/* 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 . * */ #ifndef NUVIE_ACTORS_ACTOR_MANAGER_H #define NUVIE_ACTORS_ACTOR_MANAGER_H #include "ultima/shared/std/string.h" #include "ultima/nuvie/core/obj_manager.h" #include "ultima/nuvie/misc/actor_list.h" #include "ultima/nuvie/actors/actor.h" namespace Ultima { namespace Nuvie { class Configuration; class Map; class TileManager; class GameClock; class MapCoord; #define ACTORMANAGER_MAX_ACTORS 256 class ActorManager { const Configuration *config; TileManager *tile_manager; ObjManager *obj_manager; bool update; // ActorManager is not paused bool wait_for_player; // Player's turn; wait until updateActors() is called bool combat_movement; // Defines actor movement type (individual/party) bool should_clean_temp_actors; // If set, temp actors are cleaned when > 19 tiles from player. Map *map; Actor *actors[ACTORMANAGER_MAX_ACTORS]; uint8 player_actor; uint8 temp_actor_offset; GameClock *_clock; uint16 last_obj_blk_x, last_obj_blk_y; uint8 last_obj_blk_z; uint16 cur_x, cur_y; uint8 cur_z; MapCoord *cmp_actor_loc; // data for sort_distance() & cmp_distance_to_loc() public: ActorManager(const Configuration *cfg, Map *m, TileManager *tm, ObjManager *om, GameClock *c); ~ActorManager(); void init(); void clean(); bool load(NuvieIO *objlist); bool save(NuvieIO *objlist); // ActorList ActorList *get_actor_list(); // *returns a NEW list* ActorList *sort_nearest(ActorList *list, uint16 x, uint16 y, uint8 z); // ascending distance ActorList *filter_distance(ActorList *list, uint16 x, uint16 y, uint8 z, uint16 dist); ActorList *filter_alignment(ActorList *list, ActorAlignment align); ActorList *filter_party(ActorList *list); Actor *get_actor(uint8 actor_num) const; Actor *get_actor(uint16 x, uint16 y, uint8 z, bool inc_surrounding_objs = true, Actor *excluded_actor = nullptr); Actor *get_actor_holding_obj(Obj *obj); private: Actor *findActorAtImpl(uint16 x, uint16 y, uint8 z, bool(*predicateWrapper)(void *, const Actor *), bool incDoubleTile, bool incSurroundingObjs, void *predicate) const; public: /** * @brief Find first actor at location for which predicate function returns true * @param x world coordinate * @param y world coordinate * @param z level * @param predicate predicate function/lambda of the form: bool f(const Actor*) * @param incDoubleTile include all tiles of double width/height actors * @param incSurroundingObjs include surrounding actor objects * @return pointer to actor or nullptr */ template Actor *findActorAt(uint16 x, uint16 y, uint8 z, F predicate, bool incDoubleTile = true, bool incSurroundingObjs = true) { // This is a template so it can take lambdas. // To keep the implementation out of the header, the type of the passed lambda/function // is hidden inside a wrapping lambda, which is then passed as a function pointer. // TODO: Use a class for this. auto predicateWrapper = +[](void *wrappedPredicate, const Actor *a) -> bool { return (*(F*)wrappedPredicate)(a); }; return findActorAtImpl(x, y, z, predicateWrapper, incDoubleTile, incSurroundingObjs, &predicate); } Actor *get_avatar(); Actor *get_player(); void set_player(Actor *a); const char *look_actor(const Actor *a, bool show_prefix = true); void set_update(bool u) { update = u; } bool get_update() const { return update; } void set_combat_movement(bool c); void updateActors(uint16 x, uint16 y, uint8 z); void twitchActors(); void moveActors(); void startActors(); void updateSchedules(bool teleport = false); void clear_actor(Actor *actor); bool resurrect_actor(Obj *actor_obj, MapCoord new_position); bool is_temp_actor(Actor *actor); bool is_temp_actor(uint8 id_n); bool create_temp_actor(uint16 obj_n, uint8 obj_status, uint16 x, uint16 y, uint8 z, ActorAlignment alignment, uint8 worktype, Actor **new_actor = nullptr); bool clone_actor(Actor *actor, Actor **new_actor, MapCoord new_location); bool toss_actor(Actor *actor, uint16 xrange, uint16 yrange); bool toss_actor_get_location(uint16 start_x, uint16 start_y, uint8 start_z, uint16 xrange, uint16 yrange, MapCoord *location); void print_actor(Actor *actor); bool can_put_actor(const MapCoord &location); void enable_temp_actor_cleaning(bool value) { should_clean_temp_actors = value; } protected: Actor *get_multi_tile_actor(uint16 x, uint16 y, uint8 z); bool loadActorSchedules(); inline Actor *find_free_temp_actor(); inline ActorList *filter_active_actors(ActorList *list, uint16 x, uint16 y, uint8 z); void update_temp_actors(uint16 x, uint16 y, uint8 z); void clean_temp_actors_from_level(uint8 level); void clean_temp_actors_from_area(uint16 x, uint16 y); inline void clean_temp_actor(Actor *actor); private: bool loadCustomTiles(nuvie_game_t game_type); void loadNPCTiles(const Common::Path &datadir); void loadAvatarTiles(const Common::Path &datadir); void loadCustomBaseTiles(); Std::vector getCustomTileFilenames(const Common::Path &datadir, const Std::string &filenamePrefix); }; } // End of namespace Nuvie } // End of namespace Ultima #endif