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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/>.
*
*/
#include "ultima/ultima4/map/city.h"
#include "ultima/ultima4/game/context.h"
#include "ultima/ultima4/conversation/conversation.h"
#include "ultima/ultima4/game/creature.h"
#include "ultima/ultima4/game/object.h"
#include "ultima/ultima4/game/person.h"
#include "ultima/ultima4/game/player.h"
namespace Ultima {
namespace Ultima4 {
City::City() : Map() {
}
City::~City() {
for (PersonList::iterator i = _persons.begin(); i != _persons.end(); i++)
delete *i;
for (PersonRoleList::iterator j = _personRoles.begin(); j != _personRoles.end(); j++)
delete *j;
for (Std::vector<Dialogue *>::iterator k = _extraDialogues.begin(); k != _extraDialogues.end(); k++)
delete *k;
}
Common::String City::getName() {
return _name;
}
Person *City::addPerson(Person *person) {
// Make a copy of the person before adding them, so
// things like angering the guards, etc. will be
// forgotten the next time you visit :)
Person *p = new Person(person);
// Set the start coordinates for the person
p->setMap(this);
p->goToStartLocation();
_objects.push_back(p);
return p;
}
void City::addPeople() {
PersonList::iterator current;
// Make sure the city has no people in it already
removeAllPeople();
for (current = _persons.begin(); current != _persons.end(); current++) {
Person *p = *current;
if ((p->getTile() != 0)
&& !(g_context->_party->canPersonJoin(p->getName(), nullptr)
&& g_context->_party->isPersonJoined(p->getName()))
)
addPerson(p);
}
}
void City::removeAllPeople() {
ObjectDeque::iterator obj;
for (obj = _objects.begin(); obj != _objects.end();) {
if (isPerson(*obj))
obj = removeObject(obj);
else
obj++;
}
}
Person *City::personAt(const Coords &coords) {
Object *obj;
obj = objectAt(coords);
if (isPerson(obj))
return dynamic_cast<Person *>(obj);
else
return nullptr;
}
bool isCity(Map *punknown) {
City *pCity;
if ((pCity = dynamic_cast<City *>(punknown)) != nullptr)
return true;
else
return false;
}
} // End of namespace Ultima4
} // End of namespace Ultima
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