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engines/ultima/ultima4/map/city.cpp
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109
engines/ultima/ultima4/map/city.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/ultima4/map/city.h"
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#include "ultima/ultima4/game/context.h"
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#include "ultima/ultima4/conversation/conversation.h"
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#include "ultima/ultima4/game/creature.h"
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#include "ultima/ultima4/game/object.h"
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#include "ultima/ultima4/game/person.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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City::City() : Map() {
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}
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City::~City() {
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for (auto *i : _persons)
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delete i;
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for (auto *j : _personRoles)
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delete j;
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for (auto *k : _extraDialogues)
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delete k;
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}
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Common::String City::getName() {
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return _name;
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}
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Person *City::addPerson(Person *person) {
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// Make a copy of the person before adding them, so
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// things like angering the guards, etc. will be
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// forgotten the next time you visit :)
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Person *p = new Person(person);
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// Set the start coordinates for the person
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p->setMap(this);
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p->goToStartLocation();
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_objects.push_back(p);
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return p;
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}
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void City::addPeople() {
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PersonList::iterator current;
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// Make sure the city has no people in it already
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removeAllPeople();
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for (current = _persons.begin(); current != _persons.end(); current++) {
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Person *p = *current;
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if ((p->getTile() != 0)
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&& !(g_context->_party->canPersonJoin(p->getName(), nullptr)
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&& g_context->_party->isPersonJoined(p->getName()))
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)
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addPerson(p);
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}
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}
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void City::removeAllPeople() {
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ObjectDeque::iterator obj;
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for (obj = _objects.begin(); obj != _objects.end();) {
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if (isPerson(*obj))
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obj = removeObject(obj);
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else
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obj++;
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}
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}
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Person *City::personAt(const Coords &coords) {
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Object *obj;
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obj = objectAt(coords);
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if (isPerson(obj))
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return dynamic_cast<Person *>(obj);
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else
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return nullptr;
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}
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bool isCity(Map *punknown) {
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City *pCity;
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if ((pCity = dynamic_cast<City *>(punknown)) != nullptr)
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return true;
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else
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return false;
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}
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} // End of namespace Ultima4
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} // End of namespace Ultima
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