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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_USECODE_USECODE_H
#define NUVIE_USECODE_USECODE_H
#include "ultima/shared/std/string.h"
#include "ultima/nuvie/misc/call_back.h"
#include "ultima/nuvie/misc/map_entity.h"
#include "ultima/nuvie/core/obj_manager.h"
#include "ultima/nuvie/core/player.h"
namespace Ultima {
namespace Nuvie {
// The game triggers one of these events on an object to activate its UseCode
// function(s). The return value meaning is different for each event.
#define USE_EVENT_USE 0x01 /* return value undefined */
#define USE_EVENT_LOOK 0x02 /* true: allow search, false: disallow search */
#define USE_EVENT_PASS 0x04 /* true: do normal move, false: object blocks */
#define USE_EVENT_MESSAGE 0x08 /* internal message or data return */
#define USE_EVENT_SEARCH 0x10 /*undefined (true = had objects?); might remove*/
//#define USE_EVENT_ON 0x20 /* post-move/idle */
#define USE_EVENT_MOVE 0x40 /* true: move object, false: don't move object */
#define USE_EVENT_LOAD 0x80 /* return value undefined */
#define USE_EVENT_READY 0x0100 /* true: object may be equipped */
#define USE_EVENT_GET 0x0200 /* true: do normal get */
#define USE_EVENT_DROP 0x0400 /* true: do normal drop */
#define USE_EVENT_INPUT_CANCEL 0x501 /* note this shares a bit with USE_EVENT_USE so it can pass through uc_event(). return undefined */
//#define USE_EVENT_NEAR 0x00 /* mirrors; might use ON with distance val */
//#define USE_EVENT_ATTACK 0x00 /* doors, chests, mirrors */
//#define USE_EVENT_ENTER 0x00 /* object enters view (clocks) */
//#define USE_EVENT_LEAVE 0x00 /* object leaves view */
typedef uint16 UseCodeEvent;
/* Events:
* USE
* Returns: undefined
* Use the object.
* actor_ref - the actor using it (the player actor typically)
*
* PASS (Quest Barrier)
* Returns: True if actor may move, False if object blocks
* Called when an actor attempts to step onto an object.
* actor_ref - actor trying to pass
* mapcoord_ref - location the actor is trying to pass (for multi-tile objects)
*
* LOOK (signs)
* Returns: True if an object can be searched
* Called when someone looks at the object. Some objects aren't searched (books
* for example) and should return false.
*
* MESSAGE (fumaroles, earthquakes?, powder kegs, clocks)
* An internal event from the engine. It must have been previously requested.
* Includes TIMED events, and DATA returns. Be careful that the object still
* exists.
*
* MOVE (cannons)
* Returns: True to push object to the new position
* Use this to perform special move functions for some objects. A cannon can be
* aimed with MOVE.
* mapcoord_ref - target location
*
* (UN)LOAD unimplemented (fumaroles)
* Returns: undefined
* Called when the object is cached in or out (or when it would have been in the
* original game... about 16 to 32 spaces away), and when new objects are created.
* It can be used to start timers, or to hatch eggs.
*
* Actor NEAR unimplemented (mirrors)
* Set something to happen when an actor moves close to or away from object.
* Distance will be used.
*
* Actor ON (chairs, traps) unimplemented
* Returns: undefined
* Called each turn for any objects in the view-area with actors standing on
* them.
*
* ENTER view-area unimplemented
*
* LEAVE view-area unimplemented
* Enter and leave will be used to start and stop sound effects. Distance will
* be used.
*
* (UN)READY (Amulet of Submission)
* Returns: True if the object may be worn, or removed
* This is called before the object is is equipped or removed. Check the
* object's flags to determine if it is being equipped or not. (if its readied
* flag is set it is being removed). Special un/ready functions can be created
* with this.
* actor_ref - the actor un/readying it
*
* ATTACK (doors, chests)
*
* DROP (breakables, torches)
* Returns: True to allow normal drop at the target.
* Special drop functions can be created with this.
* actor_ref - the actor dropping it
* mapcoord_ref - the desired drop target
*
* GET (torches, runes?)
* Returns: True if the actor can get the object.
* Special get functions can be created with this.
* actor_ref - the actor getting it
*
* SEARCH (graves, secret doors)
* Returns: True if the object contained other objects.
* FIXME: might remove this and add as a player action
*
*/
typedef enum {
USE,
GET,
MOVE
} UseCodeType;
const char *useCodeTypeToString(UseCodeType type);
class ActorManager;
class Configuration;
class Events;
class Game;
class Map;
class MsgScroll;
class MapCoord;
class Party;
class Player;
class Script;
class ScriptThread;
class UseCode {
private:
ScriptThread *script_thread;
protected:
Game *game;
const Configuration *config;
ObjManager *obj_manager;
Map *map;
Player *player;
MsgScroll *scroll;
ActorManager *actor_manager;
Party *party;
Script *script;
// pass parameters to usecode functions via items (nullptr itemref is unset)
struct {
uint32 *uint_ref;
sint32 *sint_ref;
Obj *obj_ref;
Actor *actor_ref, *actor2_ref;
MapCoord *mapcoord_ref;
CallbackMessage *msg_ref;
Std::string *string_ref;
MapEntity *ent_ref;
char *data_ref;
} items;
void clear_items();
public:
UseCode(Game *g, const Configuration *cfg);
virtual ~UseCode();
virtual bool init(ObjManager *om, Map *m, Player *p, MsgScroll *ms);
bool use_obj(uint16 x, uint16 y, uint8 z, Obj *src_obj = nullptr);
bool use_obj(Obj *obj, Obj *src_obj = nullptr) {
return (use_obj(obj, player->get_actor())); // ??
}
virtual bool use_obj(Obj *obj, Actor *actor);
virtual bool look_obj(Obj *obj, Actor *actor) {
return false;
}
virtual bool pass_obj(Obj *obj, Actor *actor, uint16 x, uint16 y) {
return false;
}
virtual bool search_obj(Obj *obj, Actor *actor) {
return false;
}
virtual bool move_obj(Obj *obj, sint16 rel_x, sint16 rel_y);
virtual bool load_obj(Obj *obj) {
return false;
}
virtual bool message_obj(Obj *obj, CallbackMessage msg, void *msg_data) {
return false;
}
virtual bool ready_obj(Obj *obj, Actor *actor);
virtual bool get_obj(Obj *obj, Actor *actor) {
return false;
}
virtual bool drop_obj(Obj *obj, Actor *actor, uint16 x, uint16 y, uint16 qty = 0) {
return false;
}
virtual bool has_usecode(Obj *obj, UseCodeEvent ev = USE_EVENT_USE);
virtual bool has_usecode(Actor *actor, UseCodeEvent ev = USE_EVENT_USE) {
return false;
}
virtual bool has_lookcode(Obj *obj) {
return has_usecode(obj, USE_EVENT_LOOK);
}
virtual bool has_passcode(Obj *obj) {
return has_usecode(obj, USE_EVENT_PASS);
}
virtual bool has_movecode(Obj *obj) {
return has_usecode(obj, USE_EVENT_MOVE);
}
virtual bool has_loadcode(Obj *obj) {
return has_usecode(obj, USE_EVENT_LOAD);
}
virtual bool has_readycode(Obj *obj) {
return has_usecode(obj, USE_EVENT_READY);
}
virtual bool cannot_unready(const Obj *obj) const {
return false;
}
virtual bool has_getcode(Obj *obj) {
return has_usecode(obj, USE_EVENT_GET);
}
virtual bool has_dropcode(Obj *obj) {
return has_usecode(obj, USE_EVENT_DROP);
}
bool is_door(const Obj *obj) const {
return (is_locked_door(obj) || is_unlocked_door(obj));
}
virtual bool is_locked_door(const Obj *obj) const {
return false;
}
virtual bool is_unlocked_door(const Obj *obj) const {
return false;
}
virtual bool is_closed_door(const Obj *obj) const {
return false;
}
virtual bool process_effects(Obj *container_obj, Actor *actor) {
return false;
}
virtual bool is_food(const Obj *obj) const {
return false;
}
virtual bool is_container(const Obj *obj) const;
virtual bool is_container(uint16 obj_n, uint8 frame_n) const {
return false;
}
virtual bool is_readable(const Obj *obj) const {
return false;
}
virtual bool is_chest(const Obj *obj) const {
return false;
}
void set_itemref(sint32 *val) {
items.sint_ref = val;
}
void set_itemref(Obj *val) {
items.obj_ref = val;
}
void set_itemref(Actor *val, Actor *val2 = nullptr) {
items.actor_ref = val;
items.actor2_ref = val2;
}
void set_itemref(MapCoord *val) {
items.mapcoord_ref = val;
}
Obj *get_obj_from_container(Obj *obj);
bool search_container(Obj *obj, bool show_string = true);
Obj *destroy_obj(Obj *obj, uint32 count = 0, bool run_usecode = true);
bool out_of_use_range(Obj *obj, bool check_enemies);
ScriptThread *get_running_script();
bool is_script_running();
protected:
void toggle_frame(Obj *obj);
void dbg_print_event(UseCodeEvent event, Obj *obj);
};
} // End of namespace Nuvie
} // End of namespace Ultima
#endif