/* 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 . * */ #ifndef ULTIMA8_WORLD_MAP_H #define ULTIMA8_WORLD_MAP_H #include "ultima/shared/std/containers.h" namespace Ultima { namespace Ultima8 { class Item; class Map { friend class CurrentMap; public: explicit Map(uint32 mapnum); ~Map(); void clear(); void loadNonFixed(Common::SeekableReadStream *rs); void loadFixed(Common::SeekableReadStream *rs); void unloadFixed(); bool isEmpty() const { return _fixedItems.size() == 0 && _dynamicItems.size() == 0; } void save(Common::WriteStream *ods); bool load(Common::ReadStream *rs, uint32 version); private: // load items from something formatted like 'fixed.dat' void loadFixedFormatObjects(Std::list &itemlist, Common::SeekableReadStream *rs, uint32 extendedflags); // Add a fixed item to patch game data errors void addMapFix(uint32 shape, uint32 frame, int32 x, int32 y, int32 z); // Q: How should we store the items in a map. // It might make things more efficient if we order them by 'chunk' // (512x512). This would mean we need about 128x128 item lists. // It would probably be overkill to permanently maintain all these lists // for all maps, so we could only set them up for the current map. // (which makes me wonder if there should be a separate class for the // active map?) // (Note that we probably won't even have all items permanently stored, // since fixed items will be cached out most of the time) Std::list _fixedItems; Std::list _dynamicItems; uint32 _mapNum; }; } // End of namespace Ultima8 } // End of namespace Ultima #endif