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2026-02-02 04:50:13 +01:00

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C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#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