229 lines
8.3 KiB
C++
229 lines
8.3 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef NUVIE_USECODE_U6_USECODE_H
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#define NUVIE_USECODE_U6_USECODE_H
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#include "ultima/nuvie/core/obj_manager.h"
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#include "ultima/nuvie/core/timed_event.h"
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#include "ultima/nuvie/usecode/usecode.h"
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//object numbers
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#include "ultima/nuvie/core/u6_objects.h"
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namespace Ultima {
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namespace Nuvie {
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#define U6_LORD_BRITISH_ACTOR_NUM 5 /*change to U6_NPC_LORD_BRITISH?*/
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#define U6_SHERRY_ACTOR_NUM 9
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#define U6_BEHLEM_ACTOR_NUM 164
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#define U6_LORD_BRITISH_ORB_CHECK_FLAG 0x20 // this is set if the player has asked LB about the orb of moons
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class U6UseCode;
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class CallBack;
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class Configuration;
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class MsgScroll;
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// U6ObjectType properties
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#define OBJTYPE_NONE 0x0000
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#define OBJTYPE_FOOD 0x0001 /* food or drink */
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#define OBJTYPE_CONTAINER 0x0002 /* must be set on empty bag,crate,backpack */
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#define OBJTYPE_BOOK 0x0004 /* has book data (signs, paintings, books) */
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#define TORCH_LIGHT_LEVEL 3
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struct U6ObjectType { // object properties & usecode
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bool (U6UseCode::*usefunc)(Obj *, UseCodeEvent); // usecode function
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uint16 obj_n; // type
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uint8 frame_n; // 0xFF matches any frame
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uint8 dist; // distance to trigger (depends on event, usually 0)
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UseCodeEvent trigger; // accepted event(s)
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uint16 flags; // properties (OBJTYPE)
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};
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typedef enum {
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LAT,
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LON
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} U6UseCodeLatLonEnum;
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class U6UseCode: public UseCode, public CallBack {
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public:
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U6UseCode(Game *g, const Configuration *cfg);
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~U6UseCode() override;
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bool use_obj(Obj *obj, Actor *actor) override;
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bool look_obj(Obj *obj, Actor *actor) override;
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bool pass_obj(Obj *obj, Actor *actor, uint16 x, uint16 y) override;
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bool search_obj(Obj *obj, Actor *actor) override;
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bool move_obj(Obj *obj, sint16 rel_x, sint16 rel_y) override;
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bool load_obj(Obj *obj) override;
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bool message_obj(Obj *obj, CallbackMessage msg, void *msg_data) override;
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bool ready_obj(Obj *obj, Actor *actor) override;
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bool get_obj(Obj *obj, Actor *actor) override;
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bool drop_obj(Obj *obj, Actor *actor, uint16 x, uint16 y, uint16 qty = 0) override;
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bool has_usecode(Obj *obj, UseCodeEvent ev = USE_EVENT_USE) override;
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bool has_usecode(Actor *actor, UseCodeEvent ev = USE_EVENT_USE) override;
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bool cannot_unready(const Obj *obj) const override;
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bool is_door(const Obj *obj) const {
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return (obj->obj_n >= 297 && obj->obj_n <= 300);
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}
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bool is_unlocked_door(const Obj *obj) const override {
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return (is_door(obj) && obj->frame_n != 9 && obj->frame_n != 11);
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}
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bool is_locked_door(const Obj *obj) const override {
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return (is_door(obj) && (obj->frame_n == 9 || obj->frame_n == 11));
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}
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bool is_magically_locked_door(const Obj *obj) const {
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return (is_door(obj) && (obj->frame_n == 13 || obj->frame_n == 15));
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}
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bool is_closed_door(const Obj *obj) const override {
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return (is_door(obj) && obj->frame_n > 3);
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}
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bool is_chest(const Obj *obj) const override {
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return (obj->obj_n == OBJ_U6_CHEST);
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}
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bool is_closed_chest(const Obj *obj) const {
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return (is_chest(obj) && obj->frame_n > 0);
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}
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bool is_locked_chest(const Obj *obj) const {
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return (is_chest(obj) && obj->frame_n == 2);
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}
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bool is_magically_locked_chest(const Obj *obj) const {
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return (is_chest(obj) && obj->frame_n == 3);
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}
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void unlock_chest(Obj *obj) {
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if (is_locked_chest(obj)) obj->frame_n = 1;
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return;
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}
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void lock_chest(Obj *obj) {
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if (is_chest(obj) && obj->frame_n == 1) obj->frame_n = 2;
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return;
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}
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bool is_locked(const Obj *obj) const {
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return (is_locked_door(obj) || is_locked_chest(obj));
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}
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bool is_magically_locked(const Obj *obj) const {
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return (is_magically_locked_door(obj) || is_magically_locked_chest(obj));
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}
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void unlock(Obj *obj);
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void lock(Obj *obj);
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bool is_food(const Obj *obj) const override;
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bool is_container(const Obj *obj) const override;
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bool is_container(uint16 obj_n, uint8 frame_n) const override;
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bool is_readable(const Obj *obj) const override;
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uint16 callback(uint16 msg, CallBack *caller, void *data = nullptr) override;
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protected:
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bool uc_event(const U6ObjectType *type, UseCodeEvent ev, Obj *obj);
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inline const U6ObjectType *get_object_type(uint16 n, uint8 f, UseCodeEvent ev = 0) const;
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public:
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// usecode
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bool use_orb(Obj *obj, UseCodeEvent ev);
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bool use_moonstone(Obj *obj, UseCodeEvent ev);
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bool use_door(Obj *obj, UseCodeEvent ev);
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bool use_secret_door(Obj *obj, UseCodeEvent ev);
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bool use_ladder(Obj *obj, UseCodeEvent ev);
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bool use_passthrough(Obj *obj, UseCodeEvent ev);
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bool use_switch(Obj *obj, UseCodeEvent ev);
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bool use_crank(Obj *obj, UseCodeEvent ev);
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bool use_food(Obj *obj, UseCodeEvent ev);
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bool use_firedevice(Obj *obj, UseCodeEvent ev);
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bool use_fan(Obj *obj, UseCodeEvent ev);
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bool use_sextant(Obj *obj, UseCodeEvent ev);
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bool use_staff(Obj *obj, UseCodeEvent ev);
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bool use_container(Obj *obj, UseCodeEvent ev);
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bool use_rune(Obj *obj, UseCodeEvent ev);
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bool use_vortex_cube(Obj *obj, UseCodeEvent ev);
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bool use_key(Obj *obj, UseCodeEvent ev);
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bool use_boat(Obj *obj, UseCodeEvent ev);
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inline Obj *use_boat_find_center(Obj *obj);
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inline bool use_boat_find_land(uint16 *x, uint16 *y, uint8 *z);
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bool use_balloon_plans(Obj *obj, UseCodeEvent ev);
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bool use_balloon(Obj *obj, UseCodeEvent ev);
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bool use_cow(Obj *obj, UseCodeEvent ev);
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bool use_well(Obj *obj, UseCodeEvent ev);
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bool fill_bucket(uint16 filled_bucket_obj_n);
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bool use_churn(Obj *obj, UseCodeEvent ev);
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bool use_beehive(Obj *obj, UseCodeEvent ev);
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bool use_horse(Obj *obj, UseCodeEvent ev);
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bool use_potion(Obj *obj, UseCodeEvent ev);
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bool use_bell(Obj *obj, UseCodeEvent ev);
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bool use_fishing_pole(Obj *obj, UseCodeEvent ev);
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bool use_shovel(Obj *obj, UseCodeEvent ev);
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bool use_fountain(Obj *obj, UseCodeEvent ev);
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bool use_rubber_ducky(Obj *obj, UseCodeEvent ev);
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bool use_crystal_ball(Obj *obj, UseCodeEvent ev);
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bool use_harpsichord(Obj *obj, UseCodeEvent ev);
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bool play_instrument(Obj *obj, UseCodeEvent ev);
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bool look_mirror(Obj *obj, UseCodeEvent ev);
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bool look_sign(Obj *obj, UseCodeEvent ev);
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bool look_clock(Obj *obj, UseCodeEvent ev);
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bool pass_quest_barrier(Obj *obj, UseCodeEvent ev);
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bool enter_dungeon(Obj *obj, UseCodeEvent ev);
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bool enter_moongate(Obj *obj, UseCodeEvent ev);
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// bool search_container(Obj *obj, UseCodeEvent ev);
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bool use_powder_keg(Obj *obj, UseCodeEvent ev);
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bool use_cannon(Obj *obj, UseCodeEvent ev);
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bool use_egg(Obj *obj, UseCodeEvent ev);
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bool sundial(Obj *obj, UseCodeEvent ev);
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bool torch(Obj *obj, UseCodeEvent ev);
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bool use_spellbook(Obj *obj, UseCodeEvent ev);
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bool use_peer_gem(Obj *obj, UseCodeEvent ev);
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bool magic_ring(Obj *obj, UseCodeEvent ev);
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bool storm_cloak(Obj *obj, UseCodeEvent ev);
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bool amulet_of_submission(Obj *obj, UseCodeEvent ev);
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bool gargish_vocabulary(Obj *obj, UseCodeEvent ev);
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bool holy_flame(Obj *obj, UseCodeEvent ev);
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protected:
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// supplementary
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void remove_gargoyle_egg(uint16 x, uint16 y, uint8 z);
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Obj *drawbridge_find(Obj *crank_obj);
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void drawbridge_open(uint16 x, uint16 y, uint8 level, uint16 b_width);
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void drawbridge_close(uint16 x, uint16 y, uint8 level, uint16 b_width);
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void drawbridge_remove(uint16 x, uint16 y, uint8 level, uint16 *bridge_width);
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bool use_firedevice_message(Obj *obj, bool lit);
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void lock_door(Obj *obj);
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void unlock_door(Obj *obj);
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Obj *bell_find(Obj *chain_obj);
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void sundial_set_shadow(Obj *sundial, uint8 hour);
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void extinguish_torch(Obj *obj);
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void light_torch(Obj *obj);
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bool process_effects(Obj *container_obj, Actor *actor) override;
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sint16 parseLatLongString(U6UseCodeLatLonEnum mode, Std::string *input);
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inline bool use_find_water(uint16 *x, uint16 *y, uint8 *z);
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inline bool lock_pick_dex_check();
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};
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} // End of namespace Nuvie
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} // End of namespace Ultima
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#endif
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