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

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C++

/* 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_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<typename F>
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<Std::string> getCustomTileFilenames(const Common::Path &datadir, const Std::string &filenamePrefix);
};
} // End of namespace Nuvie
} // End of namespace Ultima
#endif