/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ #ifndef NUVIE_CORE_OBJ_H #define NUVIE_CORE_OBJ_H #include "ultima/nuvie/core/nuvie_defs.h" #include "ultima/nuvie/misc/u6_llist.h" namespace Ultima { namespace Nuvie { class Actor; #define NO_OBJ_STATUS 0 // obj status bit flags #define OBJ_STATUS_OK_TO_TAKE 0x1 //#define OBJ_STATUS_SEEN_EGG 0x2 // something to do with eggs <- not sure about this one. #define OBJ_STATUS_INVISIBLE 0x2 // I think this is correct #define OBJ_STATUS_CHARMED 0x4 // objlist.txt says 'charmed' // position: A 2 bit field, so can't use plain | to check / |= to set these. // FIXME: check to make sure we don't do this anywhere anymore #define OBJ_STATUS_ON_MAP 0x0 #define OBJ_STATUS_IN_CONTAINER 0x8 #define OBJ_STATUS_IN_INVENTORY 0x10 #define OBJ_STATUS_READIED 0x18 #define OBJ_STATUS_MASK_GET 0x18 #define OBJ_STATUS_MASK_SET 0xE7 #define OBJ_STATUS_TEMPORARY 0x20 #define OBJ_STATUS_EGG_ACTIVE 0x40 // something to do with eggs #define OBJ_STATUS_BROKEN 0x40 #define OBJ_STATUS_MUTANT 0x40 #define OBJ_STATUS_CURSED 0x40 #define OBJ_STATUS_LIT 0x80 //first 3 bits of nuvie_status code object location //in the nuvie engine. //Nuvie engine obj locations #define OBJ_LOC_NONE 0 #define OBJ_LOC_INV 1 #define OBJ_LOC_MAP 2 #define OBJ_LOC_READIED 3 #define OBJ_LOC_CONT 4 #define NUVIE_OBJ_STATUS_LOC_MASK_GET 0x7 #define NUVIE_OBJ_STATUS_LOC_MASK_SET 0xf8 #define NUVIE_OBJ_STATUS_SCRIPTING 0x8 #define NUVIE_OBJ_STATUS_ACTOR_OBJ 0x10 #define OBJ_MATCH_QUALITY true #define OBJ_NOMATCH_QUALITY false #define OBJ_MATCH_FRAME_N true #define OBJ_NOMATCH_FRAME_N false //We use this in Obj::is_in_inventory() #define OBJ_DONT_CHECK_PARENT false class Obj { uint8 nuvie_status; public: //uint16 objblk_n; uint16 obj_n; uint8 frame_n; uint8 status; uint16 x; uint16 y; uint8 z; uint16 qty; uint8 quality; void *parent; //either an Obj pointer or an Actor pointer depending on engine_loc. U6LList *container; public: Obj(); Obj(Obj *sobj); bool is_script_obj() const { return (nuvie_status & NUVIE_OBJ_STATUS_SCRIPTING); } bool is_actor_obj() const { return (nuvie_status & NUVIE_OBJ_STATUS_ACTOR_OBJ); } bool is_ok_to_take() const; bool is_invisible() const { return (status & OBJ_STATUS_INVISIBLE); } bool is_charmed() const { return (status & OBJ_STATUS_CHARMED); } bool is_temporary() const { return (status & OBJ_STATUS_TEMPORARY); } bool is_egg_active() const { return (status & OBJ_STATUS_EGG_ACTIVE); } bool is_broken() const { return (status & OBJ_STATUS_BROKEN); } bool is_mutant() const { return (status & OBJ_STATUS_MUTANT); } bool is_cursed() const { return (status & OBJ_STATUS_CURSED); } bool is_lit() const { return (status & OBJ_STATUS_LIT); } bool is_on_map() const { return ((nuvie_status & NUVIE_OBJ_STATUS_LOC_MASK_GET) == OBJ_LOC_MAP); } bool is_in_container() const { return ((nuvie_status & NUVIE_OBJ_STATUS_LOC_MASK_GET) == OBJ_LOC_CONT); } bool is_in_inventory(bool check_parent = true) const; bool is_readied() const { return ((nuvie_status & NUVIE_OBJ_STATUS_LOC_MASK_GET) == OBJ_LOC_READIED); } bool has_container() const { return (container != nullptr); } void make_container(); Obj *get_container_obj(bool recursive = false); uint32 container_count_objects() const; uint8 get_engine_loc() const; Actor *get_actor_holding_obj(); void set_on_map(U6LList *map_list); void set_in_container(Obj *container_obj); void set_in_inventory(); void set_invisible(bool flag); void set_temporary(bool flag = true); void set_ok_to_take(bool flag, bool recursive = false); void readied(); void set_noloc(); void set_in_script(bool flag); void set_actor_obj(bool flag); void add(Obj *obj, bool stack = false, bool addAtTail = false); bool remove(Obj *obj); Obj *find_in_container(uint16 obj_n, uint8 quality, bool match_quality = OBJ_MATCH_QUALITY, uint8 frame_n = 0, bool match_frame_n = OBJ_NOMATCH_FRAME_N, Obj **prev_obj = nullptr) const; uint32 get_total_qty(uint16 match_obj_n); protected: void add_and_stack(Obj *obj, bool addAtTail = false); }; } // End of namespace Nuvie } // End of namespace Ultima #endif