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engines/ultima/ultima4/controllers/combat_controller.h
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286
engines/ultima/ultima4/controllers/combat_controller.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 ULTIMA4_CONTROLLERS_COMBAT_CONTROLLER_H
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#define ULTIMA4_CONTROLLERS_COMBAT_CONTROLLER_H
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#include "ultima/ultima4/map/direction.h"
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#include "ultima/ultima4/map/map.h"
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#include "ultima/ultima4/controllers/controller.h"
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#include "ultima/ultima4/core/observer.h"
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#include "ultima/ultima4/core/types.h"
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#include "ultima/ultima4/filesys/savegame.h"
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#include "ultima/ultima4/game/creature.h"
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#include "ultima/ultima4/game/game.h"
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#include "ultima/ultima4/game/object.h"
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#include "ultima/ultima4/game/player.h"
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namespace Ultima {
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namespace Ultima4 {
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#define AREA_CREATURES 16
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#define AREA_PLAYERS 8
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class CombatMap;
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class Creature;
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class MoveEvent;
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class Weapon;
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typedef enum {
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CA_ATTACK,
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CA_CAST_SLEEP,
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CA_ADVANCE,
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CA_RANGED,
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CA_FLEE,
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CA_TELEPORT
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} CombatAction;
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/**
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* CombatController class
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*/
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class CombatController : public Controller, public Observer<Party *, PartyEvent &>, public TurnCompleter {
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protected:
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CombatController();
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public:
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CombatController(CombatMap *m);
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CombatController(MapId id);
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virtual ~CombatController();
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// Accessor Methods
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bool isCombatController() const override {
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return true;
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}
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/**
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* Called when a controller is made active
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*/
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void setActive() override;
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bool isCamping() const;
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bool isWinOrLose() const;
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Direction getExitDir() const;
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byte getFocus() const;
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CombatMap *getMap() const;
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Creature *getCreature() const;
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PartyMemberVector *getParty();
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PartyMember *getCurrentPlayer();
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void setExitDir(Direction d);
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void setCreature(Creature *);
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void setWinOrLose(bool worl = true);
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void showCombatMessage(bool show = true);
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// Methods
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/**
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* Initializes the combat controller with combat information
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*/
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virtual void init(Creature *m);
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/**
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* Initializes dungeon room combat
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*/
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void initDungeonRoom(int room, Direction from);
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/**
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* Apply tile effects to all creatures depending on what they're standing on
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*/
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void applyCreatureTileEffects();
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/**
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* Begin combat
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*/
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virtual void begin();
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virtual void end(bool adjustKarma);
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/**
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* Fills the combat creature table with the creatures that the party will be facing.
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* The creature table only contains *which* creatures will be encountered and
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* *where* they are placed (by position in the table). Information like
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* hit points and creature status will be created when the creature is actually placed
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*/
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void fillCreatureTable(const Creature *creature);
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/**
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* Generate the number of creatures in a group.
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*/
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int initialNumberOfCreatures(const Creature *creature) const;
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/**
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* Returns true if the player has won.
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*/
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bool isWon() const;
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/**
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* Returns true if the player has lost.
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*/
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bool isLost() const;
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/**
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* Performs all of the creature's actions
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*/
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void moveCreatures();
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/**
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* Places creatures on the map from the creature table and from the creature_start coords
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*/
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void placeCreatures();
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/**
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* Places the party members on the map
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*/
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void placePartyMembers();
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/**
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* Sets the active player for combat, showing which weapon they're weilding, etc.
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*/
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bool setActivePlayer(int player);
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bool attackHit(Creature *attacker, Creature *defender);
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virtual void awardLoot();
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// attack functions
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void attack(Direction dir = DIR_NONE, int distance = 0);
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bool attackAt(const Coords &coords, PartyMember *attacker, int dir, int range, int distance);
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bool rangedAttack(const Coords &coords, Creature *attacker);
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void rangedMiss(const Coords &coords, Creature *attacker);
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bool returnWeaponToOwner(const Coords &coords, int distance, int dir, const Weapon *weapon);
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/**
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* Static member functions
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*/
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static void attackFlash(const Coords &coords, MapTile tile, int timeFactor);
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static void attackFlash(const Coords &coords, const Common::String &tilename, int timeFactor);
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static void doScreenAnimationsWhilePausing(int timeFactor);
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void keybinder(KeybindingAction action) override;
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void finishTurn() override;
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/**
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* Move a party member during combat and display the appropriate messages
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*/
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void movePartyMember(MoveEvent &event);
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void update(Party *party, PartyEvent &event) override;
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// Properties
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protected:
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CombatMap *_map;
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PartyMemberVector _party;
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byte _focus;
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const Creature *_creatureTable[AREA_CREATURES];
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Creature *_creature;
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bool _camping;
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bool _forceStandardEncounterSize;
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bool _placePartyOnMap;
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bool _placeCreaturesOnMap;
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bool _winOrLose;
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bool _showMessage;
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Direction _exitDir;
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private:
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CombatController(const CombatController &);
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const CombatController &operator=(const CombatController &);
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void init();
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};
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extern CombatController *g_combat;
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/**
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* CombatMap class
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*/
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class CombatMap : public Map {
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public:
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CombatMap();
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~CombatMap() override {}
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/**
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* Returns a vector containing all of the creatures on the map
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*/
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CreatureVector getCreatures();
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/**
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* Returns a vector containing all of the party members on the map
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*/
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PartyMemberVector getPartyMembers();
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/**
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* Returns the party member at the given coords, if there is one,
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* nullptr if otherwise.
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*/
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PartyMember *partyMemberAt(Coords coords);
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/**
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* Returns the creature at the given coords, if there is one,
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* nullptr if otherwise.
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*/
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Creature *creatureAt(Coords coords);
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/**
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* Returns a valid combat map given the provided information
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*/
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static MapId mapForTile(const Tile *ground, const Tile *transport, Object *obj);
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// Getters
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bool isDungeonRoom() const {
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return _dungeonRoom;
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}
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bool isAltarRoom() const {
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return _altarRoom != VIRT_NONE;
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}
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bool isContextual() const {
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return _contextual;
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}
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BaseVirtue getAltarRoom() const {
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return _altarRoom;
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}
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// Setters
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void setAltarRoom(BaseVirtue ar) {
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_altarRoom = ar;
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}
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void setDungeonRoom(bool d) {
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_dungeonRoom = d;
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}
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void setContextual(bool c) {
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_contextual = c;
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}
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// Properties
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protected:
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bool _dungeonRoom;
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BaseVirtue _altarRoom;
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bool _contextual;
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public:
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Coords creature_start[AREA_CREATURES];
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Coords player_start[AREA_PLAYERS];
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};
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bool isCombatMap(Map *punknown);
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CombatMap *getCombatMap(Map *punknown = nullptr);
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} // End of namespace Ultima4
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} // End of namespace Ultima
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#endif
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