/* 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 .
*
*/
#include "ultima/ultima8/audio/audio_process.h"
#include "ultima/ultima8/ultima8.h"
#include "ultima/ultima8/world/actors/main_actor.h"
#include "ultima/ultima8/world/item_selection_process.h"
#include "ultima/ultima8/world/item_factory.h"
#include "ultima/ultima8/world/world.h"
#include "ultima/ultima8/world/current_map.h"
#include "ultima/ultima8/world/get_object.h"
#include "ultima/ultima8/world/loop_script.h"
#include "ultima/ultima8/usecode/uc_list.h"
namespace Ultima {
namespace Ultima8 {
ItemSelectionProcess *ItemSelectionProcess::_instance = nullptr;
static const uint32 SELECTOR_SHAPE = 0x5a3;
static const uint16 SELECT_FAILED_SFX_REMORSE = 0xb0;
static const uint16 SELECT_FAILED_SFX_REGRET = 0x1a7;
DEFINE_RUNTIME_CLASSTYPE_CODE(ItemSelectionProcess)
ItemSelectionProcess::ItemSelectionProcess() : Process(), _selectedItem(0),
_ax(0), _ay(0), _az(0) {
_instance = this;
_type = 1; // persistent
}
ItemSelectionProcess::~ItemSelectionProcess() {
if (_instance == this)
_instance = nullptr;
}
void ItemSelectionProcess::run() {
}
bool ItemSelectionProcess::selectNextItem(bool grab) {
MainActor *mainactor = getMainActor();
CurrentMap *currentmap = World::get_instance()->getCurrentMap();
if (!mainactor || !currentmap)
return false;
Point3 pt = mainactor->getCentre();
_ax = pt.x;
_ay = pt.y;
_az = mainactor->getZ();
UCList uclist(2);
LOOPSCRIPT(script, LS_TOKEN_TRUE); // we want all items
currentmap->areaSearch(&uclist, script, sizeof(script),
mainactor, 0x200, false);
Std::vector- candidates;
for (unsigned int i = 0; i < uclist.getSize(); ++i) {
ObjId itemid = uclist.getuint16(i);
Item *item = getItem(itemid);
if (!item)
continue;
const ShapeInfo *info = item->getShapeInfo();
// Maybe this can be done with a loopscript,
// but this is how the game does it..
if (item->hasFlags(Item::FLG_HANGING))
continue;
uint16 family = item->getFamily();
if (item->getShape() == 0x4ed || family == ShapeInfo::SF_CRUWEAPON ||
family == ShapeInfo::SF_CRUAMMO || family == ShapeInfo::SF_CRUBOMB ||
family == ShapeInfo::SF_CRUINVITEM ||
(info && (info->_flags & ShapeInfo::SI_CRU_SELECTABLE))) {
Point3 c = item->getCentre();
int32 iz = item->getZ();
if (abs(c.x - _ax) > 0x100 || abs(c.y - _ay) > 0x100 ||
(iz - _az) >= 0x50 || (_az - iz) >= 0x18)
continue;
candidates.push_back(item);
if (grab) {
const ShapeInfo *info_g = item->getShapeInfo();
if (!info_g || !(info_g->_flags & ShapeInfo::SI_CRU_SELECTABLE)) {
MainActor *actor = getMainActor();
if (actor)
actor->addItemCru(item, true);
}
}
}
}
if (grab) {
clearSelection();
return false;
}
if (candidates.size() < 1) {
AudioProcess *audio = AudioProcess::get_instance();
assert(audio);
// Play the "beeboop" selection failed sound.
uint16 sfxno = GAME_IS_REGRET ? SELECT_FAILED_SFX_REGRET : SELECT_FAILED_SFX_REMORSE;
if (!audio->isSFXPlaying(sfxno))
audio->playSFX(sfxno, 0x10, 0, 1);
clearSelection();
return false;
}
Item *item = candidates[0];
if (_selectedItem) {
// Pick the next item
int offset = 0;
for (const auto *c : candidates) {
ObjId num = c->getObjId();
if (_selectedItem == num) {
offset++;
break;
}
}
offset = offset % candidates.size();
item = candidates[offset];
}
putItemSelectionOnItem(item);
return true;
}
void ItemSelectionProcess::useSelectedItem() {
if (!_selectedItem)
return;
Item *item = getItem(_selectedItem);
if (item) {
const ShapeInfo *info = item->getShapeInfo();
if (info && (info->_flags & ShapeInfo::SI_CRU_SELECTABLE)) {
item->callUsecodeEvent_use();
} else {
MainActor *actor = getMainActor();
if (actor)
actor->addItemCru(item, true);
}
}
clearSelection();
}
void ItemSelectionProcess::avatarMoved() {
if (!_selectedItem)
return;
Item *item = getItem(_selectedItem);
MainActor *mainactor = getMainActor();
// Only clear if actor has moved a little
if (item && mainactor) {
Point3 a = mainactor->getCentre();
uint32 range = MAX(abs(a.x - _ax), MAX(abs(a.y - _ay), abs(a.z - _az)));
if (range > 16)
clearSelection();
}
}
void ItemSelectionProcess::clearSelection() {
if (!getItemNum())
return;
Item *sprite = getItem(getItemNum());
if (sprite) {
sprite->destroy();
}
setItemNum(0);
_selectedItem = 0;
}
void ItemSelectionProcess::putItemSelectionOnItem(Item *item) {
assert(item);
clearSelection();
Point3 pt = item->getCentre();
_selectedItem = item->getObjId();
Item *sprite = ItemFactory::createItem(SELECTOR_SHAPE, 0, 0, Item::FLG_DISPOSABLE,
0, 0, Item::EXT_SPRITE, true);
sprite->move(pt);
setItemNum(sprite->getObjId());
}
void ItemSelectionProcess::saveData(Common::WriteStream *ws) {
Process::saveData(ws);
ws->writeUint16LE(_selectedItem);
ws->writeSint32LE(_ax);
ws->writeSint32LE(_ay);
ws->writeSint32LE(_az);
}
bool ItemSelectionProcess::loadData(Common::ReadStream *rs, uint32 version) {
if (!Process::loadData(rs, version)) return false;
_selectedItem = rs->readUint16LE();
_ax = rs->readSint32LE();
_ay = rs->readSint32LE();
_az = rs->readSint32LE();
_type = 1; // should be persistent but older savegames may not know that.
return true;
}
} // End of namespace Ultima8
} // End of namespace Ultima