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engines/ultima/ultima4/game/game.h
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153
engines/ultima/ultima4/game/game.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_GAME_GAME_H
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#define ULTIMA4_GAME_GAME_H
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#include "ultima/ultima4/events/event_handler.h"
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#include "ultima/ultima4/controllers/game_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/map/map.h"
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#include "ultima/ultima4/views/tileview.h"
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#include "ultima/ultima4/sound/sound.h"
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namespace Ultima {
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namespace Ultima4 {
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class Map;
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struct Portal;
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class Creature;
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class Location;
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class MoveEvent;
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class Party;
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class PartyEvent;
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class PartyMember;
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typedef enum {
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VIEW_NORMAL,
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VIEW_GEM,
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VIEW_RUNE,
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VIEW_DUNGEON,
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VIEW_DEAD,
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VIEW_CODEX,
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VIEW_MIXTURES
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} ViewMode;
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/* map and screen functions */
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/**
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* Sets the view mode.
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*/
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void gameSetViewMode(ViewMode newMode);
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void gameUpdateScreen();
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/* spell functions */
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void gameSpellEffect(int spell, int player, Sound sound);
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/* action functions */
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/**
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* Peers at a city from A-P (Lycaeum telescope) and functions like a gem
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*/
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bool gamePeerCity(int city, void *data);
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/**
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* Peers at a gem
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*/
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void peer(bool useGem = true);
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bool fireAt(const Coords &coords, bool originAvatar);
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Direction gameGetDirection();
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uint32 gameTimeSinceLastCommand();
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/* checking functions */
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/**
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* Checks the hull integrity of the ship and handles
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* the ship sinking, if necessary
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*/
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void gameCheckHullIntegrity();
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/* creature functions */
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/**
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* Performs a ranged attack for the creature at x,y on the world map
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*/
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bool creatureRangeAttack(const Coords &coords, Creature *m);
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void gameCreatureCleanup();
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/**
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* Spawns a creature (m) just offscreen of the avatar.
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* If (m==nullptr) then it finds its own creature to spawn and spawns it.
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*/
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bool gameSpawnCreature(const class Creature *m);
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/**
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* Fixes objects initially loaded by saveGameMonstersRead,
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* and alters movement behavior accordingly to match the creature
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*/
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void gameFixupObjects(Map *map);
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/**
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* Destroys all creatures on the current map.
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*/
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void gameDestroyAllCreatures();
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/**
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* Handles what happens when a creature attacks you
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*/
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void gameCreatureAttack(Creature *obj);
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/* etc */
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Common::String gameGetInput(int maxlen = 32);
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int gameGetPlayer(bool canBeDisabled, bool canBeActivePlayer);
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void gameGetPlayerForCommand(bool (*commandFn)(int player), bool canBeDisabled, bool canBeActivePlayer);
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/**
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* Deals an amount of damage between 'minDamage' and 'maxDamage'
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* to each party member, with a 50% chance for each member to
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* avoid the damage. If (minDamage == -1) or (minDamage >= maxDamage),
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* deals 'maxDamage' damage to each member.
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*/
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void gameDamageParty(int minDamage, int maxDamage);
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/**
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* Deals an amount of damage between 'minDamage' and 'maxDamage'
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* to the ship. If (minDamage == -1) or (minDamage >= maxDamage),
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* deals 'maxDamage' damage to the ship.
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*/
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void gameDamageShip(int minDamage, int maxDamage);
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/**
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* Sets (or unsets) the active player
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*/
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void gameSetActivePlayer(int player);
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/**
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* Gets the path of coordinates for an action. Each tile in the
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* direction specified by dirmask, between the minimum and maximum
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* distances given, is included in the path, until blockedPredicate
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* fails. If a tile is blocked, that tile is included in the path
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* only if includeBlocked is true.
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*/
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Std::vector<Coords> gameGetDirectionalActionPath(int dirmask, int validDirections, const Coords &origin, int minDistance, int maxDistance, bool (*blockedPredicate)(const Tile *tile), bool includeBlocked);
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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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