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

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/* 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_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