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engines/ultima/ultima4/game/item.h
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150
engines/ultima/ultima4/game/item.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_ITEM_H
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#define ULTIMA4_GAME_ITEM_H
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#include "ultima/ultima4/core/types.h"
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#include "common/str.h"
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namespace Ultima {
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namespace Ultima4 {
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class Coords;
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class Map;
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struct Portal;
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enum SearchCondition {
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SC_NONE = 0x00,
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SC_NEWMOONS = 0x01,
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SC_FULLAVATAR = 0x02,
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SC_REAGENTDELAY = 0x04
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};
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class Items;
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typedef bool (Items::*IsInInventoryProc)(int item);
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typedef void (Items::*InventoryActionProc)(int item);
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struct
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#ifndef NO_CXX11_ALIGNAS
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alignas(8)
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#endif
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ItemLocation {
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const char *_name;
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const char *_shortName;
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const char *_locationLabel;
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IsInInventoryProc _isItemInInventory;
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InventoryActionProc _putItemInInventory;
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InventoryActionProc _useItem;
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int _data;
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byte _conditions;
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};
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typedef void (*DestroyAllCreaturesCallback)();
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#define N_ITEMS 34
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class Items {
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private:
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static const ItemLocation ITEMS[N_ITEMS];
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DestroyAllCreaturesCallback destroyAllCreaturesCallback;
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int needStoneNames;
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byte stoneMask;
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private:
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bool isRuneInInventory(int virt);
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void putRuneInInventory(int virt);
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bool isStoneInInventory(int virt);
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void putStoneInInventory(int virt);
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bool isItemInInventory(int item);
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bool isSkullInInventory(int item);
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void putItemInInventory(int item);
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/**
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* Use bell, book, or candle on the entrance to the Abyss
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*/
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void useBBC(int item);
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/**
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* Uses the silver horn
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*/
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void useHorn(int item);
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/**
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* Uses the wheel (if on board a ship)
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*/
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void useWheel(int item);
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/**
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* Uses or destroys the skull of Mondain
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*/
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void useSkull(int item);
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/**
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* Handles using the virtue stones in dungeon altar rooms and on dungeon altars
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*/
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void useStone(int item);
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void useKey(int item);
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bool isMysticInInventory(int mystic);
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void putMysticInInventory(int mystic);
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bool isWeaponInInventory(int weapon);
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void putWeaponInInventory(int weapon);
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void useTelescope(int notused);
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bool isReagentInInventory(int reag);
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void putReagentInInventory(int reag);
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/**
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* Handles naming of stones when used
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*/
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void itemHandleStones(const Common::String &color);
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/**
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* Returns true if the specified conditions are met to be able to get the item
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*/
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bool itemConditionsMet(byte conditions);
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public:
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Items();
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~Items();
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void setDestroyAllCreaturesCallback(DestroyAllCreaturesCallback callback);
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/**
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* Returns an item location record if a searchable object exists at
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* the given location. nullptr is returned if nothing is there.
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*/
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const ItemLocation *itemAtLocation(const Map *map, const Coords &coords);
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/**
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* Uses the item indicated by 'shortname'
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*/
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void itemUse(const Common::String &shortName);
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/**
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* Checks to see if the abyss was opened
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*/
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static bool isAbyssOpened(const Portal *p);
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};
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extern Items *g_items;
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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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