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/**
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* @file towners.h
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*
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* Interface of functionality for loading and spawning towners.
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*/
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#pragma once
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#include <cstddef>
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#include <cstdint>
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#include <memory>
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#include "utils/stdcompat/string_view.hpp"
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#include "items.h"
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#include "player.h"
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#include "quests.h"
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namespace devilution {
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#define NUM_TOWNERS 16
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enum _talker_id : uint8_t {
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TOWN_SMITH,
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TOWN_HEALER,
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TOWN_DEADGUY,
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TOWN_TAVERN,
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TOWN_STORY,
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TOWN_DRUNK,
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TOWN_WITCH,
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TOWN_BMAID,
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TOWN_PEGBOY,
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TOWN_COW,
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TOWN_FARMER,
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TOWN_GIRL,
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TOWN_COWFARM,
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NUM_TOWNER_TYPES,
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};
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struct TNQ {
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uint8_t _qsttype;
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uint8_t _qstmsg;
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bool _qstmsgact;
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};
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struct TownerStruct {
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byte *_tNAnim[8];
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std::unique_ptr<byte[]> _tNData;
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byte *_tAnimData;
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int16_t _tSeed;
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/** Tile position of NPC */
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Point position;
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int16_t _tAnimWidth;
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int16_t _tAnimDelay; // Tick length of each frame in the current animation
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int16_t _tAnimCnt; // Increases by one each game tick, counting how close we are to _pAnimDelay
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uint8_t _tAnimLen; // Number of frames in current animation
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uint8_t _tAnimFrame; // Current frame of animation.
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uint8_t _tAnimFrameCnt;
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string_view _tName;
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TNQ qsts[MAXQUESTS];
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/** Specifies the animation frame sequence. */
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const uint8_t *animOrder; // unowned
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std::size_t animOrderSize;
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PlayerStruct *_tTalkingToPlayer;
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void (*talk)(PlayerStruct &player, TownerStruct &barOwner);
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bool _tbtcnt;
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_talker_id _ttype;
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};
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extern TownerStruct towners[NUM_TOWNERS];
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void InitTowners();
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void FreeTownerGFX();
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void ProcessTowners();
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void TalkToTowner(PlayerStruct &player, int t);
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extern _speech_id Qtalklist[NUM_TOWNER_TYPES][MAXQUESTS];
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} // namespace devilution
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