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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_ULTIMA1_MAPS_MAP_BASE_H
#define ULTIMA_ULTIMA1_MAPS_MAP_BASE_H
#include "ultima/shared/maps/map_base.h"
namespace Ultima {
namespace Ultima1 {
class Ultima1Game;
namespace Maps {
class Ultima1Map;
/**
* Intermediate base class for Ultima 1 maps
*/
class MapBase : public Shared::Maps::MapBase {
private:
/**
* Default unknown/question mark display
*/
void unknownAction();
protected:
Ultima1Game *_game;
public:
/**
* Constructor
*/
MapBase(Ultima1Game *game, Ultima1Map *map);
/**
* Destructor
*/
~MapBase() override {}
/**
* Gets a tile at a given position
*/
void getTileAt(const Point &pt, Shared::Maps::MapTile *tile, bool includePlayer = true) override;
/**
* Instantiates a widget type by name
*/
Shared::Maps::MapWidget *createWidget(const Common::String &name) override;
/**
* Default implementation for actions
*/
#define DEFAULT_ACTION(NAME) virtual void NAME() { unknownAction(); }
DEFAULT_ACTION(drop)
DEFAULT_ACTION(enter)
DEFAULT_ACTION(get)
DEFAULT_ACTION(hyperjump)
DEFAULT_ACTION(inform)
DEFAULT_ACTION(climb)
DEFAULT_ACTION(open)
DEFAULT_ACTION(steal)
DEFAULT_ACTION(talk)
DEFAULT_ACTION(unlock)
DEFAULT_ACTION(view)
DEFAULT_ACTION(disembark)
/**
* Perform an attack
*/
virtual void attack(int direction, int effectId);
/**
* 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
*/
virtual void attack(int direction, int effectId, uint maxDistance, uint amount, uint agility, const Common::String &hitWidget) = 0;
/**
* Board a transport
*/
virtual void board();
/**
* Cast a spell
*/
virtual void cast();
/**
* Cast a specific spell
*/
void castSpell(uint spell) override;
/**
* Handles dropping an amount of coins
*/
virtual void dropCoins(uint coins) {}
};
} // End of namespace Maps
} // End of namespace Ultima1
} // End of namespace Ultima
#endif
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