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/* 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 <http://www.gnu.org/licenses/>.
*
*/
#ifndef ULTIMA_SHARED_CORE_MAP_H
#define ULTIMA_SHARED_CORE_MAP_H
#include "common/array.h"
#include "common/ptr.h"
#include "common/serializer.h"
#include "ultima/shared/core/rect.h"
#include "ultima/shared/gfx/dungeon_surface.h"
namespace Ultima {
namespace Shared {
#define REGISTER_WIDGET(NAME) if (name == #NAME) return new Widgets::NAME(_game, (Ultima1Map::MapBase *)map)
#define DECLARE_WIDGET(NAME) const char *getClassName() const override { return #NAME; }
enum Direction {
DIR_NONE = 0,
DIR_LEFT = 1, DIR_RIGHT = 2, DIR_UP = 3, DIR_DOWN = 4,
DIR_WEST = 1, DIR_EAST = 2, DIR_NORTH = 3, DIR_SOUTH = 4
};
typedef byte MapCell;
typedef int MapId;
class Game;
class MapWidget;
typedef Common::SharedPtr<MapWidget> MapWidgetPtr;
/**
* Contains data about a given position within the map
*/
class MapTile {
public:
int _tileId; // Tile Id
int _tileNum; // Tile number to display. Normally equals Tile Id, but can differ in rare cases
int _widgetNum; // Widget number, if any
MapWidget *_widget; // Widget pointer
int _itemNum; // Item number, if any
// Dungeon tile flags
bool _isDoor, _isSecretDoor;
bool _isLadderUp, _isLadderDown;
bool _isWall, _isHallway, _isBeams;
public:
/**
* Constructor
*/
MapTile() : _tileNum(-1), _tileId(-1), _widgetNum(-1), _widget(nullptr), _itemNum(-1),
_isDoor(false), _isSecretDoor(false), _isLadderUp(false), _isLadderDown(false), _isWall(false),
_isHallway(false), _isBeams(false) {}
/**
* Destructor
*/
virtual ~MapTile() {}
/**
* Clears the map tile information
*/
virtual void clear();
/**
* Returns true if the tile is a door in a dungeon
*/
bool isDoor() const { return _isDoor; }
/**
* Returns true if the tile is a wall or secret door in a dungeon
*/
bool isWallOrSecretDoor() const { return _isWall || _isSecretDoor; }
/**
* Returns true if the tile in a dungeon is a type that has walls on it: walls, doors, or secret doors
*/
bool isWallOrDoorway() const { return _isWall || _isDoor || _isSecretDoor; }
/**
* Returns true if a tile is a solid type within a dungeon
*/
bool isSolid() const { return !(_isHallway || _isLadderUp || _isLadderDown || _isBeams); }
};
/**
* Base class for managing maps within the game
*/
class Map {
/**
* 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; }
};
/**
* Internal class used for storing the data for a row
*/
struct MapCellsRow {
public:
Common::Array<MapCell> _data;
public:
byte &operator[](int idx) { return _data[idx]; }
byte operator[](int idx) const { return _data[idx]; }
};
public:
/**
* Base class for specific map types
*/
class MapBase {
private:
Map *_map; // Map manager reference
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
protected:
/**
* Set the size of the map
*/
void setDimensions(const Point &size);
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
Common::Array<MapWidgetPtr> _widgets; // Party, monsteres, transports, etc.
Common::Array<MapCellsRow> _data; // Data for the map
public:
/**
* Constructor
*/
MapBase(Game *game, Map *map) : _map(map), _playerWidget(nullptr), _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);
/**
* 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; }
/**
* 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; }
/**
* 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();
};
protected:
MapBase *_mapArea;
public:
/**
* Constructor
*/
Map() : _mapArea(nullptr) {}
/**
* Destructor
*/
virtual ~Map() {}
/**
* Load a given map
*/
virtual void load(MapId mapId);
/**
* Clears all map data
*/
virtual void clear();
/**
* Handles loading and saving the map's data
*/
virtual void synchronize(Common::Serializer &s);
/**
* Instantiates a widget type by name
*/
virtual MapWidget *createWidget(Map::MapBase *map, const Common::String &name) = 0;
/**
* Gets a tile at a given position
*/
void getTileAt(const Point &pt, MapTile *tile) {
assert(_mapArea);
return _mapArea->getTileAt(pt, tile);
}
/**
* Get the viewport position
*/
Point getViewportPosition(const Point &viewportSize) {
assert(_mapArea);
return _mapArea->getViewportPosition(viewportSize);
}
/**
* Return the width of the map
*/
size_t width() const {
assert(_mapArea);
return _mapArea->width();
}
/**
* Return the height of the map
*/
size_t height() const {
assert(_mapArea);
return _mapArea->height();
}
/**
* Return the current position
*/
Point getPosition() const {
assert(_mapArea);
return _mapArea->getPosition();
}
/**
* Set the position
*/
void setPosition(const Point &pt) {
assert(_mapArea);
_mapArea->setPosition(pt);
}
/**
* Get the current direction
*/
Direction getDirection() const {
assert(_mapArea);
return _mapArea->getDirection();
}
/**
* Set the current direction
*/
void setDirection(Direction dir) {
assert(_mapArea);
_mapArea->setDirection(dir);
}
/**
* Returns a delta for the cell in front of the player based on the direction they're facing
*/
Point getDirectionDelta() const {
assert(_mapArea);
return _mapArea->getDirectionDelta();
}
/**
* Gets a point relative to the current position
*/
Point getDeltaPosition(const Point &delta) {
assert(_mapArea);
return _mapArea->getDeltaPosition(delta);
}
/**
* Shifts the viewport by a given delta
*/
void shiftViewport(const Point &delta) {
assert(_mapArea);
_mapArea->shiftViewport(delta);
}
/**
* Returns the number of tiles in the map there are for each tile in the original game.
* This allows for more detailed maps in the enhanced game modes
*/
Point getTilesPerOrigTile() const {
assert(_mapArea);
return _mapArea->_tilesPerOrigTile;
}
/**
* Return the name of the map
*/
Common::String getName() const {
assert(_mapArea);
return _mapArea->_name;
}
/**
* Returns the currently active widget that the player is controlling
*/
MapWidget *getPlayerWidget() const {
assert(_mapArea);
return _mapArea->_playerWidget;
}
/**
* @param delta Delta to change dungeon level by
* @returns False if dungeon left, true if still within dungeon
*/
bool changeLevel(int delta) {
assert(_mapArea);
return _mapArea->changeLevel(delta);
}
/**
* Get the current map level
*/
uint getLevel() const {
assert(_mapArea);
return _mapArea->getLevel();
}
/**
* Returns whether the map wraps around to the other side at it's edges (i.e. the overworld)
*/
bool isMapWrapped() const {
assert(_mapArea);
return _mapArea->isMapWrapped();
}
/**
* Updates the map at the end of a turn
*/
void update() {
assert(_mapArea);
return _mapArea->update();
}
};
/**
* Base class for things that appear within a map, such as monsters, transports, or people
*/
class MapWidget {
protected:
Game *_game; // Game reference
Map::MapBase *_map; // Map reference
public:
Point _position; // Position within the map
Direction _direction; // Direction
Common::String _name; // Name of widget
public:
/**
* Constructor
*/
MapWidget(Game *game, Map::MapBase *map) : _game(game), _map(map) {}
MapWidget(Game *game, Map::MapBase *map, const Point &pt, Direction dir = DIR_NONE) : _game(game), _map(map), _position(pt), _direction(dir) {}
MapWidget(Game *game, Map::MapBase *map, const Common::String &name, const Point &pt, Direction dir = DIR_NONE) :
_game(game), _map(map), _name(name), _position(pt), _direction(dir) {}
/**
* Destructor
*/
virtual ~MapWidget() {}
/**
* Return a name for a widget class if it can be synchronized to savegames
*/
virtual const char *getClassName() const { return nullptr; }
/**
* Handles loading and saving games
*/
virtual void synchronize(Common::Serializer &s);
/**
* Adds a text string to the info area
* @param text Text to add
* @param newLine Whether to apply a newline at the end
*/
void addInfoMsg(const Common::String &text, bool newLine = true);
/**
* Get the tile for the widget
*/
virtual uint getTileNum() const { return 0; }
/**
* Returns true if the player can move onto a tile the widget occupies
*/
virtual bool isBlocking() const { return false; }
/**
* Called to update the widget at the end of a turn
* @param isPreUpdate Update is called twice in succession during the end of turn update.
* Once with true for all widgets, then with it false
*/
virtual void update(bool isPreUpdate) {}
enum CanMove { UNSET = 0, YES = 1, NO = 2 };
/**
* Returns true if the given widget can move to a given position on the map
*/
virtual CanMove canMoveTo(const Point &destPos);
/**
* Moves the widget to a given position
* @param destPos Specified new position
* @param dir Optional explicit direction to set. If not specified,
* the direction will be set relative to the position moved from
*/
virtual void moveTo(const Point &destPos, Direction dir = DIR_NONE);
};
} // End of namespace Shared
} // End of namespace Ultima
#endif
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