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actions.h
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actions.h
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/*
* actions.h - Action controllers for actors.
*
* 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.
*/
#ifndef ACTIONS_H
#define ACTIONS_H 1
#include "tiles.h"
class Actor;
class Game_object;
class Tile_coord;
class PathFinder;
class Pathfinder_client;
class Path_walking_actor_action;
class If_else_path_actor_action;
/*
* This class controls the current actions of an actor:
*/
class Actor_action {
static long seqcnt; // Sequence # to check for deletion.
protected:
bool get_party; // At each step (of the Avatar), have
// the party follow.
long seq; // 'unique' sequence #.
public:
Actor_action() : get_party(false) {
seq = ++seqcnt;
}
virtual ~Actor_action() { }
void set_get_party(bool tf = true) {
ignore_unused_variable_warning(tf);
get_party = true;
}
int handle_event_safely(Actor *actor, bool &deleted);
// Handle time event.
virtual int handle_event(Actor *actor) = 0;
virtual void stop(Actor *actor) { // Stop moving.
ignore_unused_variable_warning(actor);
}
// Set simple path to destination.
virtual Actor_action *walk_to_tile(Actor *npc, Tile_coord const &src,
Tile_coord const &dest, int dist = 0, bool ignnpc = false);
// Set action to walk to dest, then
// exec. another action when there.
static Actor_action *create_action_sequence(Actor *actor,
Tile_coord const &dest, Actor_action *when_there,
bool from_off_screen = false, bool ignnpc = false);
// Get destination, or ret. 0.
virtual int get_dest(Tile_coord &dest) const {
ignore_unused_variable_warning(dest);
return 0;
}
// Check for Astar.
virtual int following_smart_path() const {
return 0;
}
virtual If_else_path_actor_action *as_usecode_path() {
return 0;
}
virtual int get_speed() const {
return 0;
}
virtual Actor_action *kill() {
delete this;
return 0;
}
};
/*
* A null action just returns 0 the first time.
*/
class Null_action : public Actor_action {
public:
Null_action() { }
virtual int handle_event(Actor *actor);
};
/*
* Follow a path.
*/
class Path_walking_actor_action : public Actor_action {
protected:
bool reached_end; // Reached end of path.
PathFinder *path; // Allocated pathfinder.
bool deleted; // True if the action has been killed.
private:
int original_dir; // From src. to dest. (0-7).
int speed; // Time between frames.
bool from_offscreen; // Walking from offscreen.
Actor_action *subseq; // For opening doors.
unsigned char blocked; // Blocked-tile retries.
unsigned char max_blocked; // Try this many times.
unsigned char blocked_frame; // Frame for blocked tile.
unsigned char persistence;
Tile_coord blocked_tile; // Tile to retry.
void set_subseq(Actor_action *sub) {
delete subseq;
subseq = sub;
}
public:
Path_walking_actor_action(PathFinder *p = 0, int maxblk = 3, int pers = 0);
virtual ~Path_walking_actor_action();
static Path_walking_actor_action *create_path(Tile_coord const &src,
Tile_coord const &dest, Pathfinder_client &cost);
// Handle time event.
virtual int handle_event(Actor *actor);
int open_door(Actor *actor, Game_object *door);
virtual void stop(Actor *actor);// Stop moving.
// Set simple path to destination.
virtual Actor_action *walk_to_tile(Actor *npc, Tile_coord const &src,
Tile_coord const &dest, int dist = 0, bool persistant = false);
// Get destination, or ret. 0.
virtual int get_dest(Tile_coord &dest) const;
// Check for Astar.
virtual int following_smart_path() const;
virtual int get_speed() const {
return speed;
}
virtual Actor_action *kill() {
deleted = true;
return this;
}
};
/*
* Follow a path to approach a given object, and stop half-way if it
* moved.
*/
class Approach_actor_action : public Path_walking_actor_action {
Game_object *dest_obj; // Destination object.
int goal_dist; // Stop if within this distance.
Tile_coord orig_dest_pos; // Dest_obj's pos. when we start.
int cur_step; // Count steps.
int check_step; // Check at this step.
bool for_projectile; // Check for proj. path.
public:
Approach_actor_action(PathFinder *p, Game_object *d,
int gdist = -1, bool for_proj = false);
static Approach_actor_action *create_path(Tile_coord const &src,
Game_object *dest, int gdist, Pathfinder_client &cost);
// Handle time event.
virtual int handle_event(Actor *actor);
};
/*
* Follow a path and execute one action if successful, another if
* failed.
*/
class If_else_path_actor_action : public Path_walking_actor_action {
bool succeeded, failed, done;
Actor_action *success, *failure;
public:
If_else_path_actor_action(Actor *actor, Tile_coord const &dest,
Actor_action *s, Actor_action *f = 0);
~If_else_path_actor_action();
void set_failure(Actor_action *f);
bool done_and_failed() const { // Happens if no path found in ctor.
return done && failed;
}
bool is_done() const {
return done;
}
// Handle time event.
virtual int handle_event(Actor *actor);
virtual If_else_path_actor_action *as_usecode_path() {
return this;
}
};
/*
* Just move (i.e. teleport) to a desired location.
*/
class Move_actor_action : public Actor_action {
Tile_coord dest; // Where to go.
public:
Move_actor_action(Tile_coord const &d) : dest(d)
{ }
// Handle time event.
virtual int handle_event(Actor *actor);
};
/*
* Activate an object.
*/
class Activate_actor_action : public Actor_action {
Game_object *obj;
public:
Activate_actor_action(Game_object *o) : obj(o)
{ }
// Handle time event.
virtual int handle_event(Actor *actor);
};
/*
* Go through a series of frames.
*/
class Frames_actor_action : public Actor_action {
signed char *frames; // List to go through (a -1 means to
// leave frame alone.)
int cnt; // Size of list.
int index; // Index for next.
int speed; // Frame delay in 1/1000 secs.
Game_object *obj; // Object to animate
public:
Frames_actor_action(signed char *f, int c, int spd = 200, Game_object *o = 0);
Frames_actor_action(char f, int spd = 200, Game_object *o = 0);
virtual ~Frames_actor_action() {
delete [] frames;
}
// Handle time event.
virtual int handle_event(Actor *actor);
int get_index() const {
return index;
}
virtual int get_speed() const {
return speed;
}
};
/*
* Call a usecode function.
*/
class Usecode_actor_action : public Actor_action {
int fun; // Fun. #.
Game_object *item; // Call it on this item.
int eventid;
public:
Usecode_actor_action(int f, Game_object *i, int ev)
: fun(f), item(i), eventid(ev)
{ }
// Handle time event.
virtual int handle_event(Actor *actor);
};
/*
* Do a sequence of actions.
*/
class Sequence_actor_action : public Actor_action {
Actor_action **actions; // List of actions, ending with null.
int index; // Index into list.
int speed; // Frame delay in 1/1000 secs. between
// actions.
public:
// Create with allocated list.
Sequence_actor_action(Actor_action **act, int spd = 100)
: actions(act), index(0), speed(spd)
{ }
// Create with up to 4.
Sequence_actor_action(Actor_action *a0, Actor_action *a1,
Actor_action *a2 = 0, Actor_action *a3 = 0);
virtual int get_speed() const {
return speed;
}
void set_speed(int spd) {
speed = spd;
}
virtual ~Sequence_actor_action();
// Handle time event.
virtual int handle_event(Actor *actor);
};
//
// The below could perhaps go into a highact.h file.
//
/*
* Rotate through an object's frames.
*/
class Object_animate_actor_action : public Actor_action {
Game_object *obj;
int nframes; // # of frames.
int cycles; // # of cycles to do.
int speed; // Time between frames.
public:
Object_animate_actor_action(Game_object *o, int cy, int spd);
Object_animate_actor_action(Game_object *o, int nframes, int cy, int spd);
// Handle time event.
virtual int handle_event(Actor *actor);
virtual int get_speed() const {
return speed;
}
};
/*
* Action to pick up an item or put it down.
*/
class Pickup_actor_action : public Actor_action {
Game_object *obj; // What to pick up/put down.
int pickup; // 1 to pick up, 0 to put down.
int speed; // Time between frames.
int cnt; // 0, 1, 2.
Tile_coord objpos; // Where to put it.
int dir; // Direction to face.
bool temp; // True to make object temporary on drop.
bool to_del; // Delete after picking up object.
public:
// To pick up an object:
Pickup_actor_action(Game_object *o, int spd, bool del = false);
// To put down an object:
Pickup_actor_action(Game_object *o, Tile_coord const &opos, int spd, bool t = false);
virtual int handle_event(Actor *actor);
virtual int get_speed() const {
return speed;
}
};
/*
* Action to turn towards an object or spot.
*/
class Face_pos_actor_action : public Actor_action {
int speed; // Time between frames.
Tile_coord pos; // Where to put it.
public:
Face_pos_actor_action(Tile_coord const &p, int spd);
// To pick up an object:
Face_pos_actor_action(Game_object *o, int spd);
virtual int handle_event(Actor *actor);
virtual int get_speed() const {
return speed;
}
};
/*
* Action to modify another actor.
*/
class Change_actor_action : public Actor_action {
Game_object *obj; // What to modify.
int shnum, frnum, qual; // New shape, frame and quality.
public:
Change_actor_action(Game_object *o, int sh, int fr, int ql);
virtual int handle_event(Actor *actor);
};
#endif /* INCL_ACTIONS */