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ULTIMA1: Refactored quest flags list into it's own class
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@ -70,6 +70,7 @@ MODULE_OBJS += \
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ultima1/actions/ready.o \
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ultima1/actions/stats.o \
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ultima1/core/party.o \
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ultima1/core/quests.o \
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ultima1/core/resources.o \
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ultima1/maps/map.o \
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ultima1/maps/map_base.o \
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57
engines/ultima/ultima1/core/quests.cpp
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57
engines/ultima/ultima1/core/quests.cpp
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@ -0,0 +1,57 @@
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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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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, write to the Free Software
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* Foundation, In, 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "ultima/ultima1/core/quests.h"
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#include "ultima/ultima1/core/resources.h"
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#include "ultima/ultima1/game.h"
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namespace Ultima {
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namespace Ultima1 {
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Quests::Quests(Ultima1Game *game) {
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for (int idx = 0; idx < FLAGS_COUNT; ++idx)
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push_back(QuestFlag(game));
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}
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void Quests::synchronize(Common::Serializer &s) {
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for (uint idx = 0; idx < size(); ++idx)
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(*this)[idx].synchronize(s);
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}
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/*-------------------------------------------------------------------*/
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void QuestFlag::synchronize(Common::Serializer &s) {
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s.syncAsByte(_state);
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}
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void QuestFlag::complete() {
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if (isInProgress()) {
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_state = COMPLETED;
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Shared::CInfoMsg msg(_game->_res->QUEST_COMPLETED, true);
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msg.execute(_game);
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_game->playFX(5);
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}
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}
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} // End of namespace Ultima1
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} // End of namespace Ultima
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99
engines/ultima/ultima1/core/quests.h
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99
engines/ultima/ultima1/core/quests.h
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@ -0,0 +1,99 @@
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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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef ULTIMA_ULTIMA1_CORE_QUESTS_H
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#define ULTIMA_ULTIMA1_CORE_QUESTS_H
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#include "common/array.h"
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#include "common/serializer.h"
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namespace Ultima {
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namespace Ultima1 {
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#define FLAGS_COUNT 9
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class Ultima1Game;
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/**
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* Quest entry
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*/
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class QuestFlag {
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enum FlagState { UNSTARTED = 0, IN_PROGRESS = -1, COMPLETED = 1 };
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private:
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Ultima1Game *_game;
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FlagState _state;
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public:
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/**
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* Constructor
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*/
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QuestFlag() : _game(nullptr), _state(UNSTARTED) {}
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/**
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* Constructor
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*/
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QuestFlag(Ultima1Game *game) : _game(game), _state(UNSTARTED) {}
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/**
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* Synchronize the data for a single flag
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*/
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void synchronize(Common::Serializer &s);
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/**
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* Returns true if the quest is unstarted
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*/
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bool isUnstarted() const { return _state == UNSTARTED; }
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/**
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* Returns true if the quest is in progress
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*/
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bool isInProgress() const { return _state == IN_PROGRESS; }
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/**
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* Called when a quest is completed
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*/
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bool isComplete() const { return _state == COMPLETED; }
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/**
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* Complete an in-progress quest
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*/
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void complete();
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};
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/**
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* Manages the list of quest flags
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*/
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class Quests : public Common::Array<QuestFlag> {
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public:
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/**
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* Constructor
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*/
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Quests(Ultima1Game *game);
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/**
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* Synchronize the data for a single flag
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*/
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void synchronize(Common::Serializer &s);
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};
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} // End of namespace Ultima1
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} // End of namespace Ultima
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#endif
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@ -40,7 +40,7 @@ namespace Ultima1 {
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EMPTY_MESSAGE_MAP(Ultima1Game, Shared::Game);
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Ultima1Game::Ultima1Game() : Shared::Game() {
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Ultima1Game::Ultima1Game() : Shared::Game(), _quests(this) {
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_res = new GameResources();
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_map = new Maps::Ultima1Map(this);
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_party = new Party(this);
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@ -63,7 +63,6 @@ Ultima1Game::Ultima1Game() : Shared::Game() {
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}
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Common::fill(&_gems[0], &_gems[4], 0);
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Common::fill(&_questFlags[0], &_questFlags[9], UNSTARTED);
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}
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Ultima1Game::~Ultima1Game() {
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@ -81,8 +80,7 @@ void Ultima1Game::synchronize(Common::Serializer &s) {
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for (int idx = 0; idx < 4; ++idx)
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s.syncAsUint16LE(_gems[idx]);
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for (int idx = 0; idx < 9; ++idx)
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s.syncAsSint16LE(_questFlags[idx]);
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_quests.synchronize(s);
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}
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void Ultima1Game::starting(bool isLoading) {
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@ -101,16 +99,5 @@ void Ultima1Game::giveTreasure(int coins, int v2) {
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// TODO
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}
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void Ultima1Game::questCompleted(uint questNum) {
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assert(questNum < 9);
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if (_questFlags[questNum] == IN_PROGRESS) {
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_questFlags[questNum] = COMPLETED;
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Shared::CInfoMsg msg(_res->QUEST_COMPLETED, true);
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msg.execute(this);
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playFX(5);
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}
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}
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} // End of namespace Ultima1
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} // End of namespace Ultima
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@ -25,6 +25,7 @@
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#include "ultima/shared/early/game.h"
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#include "ultima/shared/gfx/visual_container.h"
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#include "ultima/ultima1/core/quests.h"
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namespace Ultima {
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namespace Ultima1 {
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@ -41,14 +42,13 @@ class GameResources;
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class Ultima1Game : public Shared::Game {
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DECLARE_MESSAGE_MAP;
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enum QuestFlag { UNSTARTED = 0, IN_PROGRESS = -1, COMPLETED = 1 };
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public:
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GameResources *_res;
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Shared::Gfx::VisualItem *_gameView;
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Shared::Gfx::VisualItem *_titleView;
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Shared::Gfx::VisualItem *_charGenView;
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uint _gems[4];
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QuestFlag _questFlags[9];
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Quests _quests;
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public:
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CLASSDEF;
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Ultima1Game();
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@ -78,11 +78,6 @@ public:
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* Give some treasure
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*/
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void giveTreasure(int coins, int v2);
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/**
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* Called when a quest is completed
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*/
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void questCompleted(uint questNum);
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};
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} // End of namespace Ultima1
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@ -258,7 +258,9 @@ void DungeonMonster::monsterDead() {
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}
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if (index) {
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static_cast<Ultima1Game *>(_game)->questCompleted(8 - index);
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// Mark monster-based quests as complete if in progress
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Ultima1Game *game = static_cast<Ultima1Game *>(_game);
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game->_quests[8 - index].complete();
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}
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}
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