ScummVM API documentation
actor_manager.h
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21 
22 #ifndef NUVIE_ACTORS_ACTOR_MANAGER_H
23 #define NUVIE_ACTORS_ACTOR_MANAGER_H
24 
25 #include "ultima/shared/std/string.h"
26 #include "ultima/nuvie/core/obj_manager.h"
27 #include "ultima/nuvie/misc/actor_list.h"
28 #include "ultima/nuvie/actors/actor.h"
29 
30 namespace Ultima {
31 namespace Nuvie {
32 
33 class Configuration;
34 class Map;
35 class TileManager;
36 class GameClock;
37 class MapCoord;
38 
39 
40 #define ACTORMANAGER_MAX_ACTORS 256
41 
42 class ActorManager {
43  const Configuration *config;
44  TileManager *tile_manager;
45  ObjManager *obj_manager;
46 
47  bool update; // ActorManager is not paused
48  bool wait_for_player; // Player's turn; wait until updateActors() is called
49  bool combat_movement; // Defines actor movement type (individual/party)
50  bool should_clean_temp_actors; // If set, temp actors are cleaned when > 19 tiles from player.
51 
52  Map *map;
53  Actor *actors[ACTORMANAGER_MAX_ACTORS];
54  uint8 player_actor;
55  uint8 temp_actor_offset;
56  GameClock *_clock;
57 
58  uint16 last_obj_blk_x, last_obj_blk_y;
59  uint8 last_obj_blk_z;
60  uint16 cur_x, cur_y;
61  uint8 cur_z;
62  MapCoord *cmp_actor_loc; // data for sort_distance() & cmp_distance_to_loc()
63 
64 public:
65 
66  ActorManager(const Configuration *cfg, Map *m, TileManager *tm, ObjManager *om, GameClock *c);
67  ~ActorManager();
68 
69  void init();
70  void clean();
71 
72  bool load(NuvieIO *objlist);
73  bool save(NuvieIO *objlist);
74 // ActorList
75  ActorList *get_actor_list(); // *returns a NEW list*
76  ActorList *sort_nearest(ActorList *list, uint16 x, uint16 y, uint8 z); // ascending distance
77  ActorList *filter_distance(ActorList *list, uint16 x, uint16 y, uint8 z, uint16 dist);
78  ActorList *filter_alignment(ActorList *list, ActorAlignment align);
79  ActorList *filter_party(ActorList *list);
80 
81  Actor *get_actor(uint8 actor_num) const;
82  Actor *get_actor(uint16 x, uint16 y, uint8 z, bool inc_surrounding_objs = true, Actor *excluded_actor = nullptr);
83  Actor *get_actor_holding_obj(Obj *obj);
84 
85  private:
86  Actor *findActorAtImpl(uint16 x, uint16 y, uint8 z, bool(*predicateWrapper)(void *, const Actor *), bool incDoubleTile, bool incSurroundingObjs, void *predicate) const;
87 
88  public:
99  template<typename F>
100  Actor *findActorAt(uint16 x, uint16 y, uint8 z, F predicate, bool incDoubleTile = true, bool incSurroundingObjs = true) {
101  // This is a template so it can take lambdas.
102  // To keep the implementation out of the header, the type of the passed lambda/function
103  // is hidden inside a wrapping lambda, which is then passed as a function pointer.
104  // TODO: Use a class for this.
105  auto predicateWrapper = +[](void *wrappedPredicate, const Actor *a) -> bool {
106  return (*(F*)wrappedPredicate)(a);
107  };
108  return findActorAtImpl(x, y, z, predicateWrapper, incDoubleTile, incSurroundingObjs, &predicate);
109  }
110 
111  Actor *get_avatar();
112 
113  Actor *get_player();
114  void set_player(Actor *a);
115 
116  const char *look_actor(const Actor *a, bool show_prefix = true);
117 
118  void set_update(bool u) {
119  update = u;
120  }
121  bool get_update() const {
122  return update;
123  }
124  void set_combat_movement(bool c);
125 
126  void updateActors(uint16 x, uint16 y, uint8 z);
127  void twitchActors();
128  void moveActors();
129  void startActors();
130  void updateSchedules(bool teleport = false);
131 
132  void clear_actor(Actor *actor);
133  bool resurrect_actor(Obj *actor_obj, MapCoord new_position);
134 
135  bool is_temp_actor(Actor *actor);
136  bool is_temp_actor(uint8 id_n);
137  bool create_temp_actor(uint16 obj_n, uint8 obj_status, uint16 x, uint16 y, uint8 z, ActorAlignment alignment, uint8 worktype, Actor **new_actor = nullptr);
138  bool clone_actor(Actor *actor, Actor **new_actor, MapCoord new_location);
139  bool toss_actor(Actor *actor, uint16 xrange, uint16 yrange);
140  bool toss_actor_get_location(uint16 start_x, uint16 start_y, uint8 start_z, uint16 xrange, uint16 yrange, MapCoord *location);
141  void print_actor(Actor *actor);
142  bool can_put_actor(const MapCoord &location);
143  void enable_temp_actor_cleaning(bool value) {
144  should_clean_temp_actors = value;
145  }
146 
147 protected:
148 
149  Actor *get_multi_tile_actor(uint16 x, uint16 y, uint8 z);
150 
151  bool loadActorSchedules();
152  inline Actor *find_free_temp_actor();
153  inline ActorList *filter_active_actors(ActorList *list, uint16 x, uint16 y, uint8 z);
154 
155  void update_temp_actors(uint16 x, uint16 y, uint8 z);
156  void clean_temp_actors_from_level(uint8 level);
157  void clean_temp_actors_from_area(uint16 x, uint16 y);
158 
159  inline void clean_temp_actor(Actor *actor);
160 
161 private:
162 
163  bool loadCustomTiles(nuvie_game_t game_type);
164  void loadNPCTiles(const Common::Path &datadir);
165  void loadAvatarTiles(const Common::Path &datadir);
166  void loadCustomBaseTiles(const Common::Path &datadir);
167  Std::set<Std::string> getCustomTileFilenames(const Common::Path &datadir, const Std::string &filenamePrefix);
168 };
169 
170 } // End of namespace Nuvie
171 } // End of namespace Ultima
172 
173 #endif
Definition: containers.h:120
Definition: actor.h:178
Definition: obj.h:84
Definition: configuration.h:61
Actor * findActorAt(uint16 x, uint16 y, uint8 z, F predicate, bool incDoubleTile=true, bool incSurroundingObjs=true)
Find first actor at location for which predicate function returns true.
Definition: actor_manager.h:100
Definition: game_clock.h:49
Definition: list.h:39
Definition: map.h:147
Definition: path.h:52
Definition: tile_manager.h:145
Definition: actor_manager.h:42
Definition: detection.h:27
Definition: string.h:30
Definition: map.h:84
Definition: obj_manager.h:75
Definition: containers.h:38
Definition: nuvie_io.h:32