forked from nuvie/nuvie
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathObjManager.cpp
2420 lines (2001 loc) · 56.9 KB
/
ObjManager.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
/*
* ObjManager.cpp
* Nuvie
*
* Created by Eric Fry on Sat Mar 15 2003.
* Copyright (c) 2003. All rights reserved.
*
* 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 2
* 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, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
*/
#include <cassert>
#include "nuvieDefs.h"
#include "Configuration.h"
#include "ActorManager.h"
#include "EggManager.h"
#include "TileManager.h"
#include "ObjManager.h"
#include "UseCode.h"
#include "U6misc.h"
#include "U6objects.h"
#include "U6LList.h"
#include "NuvieIOFile.h"
#include "Game.h"
#include "MapWindow.h"
#include "Script.h"
#include "MsgScroll.h"
static const int obj_egg_table[5] = {0, // NUVIE_GAME_NONE
335, // NUVIE_GAME_U6
466, // NUVIE_GAME_MD
0,
230}; // NUVIE_GAME_SE
static iAVLKey get_iAVLKey(const void *item)
{
return ((ObjTreeNode *)item)->key;
}
ObjManager::ObjManager(Configuration *cfg, TileManager *tm, EggManager *em)
{
uint8 i;
std::string show_eggs_key;
config = cfg;
tile_manager = tm;
egg_manager = em;
usecode = NULL;
obj_save_count = 0;
load_basetile();
load_weight_table();
memset(actor_inventories,0,sizeof(actor_inventories));
for(i=0;i<64;i++)
{
surface[i] = iAVLAllocTree(get_iAVLKey);
}
for(i=0;i<5;i++)
{
dungeon[i] = iAVLAllocTree(get_iAVLKey);
}
last_obj_blk_x = 0;
last_obj_blk_y = 0;
last_obj_blk_z = OBJ_TEMP_INIT;
config->value("config/GameType",game_type);
//save the egg tile_num incase we want to switch egg display on again.
egg_tile_num = get_obj_tile_num(obj_egg_table[game_type]);
show_eggs_key = config_get_game_key(config);
show_eggs_key.append("/show_eggs");
config->value(show_eggs_key, show_eggs);
//if(!show_eggs)
// show_egg_objs(false);
std::string custom_tile_str;
config->value(config_get_game_key(config) +"/custom_actor_tiles", custom_tile_str, "default");
if(custom_tile_str == "default")
{
if(Game::get_game()->is_new_style())
custom_actor_tiles = true;
else
custom_actor_tiles = false;
}
else if(custom_tile_str == "yes")
custom_actor_tiles = true;
else
custom_actor_tiles = false;
}
ObjManager::~ObjManager()
{
clean();
unsigned int i;
for(i=0;i<64;i++)
iAVLFreeTree(surface[i], clean_obj_tree_node);
for(i=0;i<5;i++)
iAVLFreeTree(dungeon[i], clean_obj_tree_node);
for(uint16 i=0; i < 256; i++)
{
if(actor_inventories[i])
{
delete actor_inventories[i];
}
}
}
bool ObjManager::load_basetile()
{
std::string filename;
NuvieIOFileRead basetile;
uint16 i;
config_get_path(config,"basetile",filename);
if(basetile.open(filename) == false)
return false;
for(i=0;i<1024;i++)
{
obj_to_tile[i] = basetile.read2();
obj_stackable[i] = (uint8)tile_manager->tile_is_stackable(obj_to_tile[i]);
} // FIXME: tile_manager's tile_is_stackable is incorrect for (at least) Zu Ylem, silver snake venom.
return true;
}
bool ObjManager::load_weight_table()
{
std::string filename;
NuvieIOFileRead tileflag;
config_get_path(config,"tileflag",filename);
if(tileflag.open(filename) == false)
return false;
tileflag.seek(0x1000);
tileflag.readToBuf(obj_weight,1024);
return true;
}
bool ObjManager::load_super_chunk(NuvieIO *chunk_buf, uint8 level, uint8 chunk_offset)
{
NuvieIOFileRead file;
U6LList *list;
uint16 num_objs;
Obj *obj;
uint16 i;
U6LList *inventory_list;
iAVLTree *obj_tree;
if(level == 0)
obj_tree = surface[chunk_offset];
else
obj_tree = dungeon[level - 1];
list = new U6LList();
num_objs = chunk_buf->read2();
//DEBUG(0,LEVEL_DEBUGGING,"chunk %02d number of objects: %d\n", chunk_offset, num_objs);
for(i=0;i<num_objs;i++)
{
obj = loadObj(chunk_buf);
list->add(obj);
if(obj->obj_n == obj_egg_table[game_type])
{
egg_manager->add_egg(obj);
// set egg visibility
obj->set_invisible(Game::get_game()->are_cheats_enabled() ? !show_eggs : true);
}
if(usecode->is_container(obj)) //object type is container, but may be empty
{
obj->make_container();
}
if(obj->get_engine_loc() == OBJ_LOC_INV || obj->get_engine_loc() == OBJ_LOC_READIED) //triggered when object in actor's inventory OR equipped
{
//FIXME need to add to inventory properly!! eg set engine loc.
inventory_list = get_actor_inventory(obj->x);
inventory_list->add(obj);
}
else
{
if(obj->is_in_container()) //object in container
{
addObjToContainer(list,obj);
}
else
{
add_obj(obj); // show remaining objects
/* if(show_eggs || obj->obj_n != obj_egg_table[game_type]) // show remaining objects, hiding eggs if neccecary.
{
add_obj(obj);
// print_obj(obj,false);
}*/
}
}
//print_obj(obj,false);
}
delete list;
return true;
}
bool ObjManager::save_super_chunk(NuvieIO *save_buf, uint8 level, uint8 chunk_offset)
{
iAVLTree *obj_tree;
ObjTreeNode *item;
U6Link *link;
iAVLCursor node;
uint32 start_pos;
uint32 finish_pos;
uint16 egg_type = obj_egg_table[game_type];
if(level == 0)
obj_tree = surface[chunk_offset];
else
obj_tree = dungeon[level-1];
item = (ObjTreeNode *)iAVLFirst(&node, obj_tree);
start_pos = save_buf->position();
//skip the 2 bytes for number of objects.
save_buf->write2(0); // we'll fill this in later on.
obj_save_count = 0;
for(;item;)
{
for(link = item->obj_list->end(); link != NULL; link=link->prev)
{
if(((Obj *)link->data)->obj_n != egg_type) // we don't save eggs here. They are saved in save_eggs()
save_obj(save_buf, (Obj *)link->data, obj_save_count);
}
item = (ObjTreeNode *)iAVLNext(&node);
}
finish_pos = save_buf->position();
save_buf->seek(start_pos);
save_buf->write2(obj_save_count);
save_buf->seek(finish_pos);
return true;
}
bool ObjManager::save_eggs(NuvieIO *save_buf)
{
uint32 start_pos;
uint32 finish_pos;
std::list<Egg *> *egg_list;
std::list<Egg *>::iterator egg;
start_pos = save_buf->position();
//skip number of objects we will fill that in at the end.
save_buf->write2(0);
egg_list = egg_manager->get_egg_list();
obj_save_count = 0;
for(egg = egg_list->begin(); egg != egg_list->end();egg++)
save_obj(save_buf, (*egg)->obj, obj_save_count);
finish_pos = save_buf->position();
save_buf->seek(start_pos);
save_buf->write2(obj_save_count);
save_buf->seek(finish_pos);
DEBUG(0,LEVEL_DEBUGGING,"Eggs: %d\n", obj_save_count);
return true;
}
bool ObjManager::save_inventories(NuvieIO *save_buf)
{
uint32 start_pos;
uint32 finish_pos;
U6Link *link;
uint16 i;
start_pos = save_buf->position();
save_buf->write2(0);
obj_save_count = 0;
for(i=0;i<256;i++)
{
if(actor_inventories[i] != NULL)
{
for(link=actor_inventories[i]->start(); link != NULL; link=link->next)
{
save_obj(save_buf, (Obj *)link->data, obj_save_count);
}
}
}
DEBUG(0,LEVEL_DEBUGGING,"Actor Inventories: %d\n", obj_save_count);
finish_pos = save_buf->position();
save_buf->seek(start_pos);
save_buf->write2(obj_save_count);
save_buf->seek(finish_pos);
return true;
}
bool ObjManager::save_obj(NuvieIO *save_buf, Obj *obj, uint16 parent_objblk_n)
{
uint8 b;
U6Link *link;
uint16 objblk_n;
if(obj->is_in_container()) //obj is in a container
{
//obj->in_container(); // in container
obj->x = parent_objblk_n & 0x3ff; //save 10bits in x
obj->y &= 0xffc0; //clear lower 6 bits
obj->y |= (parent_objblk_n >> 10); //save top 6bits
}
else
{
if(!obj->is_readied())
{
obj->status &= (0xff ^ OBJ_STATUS_IN_CONTAINER);
}
}
if(obj->is_in_inventory(OBJ_DONT_CHECK_PARENT))
obj->x = obj->get_actor_holding_obj()->get_actor_num();
//set original status location bits.
obj->status &= OBJ_STATUS_MASK_SET;
switch(obj->get_engine_loc())
{
case OBJ_LOC_MAP : obj->status |= OBJ_STATUS_ON_MAP; break;
case OBJ_LOC_CONT : obj->status |= OBJ_STATUS_IN_CONTAINER; break;
case OBJ_LOC_INV : obj->status |= OBJ_STATUS_IN_INVENTORY; break;
case OBJ_LOC_READIED : obj->status |= OBJ_STATUS_READIED; break;
}
save_buf->write1(obj->status);
save_buf->write1(obj->x & 0xff);
b = obj->x >> 8;
b += obj->y << 2;
save_buf->write1(b);
b = obj->y >> 6;
b += obj->z << 4;
save_buf->write1(b);
save_buf->write1(obj->obj_n & 0xff);
b = obj->obj_n >> 8;
b += obj->frame_n << 2;
save_buf->write1(b);
save_buf->write1((uint8)(obj->qty & 0xff)); //only save the lower byte to disk.
if(is_stackable(obj))
save_buf->write1(obj->qty >> 8);
else
save_buf->write1(obj->quality);
objblk_n = obj_save_count;
obj_save_count += 1;
if(obj->container)
{
for(link = obj->container->end(); link != NULL; link=link->prev)
save_obj(save_buf, (Obj *)link->data, objblk_n);
}
return true;
}
void ObjManager::clean()
{
uint8 i;
egg_manager->clean(Game::get_game()->are_cheats_enabled() ? show_eggs : false); //show_eggs determines wether we delete the actual Objs from egg manager.
for(i=0;i<64;i++)
iAVLCleanTree(surface[i], clean_obj_tree_node);
for(i=0;i<5;i++)
iAVLCleanTree(dungeon[i], clean_obj_tree_node);
clean_actor_inventories();
// remove the temporary object list. The objects were deleted from the surface and dungeon trees.
temp_obj_list.clear();
for (std::list<Obj *>::iterator it = tile_obj_list.begin(); it != tile_obj_list.end(); ++it) {
delete *it;
}
tile_obj_list.clear();
return;
}
void ObjManager::clean_actor_inventories()
{
U6Link *link;
uint16 i;
for(i=0; i < 256; i++)
{
if(actor_inventories[i])
{
for(link=actor_inventories[i]->start(); link != NULL; )
{
Obj *obj = (Obj *)link->data;
link=link->next;
delete_obj(obj);
}
actor_inventories[i]->removeAll();
}
}
return;
}
/*
U6LList *ObjManager::get_obj_superchunk(uint16 x, uint16 y, uint8 level)
{
uint16 i;
if(level == 0)
{
i = y * 8 + x;
return surface[i];
}
return dungeon[level-1];
}
*/
bool ObjManager::is_boundary(uint16 x, uint16 y, uint8 level, uint8 boundary_type, Obj *excluded_obj)
{
U6Link *link;
U6LList *obj_list;
Obj *obj;
Tile *tile, *tile1;
uint16 tile_num;
bool check_tile;
uint16 i,j;
uint16 next_x, next_y;
next_x = WRAPPED_COORD(x+1,level);
next_y = WRAPPED_COORD(y+1,level);
for(j=y;j<=y+1;j++)
{
for(i=x;i<=x+1;i++)
{
obj_list = get_obj_list(WRAPPED_COORD(i,level), WRAPPED_COORD(j,level), level);
if(obj_list != NULL)
{
link = obj_list->end();
for(check_tile = false;link != NULL;link = link->prev)
{
obj = (Obj *)link->data;
if(obj == excluded_obj)
continue;
tile_num = get_obj_tile_num(obj->obj_n)+obj->frame_n;
tile = tile_manager->get_original_tile(tile_num);
if(obj->x == x && obj->y == y)
{ check_tile = true; }
if(tile->dbl_width && obj->x == next_x && obj->y == y)
{ tile_num--; check_tile = true; }
if(tile->dbl_height && obj->x == x && obj->y == next_y)
{ tile_num--; check_tile = true; }
if(obj->x == next_x && obj->y == next_y && tile->dbl_width && tile->dbl_height)
{ tile_num -= 2; check_tile = true; }
if(check_tile)
{
tile1 = tile_manager->get_tile(tile_num);
if(tile1->flags2 & boundary_type) //either TILEFLAG_BOUNDARY or TILEFLAG_MISSILE_BOUNDARY
return true;
check_tile = false;
}
}
}
}
}
return false;
}
/* no longer needed.
//FIX this needs to be moved magicnumbers :(
bool ObjManager::is_door(Obj * obj)
{
//for U6
if((obj->obj_n >= 297 && obj->obj_n <= 300) || obj->obj_n == 334 || obj->obj_n == 213) //OBJ_U6_MOUSEHOLE)
return true;
return false;
}
*/
uint8 ObjManager::is_passable(uint16 x, uint16 y, uint8 level)
{
U6Link *link;
U6LList *obj_list;
Obj *obj;
Tile *tile, *tile1;
uint16 tile_num;
bool check_tile;
bool object_at_location = false;
uint16 i,j;
uint16 x2 = WRAPPED_COORD((x+1),level); // wrap on map edge
uint16 y2 = WRAPPED_COORD((y+1),level);
for(i=x;;i=x2) // only checks x and x2
{
for(j=y;;j=y2) // only checks y and y2
{
obj_list = get_obj_list(i,j,level);
if(i == x && j == y && obj_list)
{
if(obj_list->end() != NULL)
object_at_location = true;
}
if(obj_list != NULL)
{
link = obj_list->end();
for(check_tile = false;link != NULL;link = link->prev)
{
obj = (Obj *)link->data;
tile_num = get_obj_tile_num(obj->obj_n)+obj->frame_n;
tile = tile_manager->get_original_tile(tile_num);
if(obj->x == x && obj->y == y)
{ check_tile = true; }
if(tile->dbl_width && obj->x == x2 && obj->y == y)
{ tile_num--; check_tile = true; }
if(tile->dbl_height && obj->x == x && obj->y == y2)
{ tile_num--; check_tile = true; }
if(obj->x == x2 && obj->y == y2 && tile->dbl_width && tile->dbl_height)
{ tile_num -= 3; check_tile = true; }
if(check_tile)
{
tile1 = tile_manager->get_original_tile(tile_num);
if(tile1->passable == false)
return OBJ_NOT_PASSABLE;
check_tile = false;
}
}
}
if(j == y) j = y2; else break;
}
if(i == x) i = x2; else break;
}
if(object_at_location)
return OBJ_PASSABLE;
return OBJ_NO_OBJ;
}
bool ObjManager::is_forced_passable(uint16 x, uint16 y, uint8 level)
{
U6LList *obj_list;
U6Link *link;
Obj *obj;
Tile *tile;
obj_list = get_obj_list(x,y,level);
if(obj_list)
{
for(link=obj_list->start();link!=NULL;link=link->next)
{
obj = (Obj *)link->data;
tile = tile_manager->get_tile(get_obj_tile_num(obj->obj_n)+obj->frame_n);
if(tile->flags3 & TILEFLAG_FORCED_PASSABLE)
return true;
}
}
return false;
}
bool ObjManager::is_door(uint16 x, uint16 y, uint8 level)
{
U6LList *obj_list = get_obj_list(x, y, level);
U6Link *link;
Obj *obj;
if (obj_list)
{
for (link = obj_list->start(); link != NULL; link = link->next)
{
obj = (Obj *)link->data;
if (usecode->is_door(obj))
return true;
}
}
return false;
}
bool ObjManager::is_damaging(uint16 x, uint16 y, uint8 level)
{
U6LList *obj_list;
U6Link *link;
Obj *obj;
Tile *tile;
obj_list = get_obj_list(x,y,level);
if(obj_list)
{
for(link=obj_list->start();link!=NULL;link=link->next)
{
obj = (Obj *)link->data;
tile = tile_manager->get_original_tile(get_obj_tile_num(obj->obj_n)+obj->frame_n);//get_tile(get_obj_tile_num(obj->obj_n)+obj->frame_n);
if(tile->flags1 & TILEFLAG_DAMAGING)
return true;
}
}
return false;
}
bool ObjManager::is_stackable(Obj *obj)
{
// Tile *tile;
if(obj == NULL)
return false;
if(obj->is_readied()) // readied objects cannot be stacked --SB-X
return false;
/*
tile = tile_manager->get_tile(get_obj_tile_num(obj->obj_n)+obj->frame_n);
if(tile_manager->tile_is_stackable(tile->tile_num))
return true;
return false;
*/
if(game_type==NUVIE_GAME_U6)
{
switch (obj->obj_n) {
case OBJ_U6_TORCH: // 0x5A, // torch
if(obj->frame_n == 1)
{
return false;
}
else
{
return true;
}
case OBJ_U6_LOCK_PICK: // 0x3F, // lock pick
case OBJ_U6_GEM: // 0x4D, // gem
case OBJ_U6_ARROW: // 0x37, // arrow
case OBJ_U6_BOLT: // 0x38, // bolt
case OBJ_U6_BLACK_PEARL: // 0x41, // black pearl
case OBJ_U6_BLOOD_MOSS: // 0x42, // bit of blood moss
case OBJ_U6_GARLIC: // 0x43, // bulb of garlic
case OBJ_U6_GINSENG: // 0x44, // ginseng root
case OBJ_U6_MANDRAKE_ROOT: // 0x45, // mandrake root
case OBJ_U6_NIGHTSHADE: // 0x46, // nightshade mushroom
case OBJ_U6_SPIDER_SILK: // 0x47, // strand of spidersilk
case OBJ_U6_SULFUROUS_ASH: // 0x48, // bit of sulfurous ash
case OBJ_U6_EFFECT: // 0x151, // effect
case OBJ_U6_BREAD: // 0x80, // loaf of bread
case OBJ_U6_MEAT_PORTION: // 0x81, // portion of meat
case OBJ_U6_FLASK_OF_OIL: // 0x53, // flask of oil
case OBJ_U6_EGG: // 0x14F, // egg
case OBJ_U6_GOLD_NUGGET: // 0x59, // gold nugget
case OBJ_U6_ZU_YLEM: // 0x5B, // Zu Ylem
case OBJ_U6_SNAKE_VENOM: // 0x5C, // silver snake venom
case OBJ_U6_GOLD: // 0x58 // Gold coin
return true;
default:
return false;
}
}
if(game_type==NUVIE_GAME_SE)
{
switch (obj->obj_n)
{
case OBJ_SE_MAGNESIUM_RIBBON:
case OBJ_SE_SPEAR:
case OBJ_SE_THROWING_AXE:
case OBJ_SE_POISONED_DART:
case OBJ_SE_RIFLE_BULLET:
case OBJ_SE_KNIFE:
case OBJ_SE_ARROW:
case OBJ_SE_TURTLE_BAIT:
case OBJ_SE_FEATHER:
case OBJ_SE_CHOCOLATL:
case OBJ_SE_PINDE:
case OBJ_SE_YOPO:
case OBJ_SE_GOLD:
case OBJ_SE_GOLD_NUGGET:
case OBJ_SE_DIAMOND:
case OBJ_SE_EMERALD:
case OBJ_SE_RUBY:
case OBJ_SE_CORN_MEAL:
case OBJ_SE_TORTILLA:
case OBJ_SE_MEAT_103:
case OBJ_SE_BERRY:
case OBJ_SE_CAKE:
case OBJ_SE_CORN:
case OBJ_SE_BEAN:
case OBJ_SE_MEAT_110:
case OBJ_SE_ORCHID:
case OBJ_SE_PEPPER:
case OBJ_SE_SULFUR:
case OBJ_SE_CHARCOAL:
case OBJ_SE_POTASSIUM_NITRATE:
case OBJ_SE_SOFT_CLAY_POT:
case OBJ_SE_FIRED_CLAY_POT:
case OBJ_SE_CLOTH_STRIP:
case OBJ_SE_GRENADE:
case OBJ_SE_TAR:
case OBJ_SE_WATER:
case OBJ_SE_CLOTH:
case OBJ_SE_TARRED_CLOTH_STRIP:
case OBJ_SE_CLAY:
case OBJ_SE_GUNPOWDER:
case OBJ_SE_BRANCH:
case OBJ_SE_TORCH:
case OBJ_SE_FLAX:
case OBJ_SE_RIB_BONE:
case OBJ_SE_CHOP:
case OBJ_SE_DEVICE:
return true;
default:
return false;
}
}
if(game_type == NUVIE_GAME_MD)
{
switch (obj->obj_n)
{
case OBJ_MD_PISTOL_ROUND:
case OBJ_MD_SHOTGUN_SHELL:
case OBJ_MD_RIFLE_ROUND:
case OBJ_MD_ELEPHANT_GUN_ROUND:
case OBJ_MD_SLING_STONE:
case OBJ_MD_ARROW:
case OBJ_MD_CAN_OF_LAMP_OIL:
case OBJ_MD_MATCH:
case OBJ_MD_TORCH:
case OBJ_MD_BLOB_OF_OXIUM:
case OBJ_MD_BERRY:
case OBJ_MD_BERRY1:
case OBJ_MD_BERRY2:
case OBJ_MD_BERRY4:
case OBJ_MD_CHIP_OF_RADIUM:
case OBJ_MD_DOLLAR:
case OBJ_MD_RUBLE:
case OBJ_MD_WORMSBANE_SEED:
case OBJ_MD_PAGE:
case OBJ_MD_BERRY3:
case OBJ_MD_OXYGENATED_AIR_BOTTLE:
return true;
default:
return false;
}
}
return (bool)obj_stackable[obj->obj_n];
}
bool ObjManager::is_breakable(Obj *obj)
{
if(game_type==NUVIE_GAME_U6)
{
switch (obj->obj_n)
{
case OBJ_U6_FLASK_OF_OIL:
case OBJ_U6_SNAKE_VENOM:
case OBJ_U6_CRYSTAL_BALL:
case OBJ_U6_MIRROR:
case OBJ_U6_WINE:
case OBJ_U6_MEAD:
case OBJ_U6_ALE:
case OBJ_U6_WINE_GLASS:
case OBJ_U6_PLATE:
case OBJ_U6_MUG:
case OBJ_U6_HONEY_JAR:
case OBJ_U6_JAR_OF_HONEY:
case OBJ_U6_POTION:
case OBJ_U6_WATER_VASE:
case OBJ_U6_DRAGON_EGG:
return true;
default: break;
}
}
else if(game_type==NUVIE_GAME_SE)
{
switch (obj->obj_n)
{
case OBJ_SE_MORTAR:
case OBJ_SE_GRINDING_STONE:
case OBJ_SE_JUG_OF_PLACHTA:
case OBJ_SE_BOTTLE_OF_LIQUOR:
case OBJ_SE_JAR:
case OBJ_SE_FIRED_CLAY_POT:
case OBJ_SE_GRENADE:
case OBJ_SE_JUG:
case OBJ_SE_POT:
return true;
default: break;
}
}
return false;
}
bool ObjManager::can_store_obj(Obj *target, Obj *src)
{
if(target == src || !can_get_obj(src) || target == NULL)
return false;
if(game_type==NUVIE_GAME_U6)
{
if(src->obj_n == OBJ_U6_TRAP)
return false;
if(target->obj_n == OBJ_U6_BAG
|| target->obj_n == OBJ_U6_BACKPACK
|| target->obj_n == OBJ_U6_BASKET
|| (target->obj_n == OBJ_U6_CRATE && target->frame_n == 0)
|| (target->obj_n == OBJ_U6_BARREL && target->frame_n == 0)
|| (target->obj_n == OBJ_U6_CHEST && target->frame_n == 0)
|| (target->obj_n == OBJ_U6_SPELLBOOK && src->obj_n == OBJ_U6_SPELL
&& !target->find_in_container(OBJ_U6_SPELL, src->quality)
&& !target->find_in_container(OBJ_U6_SPELL, 255)) // this quality contains all spells
|| (target->obj_n == OBJ_U6_VORTEX_CUBE && src->obj_n == OBJ_U6_MOONSTONE))
return true;
if((target->is_in_inventory() || Game::get_game()->doubleclick_opens_containers())
&& ((target->obj_n == OBJ_U6_CHEST && target->frame_n == 1)
|| target->obj_n == OBJ_U6_DEAD_BODY
|| target->obj_n == OBJ_U6_MOUSE
|| target->obj_n == OBJ_U6_REMAINS
|| target->obj_n == OBJ_U6_DRAKE
|| target->obj_n == OBJ_U6_MONGBAT))
return true;
if(Game::get_game()->doubleclick_opens_containers()
&& (target->obj_n == OBJ_U6_DESK
|| target->obj_n == OBJ_U6_DRAWER
|| target->obj_n == OBJ_U6_GRAVE
|| target->obj_n == OBJ_U6_REAPER
|| target->obj_n == OBJ_U6_DEAD_GARGOYLE
|| target->obj_n == OBJ_U6_DEAD_CYCLOPS))
return true;
}
else if(game_type==NUVIE_GAME_SE)
{
if(src->has_container() || usecode->is_container(src))
return false;
if(target->obj_n == OBJ_SE_JUG || target->obj_n == OBJ_SE_POUCH
|| target->obj_n == OBJ_SE_BASKET || target->obj_n == OBJ_SE_POT)
return true;
if(target->obj_n == OBJ_SE_MORTAR || target->obj_n == OBJ_SE_GRINDING_STONE
|| target->obj_n == OBJ_SE_JAR)
{
switch (src->obj_n)
{
case OBJ_SE_MAGNESIUM_RIBBON:
case OBJ_SE_CHOCOLATL:
case OBJ_SE_PINDE:
case OBJ_SE_YOPO:
case OBJ_SE_CORN_MEAL:
case OBJ_SE_CORN:
case OBJ_SE_SULFUR:
case OBJ_SE_CHARCOAL:
case OBJ_SE_POTASSIUM_NITRATE:
case OBJ_SE_GUNPOWDER:
if(target->obj_n == OBJ_SE_JAR)
{
if(target->container_count_objects() == 0 || // only allow one object
target->find_in_container(src->obj_n, src->quality))
return true;
else
return false;
}
return true;
default:
return false;
}
}
}
else // MD
{
if(src->has_container() || usecode->is_container(src))
return false;
switch (target->obj_n)
{
case OBJ_MD_BRASS_CHEST:
case OBJ_MD_OBSIDIAN_BOX:
case OBJ_MD_WOODEN_CRATE:
case OBJ_MD_STEAMER_TRUNK:
case OBJ_MD_BARREL:
case OBJ_MD_CRATE:
case OBJ_MD_BRASS_TRUNK:
if(target->frame_n == 0)
{
return true;
}
else
return false;
case OBJ_MD_BACKPACK:
case OBJ_MD_LARGE_SACK:
case OBJ_MD_SMALL_POUCH:
case OBJ_MD_CARPET_BAG:
case OBJ_MD_BAG:
case OBJ_MD_LEAD_BOX:
return true;
default:
return false;
}
}
return false;
}
bool ObjManager::can_get_obj(Obj *obj)
{
// objects with 0 weight aren't gettable.
//255 is the max weight and means an object is movable but not getable.
//we can't get object that contains toptiles either. This makes dragon bits ungettable etc.
// excluding container items here, we just want the object itself to
// check if it weighs 0 or 255. no need to scale as we don't compare
// with other weights
if(obj == NULL)
return false;
if(Game::get_game()->get_script()->call_can_get_obj_override(obj))
return true;
float weight = get_obj_weight(obj, OBJ_WEIGHT_EXCLUDE_CONTAINER_ITEMS,OBJ_WEIGHT_DONT_SCALE, OBJ_WEIGHT_EXCLUDE_QTY);
if((weight != 0 && weight != 255 && has_toptile(obj) == false
&& (!obj->is_on_map() || !Game::get_game()->get_map_window()->tile_is_black(obj->x, obj->y, obj)))
|| Game::get_game()->using_hackmove())
return true;
return false;
}
bool ObjManager::has_reduced_weight(uint16 obj_n)
{
// FIXME: HERE BE HARDCODED VALUES! FIXME: not sure if this list is complete!