forked from exult/exult
-
Notifications
You must be signed in to change notification settings - Fork 0
/
actions.cc
999 lines (915 loc) · 25.8 KB
/
actions.cc
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
/*
* actions.cc - Action controllers for actors.
*
* Copyright (C) 2000-2022 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 "actions.h"
#include "Astar.h"
#include "Zombie.h"
#include "actors.h"
#include "cheat.h"
#include "dir.h"
#include "frameseq.h"
#include "gamewin.h"
#include "ignore_unused_variable_warning.h"
#include "monstinf.h"
#include "party.h"
#include "paths.h"
#include "ucmachine.h"
#include <cstdlib>
#include <cstring>
using std::cout;
using std::endl;
long Actor_action::seqcnt = 0;
/**
* Handle an event and check to see if we were deleted.
*
* @return Delay value from handle_event (0 if we've been deleted).
*/
int Actor_action::handle_event_safely(
Actor* actor,
bool& deleted // True returned if we're gone!
) {
Actor_action* old_action = actor->get_action();
const long old_seq = old_action->seq;
// Do current action.
const int delay = handle_event(actor);
if (actor->get_action() != old_action || old_action->seq != old_seq) {
deleted = true; // We've been deleted.
return 0;
}
deleted = false;
return delay;
}
/**
* Set to walk from one point to another the dumb way.
*
* @return this, or nullptr if unsuccessful.
*/
Actor_action* Actor_action::walk_to_tile(
Actor* npc, // Ignored.
const Tile_coord& src, const Tile_coord& dest,
int dist, // Ignored.
bool ignnpc // Ignored.
) {
ignore_unused_variable_warning(npc, dist, ignnpc);
auto* path = new Zombie();
get_party = false;
// Set up new path.
if (path->NewPath(src, dest, nullptr)) {
return new Path_walking_actor_action(path);
} else {
delete path;
return nullptr;
}
}
/**
* Set up an action to get an actor to a location (via pathfinding), and
* then execute another action when he gets there.
*
* @return action.
*/
Actor_action* Actor_action::create_action_sequence(
Actor* actor, // Whom to activate.
const Tile_coord& dest, // Where to walk to.
Actor_action* when_there, // What to do when he gets there.
bool from_off_screen, // Have actor walk from off-screen.
bool persistant // Whether or not to keep retrying. Since NPCs
// move around, this causes them to be ignored
// as obstacles under many conditions.
) {
Actor_action* act = when_there;
Tile_coord actloc = actor->get_tile();
if (from_off_screen) {
actloc.tx = actloc.ty = -1;
}
if (dest != actloc) { // Get to destination.
// A persistence of 30 allows sitting on LB's ship from far away without
// party members teleporting.
const int persistence = persistant ? 30 : 0;
Actor_action* w
= new Path_walking_actor_action(new Astar(), 3, persistence);
Actor_action* w2 = w->walk_to_tile(actor, actloc, dest, 0, persistant);
if (w2 != w) {
delete w;
}
if (!w2) { // Failed? Teleport.
w2 = new Move_actor_action(dest);
}
// And teleport if blocked walking.
Actor_action* tel = new Move_actor_action(dest);
// Walk there, then do whatever.
Sequence_actor_action* seq;
act = seq = new Sequence_actor_action(w2, tel, act);
seq->set_speed(0); // No delay between actions.
}
return act;
}
/**
* Null action.
*/
int Null_action::handle_event(Actor* actor) {
ignore_unused_variable_warning(actor);
return 0;
}
/**
* Create action to follow a path.
*/
Path_walking_actor_action::Path_walking_actor_action(
PathFinder* p, // Pathfinder, or 0 for Astar.
int maxblk, // Max. retries when blocked.
int pers // Keeps retrying this many times.
)
: path(p), max_blocked(maxblk), persistence(pers) {
if (!path) {
path = new Astar();
}
const Tile_coord src = path->get_src();
const Tile_coord dest = path->get_dest();
original_dir = static_cast<int>(
Get_direction4(src.ty - dest.ty, dest.tx - src.tx));
}
/**
* Delete.
*/
Path_walking_actor_action::~Path_walking_actor_action() {
delete path;
delete subseq;
subseq = nullptr; // (Debugging).
original_dir = -1;
}
/**
* Create action for walking to given destination using Astar.
* Note: This is a static method.
*
* @return Action if successful, else nullptr.
*/
Path_walking_actor_action* Path_walking_actor_action::create_path(
const Tile_coord& src, // Starting position.
const Tile_coord& dest, // Destination.
const Pathfinder_client& cost // Cost for Astar.
) {
auto* path = new Astar();
// Get to within 1 tile.
if (path->NewPath(src, dest, &cost)) {
return new Path_walking_actor_action(path);
} else {
delete path;
return nullptr;
}
}
/**
* Handle a time event.
*
* @return 0 if done with this action, else delay for next frame.
*/
int Path_walking_actor_action::handle_event(Actor* actor) {
if (subseq) { // Going through a door?
const int delay = subseq->handle_event(actor);
if (delay) {
return delay; // Still going.
}
set_subseq(nullptr);
// He was stopped, so restore speed.
actor->set_frame_time(speed);
return speed; // Come back in a moment.
}
Tile_coord tile;
if (blocked) {
if (actor->step(blocked_tile, blocked_frame)) {
// Successful?
if (deleted) {
return 0;
}
blocked = 0;
// He was stopped, so restore speed.
actor->set_frame_time(speed);
return speed;
}
if (deleted) { // step() deleted us.
return 0;
} else if (blocked++ > max_blocked) {
// Persistant pathfinder?
if (!persistence) {
return 0; // No.
}
// "Tire" a bit from retrying.
persistence--;
Game_object* block = Game_object::find_blocking(blocked_tile);
// Being blocked by an NPC?
if (block && block->as_actor() != nullptr) {
// Try to create a new path -- the old one might be blocked
// due to (say) the previously 'non-blocking' NPC now being
// in a blocking state.
if (walk_to_tile(
actor, actor->get_tile(), path->get_dest(), 0,
true)) {
// Got new path.
blocked = 0;
return speed;
}
}
return 0;
} else { // Wait up to 1.6 secs.
return 100 + std::rand() % 500;
}
}
const int newspeed = actor->get_frame_time(); // Get time between frames.
if (!newspeed) {
// This may mean bumping into another NPC, then having
// another NPC call move_aside on you then (e.g., large
// parties trying to sit on a barge).
// If the pathfinding NPC is supposed to be persistant, then
// try to create a new path -- the old one might be blocked
// due to (say) the previously 'non-blocking' NPC now being
// in a blocking state.
if (!persistence
|| !walk_to_tile(
actor, actor->get_tile(), path->get_dest(), 0, true)) {
speed = newspeed;
return 0; // Not moving.
} else {
actor->set_frame_time(speed);
return speed;
}
}
speed = newspeed;
bool done; // So we'll know if this is the last.
if (!path->GetNextStep(tile, done)
// This happens sometimes (bedroll cancel).
|| (tile == actor->get_tile() && !path->GetNextStep(tile, done))) {
reached_end = true; // Did it.
return 0;
}
if (done) { // In case we're deleted.
reached_end = true;
}
const Tile_coord cur = actor->get_tile();
const int newdir = static_cast<int>(
Get_direction4(cur.ty - tile.ty, tile.tx - cur.tx));
Frames_sequence* frames = actor->get_frames(newdir);
int& step_index = actor->get_step_index();
if (!step_index) { // First time? Init.
step_index = frames->find_unrotated(actor->get_framenum());
}
// Get next (updates step_index).
const int frame = frames->get_next(step_index);
const int cur_speed = speed; // Step() might delete us!
if (from_offscreen) { // Teleport to 1st spot.
from_offscreen = false;
actor->move(tile.tx, tile.ty, tile.tz);
return cur_speed;
} else if (actor->step(tile, frame)) { // Successful.
if (deleted) {
return 0;
}
if (get_party) { // MUST be the Avatar.
Game_window* gwin = Game_window::get_instance();
gwin->get_party_man()->get_followers(newdir);
if (done) {
gwin->get_main_actor()->get_followers();
}
}
if (done) { // Was this the last step?
return 0;
}
return cur_speed;
}
if (deleted) {
return 0;
}
reached_end = false;
frames->decrement(step_index); // We didn't take the step.
// Blocked by a door?
if (actor->distance(tile) <= 2 && !cheat.in_map_editor()
&& // And NOT map-editing?
actor->is_sentient()) {
Game_object* door = Game_object::find_door(tile);
if (door != nullptr && door->is_closed_door() &&
// Make sure it's not locked!
door->get_framenum() % 4 < 2)
// Try to open it.
{
if (open_door(actor, door)) {
return speed;
}
}
}
if (!max_blocked || // No retries allowed?
actor->is_dormant()) { // Or actor off-screen?
return 0;
}
blocked = 1;
blocked_tile = tile;
blocked_frame = frame;
return 100 + std::rand() % 500; // Wait .1 to .6 seconds.
}
/**
* Open door that's blocking the NPC, and set action to walk past and
* close it.
*
* @return true if successful.
*/
bool Path_walking_actor_action::open_door(Actor* actor, Game_object* door) {
const Tile_coord cur = actor->get_tile();
// Get door's footprint in tiles.
const TileRect foot = door->get_footprint();
// Open it, but kludge quality to
// avoid unwanted usecode.
const int savequal = door->get_quality();
door->set_quality(0);
door->activate();
door->set_quality(savequal);
Tile_coord past; // Tile on other side of door.
past.tz = cur.tz;
int dir; // Get dir to face door afterwards.
if (foot.w > foot.h) { // Horizontal?
past.tx = foot.x + foot.w / 2;
if (cur.ty <= foot.y) { // N. of door?
past.ty = foot.y + foot.h;
dir = 0;
} else { // S. of door?
past.ty = foot.y - 1;
dir = 4;
}
} else { // Vertical.
past.ty = foot.y + foot.h / 2;
if (cur.tx <= foot.x) { // W. of door?
past.tx = foot.x + foot.w;
dir = 6;
} else { // E. of door?
past.tx = foot.x - 1;
dir = 2;
}
}
Map_chunk::find_spot(past, 1, actor, 1);
if (past.tx != -1) { // Succeeded. Walk past and close it.
#ifdef DEBUG
cout << "Path_walking_actor_action::open_door()" << endl;
#endif
const std::array frames{
static_cast<signed char>(
actor->get_dir_framenum(dir, Actor::standing)),
static_cast<signed char>(
actor->get_dir_framenum(dir, Actor::ready_frame)),
};
signed char standframe = frames[0];
set_subseq(create_action_sequence(
actor, past,
new Sequence_actor_action(
new Frames_actor_action(frames.data(), frames.size()),
new Activate_actor_action(door),
new Frames_actor_action(&standframe, 1))));
return true;
}
return false;
}
/**
* Stopped moving.
*/
void Path_walking_actor_action::stop(Actor* actor) {
// Don't set slimes.
if (!actor->get_info().has_strange_movement() && actor->can_act()) {
// ++++For now, just use original dir.
Frames_sequence* frames = actor->get_frames(original_dir);
actor->change_frame(frames->get_resting());
}
}
/**
* Set to walk from one point to another, using the same pathfinder.
*
* @return this, or nullptr if unsuccessful.
*/
Actor_action* Path_walking_actor_action::walk_to_tile(
Actor* npc,
const Tile_coord& src, // tx=-1 or ty=-1 means don't care.
const Tile_coord& dest, // Same here.
int dist, // Distance to get to within dest.
bool ignnpc // If pathfinder should ignore NPCs in many cases.
) {
blocked = 0; // Clear 'blocked' count.
reached_end = false; // Starting new path.
get_party = false;
from_offscreen = false;
//+++++Should dist be used below??:
// Set up new path.
// Don't care about 1 coord.?
if (dest.tx == -1 || dest.ty == -1) {
if (dest.tx == dest.ty) { // Completely off-screen?
Offscreen_pathfinder_client cost(npc, ignnpc);
if (!path->NewPath(src, dest, &cost)) {
return nullptr;
}
} else {
Onecoord_pathfinder_client cost(npc, ignnpc);
if (!path->NewPath(src, dest, &cost)) {
return nullptr;
}
}
}
// How about from source?
else if (src.tx == -1 || src.ty == -1) {
// Figure path in opposite dir.
if (src.tx == src.ty) { // Both -1?
// Aim from NPC's current pos.
Offscreen_pathfinder_client cost(npc, npc->get_tile(), ignnpc);
if (!path->NewPath(dest, src, &cost)) {
return nullptr;
}
} else {
Onecoord_pathfinder_client cost(npc, ignnpc);
if (!path->NewPath(dest, src, &cost)) {
return nullptr;
}
}
from_offscreen = true;
// Set to go backwards.
if (!path->set_backwards()) {
return nullptr;
}
} else {
Actor_pathfinder_client cost(npc, dist, ignnpc);
if (!path->NewPath(src, dest, &cost)) {
return nullptr;
}
}
// Reset direction (but not index).
original_dir = static_cast<int>(
Get_direction4(src.ty - dest.ty, dest.tx - src.tx));
return this;
}
/**
* Return current destination.
*
* @return 0 if none.
*/
bool Path_walking_actor_action::get_dest(Tile_coord& dest // Returned here.
) const {
dest = path->get_dest();
return true;
}
/**
* Following an Astar path?
*/
bool Path_walking_actor_action::following_smart_path() const {
return path != nullptr && path->following_smart_path();
}
/**
* Create action to follow a path towards another object.
*/
Approach_actor_action::Approach_actor_action(
PathFinder* p, // Path to follow.
Game_object* d, // Destination object.
int gdist, // Stop when this close to dest.
bool for_proj // Check for projectile path.
)
: Path_walking_actor_action(p, 0), // (Stop if blocked.)
dest_obj(weak_from_obj(d)), goal_dist(gdist),
orig_dest_pos(d->get_tile()), cur_step(0), for_projectile(for_proj) {
// Get length of path.
const int nsteps = path->get_num_steps();
// cout << "Approach nsteps is " << nsteps << "." << endl;
if (nsteps >= 6) { // (May have to play with this).
check_step = nsteps > 18 ? 9 : nsteps / 2;
} else {
check_step = 10000;
}
}
/**
* Create action for walking towards a given (moving) object using Astar.
* Note: This is a static method.
*
* @return Action if successful, else nullptr.
*/
Approach_actor_action* Approach_actor_action::create_path(
const Tile_coord& src, // Starting position.
Game_object* dest, // Destination.
int gdist, // Stop when this close to dest.
Pathfinder_client& cost // Cost for Astar.
) {
auto* path = new Astar();
// Get to within 1 tile.
if (path->NewPath(src, dest->get_tile(), &cost)) {
return new Approach_actor_action(path, dest, gdist);
} else {
delete path;
return nullptr;
}
}
/**
* Handle a time event.
*
* @return 0 if done with this action, else delay for next frame.
*/
int Approach_actor_action::handle_event(Actor* actor) {
const int delay = Path_walking_actor_action::handle_event(actor);
const Game_object_shared dest_ptr = dest_obj.lock();
if (!dest_ptr || !delay || deleted) { // Done or blocked.
return 0;
}
// Close enough?
if (goal_dist >= 0 && actor->distance(dest_ptr.get()) <= goal_dist) {
return 0;
}
if (++cur_step == check_step) { // Time to check.
#ifdef DEBUG
cout << actor->get_name() << " approach: Dist. to dest is "
<< actor->distance(dest_ptr.get()) << endl;
#endif
if (dest_ptr->distance(orig_dest_pos) > 2) {
return 0; // Moved too much, so stop.
}
if (for_projectile
&& Fast_pathfinder_client::is_straight_path(
actor, dest_ptr.get())) {
return 0; // Can fire projectile.
}
// Figure next check.
const int nsteps = path->get_num_steps();
if (nsteps >= 6) {
// Try checking more often.
check_step += 3;
}
}
return delay;
}
/**
* Create if-then-else path.
*/
If_else_path_actor_action::If_else_path_actor_action(
Actor* actor, const Tile_coord& dest, Actor_action* s, Actor_action* f)
: Path_walking_actor_action(nullptr, 6), // Maxblk = 6.
succeeded(false), failed(false), done(false), success(s), failure(f) {
if (!walk_to_tile(actor, actor->get_tile(), dest)) {
done = failed = true;
}
}
/**
* Delete.
*/
If_else_path_actor_action::~If_else_path_actor_action() {
delete success;
delete failure;
}
/**
* Set failure action.
*/
void If_else_path_actor_action::set_failure(Actor_action* f) {
delete failure;
failure = f;
done = false; // So it gets executed.
}
/**
* Handle a time event.
*
* @return 0 if done with this action, else delay for next frame.
*/
int If_else_path_actor_action::handle_event(Actor* actor) {
if (done) {
return 0; // Shouldn't really get here.
}
bool del;
int delay;
if (succeeded) { // Doing the success action?
if ((delay = success->handle_event_safely(actor, del)) == 0 && !del) {
done = true;
}
return delay;
} else if (failed) {
if ((delay = failure->handle_event_safely(actor, del)) == 0 && !del) {
done = true;
}
return delay;
}
delay = Path_walking_actor_action::handle_event(actor);
if (delay) {
return delay;
}
if (deleted) {
return 0;
}
if (!reached_end) {
// Didn't get there.
if (failure) {
failed = true;
#ifdef DEBUG
cout << "Executing 'failure' path usecode" << endl;
#endif
delay = failure->handle_event_safely(actor, del);
if (del) { // Are we gone?
return 0;
}
}
} else { // Success.
if (success) {
succeeded = true;
delay = success->handle_event_safely(actor, del);
if (del) { // Are we gone?
return 0;
}
}
}
if (!delay) {
done = true; // All done now.
}
return delay;
}
/**
* Handle a time event.
*
* @return 0 if done with this action, else delay for next frame.
*/
int Move_actor_action::handle_event(Actor* actor) {
if (dest.tx < 0 || actor->get_tile() == dest) {
return 0; // Done.
}
actor->move(dest); // Zip right there.
Game_window* gwin = Game_window::get_instance();
if (actor == gwin->get_main_actor()) {
// Teleported Avatar?
gwin->center_view(dest);
}
dest.tx = -1; // Set to stop.
return 100; // Wait 1/10 sec.
}
/**
* Activate an actor at a given time.
*/
Activate_actor_action::Activate_actor_action(Game_object* o)
: obj(weak_from_obj(o)) {}
/**
* Handle a time event.
*
* @return 0 if done with this action, else delay for next frame.
*/
int Activate_actor_action::handle_event(Actor* actor) {
ignore_unused_variable_warning(actor);
const Game_object_shared obj_ptr = obj.lock();
if (obj_ptr) {
obj_ptr->activate();
}
return 0; // That's all.
}
/**
* Create usecode action.
*/
Usecode_actor_action::Usecode_actor_action(int f, Game_object* i, int ev)
: fun(f), item(weak_from_obj(i)), eventid(ev) {}
/**
* Handle a time event.
*
* @return 0 if done with this action, else delay for next frame.
*/
int Usecode_actor_action::handle_event(Actor* actor) {
ignore_unused_variable_warning(actor);
Game_window* gwin = Game_window::get_instance();
const Game_object_shared item_ptr = item.lock();
if (item_ptr) {
gwin->get_usecode()->call_usecode(
fun, item_ptr.get(),
static_cast<Usecode_machine::Usecode_events>(eventid));
gwin->set_all_dirty(); // Clean up screen.
}
return 0; // That's all.
}
/**
* Create sequence of frames.
*/
Frames_actor_action::Frames_actor_action(
const signed char* f, // Frames. -1 means don't change.
int c, // Count.
int spd, // Frame delay in 1/1000 secs.
Game_object* o)
: index(0), speed(spd), obj(weak_from_obj(o)) {
frames.resize(c);
std::copy_n(f, c, frames.begin());
use_actor = (o == nullptr);
}
/**
* Create sequence of frames.
*/
Frames_actor_action::Frames_actor_action(
signed char f, // Frames. -1 means don't change.
int spd, // Frame delay in 1/1000 secs.
Game_object* o)
: frames{f}, index(0), speed(spd), obj(weak_from_obj(o)) {
use_actor = (o == nullptr);
}
/**
* Handle a time event.
*
* @return 0 if done with this action, else delay for next frame.
*/
int Frames_actor_action::handle_event(Actor* actor) {
const Game_object_shared o = obj.lock();
if (index == frames.size() || (!o && !use_actor)) {
return 0; // Done.
}
const int frnum = frames[index++]; // Get frame.
if (frnum >= 0) {
if (o) {
o->change_frame(frnum);
} else {
actor->change_frame(frnum);
}
}
return speed;
}
/**
* Create a sequence with up to 4 actions.
*/
Sequence_actor_action::Sequence_actor_action(
Actor_action* a0, // (These will be deleted when done.)
Actor_action* a1, Actor_action* a2, Actor_action* a3)
: index(0), speed(100) {
// Create 0-delimited list.
actions = new Actor_action*[5]{
a0, a1, a2, a3, nullptr,
};
}
/**
* Delete.
*/
Sequence_actor_action::~Sequence_actor_action() {
for (int i = 0; actions[i]; i++) {
delete actions[i];
}
delete[] actions;
}
/**
* Handle a time event.
*
* @return 0 if done with this action, else delay for next frame.
*/
int Sequence_actor_action::handle_event(Actor* actor) {
if (!actions[index]) { // Done?
return 0;
}
// Do current action.
bool deleted;
int delay = actions[index]->handle_event_safely(actor, deleted);
if (deleted) {
return 0; // We've been deleted!
}
if (!delay) {
index++; // That one's done now.
if (!speed) { // Immediately? Run with next.
return handle_event(actor);
}
delay = speed;
}
return delay;
}
/**
* Create object animator.
*/
Object_animate_actor_action::Object_animate_actor_action(
Game_object* o,
int cy, // # of cycles.
int spd // Time between frames.
)
: obj(weak_from_obj(o)), cycles(cy), speed(spd) {
nframes = o->get_num_frames();
}
Object_animate_actor_action::Object_animate_actor_action(
Game_object* o, int nfr, int cy, int spd)
: obj(weak_from_obj(o)), nframes(nfr), cycles(cy), speed(spd) {}
/**
* Handle tick of the clock.
*/
int Object_animate_actor_action::handle_event(Actor* actor) {
const Game_object_shared obj_ptr = obj.lock();
ignore_unused_variable_warning(actor);
if (!obj_ptr || !cycles) {
return 0;
}
const int frnum = (obj_ptr->get_framenum() + 1) % nframes;
if (!frnum) { // New cycle?
--cycles;
}
obj_ptr->change_frame(frnum);
return cycles ? speed : 0;
}
/**
* Pick up/put down an object.
*/
Pickup_actor_action::Pickup_actor_action(Game_object* o, int spd, bool del)
: obj(weak_from_obj(o)), pickup(1), speed(spd), cnt(0),
objpos(o->get_tile()), dir(0), temp(false), to_del(del) {}
// To put down an object:
Pickup_actor_action::Pickup_actor_action(
Game_object* o, const Tile_coord& opos, int spd, bool t)
: obj(weak_from_obj(o)), pickup(0), speed(spd), cnt(0), objpos(opos),
dir(0), temp(t), to_del(false) {}
/**
* Pick up an item (or put it down).
*/
int Pickup_actor_action::handle_event(Actor* actor) {
Game_window* gwin = Game_window::get_instance();
Game_object_shared keep;
const Game_object_shared obj_ptr = obj.lock();
int frnum = -1;
if (!obj_ptr) {
return 0; // It's gone! So we're done.
}
switch (cnt) {
case 0: // Face object.
dir = actor->get_direction(objpos);
frnum = actor->get_dir_framenum(dir, Actor::standing);
cnt++;
break;
case 1: { // Bend down.
const int tz = pickup ? obj_ptr->get_lift() : objpos.tz;
frnum = (tz >= actor->get_lift() + 2)
? ((rand() % 2) ? Actor::reach1_frame
: Actor::reach2_frame)
: Actor::bow_frame;
frnum = actor->get_dir_framenum(dir, frnum);
cnt++;
if (pickup) {
if (actor->distance(obj_ptr.get()) > 8) {
// No longer nearby.
break;
}
gwin->add_dirty(obj_ptr.get());
if (to_del) {
obj_ptr->remove_this(); // Delete it.
} else {
obj_ptr->remove_this(&keep);
actor->add(obj_ptr.get(), true);
}
} else {
obj_ptr->remove_this(&keep);
obj_ptr->move(objpos);
if (temp) {
obj_ptr->set_flag(Obj_flags::is_temporary);
}
gwin->add_dirty(obj_ptr.get());
}
} break;
case 2:
frnum = actor->get_dir_framenum(dir, Actor::standing);
cnt++;
break;
default:
return 0; // Done.
}
actor->change_frame(frnum);
return speed;
}
/**
* Action to turn towards a position or an object.
*/
Face_pos_actor_action::Face_pos_actor_action(const Tile_coord& p, int spd)
: speed(spd), pos(p) {}
Face_pos_actor_action::Face_pos_actor_action(Game_object* o, int spd)
: speed(spd), pos(o->get_tile()) {}
/**
* Just turn to face a tile.
*/
int Face_pos_actor_action::handle_event(Actor* actor) {
const int dir = actor->get_direction(pos);
const int frnum = actor->get_dir_framenum(dir, Actor::standing);
if (actor->get_framenum() == frnum) {
return 0; // There.
}
actor->change_frame(frnum);
return speed;
}
/**
* Action to change the shape, frame and quality of an object.
*/
Change_actor_action::Change_actor_action(Game_object* o, int sh, int fr, int ql)
: obj(weak_from_obj(o)), shnum(sh), frnum(fr), qual(ql) {}
/**
* Just change the object.
*/
int Change_actor_action::handle_event(Actor* actor) {
ignore_unused_variable_warning(actor);
Game_window* gwin = Game_window::get_instance();
const Game_object_shared obj_ptr = obj.lock();
if (obj_ptr) {
gwin->add_dirty(obj_ptr.get());
obj_ptr->set_shape(shnum, frnum);
obj_ptr->set_quality(qual);
gwin->add_dirty(obj_ptr.get());
}
return 0;
}