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engines/ultima/ultima4/map/shrine.h
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107
engines/ultima/ultima4/map/shrine.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_MAP_SHRINE_H
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#define ULTIMA4_MAP_SHRINE_H
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#include "ultima/ultima4/map/map.h"
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#include "ultima/ultima4/filesys/savegame.h"
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namespace Ultima {
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namespace Ultima4 {
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#define SHRINE_MEDITATION_INTERVAL 100
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#define MEDITATION_MANTRAS_PER_CYCLE 16
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class Shrine : public Map {
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public:
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Shrine();
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~Shrine() override {}
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// Methods
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Common::String getName() override;
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Virtue getVirtue() const;
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Common::String getMantra() const;
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void setVirtue(Virtue v);
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void setMantra(const Common::String &mantra);
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/**
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* Enter the shrine
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*/
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void enter();
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void enhancedSequence();
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void meditationCycle();
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void askMantra();
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void eject();
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void showVision(bool elevated);
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// Properties
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private:
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Common::String _name;
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Virtue _virtue;
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Common::String _mantra;
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};
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class Shrines {
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public:
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int _cycles, _completedCycles;
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Std::vector<Common::String> _advice;
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public:
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/**
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* Constructor
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*/
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Shrines();
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/**
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* Destructor
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*/
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~Shrines();
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/**
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* Returns true if advice data has been loaded
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*/
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bool isAdviceLoaded() const {
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return !_advice.empty();
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}
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/**
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* Load advice
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*/
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void loadAdvice();
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};
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extern Shrines *g_shrines;
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/**
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* Returns true if the player can use the portal to the shrine
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*/
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bool shrineCanEnter(const Portal *p);
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/**
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* Returns true if 'map' points to a Shrine map
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*/
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bool isShrine(Map *punknown);
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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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