ScummVM API documentation
map.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef ULTIMA8_WORLD_MAP_H
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#define ULTIMA8_WORLD_MAP_H
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#include "common/list.h"
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namespace
Common
{
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class
ReadStream;
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class
WriteStream;
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class
SeekableReadStream;
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}
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namespace
Ultima
{
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namespace
Ultima8 {
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class
Item;
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class
Map
{
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friend
class
CurrentMap
;
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public
:
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explicit
Map
(uint32 mapnum);
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~
Map
();
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void
clear();
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void
loadNonFixed(
Common::SeekableReadStream
*rs);
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void
loadFixed(
Common::SeekableReadStream
*rs);
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void
unloadFixed();
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bool
isEmpty()
const
{
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return
_fixedItems.size() == 0 && _dynamicItems.size() == 0;
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}
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void
save(
Common::WriteStream
*ods);
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bool
load(
Common::ReadStream
*rs, uint32 version);
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private
:
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// load items from something formatted like 'fixed.dat'
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void
loadFixedFormatObjects(
Common::List<Item *>
&itemlist,
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Common::SeekableReadStream
*rs,
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uint32 extendedflags);
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// Add a fixed item to patch game data errors
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void
addMapFix(uint32 shape, uint32 frame, int32 x, int32 y, int32 z);
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// Q: How should we store the items in a map.
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// It might make things more efficient if we order them by 'chunk'
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// (512x512). This would mean we need about 128x128 item lists.
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// It would probably be overkill to permanently maintain all these lists
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// for all maps, so we could only set them up for the current map.
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// (which makes me wonder if there should be a separate class for the
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// active map?)
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// (Note that we probably won't even have all items permanently stored,
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// since fixed items will be cached out most of the time)
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Common::List<Item *>
_fixedItems;
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Common::List<Item *>
_dynamicItems;
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uint32 _mapNum;
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};
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}
// End of namespace Ultima8
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}
// End of namespace Ultima
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#endif
Common::WriteStream
Definition:
stream.h:77
Ultima::Ultima8::Map
Definition:
map.h:38
Common::List
Definition:
list.h:44
Common::SeekableReadStream
Definition:
stream.h:745
Ultima
Definition:
detection.h:27
Common
Definition:
algorithm.h:29
Common::ReadStream
Definition:
stream.h:385
Ultima::Ultima8::CurrentMap
Definition:
current_map.h:45
engines
ultima
ultima8
world
map.h
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