include "ultima/ultima4/core/observer.h"
29 #include "ultima/ultima4/core/types.h"
30 #include "ultima/ultima4/map/map.h"
31 #include "ultima/ultima4/views/tileview.h"
32 #include "ultima/ultima4/sound/sound.h"
33 
34 namespace Ultima {
35 namespace Ultima4 {
36 
37 class Map;
38 struct Portal;
39 class Creature;
40 class Location;
41 class MoveEvent;
42 class Party;
43 class PartyEvent;
44 class PartyMember;
45 
46 typedef enum {
47 	VIEW_NORMAL,
48 	VIEW_GEM,
49 	VIEW_RUNE,
50 	VIEW_DUNGEON,
51 	VIEW_DEAD,
52 	VIEW_CODEX,
53 	VIEW_MIXTURES
54 } ViewMode;
55 
56 /* map and screen functions */
57 
58 /**
59  * Sets the view mode.
60  */
61 void gameSetViewMode(ViewMode newMode);
62 void gameUpdateScreen();
63 
64 /* spell functions */
65 void gameSpellEffect(int spell, int player, Sound sound);
66 
67 /* action functions */
68 /**
69  * Peers at a city from A-P (Lycaeum telescope) and functions like a gem
70  */
71 bool gamePeerCity(int city, void *data);
72 
73 /**
74  * Peers at a gem
75  */
76 void peer(bool useGem = true);
77 bool fireAt(const Coords &coords, bool originAvatar);
78 Direction gameGetDirection();
79 uint32 gameTimeSinceLastCommand();
80 
81 /* checking functions */
82 /**
83  * Checks the hull integrity of the ship and handles
84  * the ship sinking, if necessary
85  */
86 void gameCheckHullIntegrity();
87 
88 /* creature functions */
89 /**
90  * Performs a ranged attack for the creature at x,y on the world map
91  */
92 bool creatureRangeAttack(const Coords &coords, Creature *m);
93 void gameCreatureCleanup();
94 
95 /**
96  * Spawns a creature (m) just offscreen of the avatar.
97  * If (m==nullptr) then it finds its own creature to spawn and spawns it.
98  */
99 bool gameSpawnCreature(const class Creature *m);
100 
101 /**
102  * Fixes objects initially loaded by saveGameMonstersRead,
103  * and alters movement behavior accordingly to match the creature
104  */
105 void gameFixupObjects(Map *map);
106 
107 /**
108  * Destroys all creatures on the current map.
109  */
110 void gameDestroyAllCreatures();
111 
112 /**
113  * Handles what happens when a creature attacks you
114  */
115 void gameCreatureAttack(Creature *obj);
116 
117 /* etc */
118 Common::String gameGetInput(int maxlen = 32);
119 int gameGetPlayer(bool canBeDisabled, bool canBeActivePlayer);
120 void gameGetPlayerForCommand(bool (*commandFn)(int player), bool canBeDisabled, bool canBeActivePlayer);
121 
122 /**
123  * Deals an amount of damage between 'minDamage' and 'maxDamage'
124  * to each party member, with a 50% chance for each member to
125  * avoid the damage.  If (minDamage == -1) or (minDamage >= maxDamage),
126  * deals 'maxDamage' damage to each member.
127  */
128 void gameDamageParty(int minDamage, int maxDamage);
129 
130 /**
131  * Deals an amount of damage between 'minDamage' and 'maxDamage'
132  * to the ship.  If (minDamage == -1) or (minDamage >= maxDamage),
133  * deals 'maxDamage' damage to the ship.
134  */
135 void gameDamageShip(int minDamage, int maxDamage);
136 
137 /**
138  * Sets (or unsets) the active player
139  */
140 void gameSetActivePlayer(int player);
141 
142 /**
143  * Gets the path of coordinates for an action.  Each tile in the
144  * direction specified by dirmask, between the minimum and maximum
145  * distances given, is included in the path, until blockedPredicate
146  * fails.  If a tile is blocked, that tile is included in the path
147  * only if includeBlocked is true.
148  */
149 Std::vector<Coords> gameGetDirectionalActionPath(int dirmask, int validDirections, const Coords &origin, int minDistance, int maxDistance, bool (*blockedPredicate)(const Tile *tile), bool includeBlocked);
150 
151 } // End of namespace Ultima4
152 } // End of namespace Ultima
153 
154 #endif
155