174 lines
5.8 KiB
C++
174 lines
5.8 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef NUVIE_ACTORS_ACTOR_MANAGER_H
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#define NUVIE_ACTORS_ACTOR_MANAGER_H
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#include "ultima/shared/std/string.h"
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#include "ultima/nuvie/core/obj_manager.h"
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#include "ultima/nuvie/misc/actor_list.h"
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#include "ultima/nuvie/actors/actor.h"
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namespace Ultima {
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namespace Nuvie {
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class Configuration;
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class Map;
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class TileManager;
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class GameClock;
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class MapCoord;
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#define ACTORMANAGER_MAX_ACTORS 256
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class ActorManager {
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const Configuration *config;
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TileManager *tile_manager;
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ObjManager *obj_manager;
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bool update; // ActorManager is not paused
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bool wait_for_player; // Player's turn; wait until updateActors() is called
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bool combat_movement; // Defines actor movement type (individual/party)
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bool should_clean_temp_actors; // If set, temp actors are cleaned when > 19 tiles from player.
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Map *map;
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Actor *actors[ACTORMANAGER_MAX_ACTORS];
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uint8 player_actor;
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uint8 temp_actor_offset;
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GameClock *_clock;
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uint16 last_obj_blk_x, last_obj_blk_y;
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uint8 last_obj_blk_z;
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uint16 cur_x, cur_y;
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uint8 cur_z;
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MapCoord *cmp_actor_loc; // data for sort_distance() & cmp_distance_to_loc()
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public:
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ActorManager(const Configuration *cfg, Map *m, TileManager *tm, ObjManager *om, GameClock *c);
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~ActorManager();
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void init();
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void clean();
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bool load(NuvieIO *objlist);
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bool save(NuvieIO *objlist);
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// ActorList
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ActorList *get_actor_list(); // *returns a NEW list*
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ActorList *sort_nearest(ActorList *list, uint16 x, uint16 y, uint8 z); // ascending distance
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ActorList *filter_distance(ActorList *list, uint16 x, uint16 y, uint8 z, uint16 dist);
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ActorList *filter_alignment(ActorList *list, ActorAlignment align);
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ActorList *filter_party(ActorList *list);
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Actor *get_actor(uint8 actor_num) const;
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Actor *get_actor(uint16 x, uint16 y, uint8 z, bool inc_surrounding_objs = true, Actor *excluded_actor = nullptr);
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Actor *get_actor_holding_obj(Obj *obj);
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private:
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Actor *findActorAtImpl(uint16 x, uint16 y, uint8 z, bool(*predicateWrapper)(void *, const Actor *), bool incDoubleTile, bool incSurroundingObjs, void *predicate) const;
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public:
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/**
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* @brief Find first actor at location for which predicate function returns true
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* @param x world coordinate
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* @param y world coordinate
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* @param z level
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* @param predicate predicate function/lambda of the form: bool f(const Actor*)
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* @param incDoubleTile include all tiles of double width/height actors
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* @param incSurroundingObjs include surrounding actor objects
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* @return pointer to actor or nullptr
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*/
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template<typename F>
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Actor *findActorAt(uint16 x, uint16 y, uint8 z, F predicate, bool incDoubleTile = true, bool incSurroundingObjs = true) {
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// This is a template so it can take lambdas.
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// To keep the implementation out of the header, the type of the passed lambda/function
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// is hidden inside a wrapping lambda, which is then passed as a function pointer.
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// TODO: Use a class for this.
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auto predicateWrapper = +[](void *wrappedPredicate, const Actor *a) -> bool {
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return (*(F*)wrappedPredicate)(a);
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};
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return findActorAtImpl(x, y, z, predicateWrapper, incDoubleTile, incSurroundingObjs, &predicate);
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}
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Actor *get_avatar();
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Actor *get_player();
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void set_player(Actor *a);
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const char *look_actor(const Actor *a, bool show_prefix = true);
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void set_update(bool u) {
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update = u;
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}
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bool get_update() const {
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return update;
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}
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void set_combat_movement(bool c);
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void updateActors(uint16 x, uint16 y, uint8 z);
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void twitchActors();
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void moveActors();
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void startActors();
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void updateSchedules(bool teleport = false);
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void clear_actor(Actor *actor);
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bool resurrect_actor(Obj *actor_obj, MapCoord new_position);
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bool is_temp_actor(Actor *actor);
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bool is_temp_actor(uint8 id_n);
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bool create_temp_actor(uint16 obj_n, uint8 obj_status, uint16 x, uint16 y, uint8 z, ActorAlignment alignment, uint8 worktype, Actor **new_actor = nullptr);
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bool clone_actor(Actor *actor, Actor **new_actor, MapCoord new_location);
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bool toss_actor(Actor *actor, uint16 xrange, uint16 yrange);
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bool toss_actor_get_location(uint16 start_x, uint16 start_y, uint8 start_z, uint16 xrange, uint16 yrange, MapCoord *location);
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void print_actor(Actor *actor);
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bool can_put_actor(const MapCoord &location);
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void enable_temp_actor_cleaning(bool value) {
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should_clean_temp_actors = value;
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}
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protected:
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Actor *get_multi_tile_actor(uint16 x, uint16 y, uint8 z);
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bool loadActorSchedules();
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inline Actor *find_free_temp_actor();
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inline ActorList *filter_active_actors(ActorList *list, uint16 x, uint16 y, uint8 z);
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void update_temp_actors(uint16 x, uint16 y, uint8 z);
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void clean_temp_actors_from_level(uint8 level);
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void clean_temp_actors_from_area(uint16 x, uint16 y);
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inline void clean_temp_actor(Actor *actor);
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private:
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bool loadCustomTiles(nuvie_game_t game_type);
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void loadNPCTiles(const Common::Path &datadir);
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void loadAvatarTiles(const Common::Path &datadir);
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void loadCustomBaseTiles();
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Std::vector<Std::string> getCustomTileFilenames(const Common::Path &datadir, const Std::string &filenamePrefix);
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};
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} // End of namespace Nuvie
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} // End of namespace Ultima
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#endif
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