ScummVM API documentation
magic.h
1/* ScummVM - Graphic Adventure Engine
2 *
3 * ScummVM is the legal property of its developers, whose names
4 * are too numerous to list here. Please refer to the COPYRIGHT
5 * file distributed with this source distribution.
6 *
7 * This program is free software: you can redistribute it and/or modify
8 * it under the terms of the GNU General Public License as published by
9 * the Free Software Foundation, either version 3 of the License, or
10 * (at your option) any later version.
11 *
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
16 *
17 * You should have received a copy of the GNU General Public License
18 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 *
20 */
21
22#ifndef NUVIE_CORE_MAGIC_H
23#define NUVIE_CORE_MAGIC_H
24
25#include "ultima/nuvie/core/events.h"
26#include "ultima/nuvie/misc/call_back.h"
27
28namespace Ultima {
29namespace Nuvie {
30
31#define REAGENT_U6_MANDRAKE_ROOT 0x01
32#define REAGENT_U6_NIGHTSHADE 0x02
33#define REAGENT_U6_BLACK_PEARL 0x04
34#define REAGENT_U6_BLOOD_MOSS 0x08
35#define REAGENT_U6_SPIDER_SILK 0x10
36#define REAGENT_U6_GARLIC 0x20
37#define REAGENT_U6_GINSENG 0x40
38#define REAGENT_U6_SULFUROUS_ASH 0x80
39
40#define MAX_SCRIPT_LENGTH 65000
41#define MAX_TOKEN_LENGTH 255
42#define MAX_STACK_DEPTH 255
43
44#define MAGIC_STATE_READY 0x00
45#define MAGIC_STATE_SELECT_SPELL 0x01
46#define MAGIC_STATE_PROCESS_SCRIPT 0x02
47#define MAGIC_STATE_ACQUIRE_TARGET 0x03
48#define MAGIC_STATE_ACQUIRE_INPUT 0x04
49#define MAGIC_STATE_ACQUIRE_DIRECTION 0x05
50#define MAGIC_STATE_ACQUIRE_INV_OBJ 0x06
51#define MAGIC_STATE_TALK_TO_ACTOR 0x07
52#define MAGIC_STATE_ACQUIRE_SPELL 0x08
53#define MAGIC_STATE_ACQUIRE_OBJ 0x09
54
55#define MAGIC_ALL_SPELLS 255
56
57class ScriptThread;
58class NuvieIOFileRead;
59
60class Spell {
61public: /* saves using dumb get / set functions */
62 uint8 num;
63 char *name; // eg. "Heal"
64 char *invocation; // eg. "im"
65 uint8 reagents; // reagents used
66
67 Spell(uint8 new_num, const char *new_name = "undefined name", const char *new_invocation = "kawo", uint8 new_reagents = 255) {
68 num = new_num;
69 name = scumm_strdup(new_name);
70 invocation = scumm_strdup(new_invocation);
71 reagents = new_reagents;
72 };
73 ~Spell() {
74 free(name);
75 free(invocation);
76 }
77};
78
79class Magic : public CallBack {
80private:
81 Spell *spell[256]; // spell list;
82 char cast_buffer_str[26]; // buffer for spell syllables typed.
83 uint8 cast_buffer_len; // how many characters typed in the spell buffer.
84 Events *event;
85 uint8 state;
86
87 ScriptThread *magic_script;
88 Obj *spellbook_obj;
89 /* TODO
90 * add a register array, or a pointer to a list of variables?
91 */
92public:
93 Magic();
94 ~Magic() override;
95 bool init(Events *evt);
96
97 bool read_spell_list();
98 void clear_cast_buffer() {
99 cast_buffer_str[0] = '\0';
100 cast_buffer_len = 0;
101 }
102 bool start_new_spell();
103 Obj *book_equipped();
104 bool cast();
105 void cast_spell_directly(uint8 spell_num);
106
107 uint16 callback(uint16 msg, CallBack *caller, void *data = nullptr) override;
108 bool process_script_return(uint8 ret);
109 bool resume(const MapCoord &location);
110 bool resume(NuvieDir dir);
111 bool resume_with_spell_num(uint8 spell_num);
112 bool resume(Obj *obj);
113 bool resume();
114 bool is_waiting_for_location() const {
115 if (magic_script && state == MAGIC_STATE_ACQUIRE_TARGET) return true;
116 else return false;
117 }
118 bool is_waiting_for_direction() const {
119 if (magic_script && state == MAGIC_STATE_ACQUIRE_DIRECTION) return true;
120 else return false;
121 }
122 bool is_waiting_for_inventory_obj() const {
123 if (magic_script && state == MAGIC_STATE_ACQUIRE_INV_OBJ) return true;
124 else return false;
125 }
126 bool is_waiting_for_obj() const {
127 if (magic_script && state == MAGIC_STATE_ACQUIRE_OBJ) return true;
128 else return false;
129 }
130 bool is_waiting_to_talk() const {
131 if (state == MAGIC_STATE_TALK_TO_ACTOR) return true;
132 else return false;
133 }
134 bool is_waiting_for_spell() const {
135 if (magic_script && state == MAGIC_STATE_ACQUIRE_SPELL) return true;
136 else return false;
137 }
138 bool is_selecting_spell() const {
139 if (magic_script && state == MAGIC_STATE_SELECT_SPELL) return true;
140 else return false;
141 }
142
143 bool is_waiting_to_resume() const {
144 if (magic_script) return true;
145 else return false;
146 }
147
148 Spell *get_spell(uint8 spell_num) {
149 return spell[spell_num];
150 }
151 Obj *get_spellbook_obj() {
152 return spellbook_obj;
153 }
154
155 Actor *get_actor_from_script();
156 void show_spell_description(uint8 index);
157private:
158 bool spellbook_has_spell(Obj *book, uint8 spell_index);
159 void display_ingredients(uint8 index);
160 void display_spell_incantation(uint8 index);
161
162};
163
164} // End of namespace Nuvie
165} // End of namespace Ultima
166
167#endif
Definition: actor.h:174
Definition: call_back.h:50
Definition: events.h:183
Definition: magic.h:79
Definition: map.h:84
Definition: obj.h:84
Definition: script.h:58
Definition: magic.h:60