/* 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_USECODE_U6_USECODE_H #define NUVIE_USECODE_U6_USECODE_H #include "ultima/nuvie/core/obj_manager.h" #include "ultima/nuvie/core/timed_event.h" #include "ultima/nuvie/usecode/usecode.h" //object numbers #include "ultima/nuvie/core/u6_objects.h" namespace Ultima { namespace Nuvie { #define U6_LORD_BRITISH_ACTOR_NUM 5 /*change to U6_NPC_LORD_BRITISH?*/ #define U6_SHERRY_ACTOR_NUM 9 #define U6_BEHLEM_ACTOR_NUM 164 #define U6_LORD_BRITISH_ORB_CHECK_FLAG 0x20 // this is set if the player has asked LB about the orb of moons class U6UseCode; class CallBack; class Configuration; class MsgScroll; // U6ObjectType properties #define OBJTYPE_NONE 0x0000 #define OBJTYPE_FOOD 0x0001 /* food or drink */ #define OBJTYPE_CONTAINER 0x0002 /* must be set on empty bag,crate,backpack */ #define OBJTYPE_BOOK 0x0004 /* has book data (signs, paintings, books) */ #define TORCH_LIGHT_LEVEL 3 struct U6ObjectType { // object properties & usecode bool (U6UseCode::*usefunc)(Obj *, UseCodeEvent); // usecode function uint16 obj_n; // type uint8 frame_n; // 0xFF matches any frame uint8 dist; // distance to trigger (depends on event, usually 0) UseCodeEvent trigger; // accepted event(s) uint16 flags; // properties (OBJTYPE) }; typedef enum { LAT, LON } U6UseCodeLatLonEnum; class U6UseCode: public UseCode, public CallBack { public: U6UseCode(Game *g, const Configuration *cfg); ~U6UseCode() override; bool use_obj(Obj *obj, Actor *actor) override; bool look_obj(Obj *obj, Actor *actor) override; bool pass_obj(Obj *obj, Actor *actor, uint16 x, uint16 y) override; bool search_obj(Obj *obj, Actor *actor) override; bool move_obj(Obj *obj, sint16 rel_x, sint16 rel_y) override; bool load_obj(Obj *obj) override; bool message_obj(Obj *obj, CallbackMessage msg, void *msg_data) override; bool ready_obj(Obj *obj, Actor *actor) override; bool get_obj(Obj *obj, Actor *actor) override; bool drop_obj(Obj *obj, Actor *actor, uint16 x, uint16 y, uint16 qty = 0) override; bool has_usecode(Obj *obj, UseCodeEvent ev = USE_EVENT_USE) override; bool has_usecode(Actor *actor, UseCodeEvent ev = USE_EVENT_USE) override; bool cannot_unready(const Obj *obj) const override; bool is_door(const Obj *obj) const { return (obj->obj_n >= 297 && obj->obj_n <= 300); } bool is_unlocked_door(const Obj *obj) const override { return (is_door(obj) && obj->frame_n != 9 && obj->frame_n != 11); } bool is_locked_door(const Obj *obj) const override { return (is_door(obj) && (obj->frame_n == 9 || obj->frame_n == 11)); } bool is_magically_locked_door(const Obj *obj) const { return (is_door(obj) && (obj->frame_n == 13 || obj->frame_n == 15)); } bool is_closed_door(const Obj *obj) const override { return (is_door(obj) && obj->frame_n > 3); } bool is_chest(const Obj *obj) const override { return (obj->obj_n == OBJ_U6_CHEST); } bool is_closed_chest(const Obj *obj) const { return (is_chest(obj) && obj->frame_n > 0); } bool is_locked_chest(const Obj *obj) const { return (is_chest(obj) && obj->frame_n == 2); } bool is_magically_locked_chest(const Obj *obj) const { return (is_chest(obj) && obj->frame_n == 3); } void unlock_chest(Obj *obj) { if (is_locked_chest(obj)) obj->frame_n = 1; return; } void lock_chest(Obj *obj) { if (is_chest(obj) && obj->frame_n == 1) obj->frame_n = 2; return; } bool is_locked(const Obj *obj) const { return (is_locked_door(obj) || is_locked_chest(obj)); } bool is_magically_locked(const Obj *obj) const { return (is_magically_locked_door(obj) || is_magically_locked_chest(obj)); } void unlock(Obj *obj); void lock(Obj *obj); bool is_food(const Obj *obj) const override; bool is_container(const Obj *obj) const override; bool is_container(uint16 obj_n, uint8 frame_n) const override; bool is_readable(const Obj *obj) const override; uint16 callback(uint16 msg, CallBack *caller, void *data = nullptr) override; protected: bool uc_event(const U6ObjectType *type, UseCodeEvent ev, Obj *obj); inline const U6ObjectType *get_object_type(uint16 n, uint8 f, UseCodeEvent ev = 0) const; public: // usecode bool use_orb(Obj *obj, UseCodeEvent ev); bool use_moonstone(Obj *obj, UseCodeEvent ev); bool use_door(Obj *obj, UseCodeEvent ev); bool use_secret_door(Obj *obj, UseCodeEvent ev); bool use_ladder(Obj *obj, UseCodeEvent ev); bool use_passthrough(Obj *obj, UseCodeEvent ev); bool use_switch(Obj *obj, UseCodeEvent ev); bool use_crank(Obj *obj, UseCodeEvent ev); bool use_food(Obj *obj, UseCodeEvent ev); bool use_firedevice(Obj *obj, UseCodeEvent ev); bool use_fan(Obj *obj, UseCodeEvent ev); bool use_sextant(Obj *obj, UseCodeEvent ev); bool use_staff(Obj *obj, UseCodeEvent ev); bool use_container(Obj *obj, UseCodeEvent ev); bool use_rune(Obj *obj, UseCodeEvent ev); bool use_vortex_cube(Obj *obj, UseCodeEvent ev); bool use_key(Obj *obj, UseCodeEvent ev); bool use_boat(Obj *obj, UseCodeEvent ev); inline Obj *use_boat_find_center(Obj *obj); inline bool use_boat_find_land(uint16 *x, uint16 *y, uint8 *z); bool use_balloon_plans(Obj *obj, UseCodeEvent ev); bool use_balloon(Obj *obj, UseCodeEvent ev); bool use_cow(Obj *obj, UseCodeEvent ev); bool use_well(Obj *obj, UseCodeEvent ev); bool fill_bucket(uint16 filled_bucket_obj_n); bool use_churn(Obj *obj, UseCodeEvent ev); bool use_beehive(Obj *obj, UseCodeEvent ev); bool use_horse(Obj *obj, UseCodeEvent ev); bool use_potion(Obj *obj, UseCodeEvent ev); bool use_bell(Obj *obj, UseCodeEvent ev); bool use_fishing_pole(Obj *obj, UseCodeEvent ev); bool use_shovel(Obj *obj, UseCodeEvent ev); bool use_fountain(Obj *obj, UseCodeEvent ev); bool use_rubber_ducky(Obj *obj, UseCodeEvent ev); bool use_crystal_ball(Obj *obj, UseCodeEvent ev); bool use_harpsichord(Obj *obj, UseCodeEvent ev); bool play_instrument(Obj *obj, UseCodeEvent ev); bool look_mirror(Obj *obj, UseCodeEvent ev); bool look_sign(Obj *obj, UseCodeEvent ev); bool look_clock(Obj *obj, UseCodeEvent ev); bool pass_quest_barrier(Obj *obj, UseCodeEvent ev); bool enter_dungeon(Obj *obj, UseCodeEvent ev); bool enter_moongate(Obj *obj, UseCodeEvent ev); // bool search_container(Obj *obj, UseCodeEvent ev); bool use_powder_keg(Obj *obj, UseCodeEvent ev); bool use_cannon(Obj *obj, UseCodeEvent ev); bool use_egg(Obj *obj, UseCodeEvent ev); bool sundial(Obj *obj, UseCodeEvent ev); bool torch(Obj *obj, UseCodeEvent ev); bool use_spellbook(Obj *obj, UseCodeEvent ev); bool use_peer_gem(Obj *obj, UseCodeEvent ev); bool magic_ring(Obj *obj, UseCodeEvent ev); bool storm_cloak(Obj *obj, UseCodeEvent ev); bool amulet_of_submission(Obj *obj, UseCodeEvent ev); bool gargish_vocabulary(Obj *obj, UseCodeEvent ev); bool holy_flame(Obj *obj, UseCodeEvent ev); protected: // supplementary void remove_gargoyle_egg(uint16 x, uint16 y, uint8 z); Obj *drawbridge_find(Obj *crank_obj); void drawbridge_open(uint16 x, uint16 y, uint8 level, uint16 b_width); void drawbridge_close(uint16 x, uint16 y, uint8 level, uint16 b_width); void drawbridge_remove(uint16 x, uint16 y, uint8 level, uint16 *bridge_width); bool use_firedevice_message(Obj *obj, bool lit); void lock_door(Obj *obj); void unlock_door(Obj *obj); Obj *bell_find(Obj *chain_obj); void sundial_set_shadow(Obj *sundial, uint8 hour); void extinguish_torch(Obj *obj); void light_torch(Obj *obj); bool process_effects(Obj *container_obj, Actor *actor) override; sint16 parseLatLongString(U6UseCodeLatLonEnum mode, Std::string *input); inline bool use_find_water(uint16 *x, uint16 *y, uint8 *z); inline bool lock_pick_dex_check(); }; } // End of namespace Nuvie } // End of namespace Ultima #endif