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actors.cc
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actors.cc
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/*
* actors.cc - Game actors.
*
* Copyright (C) 1998-1999 Jeffrey S. Freedman
* Copyright (C) 2000-2013 The Exult Team
*
* 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 2 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, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#include <iostream> /* Debugging. */
#include <cstdlib>
#include <cstring>
#include <algorithm> /* swap. */
#include <set>
#include <map>
#include "chunks.h"
#include "gamemap.h"
#include "Astar.h"
#include "Audio.h"
#include "Gump_manager.h"
#include "Paperdoll_gump.h"
#include "Zombie.h"
#include "actions.h"
#include "actors.h"
#include "cheat.h"
#include "combat.h"
#include "combat_opts.h"
#include "dir.h"
#include "egg.h"
#include "exult.h"
#include "Face_stats.h"
#include "frameseq.h"
#include "game.h"
#include "gamewin.h"
#include "gameclk.h"
#include "imagewin.h"
#include "items.h"
#include "npctime.h"
#include "ready.h"
#include "ucmachine.h"
#include "party.h"
#include "monstinf.h"
#include "exult_constants.h"
#include "monsters.h"
#include "effects.h"
#include "palette.h"
#include "ucsched.h"
#include "ucscriptop.h"
#include "miscinf.h"
#include "animate.h"
#include "objiter.h"
#include "ammoinf.h"
#include "armorinf.h"
#include "frflags.h"
#include "weaponinf.h"
#include "npcdollinf.h"
#include "spellbook.h"
#include "usefuns.h"
#include "ignore_unused_variable_warning.h"
#ifdef USE_EXULTSTUDIO
#include "server.h"
#include "objserial.h"
#include "mouse.h"
#include "servemsg.h"
#endif
#ifndef UNDER_EMBEDDED_CE
using std::cerr;
using std::cout;
using std::endl;
using std::memcpy;
using std::rand;
using std::string;
using std::swap;
#endif
Actor *Actor::editing = 0;
extern bool combat_trace;
// Party positions
// Direction, Party num, xy (tile) from leader
//
// Please Don't Touch - Colourless
//
const short Actor::party_pos[4][10][2] = {
// North Facing
{
{ -2, 2 },
{ 2, 2 },
{ 0, 4 },
{ -4, 4 },
{ 4, 4 },
{ -2, 6 },
{ 2, 6 },
{ 0, 8 },
{ -4, 8 },
{ 4, 8 }
},
// East Facing,
{
{ -2, -2 },
{ -2, 2 },
{ -4, 0 },
{ -4, -4 },
{ -4, 4 },
{ -6, -2 },
{ -6, 2 },
{ -8, 0 },
{ -8, -4 },
{ -8, 4 }
},
// South Facing
{
{ -2, -2 },
{ 2, -2 },
{ 0, -4 },
{ -4, -4 },
{ 4, -4 },
{ -2, -6 },
{ 2, -6 },
{ 0, -8 },
{ -4, -8 },
{ 4, -8 }
},
// West Facing
{
{ 2, -2 },
{ 2, 2 },
{ 4, 0 },
{ 4, -4 },
{ 4, 4 },
{ 6, -2 },
{ 6, 2 },
{ 8, 0 },
{ 8, -4 },
{ 8, 4 }
}
};
// Actor frame to substitute when a frame is empty (as some are):
uint8 visible_frames[16] = {
Actor::standing, // Standing.
Actor::standing, // Steps.
Actor::standing,
Actor::standing, // Ready.
Actor::raise2_frame, // 1-handed strikes => 2-handed.
Actor::reach2_frame,
Actor::strike2_frame,
Actor::raise1_frame, // 2-handed => 1-handed.
Actor::reach1_frame,
Actor::strike1_frame,
Actor::standing, // When you can't sit...
Actor::kneel_frame, // When you can't bow.
Actor::bow_frame, // When you can't kneel.
Actor::standing, // Can't lie.
Actor::strike2_frame, // Can't raise hands.
Actor::ready_frame
}; // Can't strech arms outward.
Frames_sequence *Actor::avatar_frames[4] = {0, 0, 0, 0};
Frames_sequence *Actor::npc_frames[4] = {0, 0, 0, 0};
const signed char sea_serpent_attack_frames[] = {1, 2, 3};
const signed char reach_attack_frames1[] = {3, 6};
const signed char raise_attack_frames1[] = {3, 4, 6};
const signed char fast_swing_attack_frames1[] = {3, 5, 6};
const signed char slow_swing_attack_frames1[] = {3, 4, 5, 6};
const signed char reach_attack_frames2[] = {3, 9};
const signed char raise_attack_frames2[] = {3, 7, 9};
const signed char fast_swing_attack_frames2[] = {3, 8, 9};
const signed char slow_swing_attack_frames2[] = {3, 7, 8, 9};
// inline int Is_attack_frame(int i) { return i >= 3 && i <= 9; }
inline int Is_attack_frame(int i) {
return i == 6 || i == 9;
}
inline int Get_dir_from_frame(int i) {
return ((((i & 16) / 8) - ((i & 32) / 32)) + 4) % 4;
}
/**
* Provides attribute/value pairs.
*/
class Actor_attributes {
/// The attribute names. These are shared among all actors.
static std::set<string> *strings;
typedef std::map<const char *, int> Att_map;
/// The attribute name > value map.
Att_map map;
public:
/// Basic constructor. Initializes the attribute names.
Actor_attributes() {
if (!strings)
strings = new std::set<string>;
}
/// Sets an attribute's value and, if needed, adds it to
/// the attribute name list.
/// @param nm The name of the attribute to be set.
/// @param val Value to set the attribute to.
void set(const char *nm, int val) {
std::set<string>::iterator siter = strings->find(nm);
if (siter == strings->end())
siter = strings->insert(nm).first;
nm = (*siter).c_str();
map[nm] = val;
}
/// Gets an attribute's value, if it is in the list.
/// @param nm The name of the attribute to be gotten.
/// @return val Current value of the attribute, or
/// zero if the attribute is not on the list.
int get(const char *nm) { // Returns 0 if not set.
std::set<string>::const_iterator siter = strings->find(nm);
if (siter == strings->end())
return 0;
nm = (*siter).c_str();
Att_map::const_iterator it = map.find(nm);
return it == map.end() ? 0 : (*it).second;
}
/// Gets all attributes for the current actor.
/// @param attlist (name, value) vector containig all attributes.
void get_all(std::vector<std::pair<const char *, int> > &attlist) {
Att_map::const_iterator it;
for (it = map.begin(); it != map.end(); ++it)
attlist.push_back(*it);
}
};
std::set<string> *Actor_attributes::strings = 0;
/**
* Get/create timers.
* @return
*/
Npc_timer_list *Actor::need_timers(
) {
if (!timers)
timers = new Npc_timer_list(this);
return timers;
}
/**
* Initialize frames, properties and spots.
*/
void Actor::init(
) {
if (!avatar_frames[0])
init_default_frames();
size_t i;
for (i = 0; i < sizeof(properties) / sizeof(properties[0]); i++)
properties[i] = 0;
for (i = 0; i < sizeof(spots) / sizeof(spots[0]); i++)
spots[i] = 0;
}
/**
* Find (best) ammo of given type.
* @param family Desired ammo family shape.
* @param needed Minimum quantity needed.
* @return Pointer to object, if found.
*/
Game_object *Actor::find_best_ammo(
int family,
int needed
) {
Game_object *best = 0;
int best_strength = -20;
Game_object_vector vec; // Get list of all possessions.
vec.reserve(50);
get_objects(vec, c_any_shapenum, c_any_qual, c_any_framenum);
for (Game_object_vector::const_iterator it = vec.begin();
it != vec.end(); ++it) {
Game_object *obj = *it;
if (obj->inside_locked() || !In_ammo_family(obj->get_shapenum(), family))
continue;
Ammo_info *ainf = obj->get_info().get_ammo_info();
if (!ainf) // E.g., musket ammunition doesn't have it.
continue;
// Can't use it.
if (obj->get_quantity() < needed)
continue;
// Calc ammo strength.
int strength = ainf->get_base_strength();
// Favor those with more shots remaining.
if (obj->get_quantity() < 5 * needed)
strength /= 3;
else if (obj->get_quantity() < 10 * needed)
strength /= 2;
if (strength > best_strength) {
best = obj;
best_strength = strength;
}
}
return best;
}
/**
* Get effective maximum range for weapon taking in consideration
* the actor's strength and combat.
* @param winf Pointer to weapon information of the current weapon,
* or null for no weapon.
* @param reach Weapon reach, or -1 to use weapon's.
* @return Weapon's effective range.
*/
int Actor::get_effective_range(
const Weapon_info *winf,
int reach
) {
if (reach < 0) {
if (!winf) {
Monster_info *minf = get_info().get_monster_info();
return minf ? minf->get_reach()
: Monster_info::get_default()->get_reach();
}
reach = winf->get_range();
}
int uses = winf ? winf->get_uses() : static_cast<int>(Weapon_info::melee);
if (!uses || uses == Weapon_info::ranged)
return reach;
else {
int eff_range;
int str = get_effective_prop(static_cast<int>(Actor::strength));
int combat = get_effective_prop(static_cast<int>(Actor::combat));
if (str < combat)
eff_range = str;
else
eff_range = combat;
if (uses == Weapon_info::good_thrown)
eff_range *= 2;
if (eff_range < reach)
eff_range = reach;
if (eff_range > 31)
eff_range = 31;
return eff_range;
}
}
/**
* Find ammo used by weapon.
* @param weapon The weapon shape.
* @param needed Minimum quantity needed.
* @param recursive Whether or not to search inside backpacks and bags.
* @return Pointer to object if found.
*/
Game_object *Actor::find_weapon_ammo(
int weapon,
int needed,
bool recursive
) {
if (weapon < 0)
return 0;
Weapon_info *winf = ShapeID::get_info(weapon).get_weapon_info();
if (!winf)
return 0;
int family = winf->get_ammo_consumed();
if (family >= 0) {
Game_object *aobj = get_readied(quiver);
if (aobj && In_ammo_family(aobj->get_shapenum(), family) &&
aobj->get_quantity() >= needed)
return aobj; // Already readied.
else if (recursive)
return find_best_ammo(family, needed);
return 0;
}
// Search readied weapons first.
static enum Ready_type_Exult wspots[] = {lhand, rhand, back_2h, belt};
const int num_weapon_spots = sizeof(wspots) / sizeof(wspots[0]);
for (int i = 0; i < num_weapon_spots; i++) {
Game_object *obj = spots[static_cast<int>(wspots[i])];
if (!obj || obj->get_shapenum() != weapon)
continue;
Shape_info &inf = obj->get_info();
if (family == -2) {
if (!inf.has_quality() || obj->get_quality() >= needed)
return obj;
}
// Family -1 and family -3.
else if (obj->get_quantity() >= needed)
return obj;
}
// Now recursively search all contents.
return recursive ? Container_game_object::find_weapon_ammo(weapon) : 0;
}
/**
* Swap new ammo with old.
* @param newammo Pointer to new ammo object.
*/
void Actor::swap_ammo(
Game_object *newammo
) {
Game_object *aobj = get_readied(quiver);
if (aobj == newammo)
return; // Already what we need.
if (aobj) // Something there already?
aobj->remove_this(1); // Remove it.
newammo->remove_this(1);
add(newammo, 1); // Should go to the right place.
if (aobj) // Put back old ammo.
add(aobj, 1);
}
/**
* Recursivelly searches for ammunition for a given weapon, if needed.
* @param npc The NPC to be searched.
* @param bobj The weapon we want to check.
* @param ammo Optional pointer that receives a pointer to the best ammunition
* found for the given weapon.
* @param recursive Whether or not to search inside backpacks and bags.
* @return true if the weapon can be used, ammo is pointer to best ammunition.
*/
static inline bool Is_weapon_usable(
Actor *npc,
Game_object *bobj,
Game_object **ammo = 0,
bool recursive = true
) {
if (ammo)
*ammo = 0;
Weapon_info *winf = bobj->get_info().get_weapon_info();
if (!winf)
return false; // Not a weapon.
Game_object *aobj = 0; // Check ranged first.
int need_ammo = npc->get_weapon_ammo(bobj->get_shapenum(),
winf->get_ammo_consumed(), winf->get_projectile(),
true, &aobj, recursive);
if (!need_ammo)
return true;
// Try melee if the weapon is not ranged.
else if (!aobj && winf->get_uses() != Weapon_info::ranged)
need_ammo = npc->get_weapon_ammo(bobj->get_shapenum(),
winf->get_ammo_consumed(), winf->get_projectile(),
false, &aobj, recursive);
if (need_ammo && !aobj)
return false;
if (ammo)
*ammo = aobj;
return true;
}
/**
* Ready ammo for weapon being carried.
* @return Returns true if successful.
*/
bool Actor::ready_ammo(
) {
Game_object *weapon = spots[static_cast<int>(lhand)];
if (!weapon)
return false;
Shape_info &info = weapon->get_info();
Weapon_info *winf = info.get_weapon_info();
if (!winf)
return false;
int ammo = winf->get_ammo_consumed();
if (ammo < 0) {
// Ammo not needed.
if (winf->uses_charges() && info.has_quality() &&
weapon->get_quality() <= 0)
return false; // Uses charges, but none left.
else
return true;
}
Game_object *found = 0;
// Try non-recursive search for ammo first.
bool usable = Is_weapon_usable(this, weapon, &found, false);
if (usable) // Ammo is available and ready.
return true;
// Try recursive search now.
found = find_best_ammo(ammo);
if (!found)
return false;
swap_ammo(found);
return true;
}
/**
* If no shield readied, look through all possessions for the best one.
* @return Returns true if successful.
*/
bool Actor::ready_best_shield(
) {
if (two_handed)
return false;
if (spots[rhand]) {
Shape_info &inf = spots[rhand]->get_info();
if (is_in_party() || inf.get_armor() || inf.get_armor_immunity())
return inf.get_armor() || inf.get_armor_immunity();
}
Game_object *old_rhand = 0;
if (spots[rhand]) { // remove old offhand item
old_rhand = spots[rhand];
old_rhand->remove_this(1);
}
Game_object_vector vec; // Get list of all possessions.
vec.reserve(50);
get_objects(vec, c_any_shapenum, c_any_qual, c_any_framenum);
Game_object *best = 0;
int best_strength = -20;
for (Game_object_vector::const_iterator it = vec.begin();
it != vec.end(); ++it) {
Game_object *obj = *it;
if (obj->inside_locked())
continue;
Shape_info &info = obj->get_info();
// Only want those that can be readied in hand.
int ready = info.get_ready_type();
if (ready != lhand && ready != backpack)
continue;
Armor_info *arinf = info.get_armor_info();
if (!arinf)
continue; // Not a shield.
if (spots[lhand] == obj) // Don't take the weapon.
continue;
int strength = arinf->get_base_strength();
if (strength > best_strength) {
best = obj;
best_strength = strength;
}
}
if (!best) {
if (old_rhand) // add offhand item back to where it was
add(old_rhand, 1);
return false;
}
// Spot is free already.
best->remove_this(1);
add(best, 1); // Should go to the right place.
if (old_rhand && old_rhand != best) // don't add twice
add(old_rhand, 1);
return true;
}
/**
* If no weapon readied, look through all possessions for the best one.
* @return Returns true if successful.
*/
bool Actor::ready_best_weapon(
) {
int points;
if (Actor::get_weapon(points) != 0 && ready_ammo()) {
ready_best_shield();
return true; // Already have one.
}
// Check for spellbook.
Game_object *obj = get_readied(lhand);
if (obj && obj->get_info().get_shape_class() == Shape_info::spellbook) {
if ((static_cast<Spellbook_object *>(obj))->can_do_spell(this)) {
ready_best_shield();
return true;
}
}
Game_object_vector vec; // Get list of all possessions.
vec.reserve(50);
get_objects(vec, c_any_shapenum, c_any_qual, c_any_framenum);
Game_object *best = 0, *best_ammo = 0;
int best_strength = -20;
int wtype = backpack;
for (Game_object_vector::const_iterator it = vec.begin();
it != vec.end(); ++it) {
Game_object *obj = *it, *ammo_obj = 0;
if (obj->inside_locked())
continue;
Shape_info &info = obj->get_info();
int ready = info.get_ready_type();
// backpack and rhand added for dragon breath and some spells
if (ready != lhand && ready != both_hands &&
ready != rhand && ready != backpack)
continue;
Weapon_info *winf = info.get_weapon_info();
if (!winf)
continue; // Not a weapon.
if (!Is_weapon_usable(this, obj, &ammo_obj))
continue;
int strength = winf->get_base_strength();
strength += get_effective_range(winf);
if (strength > best_strength) {
wtype = ready;
best = obj;
best_ammo = ammo_obj != obj ? ammo_obj : 0;
best_strength = strength;
}
}
if (!best) {
ready_best_shield();
return false;
}
// If nothing is in left hand, nothing will happen.
Game_object *remove1 = spots[lhand], *remove2 = 0;
if (wtype == both_hands)
remove2 = spots[rhand];
// Prevent double removal and double add (can corrupt objects list).
// No need for similar check for remove1 as we wouldn't be here
// if remove1 were a weapon we could use.
if (remove2 == best)
remove2 = 0;
// Free the spot(s).
if (remove1)
remove1->remove_this(1);
if (remove2)
remove2->remove_this(1);
best->remove_this(1);
if (wtype == rhand) // tell it the correct ready spot
add_readied(best, lhand);
else
add(best, true); // Should go to the right place.
ready_best_shield(); // Also add a shield for 1-handed weapons.
if (remove1) // Put back other things.
add(remove1, true);
if (remove2)
add(remove2, true);
if (best_ammo)
swap_ammo(best_ammo);
return true;
}
/**
* Try to store given object.
*/
bool Actor::empty_hand(
Game_object *obj
) {
if (!obj)
return true;
static int chkspots[] = {belt, backpack};
add_dirty();
obj->remove_this(1);
for (size_t i = 0; i < sizeof(chkspots) / sizeof(chkspots[0]); i++)
if (add_readied(obj, chkspots[i], true, true)) // Slot free?
return true;
return false;
}
/**
* Try to store what is the hands.
*/
void Actor::empty_hands(
) {
Game_object *obj = spots[lhand];
if (!empty_hand(obj))
add(obj, true);
obj = spots[rhand];
if (!empty_hand(obj))
add(obj, true);
}
/**
* Get effective weapon shape, taking casting frames in consideration.
* @return The shape to be displayed in-hand.
*/
int Actor::get_effective_weapon_shape(
) {
if (get_casting_mode() == Actor::show_casting_frames)
// Casting frames
return casting_shape;
else {
Game_object *weapon = spots[lhand];
return weapon->get_shapenum();
}
}
/**
* Add dirty rectangle(s).
* @return Returns 0 if not on screen.
*/
int Actor::add_dirty(
int figure_rect // Recompute weapon rectangle.
) {
if (!gwin->add_dirty(this))
return 0;
if (figure_rect || get_casting_mode() == Actor::show_casting_frames) {
int weapon_x, weapon_y, weapon_frame;
if (figure_weapon_pos(weapon_x, weapon_y, weapon_frame)) {
int shnum = get_effective_weapon_shape();
Shape_frame *wshape = ShapeID(shnum, weapon_frame).get_shape();
if (wshape) // Set dirty area rel. to NPC.
weapon_rect = gwin->get_shape_rect(wshape,
weapon_x, weapon_y);
else
weapon_rect.w = 0;
} else
weapon_rect.w = 0;
}
if (weapon_rect.w > 0) { // Repaint weapon area too.
Rectangle r = weapon_rect;
int xoff, yoff;
gwin->get_shape_location(this, xoff, yoff);
r.shift(xoff, yoff);
r.enlarge(c_tilesize / 2);
gwin->add_dirty(gwin->clip_to_win(r));
}
return 1;
}
/**
* Change the frame and set to repaint areas.
* @param frnum The new frame.
*/
void Actor::change_frame(
int frnum
) {
add_dirty(); // Set to repaint old area.
ShapeID id(get_shapenum(), frnum, get_shapefile());
Shape_frame *shape = id.get_shape();
if (!shape || shape->is_empty()) {
// Swap 1hand <=> 2hand frames.
frnum = (frnum & 48) | visible_frames[frnum & 15];
id.set_frame(frnum);
if (!(shape = id.get_shape()) || shape->is_empty())
frnum = (frnum & 48) | Actor::standing;
}
rest_time = 0;
set_frame(frnum);
add_dirty(1); // Set to repaint new.
}
/**
* See if it's blocked when trying to move to a new tile.
* @param t Tile to step to. Tz is possibly updated by this function.
* @param f Pointer to tile we are stepping from, or null for current tile.
* @param move_flags Additional movement flags to consider for step.
* @return Returns 1 if so, else 0.
*/
int Actor::is_blocked(
Tile_coord &t, // Tz possibly updated.
Tile_coord *f, // Step from here, or curpos if null.
const int move_flags
) {
Shape_info &info = get_info();
// Get dim. in tiles.
int frame = get_framenum();
int xtiles = info.get_3d_xtiles(frame), ytiles = info.get_3d_ytiles(frame);
int ztiles = info.get_3d_height();
t.fixme();
if (xtiles == 1 && ytiles == 1) { // Simple case?
Map_chunk *nlist = gmap->get_chunk(
t.tx / c_tiles_per_chunk, t.ty / c_tiles_per_chunk);
nlist->setup_cache();
int new_lift;
int blocked = nlist->is_blocked(ztiles, t.tz,
t.tx % c_tiles_per_chunk, t.ty % c_tiles_per_chunk,
new_lift, move_flags | get_type_flags());
t.tz = new_lift;
return blocked;
}
return Map_chunk::is_blocked(xtiles, ytiles, ztiles,
f ? *f : get_tile(), t, move_flags | get_type_flags());
}
/**
* Finds an object which blocks the destination tile.
* @param tile The (blocked) tile to check.
* @param dir Direction we are stepping from.
*/
Game_object *Actor::find_blocking(
Tile_coord const &tile,
int dir
) {
ignore_unused_variable_warning(tile);
Rectangle footprint = get_footprint();
Rectangle base = get_footprint();
switch (dir) {
case north:
footprint.shift(0, -1);
break;
case northeast:
footprint.shift(1, -1);
break;
case east:
footprint.shift(1, 0);
break;
case southeast:
footprint.shift(1, 1);
break;
case south:
footprint.shift(0, 1);
break;
case southwest:
footprint.shift(-1, 1);
break;
case west:
footprint.shift(-1, 0);
break;
case northwest:
footprint.shift(-1, -1);
break;
}
Game_object *block;
for (int i = footprint.x; i < footprint.x + footprint.w; i++)
for (int j = footprint.y; j < footprint.y + footprint.h; j++)
if (base.has_world_point(i, j))
continue;
else if ((block = Game_object::find_blocking(
Tile_coord(i, j, get_tile().tz))) != 0)
return block;
return 0;
}
/**
* Move an object, and possibly change its shape too.
* @param old_chunk The actor's old chunk.
* @param new_chunk The chunk to which the actor is moving.
* @param new_sx New x coordinate.
* @param new_sy New y coordinate.
* @param new_frame The new frame.
* @param new_lift The new z coordinate.
*/
inline void Actor::movef(
Map_chunk *old_chunk,
Map_chunk *new_chunk,
int new_sx, int new_sy, int new_frame,
int new_lift
) {
if (old_chunk) // Remove from current chunk.
old_chunk->remove(this);
set_shape_pos(new_sx, new_sy);
if (new_frame >= 0)
set_frame(new_frame);
if (new_lift >= 0)
set_lift(new_lift);
new_chunk->add(this);
}
/**
* Create character.
* @param nm The actor's name.
* @param shapenum The initial shape.
* @param num The NPC's number from npc.dat.
* @param uc The usecofe function to use.
*/
Actor::Actor(
const std::string &nm,
int shapenum,
int num,
int uc
) : Container_game_object(), name(nm), usecode(uc),
usecode_assigned(false), usecode_name(""), unused(false),
npc_num(num), face_num(num), party_id(-1), atts(0), temperature(0),
shape_save(-1), oppressor(-1), target(0),
casting_mode(false), casting_shape(-1),
target_object(0), target_tile(Tile_coord(-1, -1, 0)), attack_weapon(-1),
attack_mode(nearest),
schedule_type(static_cast<int>(Schedule::loiter)), schedule(0),
restored_schedule(-1), dormant(true), hit(false), combat_protected(false),
user_set_attack(false), alignment(0), two_handed(false),
two_fingered(false), use_scabbard(false), use_neck(false),
light_sources(0), usecode_dir(0), type_flags(0),
gear_immunities(0), gear_powers(0), ident(0),
skin_color(-1), action(0),
frame_time(0), step_index(0), qsteps(0), timers(0),
weapon_rect(0, 0, 0, 0), rest_time(0) {
set_shape(shapenum, 0);
init();
frames = &npc_frames[0]; // Default: 5-frame walking.
}
/**
* Deletes actor.
*/
Actor::~Actor(
) {
purge_deleted_actions();
delete schedule;
delete action;
delete timers;
delete atts;
}
/**
* Goes through the actor's readied gear and caches powers
* and immunities.
*/
void Actor::refigure_gear() {
static enum Ready_type_Exult locs[] = {head, belt, lhand, lfinger, legs,
feet, rfinger, rhand, torso, amulet, earrings, cloak, gloves
};
int powers = 0, immune = 0;
light_sources = 0;
for (size_t i = 0; i < sizeof(locs) / sizeof(locs[0]); i++) {
Game_object *worn = spots[static_cast<int>(locs[i])];
if (worn) {
Shape_info &info = worn->get_info();
char rdy = info.get_ready_type();
if (info.is_light_source() && (locs[i] != belt ||
(rdy != lhand && rdy != rhand && rdy != both_hands)))
light_sources++;
powers |= info.get_object_flags(worn->get_framenum(),
info.has_quality() ? worn->get_quality() : -1);
immune |= info.get_armor_immunity();
}
}
gear_immunities = immune;
gear_powers = powers;
}
void Actor::say_hunger_message() {
int food = get_property(static_cast<int>(food_level));
if (food <= 0) { // Really low?
if (rand() % 4)
say(first_starving, last_starving);
} else if (food <= 4) {
if (rand() % 3)
say(first_needfood, last_needfood);
} else { //if (food <= 9)
if (rand() % 2)
say(first_hunger, last_hunger);
}
}
/**
* Decrement food level and print complaints if it gets too low.
* NOTE: Should be called every hour.
*/
void Actor::use_food(
) {
if (get_info().does_not_eat() || (gear_powers & Frame_flags::doesnt_eat))
return;
int food = get_property(static_cast<int>(food_level));
food -= (rand() % 4); // Average 1.5 level/hour.
set_property(static_cast<int>(food_level), food);
if (food > 9)
return;
say_hunger_message();
need_timers()->start_hunger(); // minute checks for damage and messages.
}
/**
* Periodic check for freezing.
* @param freeze True if the actor is freezing. This is usually the
* Avatar's freeze flag.
*/
void Actor::check_temperature(
bool freeze
) {
if (!freeze) { // Not in a cold area?
if (!temperature) // 0 means warm.
return; // Nothing to do.
// Warming up.
temperature -= (temperature >= 5 ? 5 : temperature);
if (rand() % 3 == 0) {
if (temperature >= 30)
say(first_warming_up, last_warming_up);
else
say(first_warming_up_2, last_warming_up_2);
}
return;
}
// Immune to cold by nature or an item?
if (get_info().is_cold_immune() || (gear_powers & Frame_flags::cold_immune))
return;
if (get_schedule_type() == Schedule::wait)
return; // Not following leader? Leave alone.
int warmth = figure_warmth(); // (This could be saved for speed.)
if (warmth >= 100) { // Enough clothing?
if (!temperature)
return; // Already warm.
int decr = 1 + (warmth - 100) / 10;
decr = decr > temperature ? temperature : decr;
temperature -= decr;
if (rand() % 3 == 0) {