Files
scummvm-cursorfix/engines/glk/adrift/scobjcts.cpp
2026-02-02 04:50:13 +01:00

929 lines
24 KiB
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/>.
*
*/
#include "glk/adrift/scare.h"
#include "glk/adrift/scprotos.h"
#include "glk/adrift/scgamest.h"
namespace Glk {
namespace Adrift {
/* Assorted definitions and constants. */
static const sc_char NUL = '\0';
/* Trace flag, set before running. */
static sc_bool obj_trace = FALSE;
/*
* obj_is_static()
* obj_is_surface()
* obj_is_container()
*
* Convenience functions to return TRUE for given object attributes.
*/
sc_bool obj_is_static(sc_gameref_t game, sc_int object) {
const sc_prop_setref_t bundle = gs_get_bundle(game);
sc_vartype_t vt_key[3];
sc_bool bstatic;
vt_key[0].string = "Objects";
vt_key[1].integer = object;
vt_key[2].string = "Static";
bstatic = prop_get_boolean(bundle, "B<-sis", vt_key);
return bstatic;
}
sc_bool obj_is_container(sc_gameref_t game, sc_int object) {
const sc_prop_setref_t bundle = gs_get_bundle(game);
sc_vartype_t vt_key[3];
sc_bool is_container;
vt_key[0].string = "Objects";
vt_key[1].integer = object;
vt_key[2].string = "Container";
is_container = prop_get_boolean(bundle, "B<-sis", vt_key);
return is_container;
}
sc_bool obj_is_surface(sc_gameref_t game, sc_int object) {
const sc_prop_setref_t bundle = gs_get_bundle(game);
sc_vartype_t vt_key[3];
sc_bool is_surface;
vt_key[0].string = "Objects";
vt_key[1].integer = object;
vt_key[2].string = "Surface";
is_surface = prop_get_boolean(bundle, "B<-sis", vt_key);
return is_surface;
}
/*
* obj_container_object()
*
* Return the index of the n'th container object found.
*/
sc_int obj_container_object(sc_gameref_t game, sc_int n) {
sc_int object, count;
/* Progress through objects until n containers found. */
count = n;
for (object = 0; object < gs_object_count(game) && count >= 0; object++) {
if (obj_is_container(game, object))
count--;
}
return object - 1;
}
/*
* obj_container_index()
*
* Return index such that obj_container_object(index) == objnum.
*/
sc_int obj_container_index(sc_gameref_t game, sc_int objnum) {
sc_int object, count;
/* Progress through objects up to objnum. */
count = 0;
for (object = 0; object < objnum; object++) {
if (obj_is_container(game, object))
count++;
}
return count;
}
/*
* obj_surface_object()
*
* Return the index of the n'th surface object found.
*/
sc_int obj_surface_object(sc_gameref_t game, sc_int n) {
sc_int object, count;
/* Progress through objects until n surfaces found. */
count = n;
for (object = 0; object < gs_object_count(game) && count >= 0; object++) {
if (obj_is_surface(game, object))
count--;
}
return object - 1;
}
/*
* obj_surface_index()
*
* Return index such that obj_surface_object(index) == objnum.
*/
sc_int obj_surface_index(sc_gameref_t game, sc_int objnum) {
sc_int object, count;
/* Progress through objects up to objnum. */
count = 0;
for (object = 0; object < objnum; object++) {
if (obj_is_surface(game, object))
count++;
}
return count;
}
/*
* obj_stateful_object()
*
* Return the index of the n'th openable or statussed object found.
*/
sc_int obj_stateful_object(sc_gameref_t game, sc_int n) {
const sc_prop_setref_t bundle = gs_get_bundle(game);
sc_int object, count;
/* Progress through objects until n matches found. */
count = n;
for (object = 0; object < gs_object_count(game) && count >= 0; object++) {
sc_vartype_t vt_key[3];
sc_bool is_openable, is_statussed;
vt_key[0].string = "Objects";
vt_key[1].integer = object;
vt_key[2].string = "Openable";
is_openable = prop_get_integer(bundle, "I<-sis", vt_key) != 0;
vt_key[2].string = "CurrentState";
is_statussed = prop_get_integer(bundle, "I<-sis", vt_key) != 0;
if (is_openable || is_statussed)
count--;
}
return object - 1;
}
/*
* obj_stateful_index()
*
* Return index such that obj_stateful_object(index) == objnum.
*/
sc_int obj_stateful_index(sc_gameref_t game, sc_int objnum) {
const sc_prop_setref_t bundle = gs_get_bundle(game);
sc_int object, count;
/* Progress through objects up to objnum. */
count = 0;
for (object = 0; object < objnum; object++) {
sc_vartype_t vt_key[3];
sc_bool is_openable, is_statussed;
vt_key[0].string = "Objects";
vt_key[1].integer = object;
vt_key[2].string = "Openable";
is_openable = prop_get_integer(bundle, "I<-sis", vt_key) != 0;
vt_key[2].string = "CurrentState";
is_statussed = prop_get_integer(bundle, "I<-sis", vt_key) != 0;
if (is_openable || is_statussed)
count++;
}
return count;
}
/*
* obj_state_name()
*
* Return the string name of the state of a given stateful object. The
* string is malloc'ed, and needs to be freed by the caller. Returns NULL
* if no valid state string found.
*/
sc_char *obj_state_name(sc_gameref_t game, sc_int objnum) {
const sc_prop_setref_t bundle = gs_get_bundle(game);
sc_vartype_t vt_key[3];
const sc_char *states;
sc_int length, state, count, first, last;
sc_char *string;
/* Get the list of state strings for the object. */
vt_key[0].string = "Objects";
vt_key[1].integer = objnum;
vt_key[2].string = "States";
states = prop_get_string(bundle, "S<-sis", vt_key);
/* Find the start of the element for the current state. */
state = gs_object_state(game, objnum);
length = strlen(states);
for (first = 0, count = state; first < length && count > 1; first++) {
if (states[first] == '|')
count--;
}
if (count != 1)
return nullptr;
/* Find the end of the state string. */
for (last = first; last < length; last++) {
if (states[last] == '|')
break;
}
/* Allocate and take a copy of the state string. */
string = (sc_char *)sc_malloc(last - first + 1);
memcpy(string, states + first, last - first);
string[last - first] = NUL;
return string;
}
/*
* obj_dynamic_object()
*
* Return the index of the n'th non-static object found.
*/
sc_int obj_dynamic_object(sc_gameref_t game, sc_int n) {
sc_int object, count;
/* Progress through objects until n matches found. */
count = n;
for (object = 0; object < gs_object_count(game) && count >= 0; object++) {
if (!obj_is_static(game, object))
count--;
}
return object - 1;
}
/*
* obj_wearable_object()
*
* Return the index of the n'th wearable object found.
*/
sc_int obj_wearable_object(sc_gameref_t game, sc_int n) {
const sc_prop_setref_t bundle = gs_get_bundle(game);
sc_int object, count;
/* Progress through objects until n matches found. */
count = n;
for (object = 0; object < gs_object_count(game) && count >= 0; object++) {
if (!obj_is_static(game, object)) {
sc_vartype_t vt_key[3];
vt_key[0].string = "Objects";
vt_key[1].integer = object;
vt_key[2].string = "Wearable";
if (prop_get_boolean(bundle, "B<-sis", vt_key))
count--;
}
}
return object - 1;
}
/*
* Size is held in the ten's digit of SizeWeight, and weight in the units.
* Size and weight are multipliers -- the relative size and weight of objects
* rises by a factor of three for each incremental multiplier. These factors
* are also used for the maximum size of object that can fit in a container,
* and the number of these that fit.
*/
enum {
OBJ_DIMENSION_DIVISOR = 10,
OBJ_DIMENSION_MULTIPLE = 3
};
/*
* obj_get_size()
* obj_get_weight()
*
* Return the relative size and weight of an object. For containers, the
* weight includes the weight of each contained object.
*
* TODO It's possible to have static objects in the player inventory, moved
* by events -- how should these be handled, as they have no SizeWeight?
*/
sc_int obj_get_size(sc_gameref_t game, sc_int object) {
const sc_prop_setref_t bundle = gs_get_bundle(game);
sc_vartype_t vt_key[3];
sc_int size, count;
/* TODO For now, give static objects no size. */
if (obj_is_static(game, object))
return 0;
/* Size is the 'tens' component of SizeWeight. */
vt_key[0].string = "Objects";
vt_key[1].integer = object;
vt_key[2].string = "SizeWeight";
count = prop_get_integer(bundle, "I<-sis", vt_key) / OBJ_DIMENSION_DIVISOR;
/*
* Calculate base object size. Unlike weights below, we take this as simply
* being the maximum size; that is, when a container carries other objects
* its weight increases by the sum of objects carried, but its size remains
* constant.
*/
size = 1;
for (; count > 0; count--)
size *= OBJ_DIMENSION_MULTIPLE;
if (obj_trace)
sc_trace("Object: object %ld is size %ld\n", object, size);
/* Return total size. */
return size;
}
sc_int obj_get_weight(sc_gameref_t game, sc_int object) {
const sc_prop_setref_t bundle = gs_get_bundle(game);
sc_vartype_t vt_key[3];
sc_int weight, count;
/* TODO For now, give static objects no weight. */
if (obj_is_static(game, object))
return 0;
/* Weight is the 'units' component of SizeWeight. */
vt_key[0].string = "Objects";
vt_key[1].integer = object;
vt_key[2].string = "SizeWeight";
count = prop_get_integer(bundle, "I<-sis", vt_key) % OBJ_DIMENSION_DIVISOR;
/* Calculate base object weight. */
weight = 1;
for (; count > 0; count--)
weight *= OBJ_DIMENSION_MULTIPLE;
/* If this is a container or a surface, add weights of parented objects. */
if (obj_is_container(game, object) || obj_is_surface(game, object)) {
sc_int other;
/* Find and add contained or surface objects. */
for (other = 0; other < gs_object_count(game); other++) {
if ((gs_object_position(game, other) == OBJ_IN_OBJECT
|| gs_object_position(game, other) == OBJ_ON_OBJECT)
&& gs_object_parent(game, other) == object) {
weight += obj_get_weight(game, other);
}
}
}
if (obj_trace)
sc_trace("Object: object %ld is weight %ld\n", object, weight);
/* Return total weight. */
return weight;
}
/*
* obj_convert_player_limit()
* obj_get_player_size_limit()
* obj_get_player_weight_limit()
*
* Return the limits set on the sizes and weights a player can handle. Not
* really object-related except that they deal with sizing multiples.
*/
static sc_int obj_convert_player_limit(sc_int value) {
sc_int retval, index_;
/* 'Tens' of value multiplied by 3 to the power 'units' of value. */
retval = value / OBJ_DIMENSION_DIVISOR;
for (index_ = 0; index_ < value % OBJ_DIMENSION_DIVISOR; index_++)
retval *= OBJ_DIMENSION_MULTIPLE;
return retval;
}
sc_int obj_get_player_size_limit(sc_gameref_t game) {
const sc_prop_setref_t bundle = gs_get_bundle(game);
sc_vartype_t vt_key[2];
sc_int max_size;
vt_key[0].string = "Globals";
vt_key[1].string = "MaxSize";
max_size = prop_get_integer(bundle, "I<-ss", vt_key);
return obj_convert_player_limit(max_size);
}
sc_int obj_get_player_weight_limit(sc_gameref_t game) {
const sc_prop_setref_t bundle = gs_get_bundle(game);
sc_vartype_t vt_key[2];
sc_int max_weight;
vt_key[0].string = "Globals";
vt_key[1].string = "MaxWt";
max_weight = prop_get_integer(bundle, "I<-ss", vt_key);
return obj_convert_player_limit(max_weight);
}
/*
* obj_get_container_maxsize()
* obj_get_container_capacity()
*
* Return the maximum size of an object that can be placed in a container,
* and the number that will fit.
*/
sc_int obj_get_container_maxsize(sc_gameref_t game, sc_int object) {
const sc_prop_setref_t bundle = gs_get_bundle(game);
sc_vartype_t vt_key[3];
sc_int maxsize, count;
/* Maxsize is found from the 'units' component of Capacity. */
vt_key[0].string = "Objects";
vt_key[1].integer = object;
vt_key[2].string = "Capacity";
count = prop_get_integer(bundle, "I<-sis", vt_key) % OBJ_DIMENSION_DIVISOR;
/* Calculate and return maximum size. */
maxsize = 1;
for (; count > 0; count--)
maxsize *= OBJ_DIMENSION_MULTIPLE;
if (obj_trace)
sc_trace("Object: object %ld has max size %ld\n", object, maxsize);
return maxsize;
}
sc_int obj_get_container_capacity(sc_gameref_t game, sc_int object) {
const sc_prop_setref_t bundle = gs_get_bundle(game);
sc_vartype_t vt_key[3];
sc_int capacity;
/* The count of objects is in the 'tens' component of Capacity. */
vt_key[0].string = "Objects";
vt_key[1].integer = object;
vt_key[2].string = "Capacity";
capacity = prop_get_integer(bundle, "I<-sis", vt_key)
/ OBJ_DIMENSION_DIVISOR;
if (obj_trace)
sc_trace("Object: object %ld has capacity %ld\n", object, capacity);
return capacity;
}
/* Sit/lie bit mask enumerations. */
enum {
OBJ_STANDABLE_MASK = 1 << 0,
OBJ_LIEABLE_MASK = 1 << 1
};
/*
* obj_standable_object()
*
* Return the index of the n'th standable object found.
*/
sc_int obj_standable_object(sc_gameref_t game, sc_int n) {
const sc_prop_setref_t bundle = gs_get_bundle(game);
sc_int object, count;
/* Progress through objects until n standable found. */
count = n;
for (object = 0; object < gs_object_count(game) && count >= 0; object++) {
sc_vartype_t vt_key[3];
sc_int sit_lie_flags;
vt_key[0].string = "Objects";
vt_key[1].integer = object;
vt_key[2].string = "SitLie";
sit_lie_flags = prop_get_integer(bundle, "I<-sis", vt_key);
if (sit_lie_flags & OBJ_STANDABLE_MASK)
count--;
}
return object - 1;
}
/*
* obj_lieable_object()
*
* Return the index of the n'th lieable object found.
*/
sc_int obj_lieable_object(sc_gameref_t game, sc_int n) {
const sc_prop_setref_t bundle = gs_get_bundle(game);
sc_int object, count;
/* Progress through objects until n lieable found. */
count = n;
for (object = 0; object < gs_object_count(game) && count >= 0; object++) {
sc_vartype_t vt_key[3];
sc_int sit_lie_flags;
vt_key[0].string = "Objects";
vt_key[1].integer = object;
vt_key[2].string = "SitLie";
sit_lie_flags = prop_get_integer(bundle, "I<-sis", vt_key);
if (sit_lie_flags & OBJ_LIEABLE_MASK)
count--;
}
return object - 1;
}
/*
* obj_appears_plural()
*
* Return TRUE if the object appears to be plural. Adrift makes a guess at
* this to produce "... is on.." or "... are on...". It's not clear how it
* does it, but it looks something like: singular if prefix is "a" or "an"
* or ""; plural if prefix is "the" or "some" and short name ends with 's'
* that is not preceded by 'u'.
*/
sc_bool obj_appears_plural(sc_gameref_t game, sc_int object) {
const sc_prop_setref_t bundle = gs_get_bundle(game);
sc_vartype_t vt_key[3];
const sc_char *prefix, *name;
/* Check prefix for "a", "an", or empty. */
vt_key[0].string = "Objects";
vt_key[1].integer = object;
vt_key[2].string = "Prefix";
prefix = prop_get_string(bundle, "S<-sis", vt_key);
if (!(sc_strempty(prefix)
|| sc_compare_word(prefix, "a", 1)
|| sc_compare_word(prefix, "an", 2))) {
sc_int length;
/* Check name for ending in 's', but not 'us'. */
vt_key[2].string = "Short";
name = prop_get_string(bundle, "S<-sis", vt_key);
length = strlen(name);
if (!sc_strempty(name)
&& sc_tolower(name[length - 1]) == 's'
&& (length < 2 || sc_tolower(name[length - 2]) != 'u'))
return TRUE;
}
/* Doesn't look plural. */
return FALSE;
}
/*
* obj_directly_in_room_internal()
* obj_directly_in_room()
*
* Return TRUE if a given object is currently on the floor of a given room.
*/
static sc_bool obj_directly_in_room_internal(sc_gameref_t game, sc_int object, sc_int room) {
const sc_prop_setref_t bundle = gs_get_bundle(game);
/* See if the object is static or dynamic. */
if (obj_is_static(game, object)) {
sc_vartype_t vt_key[5];
sc_int type;
/* Static object moved to player or room by event? */
if (!gs_object_static_unmoved(game, object)) {
if (gs_object_position(game, object) == OBJ_HELD_PLAYER)
return FALSE;
else
return gs_object_position(game, object) - 1 == room;
}
/* Check and return the room list for the object. */
vt_key[0].string = "Objects";
vt_key[1].integer = object;
vt_key[2].string = "Where";
vt_key[3].string = "Type";
type = prop_get_integer(bundle, "I<-siss", vt_key);
switch (type) {
case ROOMLIST_ALL_ROOMS:
return TRUE;
case ROOMLIST_NO_ROOMS:
case ROOMLIST_NPC_PART:
return FALSE;
case ROOMLIST_ONE_ROOM:
vt_key[3].string = "Room";
return prop_get_integer(bundle, "I<-siss", vt_key) == room + 1;
case ROOMLIST_SOME_ROOMS:
vt_key[3].string = "Rooms";
vt_key[4].integer = room + 1;
return prop_get_boolean(bundle, "B<-sissi", vt_key);
default:
sc_fatal("obj_directly_in_room_internal:"
" invalid type, %ld\n", type);
return FALSE;
}
} else
return gs_object_position(game, object) == room + 1;
}
sc_bool obj_directly_in_room(sc_gameref_t game, sc_int object, sc_int room) {
sc_bool result;
/* Check, trace result, and return. */
result = obj_directly_in_room_internal(game, object, room);
if (obj_trace) {
sc_trace("Object: checking for object %ld directly in room %ld, %s\n",
object, room, result ? "true" : "false");
}
return result;
}
/*
* obj_indirectly_in_room_internal()
* obj_indirectly_in_room()
*
* Return TRUE if a given object is currently in a given room, either
* directly, on an object indirectly, in an open object indirectly, or
* carried by an NPC in the room.
*/
static sc_bool obj_indirectly_in_room_internal(sc_gameref_t game, sc_int object, sc_int room) {
const sc_prop_setref_t bundle = gs_get_bundle(game);
/* See if the object is static or dynamic. */
if (obj_is_static(game, object)) {
sc_vartype_t vt_key[5];
sc_int type;
/* Static object moved to player or room by event? */
if (!gs_object_static_unmoved(game, object)) {
if (gs_object_position(game, object) == OBJ_HELD_PLAYER)
return gs_player_in_room(game, room);
else
return gs_object_position(game, object) - 1 == room;
}
/* Check and return the room list for the object. */
vt_key[0].string = "Objects";
vt_key[1].integer = object;
vt_key[2].string = "Where";
vt_key[3].string = "Type";
type = prop_get_integer(bundle, "I<-siss", vt_key);
switch (type) {
case ROOMLIST_ALL_ROOMS:
return TRUE;
case ROOMLIST_NO_ROOMS:
return FALSE;
case ROOMLIST_ONE_ROOM:
vt_key[3].string = "Room";
return prop_get_integer(bundle, "I<-siss", vt_key) == room + 1;
case ROOMLIST_SOME_ROOMS:
vt_key[3].string = "Rooms";
vt_key[4].integer = room + 1;
return prop_get_boolean(bundle, "B<-sissi", vt_key);
case ROOMLIST_NPC_PART: {
sc_int npc;
vt_key[2].string = "Parent";
npc = prop_get_integer(bundle, "I<-sis", vt_key);
if (npc == 0)
return gs_player_in_room(game, room);
else
return npc_in_room(game, npc - 1, room);
}
default:
sc_fatal("obj_indirectly_in_room_internal:"
" invalid type, %ld\n", type);
return FALSE;
}
} else {
sc_int parent, position;
/* Get dynamic object's parent and position. */
parent = gs_object_parent(game, object);
position = gs_object_position(game, object);
/* Decide depending on positioning. */
switch (position) {
case OBJ_HIDDEN: /* Hidden. */
return FALSE;
case OBJ_HELD_PLAYER: /* Held by player. */
case OBJ_WORN_PLAYER: /* Worn by player. */
return gs_player_in_room(game, room);
case OBJ_HELD_NPC: /* Held by NPC. */
case OBJ_WORN_NPC: /* Worn by NPC. */
return npc_in_room(game, parent, room);
case OBJ_IN_OBJECT: { /* In another object. */
sc_int openness;
openness = gs_object_openness(game, parent);
switch (openness) {
case OBJ_WONTCLOSE:
case OBJ_OPEN:
return obj_indirectly_in_room(game, parent, room);
default:
return FALSE;
}
}
case OBJ_ON_OBJECT: /* On another object. */
return obj_indirectly_in_room(game, parent, room);
default: /* Within a room. */
if (position > gs_room_count(game) + 1) {
sc_error("sc_object_indirectly_in_room:"
" position out of bounds, %ld\n", position);
}
return position - 1 == room;
}
}
}
sc_bool obj_indirectly_in_room(sc_gameref_t game, sc_int object, sc_int Room) {
sc_bool result;
/* Check, trace result, and return. */
result = obj_indirectly_in_room_internal(game, object, Room);
if (obj_trace) {
sc_trace("Object: checking for object %ld indirectly in room %ld, %s\n",
object, Room, result ? "true" : "false");
}
return result;
}
/*
* obj_indirectly_held_by_player_internal()
* obj_indirectly_held_by_player()
*
* Return TRUE if a given object is currently held by the player, either
* directly, on an object indirectly, or in an open object indirectly.
*/
static sc_bool obj_indirectly_held_by_player_internal(sc_gameref_t game, sc_int object) {
/* See if the object is static or dynamic. */
if (obj_is_static(game, object)) {
/* Static object moved to player or room by event? */
if (!gs_object_static_unmoved(game, object)) {
if (gs_object_position(game, object) == OBJ_HELD_PLAYER)
return TRUE;
else
return FALSE;
}
/* An unmoved static object is not held by the player. */
return FALSE;
} else {
sc_int parent, position;
/* Get dynamic object's parent and position. */
parent = gs_object_parent(game, object);
position = gs_object_position(game, object);
/* Decide depending on positioning. */
switch (position) {
case OBJ_HIDDEN: /* Hidden. */
return FALSE;
case OBJ_HELD_PLAYER: /* Held by player. */
case OBJ_WORN_PLAYER: /* Worn by player. */
return TRUE;
case OBJ_HELD_NPC: /* Held by NPC. */
case OBJ_WORN_NPC: /* Worn by NPC. */
return FALSE;
case OBJ_IN_OBJECT: { /* In another object. */
sc_int openness;
openness = gs_object_openness(game, parent);
switch (openness) {
case OBJ_WONTCLOSE:
case OBJ_OPEN:
return obj_indirectly_held_by_player(game, parent);
default:
return FALSE;
}
}
case OBJ_ON_OBJECT: /* On another object. */
return obj_indirectly_held_by_player(game, parent);
default: /* Within a room. */
return FALSE;
}
}
}
sc_bool obj_indirectly_held_by_player(sc_gameref_t game, sc_int object) {
sc_bool result;
/* Check, trace result, and return. */
result = obj_indirectly_held_by_player_internal(game, object);
if (obj_trace) {
sc_trace("Object: checking for object %ld indirectly"
" held by player, %s\n", object, result ? "true" : "false");
}
return result;
}
/*
* sc_obj_shows_initial_description()
*
* Return TRUE if this object should be listed as room content.
*/
sc_bool obj_shows_initial_description(sc_gameref_t game, sc_int object) {
const sc_prop_setref_t bundle = gs_get_bundle(game);
sc_vartype_t vt_key[3];
sc_int onlywhennotmoved;
/* Get only when moved property. */
vt_key[0].string = "Objects";
vt_key[1].integer = object;
vt_key[2].string = "OnlyWhenNotMoved";
onlywhennotmoved = prop_get_integer(bundle, "I<-sis", vt_key);
/* Combine this with game in mysterious ways. */
switch (onlywhennotmoved) {
case 0:
return TRUE;
case 1:
return gs_object_unmoved(game, object);
case 2: {
sc_int initialposition;
if (gs_object_unmoved(game, object))
return TRUE;
vt_key[2].string = "InitialPosition";
initialposition = prop_get_integer(bundle, "I<-sis", vt_key) - 3;
return gs_object_position(game, object) == initialposition;
}
default:
break;
}
/* What you talkin' 'bout, Willis? */
return FALSE;
}
/*
* obj_turn_update()
* obj_setup_initial()
*
* Set initial values for object states, and update after a turn.
*/
void obj_turn_update(sc_gameref_t game) {
sc_int index_;
/* Update object seen flag to current state. */
for (index_ = 0; index_ < gs_object_count(game); index_++) {
if (!gs_object_seen(game, index_)
&& obj_indirectly_in_room(game, index_, gs_playerroom(game)))
gs_set_object_seen(game, index_, TRUE);
}
}
void obj_setup_initial(sc_gameref_t game) {
/* Set initial seen states for objects. */
obj_turn_update(game);
}
/*
* obj_debug_trace()
*
* Set object tracing on/off.
*/
void obj_debug_trace(sc_bool flag) {
obj_trace = flag;
}
} // End of namespace Adrift
} // End of namespace Glk