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engines/ultima/ultima1/widgets/princess.cpp
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71
engines/ultima/ultima1/widgets/princess.cpp
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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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#include "ultima/ultima1/widgets/princess.h"
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#include "ultima/ultima1/maps/map_city_castle.h"
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#include "ultima/shared/core/utils.h"
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namespace Ultima {
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namespace Ultima1 {
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namespace Widgets {
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void Princess::movement() {
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if (!areGuardsHostile()) {
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// Until guards turn hostile, the princesses exhibit standard wench behaviour
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Wench::movement();
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} else {
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// When the guards are hostile, keep the princess moving towards the player
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Point playerPos = _map->_playerWidget->_position;
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Point delta(SGN(_position.x - playerPos.x), SGN(_position.y - playerPos.y));
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bool moved = false;
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// Randomly choose whether to give precedence to a X or Y move
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if (_game->getRandomNumber(1, 100) >= 50) {
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// Delta X comes first
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if (delta.x != 0)
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moved = canMoveTo(Point(delta.x, 0));
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if (!moved && delta.y != 0)
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moved = canMoveTo(Point(0, delta.y));
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} else {
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// Delta Y comes first
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if (delta.y != 0)
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moved = canMoveTo(Point(0, delta.y));
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if (!moved && delta.x != 0)
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moved = canMoveTo(Point(delta.x, 0));
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}
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if (moved)
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_game->playFX(4);
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}
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}
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bool Princess::subtractHitPoints(uint amount) {
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bool result = Person::subtractHitPoints(amount);
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if (result)
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// Princess is dead, you monster. So you can no longer be credited with freeing them
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static_cast<Maps::MapCastle *>(_map)->_freeingPrincess = false;
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return result;
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}
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} // End of namespace Widgets
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} // End of namespace Ultima1
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} // End of namespace Ultima
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