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engines/ultima/ultima1/maps/map_city_castle.h
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engines/ultima/ultima1/maps/map_city_castle.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_MAP_MAP_CITY_CASTLE_H
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#define ULTIMA_ULTIMA1_MAP_MAP_CITY_CASTLE_H
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#include "ultima/ultima1/maps/map_base.h"
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namespace Ultima {
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namespace Ultima1 {
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namespace Widgets {
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class Person;
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class Merchant;
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}
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namespace Maps {
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enum CityTile {
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CTILE_GROUND = 1, CTILE_POND_EDGE1 = 51, CTILE_POND_EDGE2 = 52, CTILE_POND_EDGE3 = 53,
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CTILE_GATE = 11, CTILE_LOCK1 = 60, CTILE_LOCK2 = 61, CTILE_63 = 63
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};
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/**
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* Common base class for city and castle maps
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*/
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class MapCityCastle : public MapBase {
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protected:
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/**
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* Load widget list for the map
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*/
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void loadWidgets();
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/**
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* Load the base map for towns and castles
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*/
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void loadTownCastleData();
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/**
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* Get a merchant for a given steal-type tile
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*/
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Widgets::Merchant *getStealMerchant();
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/**
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* Get a person to talk to based on the tile the player is on
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*/
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Widgets::Person *getTalkPerson();
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public:
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bool _guardsHostile; // Flag for whether guards are hostile
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uint _tipCounter; // Tip counter for taverns
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public:
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/**
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* Constructor
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*/
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MapCityCastle(Ultima1Game *game, Ultima1Map *map) : MapBase(game, map),
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_guardsHostile(false), _tipCounter(0) {}
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/**
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* Load the map
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*/
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void load(Shared::Maps::MapId mapId) override;
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/**
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* Gets a tile at a given position
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*/
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void getTileAt(const Point &pt, Shared::Maps::MapTile *tile, bool includePlayer = true) override;
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/**
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* Clears all map data
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*/
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void clear() override;
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/**
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* Get the viewport position
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*/
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Point getViewportPosition(const Point &viewportSize) override;
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/**
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* Cast a spell
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*/
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void cast() override;
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/**
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* Do a drop action
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*/
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void drop() override;
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/**
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* Do an inform action
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*/
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void inform() override;
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/**
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* Do a steal action
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*/
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void steal() override;
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/**
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* Perform an attack in a direction
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* @param direction Direction
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* @param effectId Sound effect to play
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* @param maxDistance Maximum distance in the given direction
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* @param amount Damage amount
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* @param agility Agility threshold
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* @param widgetNa
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*/
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void attack(int direction, int effectId, uint maxDistance, uint amount, uint agility, const Common::String &hitWidget) override;
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/**
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* Returns true if a wench is on an adjacent tile to the player
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*/
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bool isWenchNearby() const;
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};
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/**
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* City map
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*/
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class MapCity : public MapCityCastle {
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public:
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/**
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* Constructor
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*/
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MapCity(Ultima1Game *game, Ultima1Map *map) : MapCityCastle(game, map) {}
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/**
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* Destructor
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*/
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~MapCity() override {}
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/**
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* Load the map
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*/
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void load(Shared::Maps::MapId mapId) override;
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/**
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* Handles dropping an amount of coins
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*/
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void dropCoins(uint coins) override;
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/**
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* Do a get action
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*/
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void get() override;
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/**
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* Do a talk action
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*/
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void talk() override;
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/**
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* Do an unlock action
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*/
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void unlock() override;
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};
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/**
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* Castle map
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*/
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class MapCastle : public MapCityCastle {
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public:
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uint _castleKey; // Key for castle map lock
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int _getCounter; // Counter for allowed gets without stealing check
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bool _freeingPrincess; // Set when freeing the princess is in progress
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public:
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/**
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* Constructor
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*/
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MapCastle(Ultima1Game *game, Ultima1Map *map) : MapCityCastle(game, map), _castleKey(0),
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_getCounter(0), _freeingPrincess(false) {}
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/**
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* Load the map
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*/
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void load(Shared::Maps::MapId mapId) override;
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/**
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* Handles loading and saving the map's data
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*/
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void synchronize(Common::Serializer &s) override;
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/**
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* Handles dropping an amount of coins
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*/
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void dropCoins(uint coins) override;
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/**
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* Do a get action
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*/
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void get() override;
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/**
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* Do a talk action
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*/
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void talk() override;
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/**
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* Do an unlock action
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*/
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void unlock() override;
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/**
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* Returns true if Lord British's castle is the currently active map
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*/
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bool isLordBritishCastle() const;
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};
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} // End of namespace Maps
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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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