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2026-02-02 04:50:13 +01:00

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/* 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_ACTORS_ACTOR_H
#define NUVIE_ACTORS_ACTOR_H
#include "ultima/shared/std/containers.h"
#include "ultima/shared/std/string.h"
#include "ultima/nuvie/misc/actor_list.h"
#include "ultima/nuvie/core/map.h"
#include "ultima/nuvie/core/obj_manager.h"
namespace Ultima {
namespace Nuvie {
using Std::list;
using Std::string;
using Std::vector;
#define ACTOR_NO_READIABLE_LOCATION -1
#define ACTOR_HEAD 0
#define ACTOR_NECK 1
#define ACTOR_BODY 2
#define ACTOR_ARM 3
#define ACTOR_ARM_2 4
#define ACTOR_HAND 5
#define ACTOR_HAND_2 6
#define ACTOR_FOOT 7
#define ACTOR_NOT_READIABLE 8
// actor alignment
enum ActorAlignment {
ACTOR_ALIGNMENT_DEFAULT = 0,
ACTOR_ALIGNMENT_NEUTRAL = 1,
ACTOR_ALIGNMENT_EVIL = 2,
ACTOR_ALIGNMENT_GOOD = 3,
ACTOR_ALIGNMENT_CHAOTIC = 4,
};
// move-flags
#define ACTOR_FORCE_MOVE 1
#define ACTOR_IGNORE_OTHERS 2
#define ACTOR_OPEN_DOORS 4
#define ACTOR_IGNORE_DANGER 8
#define ACTOR_IGNORE_MOVES 0x10
#define ACTOR_IGNORE_PARTY_MEMBERS 0x20 // only used in Actor::check_move. In U6, player diagonal movement
// between two blocked tiles isn't allowed (non-party actors block)
// push-flags (exclusive)
#define ACTOR_PUSH_ANYWHERE 0
#define ACTOR_PUSH_HERE 1
#define ACTOR_PUSH_FORWARD 2
#define ACTOR_SHOW_BLOOD true
#define ACTOR_FORCE_HIT true
#define ACTOR_STATUS_PROTECTED 0x1
#define ACTOR_STATUS_PARALYZED 0x2
#define ACTOR_STATUS_ASLEEP 0x4
#define ACTOR_STATUS_POISONED 0x8
#define ACTOR_STATUS_DEAD 0x10
#define ACTOR_STATUS_ATTACK_EVIL 0x20
#define ACTOR_STATUS_ATTACK_GOOD 0x40
#define ACTOR_STATUS_IN_PARTY 0x80
#define ACTOR_STATUS_ALIGNMENT_MASK 0x60
#define ACTOR_MOVEMENT_HIT_FLAG 0x8
#define ACTOR_MOVEMENT_FLAGS_OLD_ALIGNMENT_MASK 0x60
#define ACTOR_OBJ_FLAG_
#define ACTOR_NO_ERROR 0
#define ACTOR_OUT_OF_MOVES 1
#define ACTOR_BLOCKED 2
#define ACTOR_BLOCKED_BY_OBJECT 3
#define ACTOR_BLOCKED_BY_ACTOR 4
#define ACTOR_MAX_READIED_OBJECTS 8
#define ACTOR_WT_FOLLOW 1
#define ACTOR_WT_PLAYER 2
#define ACTOR_WT_RANGED 4
#define ACTOR_WT_RETREAT 7
#define ACTOR_WT_ASSAULT 8
#define ACTOR_CHANGE_BASE_OBJ_N true
#define ACTOR_VEHICLE_ID_N 0
#define ACTOR_AVATAR_ID_N 1
#define INV_EXCLUDE_READIED_OBJECTS false
#define INV_INCLUDE_READIED_OBJECTS true
#define ACTOR_MD_OBJ_FLAG_HYPOXIA 6
#define ACTOR_MD_OBJ_FLAG_FRENZY 7
#define ACTOR_MD_STATUS_FLAG_COLD 0
class Map;
class MapCoord;
class UseCode;
class ActorPathFinder;
class U6LList;
class GameClock;
class Path;
typedef struct {
uint16 x;
uint16 y;
uint8 z;
uint8 hour;
uint8 day_of_week; // 0 = any day 1..7
uint8 worktype;
} Schedule;
typedef enum { ATTACK_TYPE_NONE, ATTACK_TYPE_HAND, ATTACK_TYPE_THROWN, ATTACK_TYPE_MISSLE } AttackType;
typedef struct {
uint16 obj_n;
union {
uint8 defence;
uint8 defense;
};
union {
uint8 attack;
uint8 damage;
};
uint16 hit_range;
AttackType attack_type;
uint16 missle_tile_num;
uint16 thrown_obj_n;
bool breaks_on_contact;
} CombatType;
typedef struct {
Obj *obj;
const CombatType *combat_type;
bool double_handed;
} ReadiedObj;
typedef uint8 ActorErrorCode;
typedef struct {
ActorErrorCode err;
Obj *blocking_obj;
Actor *blocking_actor;
} ActorError;
typedef uint8 ActorMoveFlags;
typedef enum {
ACTOR_ST, // single tile
ACTOR_DT, // double tile
ACTOR_QT, // quad tile
ACTOR_MT // multi tile
} ActorTileType;
class Actor {
friend class ActorManager;
friend class MapWindow;
friend class Party;
friend class Player;
friend class U6UseCode;
public:
struct cmp_level {
bool operator()(Actor *a1, Actor *a2) const {
return (a1->level > a2->level);
}
};
struct cmp_dex {
bool operator()(Actor *a1, Actor *a2) const {
return (a1->dex > a2->dex);
}
};
struct cmp_moves {
bool operator()(Actor *a1, Actor *a2) const {
return (a1->moves > a2->moves);
}
};
struct cmp_move_fraction {
bool operator()(Actor *a1, Actor *a2) const {
if (a1->dex == 0) {
a1->dex = 1;
DEBUG(0, LEVEL_WARNING, "%s (%d) has 0 dex!\n", a1->get_name(), a1->id_n);
}
if (a2->dex == 0) {
a2->dex = 1;
DEBUG(0, LEVEL_WARNING, "%s (%d) has 0 dex!\n", a2->get_name(), a2->id_n);
}
return (a1->moves / a1->dex > a2->moves / a2->dex);
}
};
struct cmp_distance_to_loc {
MapCoord cmp_loc;
void operator()(const MapCoord &cmp_loc2) {
cmp_loc = cmp_loc2;
}
bool operator()(Actor *a1, Actor *a2) {
MapCoord loc1(a1->x, a1->y, a1->z);
MapCoord loc2(a2->x, a2->y, a2->z);
return (loc1.distance(cmp_loc) < loc2.distance(cmp_loc));
}
};
protected:
uint8 id_n;
Map *map;
ObjManager *obj_manager;
GameClock *_clock;
UseCode *usecode;
ActorPathFinder *pathfinder;
uint16 x;
uint16 y;
uint16 z;
uint8 worktype;
MapCoord work_location;
uint32 move_time; // time (in clock ticks) of last update() (for display)
// FIXME: replace with animation
uint16 obj_n;
uint16 frame_n;
uint16 base_obj_n;
uint16 old_frame_n;
NuvieDir direction;
uint8 walk_frame;
uint8 obj_flags;
uint8 status_flags;
uint8 talk_flags;
uint8 movement_flags; //0x19f1
bool ethereal;
bool can_move;
bool temp_actor;
bool met_player;
bool visible_flag;
// bool active; // "cached in"
sint8 moves; // number of moves actor has this turn
uint8 light; // level of light around actor (normally 0)
vector<uint8> light_source;
ActorError error_struct; // error/status; result of previous action
uint8 strength;
uint8 dex;
uint8 intelligence;
uint8 hp;
uint8 level;
uint16 exp;
uint8 magic;
uint8 combat_mode;
ActorAlignment alignment;
uint8 body_armor_class;
uint8 readied_armor_class;
string name;
ReadiedObj *readied_objects[ACTOR_MAX_READIED_OBJECTS];
Schedule **sched;
int num_schedules;
U6LList *obj_inventory;
//current schedule pos;
uint16 sched_pos;
list<Obj *> surrounding_objects; //used for multi-tile actors.
Common::HashMap<uint16, uint16> *custom_tile_tbl;
public:
Actor(Map *m, ObjManager *om, GameClock *c);
virtual ~Actor();
virtual bool init(uint8 obj_status = NO_OBJ_STATUS);
void init_from_obj(Obj *obj, bool change_base_obj = false);
bool is_avatar() const {
return id_n == ACTOR_AVATAR_ID_N;
}
bool is_onscreen() const {
return MapCoord(x, y, z).is_visible();
}
bool is_in_party() const {
return ((status_flags & ACTOR_STATUS_IN_PARTY) == ACTOR_STATUS_IN_PARTY);
}
bool is_in_vehicle() const;
bool is_visible() const {
return visible_flag;
}
bool is_alive() const {
return (status_flags & ACTOR_STATUS_DEAD) ? false : true;
}
bool is_nearby(const Actor *other) const;
bool is_nearby(uint8 actor_num) const;
bool is_nearby(const MapCoord &where, uint8 thresh = 5) const;
bool is_at_position(const Obj *obj) const;
virtual bool is_passable() const;
bool is_temp() const {
return temp_actor;
}
virtual bool isFlying() const {
return false;
}
virtual bool isNonBlocking() const {
return false;
}
/**
* @brief Does any tile of this actor occupy the given world location?
* @param lx world coordinate
* @param ly world coordinate
* @param lz level
* @param incDoubleTile include all tiles of double width/height actors
* @param incSurroundingObjs include surrounding actor objects
* @return true if actor occupies location, false otherwise
*/
virtual bool doesOccupyLocation(uint16 lx, uint16 ly, uint8 lz, bool incDoubleTile = true, bool incSurroundingObjs = true) const;
//for lack of a better name:
bool is_met() const {
return talk_flags & 0x01;
}
bool is_poisoned() const {
return status_flags & ACTOR_STATUS_POISONED;
}
bool is_invisible() const {
return obj_flags & OBJ_STATUS_INVISIBLE;
}
virtual bool is_immobile() const; // frozen by worktype or status
virtual bool is_sleeping() const {
return status_flags & ACTOR_STATUS_ASLEEP;
}
virtual bool is_paralyzed() const {
return status_flags & ACTOR_STATUS_PARALYZED;
}
virtual bool is_protected() const {
return status_flags & ACTOR_STATUS_PROTECTED;
}
virtual bool is_charmed() const {
return obj_flags & OBJ_STATUS_CHARMED;
}
virtual bool is_cursed() const {
return obj_flags & OBJ_STATUS_CURSED;
}
virtual bool get_corpser_flag() const {
return false;
}
bool is_hit() const {
return movement_flags & ACTOR_MOVEMENT_HIT_FLAG;
}
void set_name(const char *actor_name) {
name = actor_name;
}
const char *get_name(bool force_real_name = false);
void get_location(uint16 *ret_x, uint16 *ret_y, uint8 *ret_level) const;
MapCoord get_location() const;
uint16 get_tile_num() const;
Tile *get_tile() const;
virtual uint16 get_downward_facing_tile_num() const;
uint8 get_actor_num() const {
return id_n;
}
uint8 get_talk_flags() const {
return talk_flags;
}
virtual ActorTileType get_tile_type() const {
return ACTOR_ST;
}
uint16 get_frame_n() const {
return frame_n;
}
uint16 get_old_frame_n() const {
return old_frame_n;
}
uint16 get_x() const {
return x;
}
uint16 get_y() const {
return y;
}
uint8 get_z() const {
return z;
}
uint8 get_strength() const {
return strength;
}
uint8 get_dexterity() const {
return dex;
}
uint8 get_intelligence() const {
return intelligence;
}
uint8 get_hp() const {
return hp;
}
virtual uint8 get_hp_text_color() const {
return 0;
}
virtual uint8 get_str_text_color() const {
return 0;
}
virtual uint8 get_dex_text_color() const {
return 0;
}
uint8 get_level() const {
return level;
}
uint16 get_exp() const {
return exp;
}
uint8 get_magic() const {
return magic;
}
ActorAlignment get_alignment() const {
return alignment;
}
uint8 get_old_alignment() const {
return ((movement_flags & ACTOR_MOVEMENT_FLAGS_OLD_ALIGNMENT_MASK) >> 5) + 1;
}
sint8 get_moves_left() const {
return moves;
}
virtual uint8 get_maxhp() const {
return 0;
}
virtual uint8 get_maxmagic() const {
return 0;
}
bool get_obj_flag(uint8 bitFlag) const {
return bitFlag < 8 ? (obj_flags & (1 << bitFlag)) : false;
}
bool get_status_flag(uint8 bitFlag) const {
return bitFlag < 8 ? (status_flags & (1 << bitFlag)) : false;
}
uint16 get_base_obj_n() const {
return base_obj_n;
}
virtual void change_base_obj_n(uint16 val) {
base_obj_n = obj_n = val;
frame_n = 0;
}
void set_obj_n(uint16 val) {
obj_n = val;
}
void set_frame_n(uint16 val) {
frame_n = val;
}
void set_strength(uint8 val) {
strength = val;
}
void set_dexterity(uint8 val) {
dex = val;
}
void set_intelligence(uint8 val) {
intelligence = val;
}
void set_hp(uint8 val);
void set_level(uint8 val) {
level = val;
}
void set_exp(uint16 val) {
exp = clamp_max(val, 9999);
}
void set_magic(uint8 val) {
magic = val;
}
void set_alignment(ActorAlignment a) {
alignment = a;
}
void set_old_alignment(ActorAlignment a) {
if (a > 0 && a < 5) {
movement_flags |= (a - 1) << 5;
}
}
uint8 get_light_level() const;
void add_light(uint8 val);
void subtract_light(uint8 val);
void heal() {
set_hp(get_maxhp());
}
void cure();
void set_moves_left(sint8 val);
void set_dead_flag(bool value);
virtual void update_time() {
set_moves_left(get_moves_left() + get_dexterity());
}
void set_poisoned(bool poisoned);
virtual void set_paralyzed(bool paralyzed) {
return;
}
virtual void set_protected(bool val) {
return;
}
virtual void set_charmed(bool val) {
return;
}
virtual void set_corpser_flag(bool val) {
return;
}
virtual void set_cursed(bool val) {
return;
}
virtual void set_asleep(bool val) {
return;
}
void set_obj_flag(uint8 bitFlag, bool value);
void set_status_flag(uint8 bitFlag, bool value);
void set_hit_flag(bool val);
void set_invisible(bool invisible);
void set_custom_tile_num(uint16 obj_num, uint16 tile_num);
uint8 get_worktype();
uint8 get_sched_worktype();
virtual void set_worktype(uint8 new_worktype, bool init = false);
uint8 get_combat_mode() const {
return combat_mode;
}
void set_combat_mode(uint8 new_mode);
virtual void revert_worktype() { }
NuvieDir get_direction() const {
return direction;
}
void set_direction(sint16 rel_x, sint16 rel_y);
virtual void set_direction(NuvieDir d);
void face_location(const MapCoord &loc);
virtual void face_location(uint16 lx, uint16 ly);
void face_actor(Actor *a);
void set_talk_flags(uint8 newflags) {
talk_flags = newflags;
}
uint8 get_flag(uint8 bitflag);
void set_flag(uint8 bitflag);
void clear_flag(uint8 bitflag);
void show();
void hide();
void set_error(ActorErrorCode err);
void clear_error();
ActorError *get_error();
const list<Obj *> &get_surrounding_obj_list() const {
return surrounding_objects;
}
void add_surrounding_obj(Obj *obj);
void unlink_surrounding_objects(bool make_objects_temporary = false);
bool moveRelative(sint16 rel_x, sint16 rel_y, ActorMoveFlags flags = 0);
virtual bool move(uint16 new_x, uint16 new_y, uint8 new_z, ActorMoveFlags flags = 0);
virtual bool check_move(uint16 new_x, uint16 new_y, uint8 new_z, ActorMoveFlags flags = 0);
bool check_moveRelative(sint16 rel_x, sint16 rel_y, ActorMoveFlags flags = 0);
virtual bool can_be_moved();
virtual bool can_be_passed(const Actor *other, bool ignoreParty = false) const;
virtual void update();
void set_in_party(bool state);
void set_pathfinder(ActorPathFinder *new_pf, Path *path_type = 0);
ActorPathFinder *get_pathfinder() {
return pathfinder;
}
void delete_pathfinder();
virtual void pathfind_to(const MapCoord &d);
void pathfind_to(uint16 gx, uint16 gy, uint8 gz = 255);
bool walk_path();
virtual void preform_worktype() {
return;
}
// combat methods
//void attack(const MapCoord &pos); // attack at a given map location
Obj *get_weapon_obj(sint8 readied_obj_location);
void attack(sint8 readied_obj_location, MapCoord target, Actor *foe = nullptr);
const CombatType *get_weapon(sint8 readied_obj_location);
void attract_to(Actor *target);
void repel_from(Actor *target);
void hit(uint8 dmg, bool force_hit = false);
void reduce_hp(uint8 amount);
virtual void die(bool create_body = true);
void resurrect(const MapCoord &new_position, Obj *body_obj = nullptr);
uint8 get_range(uint16 target_x, uint16 target_y);
bool weapon_can_hit(const CombatType *weapon, uint16 target_x, uint16 target_y);
virtual bool weapon_can_hit(const CombatType *weapon, Actor *target, uint16 *hit_x, uint16 *hit_y) {
*hit_x = target->get_x();
*hit_y = target->get_y();
return true;
}
void display_condition();
ActorList *find_enemies(); // returns list or 0 if no enemies nearby
U6LList *get_inventory_list();
const U6LList *get_inventory_list() const;
bool inventory_has_object(uint16 obj_n, uint8 qual = 0, bool match_quality = OBJ_MATCH_QUALITY, uint8 frame_n = 0, bool match_frame_n = OBJ_NOMATCH_FRAME_N);
uint32 inventory_count_objects(bool inc_readied_objects) const;
uint32 inventory_count_object(uint16 obj_n);
Obj *inventory_get_object(uint16 obj_n, uint8 qual = 0, bool match_quality = OBJ_MATCH_QUALITY, uint8 frame_n = 0, bool match_frame_n = OBJ_NOMATCH_FRAME_N);
bool is_double_handed_obj_readied();
Obj *inventory_get_readied_object(uint8 location);
sint16 inventory_get_readied_obj_n(uint8 location) {
return (inventory_get_readied_object(location) == nullptr ? -1 : inventory_get_readied_object(location)->obj_n);
}
virtual Obj *inventory_get_food(Obj *container = 0) {
return 0;
}
const CombatType *inventory_get_readied_object_combat_type(uint8 location);
bool inventory_add_object(Obj *obj, Obj *container = 0, bool stack = true);
bool inventory_add_object_nostack(Obj *obj, Obj *container = 0) {
return inventory_add_object(obj, container, false);
}
void inventory_del_all_objs();
bool inventory_remove_obj(Obj *obj, bool run_usecode = true);
Obj *inventory_new_object(uint16 obj_n, uint32 qty, uint8 quality = 0);
uint32 inventory_del_object(uint16 obj_n, uint32 qty, uint8 quality);
float inventory_get_max_weight() const {
return strength * 2;
}
float get_inventory_weight() const;
float get_inventory_equip_weight();
void inventory_drop_all();
void all_items_to_container(Obj *container_obj, bool stack);
bool can_carry_weight(Obj *obj) const;
bool can_carry_weight(float obj_weight) const; // return from get_obj_weight()
virtual bool can_carry_object(uint16 obj_n, uint32 qty = 0) const;
virtual bool can_carry_object(Obj *obj) const;
virtual uint8 get_object_readiable_location(Obj *obj);
virtual const CombatType *get_object_combat_type(uint16 objN) {
return nullptr;
}
bool can_ready_obj(Obj *obj);
bool add_readied_object(Obj *obj);
void remove_readied_object(Obj *obj, bool run_usecode = true); // run_usecode to stop from running usecode twice or an infinite loop
void remove_readied_object(uint8 location, bool run_usecode = true);
void remove_all_readied_objects();
bool has_readied_objects();
sint8 count_readied_objects(sint32 obj_n = -1, sint16 frame_n = -1, sint16 quality = -1);
virtual void twitch() {
return;
}
bool push(Actor *pusher, uint8 where = ACTOR_PUSH_ANYWHERE);
Obj *make_obj();
uint16 get_obj_n() const {
return obj_n;
}
virtual void clear();
virtual bool morph(uint16 obj_n); // change actor type
bool get_schedule_location(MapCoord *loc) const;
bool is_at_scheduled_location() const;
int get_number_of_schedules() const {
return num_schedules;
}
Schedule *get_schedule(uint8 index);
virtual bool will_not_talk() const {
return false;
}
uint16 get_custom_tile_num(uint16 obj_num) const;
protected:
void loadSchedule(const unsigned char *schedule_data, uint16 num);
virtual bool updateSchedule(uint8 hour, bool teleport = false);
uint16 getSchedulePos(uint8 hour);
// uint16 getSchedulePos(uint8 hour, uint8 day_of_week);
// inline uint16 Actor::getSchedulePos(uint8 hour);
void inventory_parse_readied_objects(); //this is used to initialise the readied_objects array on load.
virtual const CombatType *get_hand_combat_type() const {
return nullptr;
}
virtual void set_ethereal(bool val) {
ethereal = val;
}
virtual void print();
virtual void handle_lightsource(uint8 hour) {
return;
}
virtual const char *get_worktype_string(uint32 wt) const {
return nullptr;
}
Obj *find_body();
uint16 get_tile_num(uint16 obj_num) const;
uint8 get_num_light_sources() const {
return light_source.size();
}
private:
};
const char *get_actor_alignment_str(ActorAlignment alignment);
} // End of namespace Nuvie
} // End of namespace Ultima
#endif