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actors.h
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actors.h
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/*
* actors.h - Game actors.
*
* Copyright (C) 1998-1999 Jeffrey S. Freedman
* Copyright (C) 2000-2013 The Exult Team
*
* 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.
*/
#ifndef INCL_ACTORS
#define INCL_ACTORS 1
#include "contain.h"
#include "utils.h" // This is only included for Log2...
#include "flags.h"
#include "ready.h"
#include "ignore_unused_variable_warning.h"
class Image_window;
class Game_window;
class Npc_actor;
class Actor_action;
class Schedule;
class Schedule_change;
class Monster_info;
class Monster_actor;
class Weapon_info;
class Dead_body;
class Npc_timer_list;
class Frames_sequence;
class Animator;
class Actor_attributes;
/*
* An actor:
*/
class Actor : public Container_game_object, public Time_sensitive {
static Actor *editing; // NPC being edited by ExultStudio.
protected:
std::string name; // Its name.
int usecode; // # of usecode function.
bool usecode_assigned; // Usecode # explicitly assigned.
std::string usecode_name; // Name of usecode fun explicitly assigned.
bool unused; // If npc_num > 0, this NPC is unused
// in the game.
short npc_num; // # in Game_window::npcs list, or -1.
short face_num; // Which shape for conversations.
short party_id; // Index in party, or -1.
int properties[12]; // Properties set/used in 'usecode'.
Actor_attributes *atts; // Generic atts. (for new games/mods).
unsigned char temperature; // Measure of coldness (0-63).
short shape_save; // Our old shape, or -1.
short oppressor; // NPC ID (>= 0) of oppressor, or -1.
Game_object *target; // Who/what we're attacking.
short casting_mode; //For displaying casting frames.
int casting_shape; //Shape of casting frames.
// These 2 are set by the Usecode function 'set_to_attack':
Game_object *target_object;
Tile_coord target_tile;
int attack_weapon;
public:
enum Attack_mode { // Setting from gump.+++++Save/restore.
nearest = 0,
weakest = 1, // Attack weakest.
strongest = 2,
berserk = 3, // Always attack, never retreat.
protect = 4, // Protect NPC with halo.
defend = 5,
flank = 6, // Attempt to attack from side.
flee = 7,
random = 8, // Choose target at random.
manual = 9
};
enum Casting_mode {
not_casting = 0, // The NPC is not casting.
init_casting = 1, // When set, the next usecode script will
// display casting frames (shape 859).
show_casting_frames = 2 // Used for displaying the casting frames.
// Also flags that the when the script finishes, the
// casting frames should be disabled.
};
protected:
// Party positions
const static short party_pos[4][10][2];
Attack_mode attack_mode;
// A frame sequence for each dir.:
static Frames_sequence *avatar_frames[4];
static Frames_sequence *npc_frames[4];
Frames_sequence **frames;
// Draw weapon in hand
void paint_weapon();
unsigned char schedule_type; // Schedule type (Schedule_type).
Tile_coord schedule_loc; // Location (x,y) of Shedule
Tile_coord old_schedule_loc; // Location (x,y) of old Shedule
unsigned char next_schedule; // Used so correct schedule type
// will be saved
Schedule *schedule; // Current schedule.
int restored_schedule; // Just restored schedule type.
bool dormant; // I.e., off-screen.
bool hit; // Just hit in combat.
bool combat_protected; // 'Halo' on paperdoll screen.
bool user_set_attack; // True if player set attack_mode.
short alignment; // 'Feelings' towards Ava. See below.
short charmalign; // Alignment of charmed NPC.
Game_object *spots[18]; // Where things can go. See 'Spots'
// below for description.
bool two_handed; // Carrying a two-handed item.
bool two_fingered; // Carrying gauntlets (both fingers)
bool use_scabbard; // Carrying an item in scabbard (belt, back 2h, shield).
bool use_neck; // Carrying cloak (amulet, cloak)
unsigned char light_sources; // # of light sources readied.
unsigned char usecode_dir; // Direction (0-7) for usecode anim.
unsigned type_flags: 32; // 32 flags used in movement among other things
unsigned char gear_immunities; // Damage immunities granted by gear.
unsigned short gear_powers; // Other powers granted by gear.
unsigned char ident;
int skin_color;
Actor_action *action; // Controls current animation.
std::vector<Actor_action *> deletedactions; // Halted actions.
int frame_time; // Time between frames in msecs. 0 if
// actor not moving.
int step_index; // Index into walking frames, 1 1st.
int qsteps; // # steps since last quake.
Npc_timer_list *timers; // Timers for poison, hunger, etc.
Rectangle weapon_rect; // Screen area weapon was drawn in.
long rest_time; // # msecs. of not doing anything.
void init(); // Clear stuff during construction.
// Move and change frame.
void movef(Map_chunk *old_chunk, Map_chunk *new_chunk,
int new_sx, int new_sy, int new_frame, int new_lift);
bool is_really_blocked(Tile_coord &t, bool force);
bool empty_hand(Game_object *obj); // Empty one hand
public:
friend class Clear_casting;
friend class Clear_hit;
static void init_default_frames(); // Set usual frame sequence.
Actor(const std::string &nm, int shapenum, int num = -1, int uc = -1);
virtual ~Actor();
// Blocked moving onto tile 't'?
int is_blocked(Tile_coord &t, Tile_coord *f = 0, const int move_flags = 0);
Game_object *find_blocking(Tile_coord const &tile, int dir);
void swap_ammo(Game_object *newammo);
bool ready_ammo(); // Find and ready appropriate ammo.
bool ready_best_weapon(); // Find best weapon and ready it.
bool ready_best_shield(); // Find best shield and ready it.
void empty_hands(); // Make sure both hands are empty.
// Force repaint of area taken.
int get_effective_weapon_shape();//For displaying casting frames.
int add_dirty(int figure_rect = 0);
void change_frame(int frnum); // Change frame & set to repaint.
int figure_weapon_pos(int &weapon_x, int &weapon_y, int &weapon_frame);
void say_hunger_message();
void use_food(); // Decrement food level.
// Increment/decrement temperature.
void check_temperature(bool freeze);
// Get frame seq. for given dir.
Frames_sequence *get_frames(int dir) {
return frames[dir / 2];
}
int &get_step_index() { // Get it (for updating).
return step_index;
}
// Get attack frames.
int get_attack_frames(int weapon, bool projectile,
int dir, signed char *frames) const;
enum Alignment { // Describes alignment field.
neutral = 0, // See [I]nspect NPC screen in SI for names.
good = 1,
evil = 2,
chaotic = 3
}; // Bees have this, & don't attack until
// Spots where items are carried.
int free_hand() const { // Get index of a free hand, or -1.
// PREFER right hand.
return two_handed ? -1 :
(!spots[rhand] ? rhand : (!spots[lhand] ? lhand : -1));
}
int free_finger() const { // Get index of a free finger, or -1.
return two_fingered ? -1 :
(!spots[lfinger] ? lfinger
: (!spots[rfinger] ? rfinger : -1));
}
inline bool is_two_handed() const {
return two_handed;
}
inline bool is_two_fingered() const {
return two_fingered;
}
inline bool is_scabbard_used() const {
return use_scabbard;
}
inline bool is_neck_used() const {
return use_neck;
}
int has_light_source() const { // Carrying a torch?
return light_sources > 0;
}
void add_light_source() { // Add a torch
light_sources++;
}
void remove_light_source() { // Remove a torch
if (light_sources)
light_sources--;
}
Attack_mode get_attack_mode() {
return attack_mode;
}
void set_attack_mode(Attack_mode amode, bool byuser = false) {
attack_mode = amode;
user_set_attack = byuser;
}
bool did_user_set_attack() const {
return user_set_attack;
}
bool is_combat_protected() const {
return combat_protected;
}
void set_combat_protected(bool v) {
combat_protected = v;
}
int get_oppressor() const {
return oppressor;
}
void set_oppressor(int opp) {
oppressor = opp;
}
enum type_flags {
tf_fly = 4,
tf_walk = 5,
tf_swim = 6,
tf_ethereal = 7,
tf_want_primary = 8,
tf_sex = 9,
tf_bleeding = 10,
tf_in_party = 12,
tf_in_action = 13,
tf_conjured = 14,
tf_summonned = 15
};
enum Item_properties { // Trying to figure out properties.
strength = 0, // This is also max. health.
dexterity = 1,
intelligence = 2,
health = 3,
combat = 4,
mana = 5,
magic = 6, // Max. mana.
training = 7, // Training points.
exp = 8, // Experience.
food_level = 9,
sex_flag = 10, // Seems to be get/set sex type flag in SI.
missile_weapon = 11 // Pretty sure it returns 1 if wearing
// weapon with uses >= 2, 0 otherwise.
};
enum Frames { // Frames 0-15. 16-31 are the same,
// only S instead of N.
standing = 0,
step_right_frame = 1,
step_left_frame = 2,
ready_frame = 3, // Ready to fight?
raise1_frame = 4, // 1-handed strikes.
reach1_frame = 5,
strike1_frame = 6,
raise2_frame = 7, // 2-handed strikes.
reach2_frame = 8,
strike2_frame = 9,
sit_frame = 10,
bow_frame = 11,
kneel_frame = 12,
sleep_frame = 13,
up_frame = 14, // Both hands reach up.
out_frame = 15 // Both hands reach out.
};
int get_face_shapenum() const { // Get "portrait" shape #.
return face_num; // It's the NPC's #.
}
int get_usecode() const {
return usecode == -1 ? Game_object::get_usecode() : usecode;
}
virtual bool set_usecode(int funid, const char *nm = 0) {
if (funid < 0) {
usecode_assigned = false;
usecode_name.clear();
usecode = -1;
return true;
}
if (nm)
usecode_name = nm;
else
usecode_name.clear();
usecode = funid;
usecode_assigned = true;
return true;
}
Schedule *get_schedule() const {
return schedule;
}
int get_frame_time() const { // Return frame time if moving.
return frame_time;
}
void set_frame_time(int ftime) { // Set walking speed.
frame_time = ftime;
}
void stand_at_rest(); // Stand (if not doing anyting else).
void clear_rest_time() {
rest_time = 0;
}
void resting(int msecs) { // Increment rest time.
if ((rest_time += msecs) > 2000)
stand_at_rest();// Stand (under certain conditions).
}
bool is_moving() const {
return frame_time != 0;
}
bool is_dormant() const { // Inactive (i.e., off-screen)?
return dormant;
}
bool is_dead() const {
return (flags & (1 << Obj_flags::dead)) != 0;
}
bool is_in_party() const { // (Includes Avatar.)
return (flags & (1 << Obj_flags::in_party)) != 0;
}
void set_dormant() {
dormant = true;
}
Actor_action *get_action() { // Return action.
return action;
}
// Set new action.
void set_action(Actor_action *newact);
void purge_deleted_actions();
// Notify scheduler obj. disappeared.
void notify_object_gone(Game_object *obj);
Tile_coord get_dest(); // Get destination.
// Walk to a desired spot.
void walk_to_tile(Tile_coord const &dest, int speed = 250, int delay = 0,
int maxblk = 3);
void walk_to_tile(int tx, int ty, int tz, int speed = 250,
int delay = 0, int maxblk = 3) {
walk_to_tile(Tile_coord(tx, ty, tz), speed, delay, maxblk);
}
// Get there, avoiding obstacles.
int walk_path_to_tile(Tile_coord const &src, Tile_coord const &dest,
int speed = 250, int delay = 0, int dist = 0, int maxblk = 3);
int walk_path_to_tile(Tile_coord const &dest,
int speed = 250, int delay = 0, int dist = 0, int maxblk = 3) {
return walk_path_to_tile(get_tile(), dest,
speed, delay, dist, maxblk);
}
// Start animation.
void start(int speed = 250, int delay = 0);
void start_std(); // Start with std. speed, delay.
void stop(); // Stop animation.
void follow(Actor *leader); // Follow the leader.
// Approach another from offscreen.
int approach_another(Actor *other, bool wait = false);
// Get info. about tile to step onto.
static void get_tile_info(Actor *actor,
Game_window *gwin, Map_chunk *nlist,
int tx, int ty, int &water, int &poison);
// Set combat opponent.
void set_target(Game_object *obj, bool start_combat = false);
Game_object *get_target() { // Get who/what we're attacking.
return target;
}
// Works out if an object fits in a spot
bool fits_in_spot(Game_object *obj, int spot);
// The prefered slot for an object
void get_prefered_slots(Game_object *obj, int &prefered, int &alt1, int &alt2);
// Find where to put object.
int find_best_spot(Game_object *obj);
int get_prev_schedule_type(); // Get previous schedule.
void restore_schedule(); // Set schedule after reading in.
void set_schedule_loc(Tile_coord const &loc) { // For monsters ONLY.
schedule_loc = loc;
}
// Set new schedule.
void set_schedule_type(int new_schedule_type,
Schedule *newsched = 0);
// Change to new schedule at loc
virtual void set_schedule_and_loc(int new_schedule_type,
Tile_coord const &dest, int delay = -1);
bool teleport_offscreen_to_schedule(Tile_coord const &dest, int dist);
int get_schedule_type() const {
return schedule_type;
}
// Get/set 'alignment'.
int get_alignment() const {
return alignment;
}
void set_alignment(short a) {
alignment = a;
}
int get_effective_alignment() const; // Include 'charmed' flag.
void set_effective_alignment(int newalign); // Include 'charmed' flag.
void reset_effective_alignment() {
charmalign = alignment;
}
// Update chunks after NPC moved.
virtual void switched_chunks(Map_chunk *, Map_chunk *)
{ }
// Update schedule for new 3-hour time.
virtual void update_schedule(int hour3, int delay = -1,
Tile_coord *pos = 0) {
ignore_unused_variable_warning(hour3, delay, pos);
}
// Render.
virtual void paint();
// Run usecode function.
virtual void activate(int event = 1);
virtual bool edit(); // Edit in ExultStudio.
// Saved from ExultStudio.
static void update_from_studio(unsigned char *data, int datalen);
// Drop another onto this.
virtual int drop(Game_object *obj);
virtual std::string get_name() const;
std::string get_npc_name() const;
std::string get_npc_name_string() const {
return name;
}
void set_npc_name(const char *n);
void set_property(int prop, int val);
virtual bool try_to_hit(Game_object *attacker, int attval);
// Under attack.
virtual Game_object *attacked(Game_object *attacker, int weapon_shape = 0,
int ammo_shape = 0, bool explosion = false);
virtual int figure_hit_points(Game_object *attacker, int weapon_shape = -1,
int ammo_shape = -1, bool explosion = false);
virtual int apply_damage(Game_object *attacker, int str,
int wpoints, int type, int bias = 0, int *exp = 0);
// Lose HP's and check for death.
virtual int reduce_health(int delta, int damage_type, Game_object *attacker = 0,
int *exp = 0);
void fight_back(Game_object *attacker);
bool get_attack_target(Game_object *&obj, Tile_coord &t) {
static Tile_coord invalidloc(-1, -1, 0);
obj = target_object;
t = target_tile;
return (target_object || target_tile != invalidloc);
}
void set_attack_target(Game_object *t, int w) {
target_tile = Tile_coord(-1, -1, 0);
target_object = t;
attack_weapon = w;
}
void set_attack_target(Tile_coord const &t, int w) {
target_object = 0;
target_tile = t;
target_tile.fixme();
attack_weapon = w;
}
virtual int get_effective_range(const Weapon_info *winf = 0, int reach = -1);
virtual Game_object *find_weapon_ammo(int weapon, int needed = 1,
bool recursive = false);
Game_object *find_best_ammo(int family, int needed = 1);
bool usecode_attack();
int get_property(int prop) const;
int get_effective_prop(int prop) const;
bool is_dying() const { // Dead when health below -1/3 str.
return properties[static_cast<int>(health)] <
-(properties[static_cast<int>(strength)] / 3);
}
bool is_knocked_out() const {
return get_property(static_cast<int>(health)) <= 0;
}
int get_level() const { // Get experience level.
return 1 + Log2(get_property(exp) / 50);
}
// Get/set generic attribute.
void set_attribute(const char *nm, int val);
int get_attribute(const char *nm);
typedef std::vector<std::pair<const char *, int> > Atts_vector;
void get_attributes(Atts_vector &attlst);
// Set atts. from savegame.
virtual void read_attributes(const unsigned char *buf, int len);
Npc_timer_list *need_timers();
// Set/clear/get actor flag.
void force_sleep();
void clear_sleep() {
flags &= ~(static_cast<uint32>(1) << Obj_flags::asleep);
}
virtual void set_flag(int flag);
void set_type_flag(int flag);
virtual void clear_flag(int flag);
void clear_type_flag(int flag);
int get_type_flag(int flag) const;
void set_type_flags(unsigned short tflags);
int get_skin_color() const {
return skin_color;
}
void set_skin_color(int color) {
skin_color = color;
set_actor_shape();
}
virtual int get_type_flags() const {
return type_flags;
}
short get_casting_mode() const {
return casting_mode;
}
void end_casting_mode(int delay);
int get_casting_shape() const {
return casting_shape;
}
void begin_casting(int s) {
casting_mode = init_casting;
casting_shape = s;
}
void display_casting_frames() {
casting_mode = show_casting_frames;
}
void hide_casting_frames() {
casting_mode = not_casting;
}
//++++++Is_dead() test messes up training.
// unsigned char get_ident() { return is_dead() ? 0 : ident; }
unsigned char get_ident() {
return ident;
}
void set_ident(unsigned char id) {
ident = id;
}
int get_temperature() const { // Get/set measure of coldness.
return temperature;
}
void set_temperature(int t);
int get_temperature_zone() const {
// SI-verified.
if (temperature < 15)
return 1;
else if (temperature < 25)
return 2;
else if (temperature < 40)
return 3;
else if (temperature < 50)
return 4;
else
return 5;
}
int figure_warmth(); // Based on what's worn.
bool is_unused() const { // Free NPC?
return unused;
}
void set_unused(bool tf) {
unused = tf;
}
int get_npc_num() const { // Get its ID (1-num_npcs).
return npc_num;
}
// Get/set index within party.
int get_party_id() const {
return party_id;
}
void set_party_id(int i) {
party_id = i;
}
// Set for Usecode animations.
void set_usecode_dir(int d) {
usecode_dir = d & 7;
}
int get_usecode_dir() const {
return usecode_dir;
}
virtual Actor *as_actor() { // An actor?
return this;
}
virtual bool is_slime() const {
return false;
}
void init_readied(); // Call Usecode to init. readied objs.
// Remove an object.
virtual void remove(Game_object *obj);
// Add an object.
virtual bool add(Game_object *obj, bool dont_check = false,
bool combine = false, bool noset = false);
// Add to NPC 'readied' spot.
virtual int add_readied(Game_object *obj, int index,
int dont_check = 0, int force_pos = 0, bool noset = false);
virtual int find_readied(Game_object *obj);
virtual Game_object *get_readied(int index) const;
virtual void call_readied_usecode(int index,
Game_object *obj, int eventid);
virtual int get_max_weight() const; // Get max. weight allowed.
// Change member shape.
virtual void change_member_shape(Game_object *obj, int newshape);
// Move out of the way.
virtual int move_aside(Actor *for_actor, int dir);
// Get frame if rotated clockwise.
virtual int get_rotated_frame(int quads);
virtual int get_armor_points(); // Get total armor value.
// Gets whether the actor is immune or vulnerable to a given
// form of damage:
int is_immune(int type) const;
bool is_goblin() const;
bool can_see_invisible() const;
bool can_speak() const;
bool is_sentient() const;
void refigure_gear();
bool check_gear_powers(int flags) const {
return (gear_powers & flags) != 0;
}
// Get total weapon value.
virtual const Weapon_info *get_weapon(int &points, int &shape,
Game_object *&obj);
const Weapon_info *get_weapon(int &points) {
int sh;
Game_object *o;
return get_weapon(points, sh, o);
}
static bool roll_to_win(int attacker, int defender);
// Hit-point algorithm:
bool can_act();
bool can_act_charmed(); // checks for charmed and charmed_more_difficult
void set_charmed_combat();
virtual void fall_down();
virtual void lay_down(bool die);
virtual void die(Game_object *attacker); // We're dead.
Actor *resurrect(Dead_body *body);// Bring back to life.
Monster_actor *clone(); // Create another nearby to this.
void mend_wounds(bool mendmana); // Restore HP's and MP's.
// Read from file.
void read(IDataSource *nfile, int num, bool has_usecode,
bool &fix_unused);
// Don't write out to IREG file.
virtual void write_ireg(ODataSource *out) {
ignore_unused_variable_warning(out);
}
virtual int get_ireg_size() {
return 0;
}
void write(ODataSource *nfile);// Write out (to 'npc.dat').
virtual void write_contents(ODataSource *out); // Write contents
void set_actor_shape(); // Set shape based on sex, skin color
void set_polymorph(int shape); // Set a polymorph shape
void set_polymorph_default(); // Set the default shape
// Get the polymorph shape
int get_polymorph() {
return shape_save;
}
// Get the non polymorph shape (note, doesn't returned skin coloured shapes)
// For usecode
int get_shape_real() const;
// This does the same, but will return skin coloured shapes
// For paperdolls/face stats
int get_sexed_coloured_shape() const {
return shape_save != -1 ? shape_save : get_shapenum();
}
// Set schedule list.
virtual void set_schedules(Schedule_change *list, int cnt) {
ignore_unused_variable_warning(list, cnt);
}
virtual void set_schedule_time_type(int time, int type) {
ignore_unused_variable_warning(time, type);
}
virtual void set_schedule_time_location(int time, int x, int y) {
ignore_unused_variable_warning(time, x, y);
}
virtual void remove_schedule(int time) {
ignore_unused_variable_warning(time);
}
virtual void get_schedules(Schedule_change *&list, int &cnt) {
list = NULL, cnt = 0;
}
virtual int find_schedule_at_time(int hour3) {
ignore_unused_variable_warning(hour3);
return -1;
}
void show_inventory();
int inventory_shapenum();
bool was_hit() {
return hit;
}
// Should be virtual???
void cache_out();
bool in_usecode_control() const;
bool quake_on_walk();
};
/*
* Actor frame descriptions:
0 Standing
1 Walk
2 Walk
3 Beginning to attack
4-6 Attacking with one hand
7-9 Attacking with two hands
9 Also NPC shooting magic
10 Sitting down
11 Bending over (beginning to sit down)
12 Kneeling
11 Lying down
14 Casting spell (hands raised)
15 Casting spell (hands outstretched)
*/
/*
* The main actor.
*/
class Main_actor : public Actor {
public:
Main_actor(const std::string &nm, int shapenum, int num = -1, int uc = -1)
: Actor(nm, shapenum, num, uc) {
frames = &avatar_frames[0];
}
virtual ~Main_actor();
// For Time_sensitive:
virtual void handle_event(unsigned long curtime, uintptr udata);
void get_followers(); // Get party to follow.
// Step onto an (adjacent) tile.
virtual int step(Tile_coord t, int frame, bool force = false);
// Update chunks after NPC moved.
virtual void switched_chunks(Map_chunk *olist,
Map_chunk *nlist);
// Move to new abs. location.
virtual void move(int newtx, int newty, int newlift, int newmap = -1);
virtual void die(Game_object *attacker); // We're dead.
};
/*
* A non-player-character that one can converse (or fight) with:
*/
class Npc_actor : public Actor {
unsigned char nearby; // Queued as a 'nearby' NPC. This is
// to avoid being added twice.
protected:
unsigned char num_schedules; // # entries below.
Schedule_change *schedules; // List of schedule changes.
int find_schedule_change(int hour3);
public:
Npc_actor(const std::string &nm, int shapenum, int num = -1,
int uc = -1);
virtual ~Npc_actor();
void set_nearby() { // Set/clear/test 'nearby' flag.
nearby = true;
}
void clear_nearby() {
nearby = false;
}
bool is_nearby() const {
return nearby != 0;
}
// Set schedule list.
virtual void set_schedules(Schedule_change *list, int cnt);
virtual void set_schedule_time_type(int time, int type);
virtual void set_schedule_time_location(int time, int x, int y);
virtual void remove_schedule(int time);
virtual void get_schedules(Schedule_change *&list, int &cnt);
// Move and change frame.
void movef(Map_chunk *old_chunk, Map_chunk *new_chunk,
int new_sx, int new_sy, int new_frame, int new_lift);
// Update schedule for new 3-hour time.
virtual void update_schedule(int hour3, int delay = -1,
Tile_coord *pos = 0);
virtual int find_schedule_at_time(int hour3);
// Render.
virtual void paint();
// Run usecode function.
virtual void activate(int event = 1);
// For Time_sensitive:
virtual void handle_event(unsigned long curtime, uintptr udata);
// Step onto an (adjacent) tile.
virtual int step(Tile_coord t, int frame, bool force = false);
// Remove/delete this object.
virtual void remove_this(int nodel = 0);
// Update chunks after NPC moved.
virtual void switched_chunks(Map_chunk *olist,
Map_chunk *nlist);
// Move to new abs. location.
virtual void move(int newtx, int newty, int newlift, int newmap = -1);
virtual Npc_actor *as_npc() {
return this;
}
};
/*
* An actor's dead body:
*/
class Dead_body : public Container_game_object {
short npc_num; // # of NPC it came from, or -1.
public:
Dead_body(int shapenum, int framenum, unsigned int tilex,
unsigned int tiley, unsigned int lft, int n)
: Container_game_object(shapenum, framenum, tilex, tiley, lft),
npc_num(n) {
}
virtual ~Dead_body();
virtual int get_live_npc_num() const;
// Under attack.
virtual Game_object *attacked(Game_object *attacker, int weapon_shape = 0,
int ammo_shape = 0, bool explosion = false) {
ignore_unused_variable_warning(attacker, weapon_shape, ammo_shape, explosion);
return this; // Not affected.
}
virtual void write_ireg(ODataSource *out);
virtual int get_ireg_size();
};
#endif