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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_U6_ACTOR_H
#define NUVIE_ACTORS_U6_ACTOR_H
#include "ultima/nuvie/actors/actor.h"
#include "ultima/nuvie/misc/actor_list.h"
#include "ultima/nuvie/core/u6_objects.h"
namespace Ultima {
namespace Nuvie {
enum ActorMovetype {
MOVETYPE_U6_NONE = 0,
MOVETYPE_U6_LAND = 1,
MOVETYPE_U6_WATER_LOW = 2, // skiffs, rafts
MOVETYPE_U6_WATER_HIGH = 3, // ships
MOVETYPE_U6_AIR_LOW = 4, // balloon, birds... this movetype cannot cross mountain tops.
MOVETYPE_U6_AIR_HIGH = 5, // dragons
MOVETYPE_U6_ETHEREAL = 6,
};
#define REMOVE_SURROUNDING_OBJS true
#define ACTOR_MOVEMENT_FLAGS_CORPSER 0x10
typedef struct {
uint16 base_obj_n;
uint8 frames_per_direction;
uint8 tiles_per_direction;
uint8 tiles_per_frame;
uint8 tile_start_offset; //used for ships where the frame_n starts at 8
uint16 dead_obj_n;
uint8 dead_frame_n;
bool can_laydown;
bool can_sit;
ActorTileType tile_type;
ActorMovetype movetype;
uint16 twitch_rand; //used to control how frequently an actor twitches, lower numbers twitch more
uint8 body_armor_class;
} U6ActorType;
class U6Actor: public Actor {
protected:
const U6ActorType *actor_type;
const U6ActorType *base_actor_type;
ActorMovetype current_movetype;
sint8 walk_frame_inc; // added to walk_frame each step
public:
U6Actor(Map *m, ObjManager *om, GameClock *c);
~U6Actor() override;
bool init(uint8 obj_status = NO_OBJ_STATUS) override;
uint16 get_downward_facing_tile_num() const override;
bool updateSchedule(uint8 hour, bool teleport = false) override;
void set_worktype(uint8 new_worktype, bool init = false) override;
void revert_worktype() override;
void change_base_obj_n(uint16 val) override;
void set_direction(NuvieDir d) override;
void face_location(uint16 lx, uint16 ly) override;
void clear() override;
bool move(uint16 new_x, uint16 new_y, uint8 new_z, ActorMoveFlags flags = 0) override;
bool check_move(uint16 new_x, uint16 new_y, uint8 new_z, ActorMoveFlags flags = 0) override;
void twitch() override;
void do_twitch();
void die(bool create_body = true) override;
void set_paralyzed(bool paralyzed) override;
void set_protected(bool val) override;
void set_charmed(bool val) override;
void set_corpser_flag(bool val) override;
void set_cursed(bool val) override;
void set_asleep(bool val) override;
void set_ethereal(bool val) override {
current_movetype = val ? MOVETYPE_U6_ETHEREAL : actor_type->movetype;
ethereal = val;
}
uint8 get_object_readiable_location(Obj *obj) override;
const CombatType *get_object_combat_type(uint16 objN) override;
ActorTileType get_tile_type() const override {
return (actor_type->tile_type);
}
Obj *inventory_get_food(Obj *container = 0) override;
uint8 get_maxhp() const override {
return (((level * 30) <= 255) ? (level * 30) : 255); // U6
}
uint8 get_maxmagic() const override;
bool weapon_can_hit(const CombatType *weapon, Actor *target, uint16 *hit_x, uint16 *hit_y) override;
bool is_immobile() const override; // frozen by worktype or status
bool can_twitch();
bool get_corpser_flag() const override {
return (movement_flags & ACTOR_MOVEMENT_FLAGS_CORPSER);
}
bool can_be_passed(const Actor *other, bool ignoreParty) const override;
bool will_not_talk() const override;
void set_actor_obj_n(uint16 new_obj_n);
void pathfind_to(const MapCoord &d) override;
void handle_lightsource(uint8 hour) override;
uint8 get_hp_text_color() const override;
uint8 get_str_text_color() const override {
return 0x48;
}
uint8 get_dex_text_color() const override {
return 0x48;
}
bool isFlying() const override {
// FIXME: Get flying flag from lua actor_tbl
// in devtools/create_ultima/files/ultima6/scripts/u6/actor.lua
const uint16 flyingObjs[] = {
OBJ_U6_INSECTS, OBJ_U6_GIANT_BAT, OBJ_U6_GAZER, OBJ_U6_BIRD,
OBJ_U6_WINGED_GARGOYLE, OBJ_U6_DAEMON, OBJ_U6_DRAKE,
OBJ_U6_MONGBAT, OBJ_U6_DRAGON, OBJ_U6_INFLATED_BALLOON };
for (const auto flyingObj : flyingObjs)
if (obj_n == flyingObj)
return true;
return false;
}
bool isNonBlocking() const override {
// These are hard-coded in original U6
const uint16 u6NonBlockingObjs[] = {
OBJ_U6_INSECTS, OBJ_U6_MOUSE, OBJ_U6_BIRD, OBJ_U6_CORPSER,
OBJ_U6_RABBIT };
for (const auto nonBlockingObj : u6NonBlockingObjs)
if (obj_n == nonBlockingObj)
return true;
return false;
}
protected:
bool init_ship();
bool init_splitactor(uint8 obj_status); //cows, horses etc.
bool init_dragon();
bool init_hydra();
bool init_silver_serpent();
void init_new_silver_serpent();
void gather_snake_objs_from_map(Obj *start_obj, uint16 ax, uint16 ay, uint16 az);
inline bool check_move_silver_serpent(uint16 x, uint16 y);
bool sit_on_chair(Obj *obj);
inline void discover_direction();
void setup_walk_to_location();
void wt_sleep(bool init = false);
void wt_play_lute();
inline const U6ActorType *get_actor_type(uint16 new_obj_n);
inline bool has_surrounding_objs();
inline void remove_surrounding_objs_from_map();
inline void add_surrounding_objs_to_map();
inline void move_surrounding_objs_relative(sint16 rel_x, sint16 rel_y);
inline void move_silver_serpent_objs_relative(sint16 rel_x, sint16 rel_y);
inline void set_direction_of_surrounding_objs(NuvieDir new_direction);
inline void set_direction_of_surrounding_ship_objs(NuvieDir new_direction);
inline void set_direction_of_surrounding_splitactor_objs(NuvieDir new_direction);
inline void set_direction_of_surrounding_dragon_objs(NuvieDir new_direction);
inline void twitch_surrounding_objs();
inline void twitch_surrounding_dragon_objs();
inline void twitch_surrounding_hydra_objs();
inline void twitch_obj(Obj *obj);
inline void clear_surrounding_objs_list(bool delete_objs = false);
inline void init_surrounding_obj(uint16 x, uint16 y, uint8 z, uint16 actor_obj_n, uint16 obj_frame_n);
const CombatType *get_hand_combat_type() const override;
void print() override;
const char *get_worktype_string(uint32 wt) const override;
void inventory_make_all_objs_ok_to_take();
};
} // End of namespace Nuvie
} // End of namespace Ultima
#endif