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engines/ultima/ultima1/core/party.h
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engines/ultima/ultima1/core/party.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_ULTIMA1_CORE_PARTY_H
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#define ULTIMA_ULTIMA1_CORE_PARTY_H
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#include "ultima/shared/core/party.h"
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#include "ultima/ultima1/spells/blink.h"
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#include "ultima/ultima1/spells/create.h"
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#include "ultima/ultima1/spells/destroy.h"
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#include "ultima/ultima1/spells/kill_magic_missile.h"
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#include "ultima/ultima1/spells/ladder_down.h"
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#include "ultima/ultima1/spells/ladder_up.h"
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#include "ultima/ultima1/spells/open_unlock.h"
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#include "ultima/ultima1/spells/prayer.h"
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#include "ultima/ultima1/spells/steal.h"
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namespace Ultima {
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namespace Ultima1 {
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enum WeaponType {
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WEAPON_HANDS = 0, WEAPON_DAGGER = 1, WEAPON_MACE = 2, WEAPON_AXE = 3, WEAPON_ROPE_SPIKES = 4,
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WEAPON_SWORD = 5, WEAPON_GREAT_SWORD = 6, WEAPON_BOW_ARROWS = 7, WEAPON_AMULET = 8,
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WEAPON_WAND = 9, WEAPON_STAFF = 10, WEAPON_TRIANGLE = 11, WEAPON_PISTOL = 12,
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WEAPON_LIGHT_SWORD = 13, WEAPON_PHAZOR = 14, WEAPON_BLASTER = 15
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};
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enum ArmorType {
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ARMOR_SKIN = 0, ARMOR_LEATHER_armour = 1, ARMOR_CHAIN_MAIL = 2, ARMOR_PLATE_MAIL = 3,
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ARMOR_VACUUM_SUIT = 4, ARMOR_REFLECT_SUIT = 5
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};
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class Ultima1Game;
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class Character;
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/**
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* Derived weapon class
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*/
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class Weapon : public Shared::Weapon {
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private:
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Ultima1Game *_game;
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Character *_character;
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WeaponType _type;
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public:
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/**
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* Constructor
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*/
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Weapon(Ultima1Game *game, Character *c, WeaponType weaponType);
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/**
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* Change the quantity by a given amount
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*/
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void changeQuantity(int delta) override {
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if (_type != WEAPON_HANDS)
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_quantity = (uint)CLIP((int)_quantity + delta, 0, 9999);
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}
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/**
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* Gets the magic damage a given weapon does
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*/
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uint getMagicDamage() const;
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/**
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* Gets how much the weapon can be bought for
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*/
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uint getBuyCost() const;
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/**
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* Gets how much the weapon can sell for
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*/
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uint getSellCost() const;
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};
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/**
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* Derived armor class
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*/
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class Armour : public Shared::Armour {
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private:
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// Ultima1Game *_game;
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Character *_character;
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ArmorType _type;
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public:
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/**
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* Constructor
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*/
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Armour(Ultima1Game *game, Character *c, ArmorType armorType);
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/**
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* Change the quantity by a given amount
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*/
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void changeQuantity(int delta) override {
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if (_type != ARMOR_SKIN)
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_quantity = (uint)CLIP((int)_quantity + delta, 0, 9999);
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}
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/**
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* Gets how much the weapon can be bought for
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*/
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uint getBuyCost() const;
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/**
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* Gets how much the weapon can sell for
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*/
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uint getSellCost() const;
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};
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/**
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* Implements the data for a playable character within the game
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*/
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class Character : public Shared::Character {
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private:
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// Ultima1Game *_game;
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Weapon _weaponHands;
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Weapon _weaponDagger;
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Weapon _weaponMace;
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Weapon _weaponAxe;
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Weapon _weaponRopeSpikes;
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Weapon _weaponSword;
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Weapon _weaponGreatSword;
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Weapon _weaponBowArrows;
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Weapon _weaponAmulet;
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Weapon _weaponWand;
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Weapon _weaponStaff;
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Weapon _weaponTriangle;
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Weapon _weaponPistol;
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Weapon _weaponLightSword;
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Weapon _weaponPhazor;
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Weapon _weaponBlaster;
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Armour _armourSkin;
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Armour _armourLeatherArmor;
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Armour _armourChainMail;
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Armour _armourPlateMail;
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Armour _armourVacuumSuit;
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Armour _armourReflectSuit;
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Spells::Blink _spellBlink;
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Spells::Create _spellCreate;
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Spells::Destroy _spellDestroy;
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Spells::Kill _spellKill;
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Spells::LadderDown _spellLadderDown;
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Spells::LadderUp _spellLadderUp;
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Spells::MagicMissile _spellMagicMissile;
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Spells::Open _spellOpen;
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Spells::Prayer _spellPrayer;
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Spells::Steal _spellSteal;
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Spells::Unlock _spellUnlock;
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public:
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/**
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* Constructor
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*/
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Character(Ultima1Game *game);
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virtual ~Character() {}
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/**
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* Setup the party
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*/
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void setup();
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/**
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* Return the equipped weapon
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*/
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Weapon *equippedWeapon() const { return static_cast<Weapon *>(_weapons[_equippedWeapon]); }
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/**
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* Return the equipped armor
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*/
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Armour *equippedArmour() const { return static_cast<Armour *>(_armour[_equippedArmour]); }
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/**
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* Return the equipped spell
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*/
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Spells::Spell *equippedSpell() const { return static_cast<Spells::Spell *>(_spells[_equippedSpell]); }
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};
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/**
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* Implements the party
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*/
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class Party : public Shared::Party {
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public:
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/**
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* Constructor
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*/
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Party(Ultima1Game *game);
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/**
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* Setup the party
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*/
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void setup();
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/**
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* Operator casting
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*/
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operator Character *() const { return static_cast<Character *>(_characters.front()); }
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/**
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* Operator casting
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*/
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operator Character &() const { return *static_cast<Character *>(_characters.front()); }
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};
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} // End of namespace Ultima1
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} // End of namespace Ultima
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#endif
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