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scummvm-cursorfix/engines/ultima/nuvie/core/magic.h
2026-02-02 04:50:13 +01:00

168 lines
4.7 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/>.
*
*/
#ifndef NUVIE_CORE_MAGIC_H
#define NUVIE_CORE_MAGIC_H
#include "ultima/nuvie/core/events.h"
#include "ultima/nuvie/misc/call_back.h"
namespace Ultima {
namespace Nuvie {
#define REAGENT_U6_MANDRAKE_ROOT 0x01
#define REAGENT_U6_NIGHTSHADE 0x02
#define REAGENT_U6_BLACK_PEARL 0x04
#define REAGENT_U6_BLOOD_MOSS 0x08
#define REAGENT_U6_SPIDER_SILK 0x10
#define REAGENT_U6_GARLIC 0x20
#define REAGENT_U6_GINSENG 0x40
#define REAGENT_U6_SULFUROUS_ASH 0x80
#define MAX_SCRIPT_LENGTH 65000
#define MAX_TOKEN_LENGTH 255
#define MAX_STACK_DEPTH 255
#define MAGIC_STATE_READY 0x00
#define MAGIC_STATE_SELECT_SPELL 0x01
#define MAGIC_STATE_PROCESS_SCRIPT 0x02
#define MAGIC_STATE_ACQUIRE_TARGET 0x03
#define MAGIC_STATE_ACQUIRE_INPUT 0x04
#define MAGIC_STATE_ACQUIRE_DIRECTION 0x05
#define MAGIC_STATE_ACQUIRE_INV_OBJ 0x06
#define MAGIC_STATE_TALK_TO_ACTOR 0x07
#define MAGIC_STATE_ACQUIRE_SPELL 0x08
#define MAGIC_STATE_ACQUIRE_OBJ 0x09
#define MAGIC_ALL_SPELLS 255
class ScriptThread;
class NuvieIOFileRead;
class Spell {
public: /* saves using dumb get / set functions */
uint8 num;
char *name; // eg. "Heal"
char *invocation; // eg. "im"
uint8 reagents; // reagents used
Spell(uint8 new_num, const char *new_name = "undefined name", const char *new_invocation = "kawo", uint8 new_reagents = 255) {
num = new_num;
name = scumm_strdup(new_name);
invocation = scumm_strdup(new_invocation);
reagents = new_reagents;
};
~Spell() {
free(name);
free(invocation);
}
};
class Magic : public CallBack {
private:
Spell *spell[256]; // spell list;
char cast_buffer_str[26]; // buffer for spell syllables typed.
uint8 cast_buffer_len; // how many characters typed in the spell buffer.
Events *event;
uint8 state;
ScriptThread *magic_script;
Obj *spellbook_obj;
/* TODO
* add a register array, or a pointer to a list of variables?
*/
public:
Magic();
~Magic() override;
bool init(Events *evt);
bool read_spell_list();
void clear_cast_buffer() {
cast_buffer_str[0] = '\0';
cast_buffer_len = 0;
}
bool start_new_spell();
Obj *book_equipped();
bool cast();
void cast_spell_directly(uint8 spell_num);
uint16 callback(uint16 msg, CallBack *caller, void *data = nullptr) override;
bool process_script_return(uint8 ret);
bool resume(const MapCoord &location);
bool resume(NuvieDir dir);
bool resume_with_spell_num(uint8 spell_num);
bool resume(Obj *obj);
bool resume();
bool is_waiting_for_location() const {
if (magic_script && state == MAGIC_STATE_ACQUIRE_TARGET) return true;
else return false;
}
bool is_waiting_for_direction() const {
if (magic_script && state == MAGIC_STATE_ACQUIRE_DIRECTION) return true;
else return false;
}
bool is_waiting_for_inventory_obj() const {
if (magic_script && state == MAGIC_STATE_ACQUIRE_INV_OBJ) return true;
else return false;
}
bool is_waiting_for_obj() const {
if (magic_script && state == MAGIC_STATE_ACQUIRE_OBJ) return true;
else return false;
}
bool is_waiting_to_talk() const {
if (state == MAGIC_STATE_TALK_TO_ACTOR) return true;
else return false;
}
bool is_waiting_for_spell() const {
if (magic_script && state == MAGIC_STATE_ACQUIRE_SPELL) return true;
else return false;
}
bool is_selecting_spell() const {
if (magic_script && state == MAGIC_STATE_SELECT_SPELL) return true;
else return false;
}
bool is_waiting_to_resume() const {
if (magic_script) return true;
else return false;
}
Spell *get_spell(uint8 spell_num) {
return spell[spell_num];
}
Obj *get_spellbook_obj() {
return spellbook_obj;
}
Actor *get_actor_from_script();
void show_spell_description(uint8 index);
private:
bool spellbook_has_spell(Obj *book, uint8 spell_index);
void display_ingredients(uint8 index);
void display_spell_incantation(uint8 index);
};
} // End of namespace Nuvie
} // End of namespace Ultima
#endif