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engines/ultima/shared/maps/creature.h
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105
engines/ultima/shared/maps/creature.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 ULTIMA_SHARED_WIDGETS_CREATURE_H
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#define ULTIMA_SHARED_WIDGETS_CREATURE_H
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#include "ultima/shared/maps/map_widget.h"
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#include "ultima/shared/maps/map.h"
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#include "common/serializer.h"
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namespace Ultima {
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namespace Shared {
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class Game;
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class Map;
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namespace Maps {
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/**
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* Base class for creatures that can be killed
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*/
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class Creature {
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private:
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Game *_gameRef;
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// MapBase *_mapRef;
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protected:
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int _hitPoints;
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bool _isAttacking;
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protected:
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/**
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* Returns either the maximum attack distance for a monster, or 0 if the monster is beyond
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* that distance from the player
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*/
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virtual uint attackDistance() const { return 0; }
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/**
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* Handles moving creatures
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*/
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virtual void movement() {}
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/**
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* Handles attacking the player
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*/
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virtual void attackParty() {}
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public:
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/**
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* Constructor
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*/
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Creature(Game *game, MapBase *) : _gameRef(game), _hitPoints(0), _isAttacking(false) {}
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Creature(Game *game, MapBase *, int hitPoints) : _gameRef(game),
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_hitPoints(hitPoints), _isAttacking(false) {}
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/**
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* Destructor
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*/
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virtual ~Creature() {}
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/**
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* Handles loading and saving games
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*/
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void synchronize(Common::Serializer &s);
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/**
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* Called to update the widget at the end of a turn
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* @param isPreUpdate Update is called twice in succession during the end of turn update.
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* Once with true for all widgets, then with it false
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*/
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virtual void update(bool isPreUpdate);
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/**
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* True true if the creature is dead
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*/
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bool isDead() const { return _hitPoints <= 0; }
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/**
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* Removes hit points from a creature
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* @param amount Amount to remove
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* @returns Returns true if kills the creature
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*/
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virtual bool subtractHitPoints(uint amount);
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};
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} // End of namespace Maps
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} // End of namespace Shared
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} // End of namespace Ultima
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#endif
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