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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 ULTIMA4_CORE_DEBUGGER_ACTIONS_H
#define ULTIMA4_CORE_DEBUGGER_ACTIONS_H
#include "ultima/ultima4/core/coords.h"
#include "ultima/ultima4/game/spell.h"
#include "ultima/ultima4/core/types.h"
#include "ultima/shared/engine/debugger.h"
namespace Ultima {
namespace Ultima4 {
/**
* This is a secondary class inherited by the Debugger class
* that contains various support methods for implementing the
* different actions players can take in the game
*/
class DebuggerActions {
private:
/**
* Executes the current conversation until it is done.
*/
void talkRunConversation(Conversation &conv, Person *talker, bool showPrompt);
/**
* Check the levels of each party member while talking to Lord British
*/
void gameLordBritishCheckLevels();
protected:
/**
* Returns true if the debugger is active
*/
virtual bool isDebuggerActive() const = 0;
/**
* Prints a message to the console if it's active, or to the
* game screen if not
*/
virtual void print(const char *fmt, ...) = 0;
/**
* Prints a message to the console if it's active, or to the
* game screen if not
*/
virtual void printN(const char *fmt, ...) = 0;
/**
* Prompts for input, but only if debugger isn't running
*/
virtual void prompt() = 0;
/**
* Returns true if combat is currently active
*/
bool isCombat() const;
/**
* Returns currently focused character in combat mode
*/
int getCombatFocus() const;
public:
virtual ~DebuggerActions() {}
/**
* Summons a creature given by 'creatureName'. This can either be given
* as the creature's name, or the creature's id. Once it finds the
* creature to be summoned, it calls gameSpawnCreature() to spawn it.
*/
void summonCreature(const Common::String &name);
/**
* Destroy object at a given co-ordinate
*/
bool destroyAt(const Coords &coords);
/**
* Returns a direction from a given string
*/
Direction directionFromName(const Common::String &dirStr);
/**
* Called by getChest() to handle possible traps on chests
**/
bool getChestTrapHandler(int player);
/**
* Attempts to jimmy a locked door at map coordinates x,y. The locked
* door is replaced by a permanent annotation of an unlocked door
* tile.
*/
bool jimmyAt(const Coords &coords);
/**
* Prompts for spell reagents to mix in the traditional Ultima IV
* style.
*/
bool mixReagentsForSpellU4(int spell);
/**
* Prompts for spell reagents to mix with an Ultima V-like menu.
*/
bool mixReagentsForSpellU5(int spell);
bool gameSpellMixHowMany(int spell, int num, Ingredients *ingredients);
/**
* Attempts to open a door at map coordinates x,y. The door is
* replaced by a temporary annotation of a floor tile for 4 turns.
*/
bool openAt(const Coords &coords);
void gameCastSpell(uint spell, int caster, int param);
/**
* Begins a conversation with the NPC at map coordinates x,y. If no
* NPC is present at that point, zero is returned.
*/
bool talkAt(const Coords &coords);
};
} // End of namespace Ultima4
} // End of namespace Ultima
#endif
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