315 lines
8.3 KiB
C++
315 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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#include "ultima/nuvie/core/nuvie_defs.h"
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#include "ultima/nuvie/misc/u6_llist.h"
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#include "ultima/nuvie/gui/widgets/msg_scroll.h"
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#include "ultima/nuvie/actors/actor_manager.h"
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#include "ultima/nuvie/actors/actor.h"
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#include "ultima/nuvie/usecode/usecode.h"
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#include "ultima/nuvie/gui/widgets/map_window.h"
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#include "ultima/nuvie/script/script.h"
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#include "ultima/nuvie/core/events.h"
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namespace Ultima {
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namespace Nuvie {
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UseCode::UseCode(Game *g, const Configuration *cfg) : game(g), config(cfg),
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obj_manager(nullptr), map(nullptr), player(nullptr), scroll(nullptr),
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actor_manager(nullptr), party(nullptr), script(nullptr), script_thread(nullptr) {
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clear_items();
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}
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UseCode::~UseCode() {
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if (script_thread) {
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delete script_thread;
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}
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}
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bool UseCode::init(ObjManager *om, Map *m, Player *p, MsgScroll *ms) {
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obj_manager = om;
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map = m;
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player = p;
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scroll = ms;
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actor_manager = game->get_actor_manager();
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party = player->get_party();
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script = game->get_script();
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return true;
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}
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/* Clear items.
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*/
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void UseCode::clear_items() {
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memset(&items, 0, sizeof(items));
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/* items.uint_ref = nullptr;
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items.sint_ref = nullptr;
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items.obj_ref = nullptr;
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items.actor_ref = items.actor2_ref = nullptr;
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items.mapcoord_ref = nullptr;
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items.msg_ref = nullptr;
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items.string_ref = nullptr;
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items.ent_ref = nullptr;
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items.data_ref = nullptr; */
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}
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ScriptThread *UseCode::get_running_script() {
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if (script_thread && script_thread->is_running())
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return script_thread;
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return nullptr;
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}
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bool UseCode::is_script_running() {
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if (script_thread && script_thread->is_running())
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return true;
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return false;
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}
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bool UseCode::is_container(const Obj *obj) const {
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return script->call_is_container_obj(obj->obj_n);
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}
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bool UseCode::has_usecode(Obj *obj, UseCodeEvent ev) {
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return script->call_has_usecode(obj, ev);
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}
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bool UseCode::use_obj(Obj *obj, Actor *actor) {
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if (script_thread) {
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delete script_thread;
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script_thread = nullptr;
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}
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script_thread = script->call_use_obj(obj, actor);
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if (script_thread) {
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script_thread->start();
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if (script_thread->finished()) {
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delete script_thread;
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script_thread = nullptr;
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}
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}
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return true;//script->call_use_obj(obj, actor);
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}
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// use obj at location with src_obj as object_ref
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bool UseCode::use_obj(uint16 x, uint16 y, uint8 z, Obj *src_obj) {
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Obj *obj;
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obj = obj_manager->get_obj(x, y, z, true);
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if (obj == nullptr)
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return false;
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return use_obj(obj, src_obj);
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}
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bool UseCode::ready_obj(Obj *obj, Actor *actor) {
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return script->call_ready_obj(obj, actor);
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}
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bool UseCode::move_obj(Obj *obj, sint16 rel_x, sint16 rel_y) {
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return script->call_move_obj(obj, rel_x, rel_y);
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}
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void UseCode::toggle_frame(Obj *obj) {
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if (obj->frame_n > 0)
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obj->frame_n--;
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else
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obj->frame_n = 1;
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}
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/* Print container contents and dump them on top of the container.
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*/
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//FIXME! some of this logic should go elsewhere.
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bool UseCode::search_container(Obj *obj, bool show_string) {
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Obj *temp_obj;
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U6Link *obj_link;
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/* Test whether this object has items inside it. */
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if ((obj->container != nullptr) &&
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((obj_link = obj->container->start()) != nullptr)) {
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/* Add objects to obj_list. */
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for (; obj_link != nullptr;) {
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temp_obj = (Obj *)obj_link->data;
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obj_link = obj_link->next;
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/*
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obj_list->add(temp_obj);
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temp_obj->status |= OBJ_STATUS_OK_TO_TAKE;
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temp_obj->set_on_map(obj_list); //ERIC temp_obj->status &= ~OBJ_STATUS_IN_CONTAINER;
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temp_obj->x = obj->x;
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temp_obj->y = obj->y;
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temp_obj->z = obj->z;
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*/
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obj_manager->moveto_map(temp_obj, obj->is_in_container() ? MapCoord(obj->get_container_obj(true)) : MapCoord(obj));
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if (show_string) {
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scroll->display_string(obj_manager->look_obj(temp_obj, true));
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if (obj_link) // more objects left
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scroll->display_string(obj_link->next ? ", " : ", and ");
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}
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}
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/* Remove objects from the container. */
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//obj->container->removeAll();
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return true;
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}
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return false;
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}
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/* Remove last object in container and return a pointer to it.
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*/
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Obj *UseCode::get_obj_from_container(Obj *obj) {
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Obj *temp_obj;
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if (obj->container && obj->container->end()) {
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temp_obj = (Obj *)obj->container->end()->data;
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obj->container->remove(temp_obj); // a pop_back() may be more efficient
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return temp_obj;
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}
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return nullptr;
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}
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/* Print name of event being sent and the object receiving it.
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*/
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void UseCode::dbg_print_event(UseCodeEvent event, Obj *obj) {
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string do_string = "";
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switch (event) {
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case USE_EVENT_USE:
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do_string = "Use";
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break;
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case USE_EVENT_LOOK:
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do_string = "Look at";
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break;
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case USE_EVENT_PASS:
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do_string = "Pass";
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break;
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case USE_EVENT_SEARCH:
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do_string = "Search";
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break;
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case USE_EVENT_MOVE:
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do_string = "Move";
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break;
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case USE_EVENT_LOAD:
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do_string = "Load";
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break;
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case USE_EVENT_MESSAGE:
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do_string = "Message";
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break;
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case USE_EVENT_READY:
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do_string = "(Un)Equip";
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break;
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case USE_EVENT_GET:
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do_string = "Get";
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break;
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case USE_EVENT_DROP:
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do_string = "Drop";
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break;
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}
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if (do_string != "")
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DEBUG(0, LEVEL_DEBUGGING, "UseCode: %s object %d:%d (%03x,%03x,%x)\n", do_string.c_str(),
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obj->obj_n, obj->frame_n, obj->x, obj->y, obj->z);
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else
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DEBUG(0, LEVEL_DEBUGGING, "UseCode: Events 0x%04x sent to object %d:%d (%03x,%03x,%x)\n",
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event, obj->obj_n, obj->frame_n, obj->x, obj->y, obj->z);
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}
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/* Subtract `count' from object quantity. Destroy the object completely if all
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* stacked objects were removed, or the object is not stackable, or `count' is
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* 0. This means it will be removed from the world or an actor's inventory, and
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* deleted.
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* Returns the original object if it still exists, because the count was smaller
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* than the object stack, or it could not be completely destroyed for whatever
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* reason. Returns nullptr if the object was destroyed.
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*/
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Obj *UseCode::destroy_obj(Obj *obj, uint32 count, bool run_usecode) {
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//ActorManager *actor_manager = Game::get_game()->get_actor_manager();
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//bool removed = false;
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// subtract
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if (count > 0 && obj_manager->is_stackable(obj) && obj->qty > count)
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obj->qty -= count;
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else { // destroy
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obj_manager->unlink_from_engine(obj, run_usecode);
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delete_obj(obj);
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obj = nullptr;
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}
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return obj;
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}
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/*
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* don't autowalk long distances to objects when foes are nearby or select obj outside of range
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*/
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bool UseCode::out_of_use_range(Obj *obj, bool check_enemies) {
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if (!obj) // this should be checked before you get here
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return true;
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if (obj->is_in_inventory())
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return false;
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MapCoord player_loc = player->get_actor()->get_location();
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MapCoord obj_loc = MapCoord(obj->x, obj->y, obj->z);
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if (!check_enemies) {
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if (player_loc.distance(obj_loc) > 1
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&& game->get_map_window()->get_interface() == INTERFACE_NORMAL) {
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scroll->display_string("\nOut of range.\n");
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return true;
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} else if (!game->get_map_window()->can_get_obj(player->get_actor(), obj)) {
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scroll->display_string("\nBlocked.\n");
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return true;
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} else
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return false;
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} else if (player_loc.distance(obj_loc) > 1) { // only setup for objects that already checked range and blocking limit
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ActorList *enemies = nullptr;
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if ((enemies = player->get_actor()->find_enemies())) {
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scroll->display_string("\nOut of range.\n");
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delete enemies;
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return true;
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}
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delete enemies;
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}
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return false;
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}
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const char *useCodeTypeToString(UseCodeType type) {
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switch (type) {
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case USE :
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return "use";
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case MOVE :
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return "move";
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case GET :
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return "get";
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default :
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return "other";
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}
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}
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} // End of namespace Nuvie
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} // End of namespace Ultima
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