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engines/ultima/shared/maps/map_base.h
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291
engines/ultima/shared/maps/map_base.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_MAPS_MAP_BASE_H
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#define ULTIMA_SHARED_MAPS_MAP_BASE_H
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#include "common/array.h"
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#include "common/serializer.h"
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#include "ultima/shared/core/base_object.h"
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#include "ultima/shared/core/rect.h"
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#include "ultima/shared/maps/map_widget.h"
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namespace Ultima {
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namespace Shared {
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class Game;
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namespace Maps {
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typedef int MapId;
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typedef byte MapCell;
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class Map;
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class MapTile;
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/**
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* Base class for specific map types
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*/
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class MapBase {
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/**
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* Widgets array
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*/
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class WidgetsArray : public Common::Array<MapWidgetPtr> {
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public:
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/**
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* Finds a widget by class
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*/
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MapWidget *findByClass(const ClassDef &classDef) const;
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};
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/**
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* Internal class used for storing the data for a row
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*/
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struct MapCellsRow {
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private:
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Common::Array<MapCell> _data;
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public:
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byte &operator[](int idx) { return _data[idx]; }
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byte operator[](int idx) const { return _data[idx]; }
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/**
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* Resize the row
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*/
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void resize(size_t newSize) { _data.resize(newSize); }
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};
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/**
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* Stores state about the current viewport being displayed. It's kept as part of the Map class
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* as a convenience to be alongside the current party position
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*/
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struct ViewportPosition {
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Point _topLeft; // Top, left tile position for viewport
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Point _size; // Size of the viewport. Just in case we ever allow it to change
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MapId _mapId; // Maze the viewport is for. Used to detect when the map changes
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/**
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* Constructor
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*/
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ViewportPosition() : _topLeft(-1, -1), _mapId(-1) {}
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/**
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* Returns true if the viewport is in a valid state
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*/
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bool isValid() const { return _mapId != -1; }
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/**
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* Handles loading and saving viewport
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*/
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void synchronize(Common::Serializer &s) {
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s.syncAsUint16LE(_topLeft.x);
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s.syncAsUint16LE(_topLeft.y);
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}
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/**
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* Resets the viewport position, so it'll get recalculated the next call to getViewportPosition
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*/
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void reset() { _mapId = -1; }
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};
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private:
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// Map *_map; // Map manager reference
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Game *_game; // Game reference
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bool _mapModified; // Tiles have been dynamically changed
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protected:
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MapId _mapId; // The map Id
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uint _mapIndex; // Index of map within the group of same maps
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uint _mapStyle; // Map style category for towns & castles
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ViewportPosition _viewportPos; // Viewport position
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Common::Array<MapCellsRow> _data; // Data for the map
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protected:
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/**
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* Set the size of the map
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*/
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void setDimensions(const Point &size);
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/**
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* Adds a text string to the info area
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* @param text Text to add
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* @param newLine Whether to apply a newline at the end
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* @param replaceLine If true, replaces the current last line
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*/
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void addInfoMsg(const Common::String &text, bool newLine = true, bool replaceLine = false);
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public:
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Point _size; // X, Y size of the map
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Point _tilesPerOrigTile; // For enhanced modes, number of tiles per original game tile
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Common::String _name; // Name of map, if applicable
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MapWidget *_playerWidget; // Current means of transport, even if on foot
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WidgetsArray _widgets; // Party, monsteres, transports, etc.
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public:
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/**
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* Constructor
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*/
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MapBase(Game *game, Map *) : _game(game),_playerWidget(nullptr),
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_mapModified(false), _mapId(0), _mapIndex(0), _mapStyle(0) {}
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/**
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* Destructor
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*/
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virtual ~MapBase() {}
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/**
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* Handles loading and saving the map's data
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*/
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virtual void synchronize(Common::Serializer &s);
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/**
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* Adds a widget to the map
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*/
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void addWidget(MapWidget *widget);
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/**
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* Removes a widget from the map
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*/
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void removeWidget(MapWidget *widget);
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/**
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* Clears all map data
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*/
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virtual void clear();
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/**
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* Gets a tile at a given position
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*/
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virtual void getTileAt(const Point &pt, MapTile *tile, bool includePlayer = true);
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/**
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* Sets a tile at a given position
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*/
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virtual void setTileAt(const Point &pt, uint tileId);
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/**
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* Resets the viewport when the viewport changes
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*/
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void resetViewport();
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/**
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* Get the viewport position
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*/
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virtual Point getViewportPosition(const Point &viewportSize);
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/**
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* Load the map
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*/
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virtual void load(MapId mapId);
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/**
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* Changes the level. Only applicable to dungeon maps which have levels
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* @param delta Delta to change dungeon level by
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* @returns False if dungeon left, true if still within dungeon
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*/
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virtual bool changeLevel(int delta) { return true; }
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/**
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* Get the current map level
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*/
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virtual uint getLevel() const { return 0; }
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/**
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* Returns whether the map wraps around to the other side at it's edges (i.e. the overworld)
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*/
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virtual bool isMapWrapped() const { return false; }
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/**
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* Instantiates a widget type by name
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*/
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virtual MapWidget *createWidget(const Common::String &name) = 0;
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/**
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* Returns the width of the map
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*/
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size_t width() const { return _size.x; }
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/**
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* Returns the height of the map
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*/
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size_t height() const { return _size.y; }
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/**
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* Get the current position
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*/
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Point getPosition() const;
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/**
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* Set the current position
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*/
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void setPosition(const Point &pt);
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/**
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* Get the current direction
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*/
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Direction getDirection() const;
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/**
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* Set the current direction
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*/
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void setDirection(Direction dir);
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/**
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* Returns a delta for the cell in front of the player based on the direction they're facing
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*/
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Point getDirectionDelta() const;
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/**
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* Gets a point relative to the current position
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*/
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virtual Point getDeltaPosition(const Point &delta);
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/**
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* Returns the map Id
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*/
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MapId getMapId() const { return _mapId; }
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/**
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* Gets the map Index
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*/
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uint getMapIndex() const { return _mapIndex; }
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/**
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* Gets the map style
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*/
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uint getMapStyle() const { return _mapStyle; }
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/**
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* Shifts the viewport by a given delta
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*/
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virtual void shiftViewport(const Point &delta);
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/**
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* Updates the map at the end of a turn
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*/
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virtual void update();
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/**
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* Cast a specific spell
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*/
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virtual void castSpell(uint spell) = 0;
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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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