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484
engines/mm/xeen/locations.h
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484
engines/mm/xeen/locations.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 XEEN_LOCATIONS_H
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#define XEEN_LOCATIONS_H
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#include "common/scummsys.h"
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#include "common/str-array.h"
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#include "mm/xeen/dialogs/dialogs.h"
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#include "mm/xeen/dialogs/dialogs_message.h"
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#include "mm/xeen/party.h"
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namespace MM {
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namespace Xeen {
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enum LocationAction {
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BANK = 0, BLACKSMITH = 1, GUILD = 2, TAVERN = 3, TEMPLE = 4,
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TRAINING = 5, ARENA = 6, NO_ACTION = 7, REAPER = 8, GOLEM = 9,
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DWARF_MINE = 10, SPHINX = 11, PYRAMID = 12, DWARF_TOWN = 13
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};
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class XeenEngine;
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namespace Locations {
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class BaseLocation : public ButtonContainer {
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protected:
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LocationAction _locationActionId;
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Common::Array<SpriteResource> _townSprites;
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SpriteResource _icons1, _icons2;
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int _townMaxId;
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const int &_ccNum;
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int _animFrame;
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Common::Path _vocName, _songName;
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Common::Point _animPos;
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int _drawFrameIndex;
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uint _farewellTime;
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int _drawCtr1, _drawCtr2;
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bool _exitToUi;
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bool _ttsVoiceText;
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#ifdef USE_TTS
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bool _resetText;
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#endif
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protected:
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/**
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* Draw the window
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*/
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void drawWindow();
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/**
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* Generates the display text for the location, for a given character
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*/
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virtual Common::String createLocationText(Character &ch) {
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return "";
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}
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/**
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* Draw the visual background
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*/
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virtual void drawBackground();
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/**
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* Handles options for the particular location
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*/
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virtual Character *doOptions(Character *c) {
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return c;
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}
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#ifdef USE_TTS
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virtual void speakTextAndButtons(const Common::String &text) { }
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#endif
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/**
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* Handle any farewell
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*/
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virtual void farewell() {
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}
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public:
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BaseLocation(LocationAction action);
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~BaseLocation() override;
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/**
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* Show the town location
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*/
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virtual int show();
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/**
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* Draws the animated parts
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*/
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void drawAnim(bool flag);
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/**
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* Waits for a brief pause, checking for any key or mouse events
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*/
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int wait();
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};
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class BankLocation : public BaseLocation {
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private:
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/**
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* Handles deposits or withdrawls fro the bank
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*/
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void depositWithdrawl(PartyBank whereId);
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#ifdef USE_TTS
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/**
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* Voices text with TTS and sets up button texts
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* @param text All text, with each section separated by newlines
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*/
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void speakTextAndButtons(const Common::String &text) override;
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/**
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* Voices text with TTS and sets up button texts for the deposit/withdrawal menu
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* @param text All text, with each section separated by newlines
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* @param oldButtonTexts Array to put old button texts in
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*/
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void speakDepositWithdrawalText(const Common::String &text, Common::String oldButtonTexts[]);
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#endif
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protected:
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/**
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* Generates the display text for the location, for a given character
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*/
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Common::String createLocationText(Character &ch) override;
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/**
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* Draw the visual background
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*/
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void drawBackground() override;
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/**
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* Handles options for the particular location
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*/
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Character *doOptions(Character *c) override;
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public:
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BankLocation();
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~BankLocation() override {
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}
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};
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class BlacksmithLocation : public BaseLocation {
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private:
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#ifdef USE_TTS
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/**
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* Voices text with TTS and sets up button texts
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* @param text Text for voicing and button texts. Each section should be separated by a newline
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*/
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void speakTextAndButtons(const Common::String &text) override;
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#endif
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protected:
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/**
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* Generates the display text for the location, for a given character
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*/
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Common::String createLocationText(Character &ch) override;
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/**
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* Handle any farewell
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*/
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void farewell() override;
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/**
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* Handles options for the particular location
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*/
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Character *doOptions(Character *c) override;
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public:
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BlacksmithLocation();
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~BlacksmithLocation() override {
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}
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};
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class GuildLocation : public BaseLocation {
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private:
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#ifdef USE_TTS
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/**
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* Voices text with TTS and sets up button texts
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* @param text Text for voicing and button texts. Each section should be separated by a newline
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*/
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void speakTextAndButtons(const Common::String &text) override;
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#endif
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protected:
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/**
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* Generates the display text for the location, for a given character
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*/
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Common::String createLocationText(Character &ch) override;
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/**
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* Handles options for the particular location
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*/
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Character *doOptions(Character *c) override;
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public:
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GuildLocation();
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~GuildLocation() override {
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}
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};
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class TavernLocation : public BaseLocation {
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private:
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#ifdef USE_TTS
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/**
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* Voices text with TTS and sets up button texts
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* @param text Text for voicing and button texts. Each section should be separated by a newline
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*/
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void speakTextAndButtons(const Common::String &text) override;
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/**
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* Voices "drunk" and similar notification texts with TTS
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* @param text Text for voicing. Each section should be separated by a newline
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*/
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void speakNotificationText(const Common::String &text) const;
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#endif
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private:
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int _v21;
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uint _v22;
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int _v23;
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int _v24;
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protected:
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/**
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* Generates the display text for the location, for a given character
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*/
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Common::String createLocationText(Character &ch) override;
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/**
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* Handle any farewell
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*/
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void farewell() override;
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/**
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* Handles options for the particular location
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*/
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Character *doOptions(Character *c) override;
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public:
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TavernLocation();
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~TavernLocation() override {
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}
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};
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class TempleLocation : public BaseLocation {
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private:
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#ifdef USE_TTS
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/**
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* Voices text with TTS and sets up button texts
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* @param text Text for voicing and button texts. Each section should be separated by a newline
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*/
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void speakTextAndButtons(const Common::String &text) override;
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#endif
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private:
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int _currentCharLevel;
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int _donation;
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int _healCost;
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int _uncurseCost;
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int _dayOfWeek;
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int _v10, _v11, _v12;
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int _v13, _v14;
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bool _blessed;
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int _v5, _v6;
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protected:
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/**
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* Generates the display text for the location, for a given character
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*/
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Common::String createLocationText(Character &ch) override;
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/**
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* Handles options for the particular location
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*/
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Character *doOptions(Character *c) override;
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public:
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TempleLocation();
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~TempleLocation() override {
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}
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};
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class TrainingLocation : public BaseLocation {
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private:
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#ifdef USE_TTS
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/**
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* Voices text with TTS and sets up button texts
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* @param text Text for voicing and button texts. Each section should be separated by a newline
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*/
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void speakTextAndButtons(const Common::String &text) override;
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#endif
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private:
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int _charIndex;
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bool _charsTrained[MAX_ACTIVE_PARTY];
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uint _experienceToNextLevel;
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protected:
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/**
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* Computes the maximum training level allowed at this location
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*/
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int maxLevel() const;
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/**
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* Generates the display text for the location, for a given character
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*/
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Common::String createLocationText(Character &ch) override;
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/**
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* Handles options for the particular location
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*/
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Character *doOptions(Character *c) override;
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public:
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TrainingLocation();
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~TrainingLocation() override {
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}
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};
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class ArenaLocation : public BaseLocation {
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public:
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ArenaLocation();
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~ArenaLocation() override {
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}
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/**
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* Show the town location
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*/
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int show() override;
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};
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class CutsceneLocation : public BaseLocation {
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protected:
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Subtitles _subtitles;
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int _mazeId;
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Direction _mazeDir;
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Common::Point _mazePos;
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bool _keyFound;
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protected:
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/**
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* Sets the new location
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*/
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void setNewLocation();
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public:
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CutsceneLocation(LocationAction action);
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};
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class ReaperCutscene : public CutsceneLocation {
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private:
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/**
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* Get the new location
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*/
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void getNewLocation();
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public:
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ReaperCutscene();
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~ReaperCutscene() override {
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}
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/**
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* Show the town location
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*/
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int show() override;
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};
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class GolemCutscene : public CutsceneLocation {
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private:
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/**
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* Get the new location
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*/
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void getNewLocation();
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public:
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GolemCutscene();
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~GolemCutscene() override {
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}
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/**
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* Show the town location
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*/
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int show() override;
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};
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class DwarfCutscene : public CutsceneLocation {
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private:
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/**
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* Get the new location
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*/
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void getNewLocation();
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public:
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DwarfCutscene();
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~DwarfCutscene() override {
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}
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/**
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* Show the town location
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*/
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int show() override;
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};
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class SphinxCutscene : public CutsceneLocation {
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private:
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/**
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* Get the new location
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*/
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void getNewLocation();
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public:
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SphinxCutscene();
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~SphinxCutscene() override {
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}
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/**
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* Show the town location
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*/
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int show() override;
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};
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class PyramidLocation : public BaseLocation {
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public:
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PyramidLocation();
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~PyramidLocation() override {
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}
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/**
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* Show the town location
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*/
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int show() override;
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};
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} // End of namespace Locations
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class LocationMessage : public Locations::BaseLocation {
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private:
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SpriteResource _iconSprites;
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LocationMessage() : Locations::BaseLocation(NO_ACTION) {
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setWaitBounds();
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}
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bool execute(int portrait, const Common::String &name,
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const Common::String &text, int confirm);
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void loadButtons();
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#ifdef USE_TTS
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void speakText(const Common::String &text, const Common::String &name, bool voiceName) const;
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#endif
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public:
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static bool showMessage(int portrait, const Common::String &name,
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const Common::String &text, int confirm);
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};
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class LocationManager {
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private:
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Locations::BaseLocation *_location;
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public:
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LocationManager();
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/**
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* Show a given location, and return any result
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*/
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int doAction(int actionId);
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/**
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* Returns true if a town location (bank, blacksmith, etc.) is currently active
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*/
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bool isActive() const;
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/**
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* Draws a currently active town location's animation
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*/
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void drawAnim(bool flag);
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/**
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* Calls the waiting for any currently active town location
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*/
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int wait();
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};
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} // End of namespace Xeen
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} // End of namespace MM
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#endif
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Reference in New Issue
Block a user