File: city.cpp

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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