22 #ifndef ULTIMA4_GAME_GAME_H 23 #define ULTIMA4_GAME_GAME_H 25 #include "ultima/ultima4/events/event_handler.h" 26 #include "ultima/ultima4/controllers/game_controller.h" 27 #include "ultima/ultima4/core/observer.h" 28 #include "ultima/ultima4/core/types.h" 29 #include "ultima/ultima4/map/map.h" 30 #include "ultima/ultima4/views/tileview.h" 31 #include "ultima/ultima4/sound/sound.h" 60 void gameSetViewMode(ViewMode newMode);
61 void gameUpdateScreen();
64 void gameSpellEffect(
int spell,
int player, Sound sound);
70 bool gamePeerCity(
int city,
void *data);
75 void peer(
bool useGem =
true);
76 bool fireAt(
const Coords &coords,
bool originAvatar);
77 Direction gameGetDirection();
78 uint32 gameTimeSinceLastCommand();
85 void gameCheckHullIntegrity();
91 bool creatureRangeAttack(
const Coords &coords, Creature *m);
92 void gameCreatureCleanup();
98 bool gameSpawnCreature(
const class Creature *m);
104 void gameFixupObjects(Map *map);
109 void gameDestroyAllCreatures();
114 void gameCreatureAttack(Creature *obj);
118 int gameGetPlayer(
bool canBeDisabled,
bool canBeActivePlayer);
119 void gameGetPlayerForCommand(
bool (*commandFn)(
int player),
bool canBeDisabled,
bool canBeActivePlayer);
127 void gameDamageParty(
int minDamage,
int maxDamage);
134 void gameDamageShip(
int minDamage,
int maxDamage);
139 void gameSetActivePlayer(
int player);
148 Std::vector<Coords> gameGetDirectionalActionPath(
int dirmask,
int validDirections,
const Coords &origin,
int minDistance,
int maxDistance,
bool (*blockedPredicate)(
const Tile *tile),
bool includeBlocked);
Definition: detection.h:27