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engines/crab/event/effect.h
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127
engines/crab/event/effect.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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/*
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* This code is based on the CRAB engine
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*
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* Copyright (c) Arvind Raja Yadav
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*
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* Licensed under MIT
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*
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*/
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#ifndef CRAB_EFFECT_H
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#define CRAB_EFFECT_H
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#include "crab/loaders.h"
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#include "crab/event/GameEventInfo.h"
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#include "crab/people/person.h"
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#include "crab/rapidxml/rapidxml.hpp"
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namespace Crab {
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namespace pyrodactyl {
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namespace event {
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enum EventResultType {
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ER_NONE, // Do nothing
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ER_MAP, // Change the map visible to player
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ER_DEST, // Add or remove a destination on world map
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ER_IMG, // Change the character button image
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ER_TRAIT, // Add or remove a trait from a character
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ER_LEVEL, // Change level
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ER_MOVE, // Move sprite
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ER_PLAYER, // Switch the player sprite
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ER_SAVE, // Save game
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ER_SYNC, // Sync the level
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ER_QUIT // Quit to main menu
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};
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struct EventResult {
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EventResultType _type;
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Common::String _val;
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int _x, _y;
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EventResult() {
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_type = ER_NONE;
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_x = -1;
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_y = -1;
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}
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};
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struct EventSeqInfo {
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bool _cur;
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Common::String _loc, _val;
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EventSeqInfo() {
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_cur = false;
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}
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EventSeqInfo(const bool &cur) {
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_cur = cur;
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}
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};
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enum EffectType {
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EFF_VAR, // variable operations like adding, removing etc
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EFF_JOURNAL, // Add an objective to the player quest book
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EFF_OBJ, // Change status (hostile, coward etc), state (stand, fight, flee, KO etc) of a character
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EFF_ITEM, // Add/remove an item in the player's inventory
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EFF_LIKE, // Change opinion of a character (charm)
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EFF_FEAR, // Change opinion of a character (intimidate)
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EFF_RESPECT, // Change opinion of a character (respect)
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EFF_HEALTH, // Change health of a character
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EFF_SOUND, // Manipulate the game music
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EFF_MONEY, // Set the money variable (not its value, just that which variable is the current money variable)
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EFF_END, // End of the event sequence, remove it from active sequences
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// EFFECT DIVISION HERE
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EFF_MOVE, // Make a character move
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EFF_MAP, // Change the world map
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EFF_DEST, // Add a destination to the world map
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EFF_IMG, // Change the player button image
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EFF_TRAIT, // Add or remove a trait from a character
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EFF_LEVEL, // Load a new level
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EFF_PLAYER, // Swap the player sprite
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EFF_SAVE, // Auto save the game
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EFF_QUIT // Quit to main menu
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};
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struct Effect {
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EffectType _type;
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Common::String _subject, _operation, _val;
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Effect() {
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_type = EFF_VAR;
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}
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~Effect() {}
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void load(rapidxml::xml_node<char> *node);
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bool execute(pyrodactyl::event::Info &info, const Common::String &playerId,
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Common::Array<EventResult> &result, Common::Array<EventSeqInfo> &endSeq);
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void changeOpinion(pyrodactyl::event::Info &info, pyrodactyl::people::OpinionType type);
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};
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} // End of namespace event
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} // End of namespace pyrodactyl
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} // End of namespace Crab
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#endif // CRAB_EFFECT_H
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