1 /* GemRB - Infinity Engine Emulator
2 * Copyright (C) 2003 The GemRB Project
4 * This program is free software; you can redistribute it and/or
5 * modify it under the terms of the GNU General Public License
6 * as published by the Free Software Foundation; either version 2
7 * of the License, or (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with this program; if not, write to the Free Software
16 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
21 //This class represents the .cre (creature) files.
22 //Any player or non-player character is a creature.
23 //Actor is a scriptable object (Scriptable). See ActorBlock.cpp
28 #include "Audio.h" //pst (react to death sounds)
30 #include "Interface.h"
35 #include "Projectile.h"
37 #include "GameScript.h"
38 #include "GameControl.h" //checking for dialog
39 #include "ScriptEngine.h"
40 #include "GSUtils.h" //needed for DisplayStringCore
43 #include "ProjectileServer.h"
46 static const Color green
= {
47 0x00, 0xff, 0x00, 0xff
49 static const Color red
= {
50 0xff, 0x00, 0x00, 0xff
52 static const Color yellow
= {
53 0xff, 0xff, 0x00, 0xff
55 static const Color cyan
= {
56 0x00, 0xff, 0xff, 0xff
58 static const Color magenta
= {
59 0xff, 0x00, 0xff, 0xff
62 static int sharexp
= SX_DIVIDE
;
63 static int classcount
= -1;
64 static char **clericspelltables
= NULL
;
65 static char **druidspelltables
= NULL
;
66 static char **wizardspelltables
= NULL
;
67 static int *turnlevels
= NULL
;
68 static int *booktypes
= NULL
;
69 static int *xpbonus
= NULL
;
70 static int xpbonustypes
= -1;
71 static int xpbonuslevels
= -1;
72 static int **levelslots
= NULL
;
73 static int *dualswap
= NULL
;
74 static int *maxhpconbon
= NULL
;
75 //static ieVariable IWDDeathVarFormat = "KILL_%s_CNT";
76 //static ieVariable DeathVarFormat = "SPRITE_IS_DEAD%s";
77 static ieVariable CounterNames
[4]={"GOOD","LAW","LADY","MURDER"};
79 static int FistRows
= -1;
81 typedef ieResRef FistResType
[MAX_LEVEL
+1];
83 static FistResType
*fistres
= NULL
;
84 static ieResRef DefaultFist
= {"FIST"};
86 //item usability array
88 ieResRef table
; //which table contains the stat usability flags
89 ieByte stat
; //which actor stat we talk about
90 ieByte mcol
; //which column should be matched against the stat
91 ieByte vcol
; //which column has the bit value for it
92 ieByte which
; //which item dword should be used (1 = kit)
95 static ItemUseType
*itemuse
= NULL
;
96 static int usecount
= -1;
98 //item animation override array
104 static ItemAnimType
*itemanim
= NULL
;
105 static int animcount
= -1;
107 static int fiststat
= IE_CLASS
;
109 //conversion for 3rd ed
110 static int isclass
[11]={0,0,0,0,0,0,0,0,0,0,0};
112 static const int mcwasflags
[11] = {
113 MC_WAS_FIGHTER
, MC_WAS_MAGE
, MC_WAS_THIEF
, 0, 0, MC_WAS_CLERIC
,
114 MC_WAS_DRUID
, 0, 0, MC_WAS_RANGER
, 0};
115 static const char *isclassnames
[11] = {
116 "FIGHTER", "MAGE", "THIEF", "BARBARIAN", "BARD", "CLERIC",
117 "DRUID", "MONK", "PALADIN", "RANGER", "SORCERER" };
118 static const int levelslotsiwd2
[11]={IE_LEVELFIGHTER
,IE_LEVELMAGE
,IE_LEVELTHIEF
,
119 IE_LEVELBARBARIAN
,IE_LEVELBARD
,IE_LEVELCLERIC
,IE_LEVELDRUID
,IE_LEVELMONK
,
120 IE_LEVELPALADIN
,IE_LEVELRANGER
,IE_LEVELSORCEROR
};
122 //stat values are 0-255, so a byte is enough
123 static ieByte featstats
[MAX_FEATS
]={0
126 //holds the wspecial table for weapon prof bonuses
127 #define WSPECIAL_COLS 3
128 static int wspecial_max
= 0;
129 static int wspattack_rows
= 0;
130 static int wspattack_cols
= 0;
131 static int **wspecial
= NULL
;
132 static int **wspattack
= NULL
;
134 //holds the weapon style bonuses
136 static int **wsdualwield
= NULL
;
137 static int **wstwohanded
= NULL
;
138 static int **wsswordshield
= NULL
;
139 static int **wssingle
= NULL
;
141 //unhardcoded monk bonuses
142 static int **monkbon
= NULL
;
143 static int monkbon_cols
= 0;
144 static int monkbon_rows
= 0;
146 // reputation modifiers
147 static int **reputationmod
= NULL
;
148 #define CLASS_PCCUTOFF 32
149 #define CLASS_INNOCENT 155
150 #define CLASS_FLAMINGFIST 156
152 static ActionButtonRow
*GUIBTDefaults
= NULL
; //qslots row count
153 ActionButtonRow DefaultButtons
= {ACT_TALK
, ACT_WEAPON1
, ACT_WEAPON2
,
154 ACT_NONE
, ACT_NONE
, ACT_NONE
, ACT_NONE
, ACT_NONE
, ACT_NONE
, ACT_NONE
,
155 ACT_NONE
, ACT_INNATE
};
156 static int QslotTranslation
= false;
157 static int DeathOnZeroStat
= true;
158 static ieDword TranslucentShadows
= 0;
159 static int ProjectileSize
= 0; //the size of the projectile immunity bitfield (dwords)
161 static const char iwd2gemrb
[32] = {
163 15,23,13,0,1,24,8,21,
167 static const char gemrb2iwd
[32] = {
168 11,12,3,71,72,73,0,0, //0
169 14,80,83,82,81,10,7,8, //8
170 0,0,0,0,2,15,4,9, //16
171 13,5,0,0,0,0,0,0 //24
174 //letters for char sound resolution bg1/bg2
175 static char csound
[VCONST_COUNT
];
177 static void InitActorTables();
179 #define DAMAGE_LEVELS 19
180 #define ATTACKROLL 20
184 static ieResRef d_main
[DAMAGE_LEVELS
] = {
185 //slot 0 is not used in the original engine
186 "BLOODCR","BLOODS","BLOODM","BLOODL", //blood
187 "SPFIRIMP","SPFIRIMP","SPFIRIMP", //fire
188 "SPSHKIMP","SPSHKIMP","SPSHKIMP", //spark
189 "SPFIRIMP","SPFIRIMP","SPFIRIMP", //ice
190 "SHACID","SHACID","SHACID", //acid
191 "SPDUSTY2","SPDUSTY2","SPDUSTY2" //disintegrate
193 static ieResRef d_splash
[DAMAGE_LEVELS
] = {
195 "SPBURN","SPBURN","SPBURN", //flames
196 "SPSPARKS","SPSPARKS","SPSPARKS", //sparks
202 #define BLOOD_GRADIENT 19
203 #define FIRE_GRADIENT 19
204 #define ICE_GRADIENT 71
205 #define STONE_GRADIENT 93
207 static int d_gradient
[DAMAGE_LEVELS
] = {
208 BLOOD_GRADIENT
,BLOOD_GRADIENT
,BLOOD_GRADIENT
,BLOOD_GRADIENT
,
209 FIRE_GRADIENT
,FIRE_GRADIENT
,FIRE_GRADIENT
,
211 ICE_GRADIENT
,ICE_GRADIENT
,ICE_GRADIENT
,
216 static ieResRef hc_overlays
[OVERLAY_COUNT
]={"SANCTRY","SPENTACI","SPMAGGLO","SPSHIELD",
217 "GREASED","WEBENTD","MINORGLB","","","","","","","","","","","","","","",
218 "","","","SPTURNI2","SPTURNI","","","","","",""};
219 static ieDword hc_locations
=0x2ba80030;
221 static int *mxsplwis
= NULL
;
222 static int spllevels
;
224 //for every game except IWD2 we need to reverse TOHIT
225 static int ReverseToHit
=true;
226 static int CheckAbilities
=false;
228 //internal flags for calculating to hit
229 #define WEAPON_FIST 0
230 #define WEAPON_MELEE 1
231 #define WEAPON_RANGED 2
232 #define WEAPON_STYLEMASK 15
233 #define WEAPON_LEFTHAND 16
234 #define WEAPON_USESTRENGTH 32
236 /* counts the on bits in a number */
237 ieDword
bitcount (ieDword n
)
247 void ReleaseMemoryActor()
250 //calloc'd x*y integer matrix
273 : Movable( ST_ACTOR
)
277 for (i
= 0; i
< MAX_STATS
; i
++) {
282 SmallPortrait
[0] = 0;
283 LargePortrait
[0] = 0;
289 for (i
= 0; i
< EXTRA_ACTORCOVERS
; ++i
)
290 extraCovers
[i
] = NULL
;
294 LongStrRef
= (ieStrRef
) -1;
295 ShortStrRef
= (ieStrRef
) -1;
305 LastCommand
= 0; //used by order
306 LastShout
= 0; //used by heard
316 attackProjectile
= NULL
;
321 inventory
.SetInventoryType(INVENTORY_CREATURE
);
325 fxqueue
.SetOwner( this );
326 inventory
.SetOwner( this );
328 //This block is executed only once, when the first actor is loaded
331 TranslucentShadows
= 0;
332 core
->GetDictionary()->Lookup("Translucent Shadows", TranslucentShadows
);
333 //get the needed size to store projectile immunity bitflags in Dwords
334 ProjectileSize
= (core
->GetProjectileServer()->GetHighestProjectileNumber()+31)/32;
335 //allowing 1024 bits (1024 projectiles ought to be enough for everybody)
336 //the rest of the projectiles would still work, but couldn't be resisted
337 if (ProjectileSize
>32) {
341 projectileImmunity
= (ieDword
*) calloc(ProjectileSize
,sizeof(ieDword
));
343 SetDeathVar
= IncKillCount
= 0;
346 InteractCount
= 0; //numtimesinteracted depends on this
347 appearance
= 0xffffff; //might be important for created creatures
350 //these are used only in iwd2 so we have to default them
352 BaseStats
[IE_HATEDRACE2
+i
]=0xff;
354 //this one is saved only for PC's
356 //set it to a neutral value
358 //this one is saved, but not loaded?
359 localID
= globalID
= 0;
360 //this one is not saved
361 GotLUFeedback
= false;
370 core
->FreeString( LongName
);
371 core
->FreeString( ShortName
);
375 for (i
= 0; i
< vvcOverlays
.size(); i
++) {
376 if (vvcOverlays
[i
]) {
377 delete vvcOverlays
[i
];
378 vvcOverlays
[i
] = NULL
;
381 for (i
= 0; i
< vvcShields
.size(); i
++) {
383 delete vvcShields
[i
];
384 vvcShields
[i
] = NULL
;
387 for (i
= 0; i
< EXTRA_ACTORCOVERS
; i
++)
388 delete extraCovers
[i
];
390 delete attackProjectile
;
392 free(projectileImmunity
);
395 void Actor::SetFistStat(ieDword stat
)
400 void Actor::SetDefaultActions(int qslot
, ieByte slot1
, ieByte slot2
, ieByte slot3
)
402 QslotTranslation
=qslot
;
403 DefaultButtons
[0]=slot1
;
404 DefaultButtons
[1]=slot2
;
405 DefaultButtons
[2]=slot3
;
408 void Actor::SetName(const char* ptr
, unsigned char type
)
410 size_t len
= strlen( ptr
) + 1;
411 //32 is the maximum possible length of the actor name in the original games
414 LongName
= ( char * ) realloc( LongName
, len
);
415 memcpy( LongName
, ptr
, len
);
416 core
->StripLine( LongName
, len
);
419 ShortName
= ( char * ) realloc( ShortName
, len
);
420 memcpy( ShortName
, ptr
, len
);
421 core
->StripLine( ShortName
, len
);
425 void Actor::SetName(int strref
, unsigned char type
)
428 if (LongName
) free(LongName
);
429 LongName
= core
->GetString( strref
, IE_STR_REMOVE_NEWLINE
);
432 if (ShortName
) free(ShortName
);
433 ShortName
= core
->GetString( strref
, IE_STR_REMOVE_NEWLINE
);
437 void Actor::SetAnimationID(unsigned int AnimID
)
439 //if the palette is locked, then it will be transferred to the new animation
440 Palette
*recover
= NULL
;
443 if (anims
->lockPalette
) {
444 recover
= anims
->palette
[PAL_MAIN
];
446 // Take ownership so the palette won't be deleted
452 //hacking PST no palette
453 if (core
->HasFeature(GF_ONE_BYTE_ANIMID
) ) {
454 if ((AnimID
&0xf000)==0xe000) {
455 if (BaseStats
[IE_COLORCOUNT
]) {
456 printMessage("Actor"," ",YELLOW
);
457 printf("Animation ID %x is supposed to be real colored (no recoloring), patched creature\n", AnimID
);
459 BaseStats
[IE_COLORCOUNT
]=0;
462 anims
= new CharAnimations( AnimID
&0xffff, BaseStats
[IE_ARMOR_TYPE
]);
463 if(anims
->ResRef
[0] == 0) {
466 printMessage("Actor", " ",LIGHT_RED
);
467 printf("Missing animation for %s\n",LongName
);
470 anims
->SetOffhandRef(ShieldRef
);
471 anims
->SetHelmetRef(HelmetRef
);
472 anims
->SetWeaponRef(WeaponRef
);
474 //if we have a recovery palette, then set it back
475 assert(anims
->palette
[PAL_MAIN
] == 0);
476 anims
->palette
[PAL_MAIN
] = recover
;
478 anims
->lockPalette
= true;
480 //bird animations are not hindered by searchmap
481 //only animtype==7 (bird) uses this feature
482 //this is a hardcoded hack, but works for all engine type
483 if (anims
->GetAnimType()!=IE_ANI_BIRD
) {
484 BaseStats
[IE_DONOTJUMP
]=0;
486 BaseStats
[IE_DONOTJUMP
]=DNJ_BIRD
;
489 anims
->SetColors(BaseStats
+IE_COLORS
);
492 CharAnimations
* Actor::GetAnims()
497 /** Returns a Stat value (Base Value + Mod) */
498 ieDword
Actor::GetStat(unsigned int StatIndex
) const
500 if (StatIndex
>= MAX_STATS
) {
503 return Modified
[StatIndex
];
506 void Actor::SetCircleSize()
514 if (UnselectableTimer
) {
517 } else if (Modified
[IE_STATE_ID
] & STATE_PANIC
) {
521 switch (Modified
[IE_EA
]) {
527 case EA_EVILBUTGREEN
:
546 int csize
= anims
->GetCircleSize() - 1;
547 if (csize
>= MAX_CIRCLE_SIZE
)
548 csize
= MAX_CIRCLE_SIZE
- 1;
550 SetCircle( anims
->GetCircleSize(), *color
, core
->GroundCircles
[csize
][color_index
], core
->GroundCircles
[csize
][(color_index
== 0) ? 3 : color_index
] );
553 void ApplyClab(Actor
*actor
, const char *clab
, int level
)
555 AutoTable
table(clab
);
557 int row
= table
->GetRowCount();
558 for(int i
=0;i
<level
;i
++) {
559 for (int j
=0;j
<row
;j
++) {
560 const char *res
= table
->QueryField(j
,i
);
561 if (!memcmp(res
,"AP_",3)) {
562 core
->ApplySpell(res
+2, actor
, actor
, 0);
564 else if (!memcmp(res
,"GA_",3)) {
565 actor
->LearnSpell(res
+2, 0);
567 else if (!memcmp(res
,"FA_",3)) {//iwd2 only
569 core
->DisplayStringName(x
,0xffffff,actor
,0);
571 else if (!memcmp(res
,"FS_",3)) {//iwd2? (song?)
573 core
->DisplayStringName(x
,0xffffff,actor
,0);
575 else if (!memcmp(res
,"RA_",3)) {//iwd2
577 core
->DisplayStringName(x
,0xffffff,actor
,0);
584 #define BG2_KITMASK 0xffffc000
585 #define KIT_BARBARIAN 0x4000
586 #define KIT_BASECLASS 0x40000000
588 //applies a kit on the character (only bg2)
589 bool Actor::ApplyKit(ieDword Value
)
591 //get current unmodified level (i guess)
592 int level
= GetXPLevel(false);
593 AutoTable
table("kitlist");
596 //find row by unusability
597 row
= table
->GetRowCount();
600 ieDword Unusability
= (ieDword
) strtol(table
->QueryField(row
, 6),NULL
,0);
601 if (Value
== Unusability
) {
605 //if it wasn't found, try the bg2 kit format
606 if ((Value
&BG2_KITMASK
)==KIT_BARBARIAN
) {
610 if (table
->GetRowCount()>=row
) {
614 ieDword cls
= (ieDword
) atoi(table
->QueryField(row
, 7));
615 if (cls
!=BaseStats
[IE_CLASS
]) {
616 //cannot apply kit, because the class doesn't fit
619 const char *clab
= table
->QueryField(row
, 4);
620 ApplyClab(this, clab
, level
);
625 //call this when morale or moralebreak changed
626 //cannot use old or new value, because it is called two ways
627 void pcf_morale (Actor
*actor
, ieDword
/*oldValue*/, ieDword
/*newValue*/)
629 if ((actor
->Modified
[IE_MORALE
]<=actor
->Modified
[IE_MORALEBREAK
]) && (actor
->Modified
[IE_MORALEBREAK
] != 0) ) {
633 actor
->SetCircleSize();
636 void pcf_ea (Actor
*actor
, ieDword
/*oldValue*/, ieDword
/*newValue*/)
638 if (actor
->InParty
) core
->GetGame()->SelectActor(actor
, false, SELECT_NORMAL
);
639 actor
->SetCircleSize();
642 //this is a good place to recalculate level up stuff
643 void pcf_level (Actor
*actor
, ieDword
/*oldValue*/, ieDword
/*newValue*/)
646 actor
->GetFighterLevel()+
647 actor
->GetMageLevel()+
648 actor
->GetThiefLevel()+
649 actor
->GetBarbarianLevel()+
650 actor
->GetBardLevel()+
651 actor
->GetClericLevel()+
652 actor
->GetDruidLevel()+
653 actor
->GetMonkLevel()+
654 actor
->GetPaladinLevel()+
655 actor
->GetRangerLevel()+
656 actor
->GetSorcererLevel();
657 actor
->SetBase(IE_CLASSLEVELSUM
,sum
);
659 actor
->GotLUFeedback
= false;
662 void pcf_class (Actor
*actor
, ieDword
/*oldValue*/, ieDword newValue
)
664 actor
->InitButtons(newValue
, false);
667 if (newValue
<(ieDword
) classcount
) {
668 switch(booktypes
[newValue
]) {
669 case 2: sorcerer
= 1<<IE_SPELL_TYPE_WIZARD
; break;
670 case 3: sorcerer
= 1<<IE_SPELL_TYPE_PRIEST
; break;
674 actor
->spellbook
.SetBookType(sorcerer
);
677 void pcf_animid(Actor
*actor
, ieDword
/*oldValue*/, ieDword newValue
)
679 actor
->SetAnimationID(newValue
);
682 static const ieDword fullwhite
[7]={ICE_GRADIENT
,ICE_GRADIENT
,ICE_GRADIENT
,ICE_GRADIENT
,ICE_GRADIENT
,ICE_GRADIENT
,ICE_GRADIENT
};
684 static const ieDword fullstone
[7]={STONE_GRADIENT
,STONE_GRADIENT
,STONE_GRADIENT
,STONE_GRADIENT
,STONE_GRADIENT
,STONE_GRADIENT
,STONE_GRADIENT
};
686 void pcf_state(Actor
*actor
, ieDword
/*oldValue*/, ieDword State
)
688 if (State
& STATE_PETRIFIED
) {
689 actor
->SetLockedPalette(fullstone
);
692 if (State
& STATE_FROZEN
) {
693 actor
->SetLockedPalette(fullwhite
);
696 if (actor
->InParty
) core
->SetEventFlag(EF_PORTRAIT
);
697 actor
->UnlockPalette();
700 //changes based on extended state bits, right now it is only the seven eyes
701 //animation (used in how/iwd2)
702 void pcf_extstate(Actor
*actor
, ieDword oldValue
, ieDword State
)
704 if ((oldValue
^State
)&EXTSTATE_SEVEN_EYES
) {
705 ieDword mask
= EXTSTATE_EYE_MIND
;
707 for (int i
=0;i
<7;i
++)
709 if (State
&mask
) eyeCount
--;
712 ScriptedAnimation
*sca
= actor
->FindOverlay(OV_SEVENEYES
);
714 sca
->SetOrientation(eyeCount
);
716 sca
= actor
->FindOverlay(OV_SEVENEYES2
);
718 sca
->SetOrientation(eyeCount
);
723 void pcf_hitpoint(Actor
*actor
, ieDword
/*oldValue*/, ieDword hp
)
725 if ((signed) actor
->BaseStats
[IE_HITPOINTS
]>(signed) actor
->Modified
[IE_MAXHITPOINTS
]) {
726 actor
->BaseStats
[IE_HITPOINTS
]=actor
->Modified
[IE_MAXHITPOINTS
];
729 int hptmp
= (signed) actor
->Modified
[IE_MAXHITPOINTS
];
730 if ((signed) hp
>hptmp
) {
734 hptmp
= (signed) actor
->Modified
[IE_MINHITPOINTS
];
735 if (hptmp
&& (signed) hp
<hptmp
) {
738 if ((signed) hp
<=0) {
741 actor
->BaseStats
[IE_HITPOINTS
]=hp
;
742 actor
->Modified
[IE_HITPOINTS
]=hp
;
743 if (actor
->InParty
) core
->SetEventFlag(EF_PORTRAIT
);
746 void pcf_maxhitpoint(Actor
*actor
, ieDword
/*oldValue*/, ieDword hp
)
748 if ((signed) hp
<(signed) actor
->BaseStats
[IE_HITPOINTS
]) {
749 actor
->BaseStats
[IE_HITPOINTS
]=hp
;
750 //passing 0 because it is ignored anyway
751 pcf_hitpoint(actor
, 0, hp
);
755 void pcf_minhitpoint(Actor
*actor
, ieDword
/*oldValue*/, ieDword hp
)
757 if ((signed) hp
>(signed) actor
->BaseStats
[IE_HITPOINTS
]) {
758 actor
->BaseStats
[IE_HITPOINTS
]=hp
;
759 //passing 0 because it is ignored anyway
760 pcf_hitpoint(actor
, 0, hp
);
764 void pcf_stat(Actor
*actor
, ieDword newValue
, ieDword stat
)
766 if ((signed) newValue
<=0) {
767 if (DeathOnZeroStat
) {
770 actor
->Modified
[stat
]=1;
775 void pcf_stat_str(Actor
*actor
, ieDword
/*oldValue*/, ieDword newValue
)
777 pcf_stat(actor
, newValue
, IE_STR
);
780 void pcf_stat_int(Actor
*actor
, ieDword
/*oldValue*/, ieDword newValue
)
782 pcf_stat(actor
, newValue
, IE_INT
);
785 void pcf_stat_wis(Actor
*actor
, ieDword
/*oldValue*/, ieDword newValue
)
787 pcf_stat(actor
, newValue
, IE_WIS
);
790 void pcf_stat_dex(Actor
*actor
, ieDword
/*oldValue*/, ieDword newValue
)
792 pcf_stat(actor
, newValue
, IE_DEX
);
795 void pcf_stat_con(Actor
*actor
, ieDword
/*oldValue*/, ieDword newValue
)
797 pcf_stat(actor
, newValue
, IE_CON
);
798 pcf_hitpoint(actor
, 0, actor
->BaseStats
[IE_HITPOINTS
]);
801 void pcf_stat_cha(Actor
*actor
, ieDword
/*oldValue*/, ieDword newValue
)
803 pcf_stat(actor
, newValue
, IE_CHR
);
806 void pcf_xp(Actor
*actor
, ieDword
/*oldValue*/, ieDword
/*newValue*/)
808 // check if we reached a new level
809 unsigned int pc
= actor
->InParty
;
810 if (pc
&& !actor
->GotLUFeedback
) {
812 sprintf(varname
, "CheckLevelUp%d", pc
);
813 core
->GetGUIScriptEngine()->RunFunction("CheckLevelUp", true, pc
);
814 ieDword NeedsLevelUp
= 0;
815 core
->GetDictionary()->Lookup(varname
, NeedsLevelUp
);
816 if (NeedsLevelUp
== 1) {
817 core
->DisplayConstantStringName(STR_LEVELUP
, 0xffffff, actor
);
818 actor
->GotLUFeedback
= true;
823 void pcf_gold(Actor
*actor
, ieDword
/*oldValue*/, ieDword
/*newValue*/)
825 //this function will make a party member automatically donate their
826 //gold to the party pool, not the same as in the original engine
827 if (actor
->InParty
) {
828 Game
*game
= core
->GetGame();
829 game
->AddGold ( actor
->BaseStats
[IE_GOLD
] );
830 actor
->BaseStats
[IE_GOLD
]=0;
834 static void handle_overlay(Actor
*actor
, ieDword idx
)
836 if (actor
->FindOverlay(idx
))
838 ieDword flag
= hc_locations
&(1<<idx
);
839 ScriptedAnimation
*sca
= gamedata
->GetScriptedAnimation(hc_overlays
[idx
], false);
844 actor
->AddVVCell(sca
);
848 //de/activates the entangle overlay
849 void pcf_entangle(Actor
*actor
, ieDword oldValue
, ieDword newValue
)
852 handle_overlay(actor
, OV_ENTANGLE
);
855 actor
->RemoveVVCell(hc_overlays
[OV_ENTANGLE
], true);
859 //de/activates the sanctuary and other overlays
860 //unlike IE, gemrb uses this stat for other overlay fields
861 //see the complete list in overlay.2da
862 //it loosely follows the internal representation of overlays in IWD2
863 void pcf_sanctuary(Actor
*actor
, ieDword oldValue
, ieDword newValue
)
865 ieDword changed
= newValue
^oldValue
;
867 for (int i
=0;i
<32;i
++) {
870 handle_overlay(actor
, i
);
872 actor
->RemoveVVCell(hc_overlays
[i
], true);
879 //de/activates the prot from missiles overlay
880 void pcf_shieldglobe(Actor
*actor
, ieDword oldValue
, ieDword newValue
)
883 handle_overlay(actor
, OV_SHIELDGLOBE
);
887 actor
->RemoveVVCell(hc_overlays
[OV_SHIELDGLOBE
], true);
891 //de/activates the globe of invul. overlay
892 void pcf_minorglobe(Actor
*actor
, ieDword oldValue
, ieDword newValue
)
895 handle_overlay(actor
, OV_MINORGLOBE
);
899 actor
->RemoveVVCell(hc_overlays
[OV_MINORGLOBE
], true);
903 //de/activates the grease background
904 void pcf_grease(Actor
*actor
, ieDword oldValue
, ieDword newValue
)
907 handle_overlay(actor
, OV_GREASE
);
911 actor
->RemoveVVCell(hc_overlays
[OV_GREASE
], true);
915 //de/activates the web overlay
916 //the web effect also immobilizes the actor!
917 void pcf_web(Actor
*actor
, ieDword oldValue
, ieDword newValue
)
920 handle_overlay(actor
, OV_WEB
);
924 actor
->RemoveVVCell(hc_overlays
[OV_WEB
], true);
928 //de/activates the spell bounce background
929 void pcf_bounce(Actor
*actor
, ieDword oldValue
, ieDword newValue
)
932 handle_overlay(actor
, OV_BOUNCE
);
936 //it seems we have to remove it abruptly
937 actor
->RemoveVVCell(hc_overlays
[OV_BOUNCE
], false);
941 //no separate values (changes are permanent)
942 void pcf_fatigue(Actor
*actor
, ieDword
/*oldValue*/, ieDword newValue
)
944 actor
->BaseStats
[IE_FATIGUE
]=newValue
;
947 //no separate values (changes are permanent)
948 void pcf_intoxication(Actor
*actor
, ieDword
/*oldValue*/, ieDword newValue
)
950 actor
->BaseStats
[IE_INTOXICATION
]=newValue
;
953 void pcf_color(Actor
*actor
, ieDword
/*oldValue*/, ieDword
/*newValue*/)
955 CharAnimations
*anims
= actor
->GetAnims();
957 anims
->SetColors(actor
->Modified
+IE_COLORS
);
961 void pcf_armorlevel(Actor
*actor
, ieDword
/*oldValue*/, ieDword newValue
)
963 CharAnimations
*anims
= actor
->GetAnims();
965 anims
->SetArmourLevel(newValue
);
969 static int maximum_values
[MAX_STATS
]={
970 32767,32767,20,100,100,100,100,25,10,25,25,25,25,25,100,100,//0f
971 100,100,100,100,100,100,100,100,100,100,255,255,255,255,100,100,//1f
972 200,200,MAX_LEVEL
,255,25,100,25,25,25,25,25,999999999,999999999,999999999,25,25,//2f
973 200,255,200,100,100,200,200,25,5,100,1,1,100,1,1,0,//3f
974 511,1,1,1,MAX_LEVEL
,MAX_LEVEL
,1,9999,25,100,100,255,1,20,20,25,//4f
975 25,1,1,255,25,25,255,255,25,255,255,255,255,255,255,255,//5f
976 255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,//6f
977 255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,//7f
978 255,255,255,255,255,255,255,100,100,100,255,5,5,255,1,1,//8f
979 1,25,25,30,1,1,1,25,0,100,100,1,255,255,255,255,//9f
980 255,255,255,255,255,255,20,255,255,1,20,255,999999999,999999999,1,1,//af
981 999999999,999999999,0,0,20,0,0,0,0,0,0,0,0,0,0,0,//bf
982 0,0,0,0,0,0,0,25,25,255,255,255,255,65535,0,0,//cf - 207
983 0,0,0,0,0,0,0,0,MAX_LEVEL
,255,65535,3,255,255,255,255,//df - 223
984 255,255,255,255,255,255,255,255,255,255,255,255,65535,65535,15,0,//ef - 239
985 MAX_LEVEL
,MAX_LEVEL
,MAX_LEVEL
,MAX_LEVEL
, MAX_LEVEL
,MAX_LEVEL
,MAX_LEVEL
,MAX_LEVEL
, //0xf7 - 247
986 MAX_LEVEL
,MAX_LEVEL
,0,0,0,0,0,0//ff
989 typedef void (*PostChangeFunctionType
)(Actor
*actor
, ieDword oldValue
, ieDword newValue
);
990 static PostChangeFunctionType post_change_functions
[MAX_STATS
]={
991 pcf_hitpoint
, pcf_maxhitpoint
, NULL
, NULL
, NULL
, NULL
, NULL
, NULL
,
992 NULL
,NULL
,NULL
,NULL
, NULL
, NULL
, NULL
, NULL
, //0f
993 NULL
,NULL
,NULL
,NULL
, NULL
, NULL
, NULL
, NULL
,
994 NULL
,NULL
,NULL
,NULL
, NULL
, NULL
, pcf_fatigue
, pcf_intoxication
, //1f
995 NULL
,NULL
,pcf_level
,NULL
, pcf_stat_str
, NULL
, pcf_stat_int
, pcf_stat_wis
,
996 pcf_stat_dex
,pcf_stat_con
,pcf_stat_cha
,NULL
, pcf_xp
, pcf_gold
, pcf_morale
, NULL
, //2f
997 NULL
,NULL
,NULL
,NULL
, NULL
, NULL
, NULL
, NULL
,
998 NULL
,NULL
,NULL
,NULL
, NULL
, NULL
, pcf_entangle
, pcf_sanctuary
, //3f
999 pcf_minorglobe
, pcf_shieldglobe
, pcf_grease
, pcf_web
, pcf_level
, pcf_level
, NULL
, NULL
,
1000 NULL
,NULL
,NULL
,NULL
, NULL
, NULL
, NULL
, NULL
, //4f
1001 NULL
,NULL
,NULL
,pcf_minhitpoint
, NULL
, NULL
, NULL
, NULL
,
1002 NULL
,NULL
,NULL
,NULL
, NULL
, NULL
, NULL
, NULL
, //5f
1003 NULL
,NULL
,NULL
,NULL
, NULL
, NULL
, NULL
, NULL
,
1004 NULL
,NULL
,NULL
,NULL
, NULL
, NULL
, NULL
, NULL
, //6f
1005 NULL
,NULL
,NULL
,NULL
, NULL
, NULL
, NULL
, NULL
,
1006 NULL
,NULL
,NULL
,NULL
, NULL
, NULL
, NULL
, NULL
, //7f
1007 NULL
,NULL
,NULL
,NULL
, NULL
, NULL
, NULL
, NULL
,
1008 NULL
,NULL
,NULL
,NULL
, NULL
, NULL
, NULL
, NULL
, //8f
1009 NULL
,NULL
,NULL
,NULL
, NULL
, NULL
, NULL
, NULL
,
1010 NULL
,NULL
,NULL
,NULL
, NULL
, NULL
, NULL
, NULL
, //9f
1011 NULL
,NULL
,NULL
,NULL
, NULL
, NULL
, NULL
, NULL
,
1012 NULL
,NULL
,NULL
,NULL
, NULL
, NULL
, NULL
, NULL
, //af
1013 NULL
,NULL
,NULL
,NULL
, pcf_morale
, pcf_bounce
, NULL
, NULL
,
1014 NULL
,NULL
,NULL
,NULL
, NULL
, NULL
, NULL
, NULL
, //bf
1015 NULL
,NULL
,NULL
,NULL
, NULL
, NULL
, NULL
, NULL
,
1016 NULL
,NULL
,NULL
,NULL
, NULL
, pcf_animid
,pcf_state
, pcf_extstate
, //cf
1017 pcf_color
,pcf_color
,pcf_color
,pcf_color
, pcf_color
, pcf_color
, pcf_color
, NULL
,
1018 NULL
,NULL
,NULL
,pcf_armorlevel
, NULL
, NULL
, NULL
, NULL
, //df
1019 NULL
,NULL
,NULL
,NULL
, NULL
, NULL
, NULL
, NULL
,
1020 pcf_class
,NULL
,pcf_ea
,NULL
, NULL
, NULL
, NULL
, NULL
, //ef
1021 pcf_level
,pcf_level
,pcf_level
,pcf_level
, pcf_level
, pcf_level
, pcf_level
, pcf_level
,
1022 NULL
,NULL
,NULL
,NULL
, NULL
, NULL
, NULL
, NULL
//ff
1025 /** call this from ~Interface() */
1026 void Actor::ReleaseMemory()
1030 if (classcount
>=0) {
1031 if (clericspelltables
) {
1032 for (i
=0;i
<classcount
;i
++) {
1033 if (clericspelltables
[i
]) {
1034 free (clericspelltables
[i
]);
1037 free(clericspelltables
);
1038 clericspelltables
=NULL
;
1040 if (druidspelltables
) {
1041 for (i
=0;i
<classcount
;i
++) {
1042 if (druidspelltables
[i
]) {
1043 free (druidspelltables
[i
]);
1046 free(druidspelltables
);
1047 druidspelltables
=NULL
;
1049 if (wizardspelltables
) {
1050 for (i
=0;i
<classcount
;i
++) {
1051 if (wizardspelltables
[i
]) {
1052 free(wizardspelltables
[i
]);
1055 free(wizardspelltables
);
1056 wizardspelltables
=NULL
;
1075 for (i
=0; i
<classcount
; i
++) {
1076 if (levelslots
[i
]) {
1077 free(levelslots
[i
]);
1092 for (i
=0; i
<=wspecial_max
; i
++) {
1101 for (i
=0; i
<wspattack_rows
; i
++) {
1110 for (i
=0; i
<=STYLE_MAX
; i
++) {
1111 if (wsdualwield
[i
]) {
1112 free(wsdualwield
[i
]);
1119 for (i
=0; i
<=STYLE_MAX
; i
++) {
1120 if (wstwohanded
[i
]) {
1121 free(wstwohanded
[i
]);
1127 if (wsswordshield
) {
1128 for (i
=0; i
<=STYLE_MAX
; i
++) {
1129 if (wsswordshield
[i
]) {
1130 free(wsswordshield
[i
]);
1133 free(wsswordshield
);
1137 for (i
=0; i
<=STYLE_MAX
; i
++) {
1146 for (i
=0; i
<monkbon_rows
; i
++) {
1158 if (reputationmod
) {
1159 for (i
=0; i
<20; i
++) {
1160 if (reputationmod
[i
]) {
1161 free(reputationmod
[i
]);
1164 free(reputationmod
);
1168 if (GUIBTDefaults
) {
1169 free (GUIBTDefaults
);
1175 #define COL_HATERACE 0 //ranger type racial enemy
1176 #define COL_CLERIC_SPELL 1 //cleric spells
1177 #define COL_MAGE_SPELL 2 //mage spells
1178 #define COL_STARTXP 3 //starting xp
1179 #define COL_BARD_SKILL 4 //bard skills
1180 #define COL_THIEF_SKILL 5 //thief skills
1183 #define COL_SPARKS 1
1184 #define COL_GRADIENT 2
1186 /* returns the ISCLASS for the class based on name */
1187 int IsClassFromName (const char* name
)
1189 //TODO: is there a better way of doing this?
1190 for (int i
=0; i
<ISCLASSES
; i
++) {
1191 if (strcmp(name
, isclassnames
[i
]) == 0)
1197 static void InitActorTables()
1201 //if (core->HasFeature(GF_IWD_DEATHVARFORMAT)) {
1202 // memcpy(DeathVarFormat, IWDDeathVarFormat, sizeof(ieVariable));
1205 if (core
->HasFeature(GF_CHALLENGERATING
)) {
1206 sharexp
=SX_DIVIDE
|SX_CR
;
1210 ReverseToHit
= core
->HasFeature(GF_REVERSE_TOHIT
);
1211 CheckAbilities
= core
->HasFeature(GF_CHECK_ABILITIES
);
1212 DeathOnZeroStat
= core
->HasFeature(GF_DEATH_ON_ZERO_STAT
);
1214 //this table lists various level based xp bonuses
1215 AutoTable
tm("xpbonus");
1217 xpbonustypes
= tm
->GetRowCount();
1218 if (xpbonustypes
== 0) {
1221 xpbonuslevels
= tm
->GetColumnCount(0);
1222 xpbonus
= (int *) calloc(xpbonuslevels
*xpbonustypes
, sizeof(int));
1223 for (i
= 0; i
<xpbonustypes
; i
++) {
1224 for(j
= 0; j
<xpbonuslevels
; j
++) {
1225 xpbonus
[i
*xpbonuslevels
+j
] = atoi(tm
->QueryField(i
,j
));
1233 //this table lists skill groups assigned to classes
1234 //it is theoretically possible to create hybrid classes
1235 tm
.load("clskills");
1237 classcount
= tm
->GetRowCount();
1238 memset (isclass
,0,sizeof(isclass
));
1239 clericspelltables
= (char **) calloc(classcount
, sizeof(char*));
1240 druidspelltables
= (char **) calloc(classcount
, sizeof(char*));
1241 wizardspelltables
= (char **) calloc(classcount
, sizeof(char*));
1242 turnlevels
= (int *) calloc(classcount
, sizeof(int));
1243 booktypes
= (int *) calloc(classcount
, sizeof(int));
1245 ieDword bitmask
= 1;
1247 for(i
= 0; i
<classcount
; i
++) {
1249 int turnlevel
= atoi(tm
->QueryField( i
, 7));
1250 turnlevels
[i
]=turnlevel
;
1252 field
= tm
->QueryField( i
, 0 );
1253 if (field
[0]!='*') {
1254 isclass
[ISDRUID
] |= bitmask
;
1255 druidspelltables
[i
]=strdup(field
);
1257 field
= tm
->QueryField( i
, 1 );
1258 if (field
[0]!='*') {
1259 isclass
[ISCLERIC
] |= bitmask
;
1260 clericspelltables
[i
]=strdup(field
);
1263 field
= tm
->QueryField( i
, 2 );
1264 if (field
[0]!='*') {
1265 isclass
[ISMAGE
] |= bitmask
;
1266 wizardspelltables
[i
]=strdup(field
);
1269 // field 3 holds the starting xp
1271 field
= tm
->QueryField( i
, 4 );
1272 if (field
[0]!='*') {
1273 isclass
[ISBARD
] |= bitmask
;
1276 field
= tm
->QueryField( i
, 5 );
1277 if (field
[0]!='*') {
1278 isclass
[ISTHIEF
] |= bitmask
;
1281 field
= tm
->QueryField( i
, 6 );
1282 if (field
[0]!='*') {
1283 isclass
[ISPALADIN
] |= bitmask
;
1286 // field 7 holds the turn undead level
1288 field
= tm
->QueryField( i
, 8 );
1289 booktypes
[i
]=atoi(field
);
1290 //if booktype == 3 then it is a 'divine sorceror' class
1291 //we shouldn't hardcode iwd2 classes this heavily
1292 if (booktypes
[i
]==2) {
1293 isclass
[ISSORCERER
] |= bitmask
;
1296 field
= tm
->QueryField( i
, 9 );
1297 if (field
[0]!='*') {
1298 isclass
[ISRANGER
] |= bitmask
;
1301 field
= tm
->QueryField( i
, 10 );
1302 if (!strnicmp(field
, "CLABMO", 6)) {
1303 isclass
[ISMONK
] |= bitmask
;
1308 classcount
= 0; //well
1311 i
= core
->GetMaximumAbility();
1312 maximum_values
[IE_STR
]=i
;
1313 maximum_values
[IE_INT
]=i
;
1314 maximum_values
[IE_DEX
]=i
;
1315 maximum_values
[IE_CON
]=i
;
1316 maximum_values
[IE_CHR
]=i
;
1317 maximum_values
[IE_WIS
]=i
;
1319 //all games except iwd2
1320 maximum_values
[IE_ARMORCLASS
]=20;
1323 maximum_values
[IE_ARMORCLASS
]=199;
1326 //initializing the vvc resource references
1329 for (i
=0;i
<DAMAGE_LEVELS
;i
++) {
1330 const char *tmp
= tm
->QueryField( i
, COL_MAIN
);
1331 strnlwrcpy(d_main
[i
], tmp
, 8);
1332 if (d_main
[i
][0]=='*') {
1335 tmp
= tm
->QueryField( i
, COL_SPARKS
);
1336 strnlwrcpy(d_splash
[i
], tmp
, 8);
1337 if (d_splash
[i
][0]=='*') {
1340 tmp
= tm
->QueryField( i
, COL_GRADIENT
);
1341 d_gradient
[i
]=atoi(tmp
);
1348 for (i
=0;i
<OVERLAY_COUNT
;i
++) {
1349 const char *tmp
= tm
->QueryField( i
, 0 );
1350 strnlwrcpy(hc_overlays
[i
], tmp
, 8);
1351 if (atoi(tm
->QueryField( i
, 1))) {
1358 //csound for bg1/bg2
1359 memset(csound
,0,sizeof(csound
));
1360 if (!core
->HasFeature(GF_SOUNDFOLDERS
)) {
1363 for(i
=0;i
<VCONST_COUNT
;i
++) {
1364 const char *tmp
= tm
->QueryField( i
, 0 );
1373 GUIBTDefaults
= (ActionButtonRow
*) calloc( classcount
,sizeof(ActionButtonRow
) );
1375 for (i
= 0; i
< classcount
; i
++) {
1376 memcpy(GUIBTDefaults
+i
, &DefaultButtons
, sizeof(ActionButtonRow
));
1378 for (int j
=0;j
<MAX_QSLOTS
;j
++) {
1379 GUIBTDefaults
[i
][j
+3]=(ieByte
) atoi( tm
->QueryField(i
,j
) );
1386 usecount
= tm
->GetRowCount();
1387 itemuse
= new ItemUseType
[usecount
];
1388 for (i
= 0; i
< usecount
; i
++) {
1389 itemuse
[i
].stat
= (ieByte
) core
->TranslateStat( tm
->QueryField(i
,0) );
1390 strnlwrcpy(itemuse
[i
].table
, tm
->QueryField(i
,1),8 );
1391 itemuse
[i
].mcol
= (ieByte
) atoi( tm
->QueryField(i
,2) );
1392 itemuse
[i
].vcol
= (ieByte
) atoi( tm
->QueryField(i
,3) );
1393 itemuse
[i
].which
= (ieByte
) atoi( tm
->QueryField(i
,4) );
1394 //limiting it to 0 or 1 to avoid crashes
1395 if (itemuse
[i
].which
!=1) {
1401 tm
.load("itemanim");
1403 animcount
= tm
->GetRowCount();
1404 itemanim
= new ItemAnimType
[animcount
];
1405 for (i
= 0; i
< animcount
; i
++) {
1406 strnlwrcpy(itemanim
[i
].itemname
, tm
->QueryField(i
,0),8 );
1407 itemanim
[i
].animation
= (ieByte
) atoi( tm
->QueryField(i
,1) );
1411 tm
.load("mxsplwis");
1413 spllevels
= tm
->GetColumnCount(0);
1414 int max
= core
->GetMaximumAbility();
1415 mxsplwis
= (int *) calloc(max
*spllevels
, sizeof(int));
1416 for (i
= 0; i
< spllevels
; i
++) {
1417 for(int j
= 0; j
< max
; j
++) {
1418 int k
= atoi(tm
->GetRowName(j
))-1;
1419 if (k
>=0 && k
<max
) {
1420 mxsplwis
[k
*spllevels
+i
]=atoi(tm
->QueryField(j
,i
));
1430 for(i
=0;i
<MAX_FEATS
;i
++) {
1431 //we need the MULTIPLE column only
1432 //it stores the FEAT_* stat index, and could be taken multiple
1434 tmp
= core
->TranslateStat(tm
->QueryField(i
,0));
1435 if (tmp
>=MAX_STATS
) {
1436 printMessage("Actor","Invalid stat value in featreq.2da",YELLOW
);
1438 featstats
[i
] = (ieByte
) tmp
;
1442 //default all hp con bonuses to 9; this should be updated below
1444 maxhpconbon
= (int *) calloc(classcount
, sizeof(int));
1445 for (i
= 0; i
< classcount
; i
++) {
1449 if (tm
&& !core
->HasFeature(GF_LEVELSLOT_PER_CLASS
)) {
1451 //iwd2 just uses levelslotsiwd2 instead
1452 printf("Examining classes.2da\n");
1454 //when searching the levelslots, you must search for
1455 //levelslots[BaseStats[IE_CLASS]-1] as there is no class id of 0
1456 levelslots
= (int **) calloc(classcount
, sizeof(int*));
1457 dualswap
= (int *) calloc(classcount
, sizeof(int));
1459 for (i
=0; i
<classcount
; i
++) {
1460 //make sure we have a valid classid, then decrement
1461 //it to get the correct array index
1462 tmpindex
= atoi(tm
->QueryField(i
, 5));
1467 printf("\tID: %d ", tmpindex
);
1468 //only create the array if it isn't yet made
1469 //i.e. barbarians would overwrite fighters in bg2
1470 if (levelslots
[tmpindex
]) {
1471 printf ("Already Found!\n");
1475 const char* classname
= tm
->GetRowName(i
);
1476 printf("Name: %s ", classname
);
1478 //default all levelslots to 0
1479 levelslots
[tmpindex
] = (int *) calloc(ISCLASSES
, sizeof(int));
1481 //single classes only worry about IE_LEVEL
1482 ieDword tmpclass
= atoi(tm
->QueryField(i
, 4));
1484 classis
= IsClassFromName(classname
);
1486 printf("Classis: %d ", classis
);
1487 levelslots
[tmpindex
][classis
] = IE_LEVEL
;
1488 //get the max hp con bonus
1489 hptm
.load(tm
->QueryField(i
, 6));
1492 int rollscolumn
= hptm
->GetColumnIndex("ROLLS");
1493 while (atoi(hptm
->QueryField(tmphp
, rollscolumn
)))
1495 printf("TmpHP: %d ", tmphp
);
1496 if (tmphp
) maxhpconbon
[tmpindex
] = tmphp
;
1502 //we have to account for dual-swap in the multiclass field
1503 ieDword numfound
= 1;
1504 ieDword tmpbits
= bitcount (tmpclass
);
1506 //we need all the classnames of the multi to compare with the order we load them in
1507 //because the original game set the levels based on name order, not bit order
1508 char **classnames
= (char **) calloc(tmpbits
, sizeof(char *));
1509 classnames
[0] = (char*)strtok(strdup((char*)classname
), "_");
1510 while (numfound
<tmpbits
&& (classnames
[numfound
] = strdup(strtok(NULL
, "_")))) {
1514 bool foundwarrior
= false;
1515 for (int j
=0; j
<classcount
; j
++) {
1516 //no sense continuing if we've found all to be found
1517 if (numfound
==tmpbits
)
1519 if ((1<<j
)&tmpclass
) {
1520 //save the IE_LEVEL information
1521 const char* currentname
= tm
->GetRowName((ieDword
)(tm
->FindTableValue(5, j
+1)));
1522 classis
= IsClassFromName(currentname
);
1524 //search for the current class in the split of the names to get it's
1526 for (ieDword k
=0; k
<tmpbits
; k
++) {
1527 if (strcmp(classnames
[k
], currentname
) == 0) {
1529 if (k
==0) tmplevel
= IE_LEVEL
;
1530 else if (k
==1) tmplevel
= IE_LEVEL2
;
1531 else tmplevel
= IE_LEVEL3
;
1532 levelslots
[tmpindex
][classis
] = tmplevel
;
1535 printf("Classis: %d ", classis
);
1537 //warrior take presedence
1538 if (!foundwarrior
) {
1539 foundwarrior
= (classis
==ISFIGHTER
||classis
==ISRANGER
||classis
==ISPALADIN
||
1540 classis
==ISBARBARIAN
);
1541 hptm
.load(tm
->QueryField(currentname
, "HP"));
1544 int rollscolumn
= hptm
->GetColumnIndex("ROLLS");
1545 while (atoi(hptm
->QueryField(tmphp
, rollscolumn
)))
1547 //make sure we at least set the first class
1548 if ((tmphp
>maxhpconbon
[tmpindex
])||foundwarrior
||numfound
==0)
1549 maxhpconbon
[tmpindex
]=tmphp
;
1554 //save the MC_WAS_ID of the first class in the dual-class
1555 if (numfound
==0 && tmpbits
==2) {
1556 if (strcmp(classnames
[0], currentname
) == 0) {
1557 dualswap
[tmpindex
] = strtol(tm
->QueryField(classname
, "MC_WAS_ID"), NULL
, 0);
1559 } else if (numfound
==1 && tmpbits
==2 && !dualswap
[tmpindex
]) {
1560 dualswap
[tmpindex
] = strtol(tm
->QueryField(classname
, "MC_WAS_ID"), NULL
, 0);
1566 for (ieDword j
=0; j
<tmpbits
; j
++) {
1567 if (classnames
[j
]) {
1568 free(classnames
[j
]);
1574 printf("HPCON: %d ", maxhpconbon
[tmpindex
]);
1575 printf("DS: %d\n", dualswap
[tmpindex
]);
1577 /*this could be enabled to ensure all levelslots are filled with at least 0's;
1578 *however, the access code should ensure this never happens
1579 for (i=0; i<classcount; i++) {
1580 if (!levelslots[i]) {
1581 levelslots[i] = (int *) calloc(ISCLASSES, sizeof(int *));
1585 printf("Finished examining classes.2da\n");
1587 //pre-cache hit/damage/speed bonuses for weapons
1588 tm
.load("wspecial");
1590 //load in the identifiers
1591 wspecial_max
= tm
->GetRowCount()-1;
1592 int cols
= tm
->GetColumnCount();
1593 wspecial
= (int **) calloc(wspecial_max
+1, sizeof(int *));
1595 for (i
=0; i
<=wspecial_max
; i
++) {
1596 wspecial
[i
] = (int *) calloc(WSPECIAL_COLS
, sizeof(int));
1597 for (int j
=0; j
<cols
; j
++) {
1598 wspecial
[i
][j
] = atoi(tm
->QueryField(i
, j
));
1603 //pre-cache attack per round bonuses
1606 wspattack_rows
= tm
->GetRowCount();
1607 wspattack_cols
= tm
->GetColumnCount();
1608 wspattack
= (int **) calloc(wspattack_rows
, sizeof(int *));
1611 for (i
=0; i
<wspattack_rows
; i
++) {
1612 wspattack
[i
] = (int *) calloc(wspattack_cols
, sizeof(int));
1613 for (int j
=0; j
<wspattack_cols
; j
++) {
1614 tmp
= atoi(tm
->QueryField(i
, j
));
1615 //negative values relate to x/2, so we adjust them
1616 //positive values relate to x, so we must times by 2
1617 if (tmp
<0) tmp
= -2*tmp
-1;
1619 wspattack
[i
][j
] = tmp
;
1624 //dual-wielding table
1625 tm
.load("wstwowpn");
1627 wsdualwield
= (int **) calloc(STYLE_MAX
+1, sizeof(int *));
1628 int cols
= tm
->GetColumnCount();
1629 for (i
=0; i
<=STYLE_MAX
; i
++) {
1630 wsdualwield
[i
] = (int *) calloc(cols
, sizeof(int));
1631 for (int j
=0; j
<cols
; j
++) {
1632 wsdualwield
[i
][j
] = atoi(tm
->QueryField(i
, j
));
1638 tm
.load("wstwohnd");
1640 wstwohanded
= (int **) calloc(STYLE_MAX
+1, sizeof(int *));
1641 int cols
= tm
->GetColumnCount();
1642 for (i
=0; i
<=STYLE_MAX
; i
++) {
1643 wstwohanded
[i
] = (int *) calloc(cols
, sizeof(int));
1644 for (int j
=0; j
<cols
; j
++) {
1645 wstwohanded
[i
][j
] = atoi(tm
->QueryField(i
, j
));
1651 tm
.load("wsshield");
1653 wsswordshield
= (int **) calloc(STYLE_MAX
+1, sizeof(int *));
1654 int cols
= tm
->GetColumnCount();
1655 for (i
=0; i
<=STYLE_MAX
; i
++) {
1656 wsswordshield
[i
] = (int *) calloc(cols
, sizeof(int));
1657 for (int j
=0; j
<cols
; j
++) {
1658 wsswordshield
[i
][j
] = atoi(tm
->QueryField(i
, j
));
1664 tm
.load("wssingle");
1666 wssingle
= (int **) calloc(STYLE_MAX
+1, sizeof(int *));
1667 int cols
= tm
->GetColumnCount();
1668 for (i
=0; i
<=STYLE_MAX
; i
++) {
1669 wssingle
[i
] = (int *) calloc(cols
, sizeof(int));
1670 for (int j
=0; j
<cols
; j
++) {
1671 wssingle
[i
][j
] = atoi(tm
->QueryField(i
, j
));
1676 //unhardcoded monk bonus table
1679 monkbon_rows
= tm
->GetRowCount();
1680 monkbon_cols
= tm
->GetColumnCount();
1681 monkbon
= (int **) calloc(monkbon_rows
, sizeof(int *));
1682 for (i
=0; i
<monkbon_rows
; i
++) {
1683 monkbon
[i
] = (int *) calloc(monkbon_cols
, sizeof(int));
1684 for (int j
=0; j
<monkbon_cols
; j
++) {
1685 monkbon
[i
][j
] = atoi(tm
->QueryField(i
, j
));
1690 //wild magic level modifiers
1692 wmlevels
[i
]=(int *) calloc(MAX_LEVEL
,sizeof(int) );
1694 tm
.load("lvlmodwm");
1696 int maxrow
= tm
->GetRowCount();
1697 for (i
=0;i
<20;i
++) {
1698 for(j
=0;j
<MAX_LEVEL
;j
++) {
1701 wmlevels
[i
][j
]=strtol(tm
->QueryField(row
,i
), NULL
, 0);
1706 // reputation modifiers
1707 tm
.load("reputati");
1709 reputationmod
= (int **) calloc(21, sizeof(int *));
1710 int cols
= tm
->GetColumnCount();
1711 for (i
=0; i
<20; i
++) {
1712 reputationmod
[i
] = (int *) calloc(cols
, sizeof(int));
1713 for (int j
=0; j
<cols
; j
++) {
1714 reputationmod
[i
][j
] = atoi(tm
->QueryField(i
, j
));
1720 void Actor::SetLockedPalette(const ieDword
*gradients
)
1722 if (!anims
) return; //cannot apply it (yet)
1723 anims
->LockPalette(gradients
);
1726 void Actor::UnlockPalette()
1729 anims
->lockPalette
=false;
1730 anims
->SetColors(Modified
+IE_COLORS
);
1733 void Actor::AddAnimation(const ieResRef resource
, int gradient
, int height
, int flags
)
1735 ScriptedAnimation
*sca
= gamedata
->GetScriptedAnimation(resource
, false);
1739 if (flags
&AA_PLAYONCE
) {
1742 if (flags
&&AA_BLEND
) {
1743 //pst anims need this?
1747 sca
->SetPalette(gradient
, 4);
1752 void Actor::PlayDamageAnimation(int type
, bool hit
)
1757 case 0: case 1: case 2: case 3: //blood
1758 i
= (int) GetStat(IE_ANIMATION_ID
)>>16;
1759 if (!i
) i
= d_gradient
[type
];
1761 AddAnimation(d_main
[type
], i
, 0, AA_PLAYONCE
);
1764 case 4: case 5: case 6: //fire
1766 AddAnimation(d_main
[type
], d_gradient
[type
], 0, AA_PLAYONCE
);
1768 for(i
=DL_FIRE
;i
<=type
;i
++) {
1769 AddAnimation(d_splash
[i
], d_gradient
[i
], 0, AA_PLAYONCE
);
1772 case 7: case 8: case 9: //electricity
1774 AddAnimation(d_main
[type
], d_gradient
[type
], 0, AA_PLAYONCE
);
1776 for(i
=DL_ELECTRICITY
;i
<=type
;i
++) {
1777 AddAnimation(d_splash
[i
], d_gradient
[i
], 0, AA_PLAYONCE
);
1780 case 10: case 11: case 12://cold
1782 AddAnimation(d_main
[type
], d_gradient
[type
], 0, AA_PLAYONCE
);
1785 case 13: case 14: case 15://acid
1787 AddAnimation(d_main
[type
], d_gradient
[type
], 0, AA_PLAYONCE
);
1790 case 16: case 17: case 18://disintegrate
1792 AddAnimation(d_main
[type
], d_gradient
[type
], 0, AA_PLAYONCE
);
1798 bool Actor::SetStat(unsigned int StatIndex
, ieDword Value
, int pcf
)
1800 if (StatIndex
>= MAX_STATS
) {
1803 if ( (signed) Value
<-100) {
1804 Value
= (ieDword
) -100;
1807 if ( maximum_values
[StatIndex
]>0) {
1808 if ( (signed) Value
>maximum_values
[StatIndex
]) {
1809 Value
= (ieDword
) maximum_values
[StatIndex
];
1814 unsigned int previous
= Modified
[StatIndex
];
1815 if (Modified
[StatIndex
]!=Value
) {
1816 Modified
[StatIndex
] = Value
;
1818 PostChangeFunctionType f
= post_change_functions
[StatIndex
];
1819 if (f
) (*f
)(this, previous
, Value
);
1825 int Actor::GetMod(unsigned int StatIndex
)
1827 if (StatIndex
>= MAX_STATS
) {
1830 return (signed) Modified
[StatIndex
] - (signed) BaseStats
[StatIndex
];
1832 /** Returns a Stat Base Value */
1833 ieDword
Actor::GetBase(unsigned int StatIndex
)
1835 if (StatIndex
>= MAX_STATS
) {
1838 return BaseStats
[StatIndex
];
1841 /** Sets a Stat Base Value */
1842 /** If required, modify the modified value and run the pcf function */
1843 bool Actor::SetBase(unsigned int StatIndex
, ieDword Value
)
1845 if (StatIndex
>= MAX_STATS
) {
1848 ieDword diff
= Modified
[StatIndex
]-BaseStats
[StatIndex
];
1850 //maximize the base stat
1851 if ( maximum_values
[StatIndex
]) {
1852 if ( (signed) Value
>maximum_values
[StatIndex
]) {
1853 Value
= (ieDword
) maximum_values
[StatIndex
];
1857 BaseStats
[StatIndex
] = Value
;
1859 //if already initialized, then the modified stats
1860 //might need to run the post change function (stat change can kill actor)
1861 SetStat (StatIndex
, Value
+diff
, InternalFlags
&IF_INITIALIZED
);
1865 bool Actor::SetBaseNoPCF(unsigned int StatIndex
, ieDword Value
)
1867 if (StatIndex
>= MAX_STATS
) {
1870 ieDword diff
= Modified
[StatIndex
]-BaseStats
[StatIndex
];
1872 //maximize the base stat
1873 if ( maximum_values
[StatIndex
]) {
1874 if ( (signed) Value
>maximum_values
[StatIndex
]) {
1875 Value
= (ieDword
) maximum_values
[StatIndex
];
1879 BaseStats
[StatIndex
] = Value
;
1881 //if already initialized, then the modified stats
1882 //might need to run the post change function (stat change can kill actor)
1883 SetStat (StatIndex
, Value
+diff
, 0);
1887 bool Actor::SetBaseBit(unsigned int StatIndex
, ieDword Value
, bool setreset
)
1889 if (StatIndex
>= MAX_STATS
) {
1893 BaseStats
[StatIndex
] |= Value
;
1895 BaseStats
[StatIndex
] &= ~Value
;
1897 //if already initialized, then the modified stats
1898 //need to run the post change function (stat change can kill actor)
1900 SetStat (StatIndex
, Modified
[StatIndex
]|Value
, InternalFlags
&IF_INITIALIZED
);
1902 SetStat (StatIndex
, Modified
[StatIndex
]&~Value
, InternalFlags
&IF_INITIALIZED
);
1907 const unsigned char *Actor::GetStateString()
1912 ieByte
*tmp
= PCStats
->PortraitIconString
;
1913 ieWord
*Icons
= PCStats
->PortraitIcons
;
1915 for (int i
=0;i
<MAX_PORTRAIT_ICONS
;i
++) {
1916 if (!(Icons
[i
]&0xff00)) {
1917 tmp
[j
++]=(ieByte
) ((Icons
[i
]&0xff)+66);
1924 void Actor::AddPortraitIcon(ieByte icon
)
1929 ieWord
*Icons
= PCStats
->PortraitIcons
;
1931 for(int i
=0;i
<MAX_PORTRAIT_ICONS
;i
++) {
1932 if (Icons
[i
]==0xffff) {
1936 if (icon
== (Icons
[i
]&0xff)) {
1942 void Actor::DisablePortraitIcon(ieByte icon
)
1947 ieWord
*Icons
= PCStats
->PortraitIcons
;
1950 for(i
=0;i
<MAX_PORTRAIT_ICONS
;i
++) {
1951 if (icon
== (Icons
[i
]&0xff)) {
1952 Icons
[i
]=0xff00|icon
;
1958 /** call this after load, to apply effects */
1959 void Actor::RefreshEffects(EffectQueue
*fx
)
1961 ieDword previous
[MAX_STATS
];
1963 //put all special cleanup calls here
1964 CharAnimations
* anims
= GetAnims();
1966 anims
->GlobalColorMod
.type
= RGBModifier::NONE
;
1967 anims
->GlobalColorMod
.speed
= 0;
1968 unsigned int location
;
1969 for (location
= 0; location
< 32; ++location
) {
1970 anims
->ColorMods
[location
].type
= RGBModifier::NONE
;
1971 anims
->ColorMods
[location
].speed
= 0;
1974 spellbook
.ClearBonus();
1975 memset(applyWhenHittingMelee
,0,sizeof(ieResRef
));
1976 memset(applyWhenHittingRanged
,0,sizeof(ieResRef
));
1977 memset(applyWhenNearLiving
,0,sizeof(ieResRef
));
1978 memset(applyWhen50Damage
,0,sizeof(ieResRef
));
1979 memset(applyWhen90Damage
,0,sizeof(ieResRef
));
1980 memset(applyWhenEnemySighted
,0,sizeof(ieResRef
));
1981 memset(applyWhenPoisoned
,0,sizeof(ieResRef
));
1982 memset(applyWhenHelpless
,0,sizeof(ieResRef
));
1983 memset(applyWhenAttacked
,0,sizeof(ieResRef
));
1984 memset(applyWhenBeingHit
,0,sizeof(ieResRef
));
1985 memset(projectileImmunity
,0,ProjectileSize
*sizeof(ieDword
));
1987 //initialize base stats
1988 bool first
= !(InternalFlags
&IF_INITIALIZED
);
1991 InternalFlags
|=IF_INITIALIZED
;
1992 memcpy( previous
, BaseStats
, MAX_STATS
* sizeof( ieDword
) );
1994 memcpy( previous
, Modified
, MAX_STATS
* sizeof( ieDword
) );
1996 memcpy( Modified
, BaseStats
, MAX_STATS
* sizeof( ieDword
) );
1997 if (PCStats
) memset( PCStats
->PortraitIcons
, -1, sizeof(PCStats
->PortraitIcons
) );
2001 fx
->AddAllEffects(this, Pos
);
2003 //copy back the original stats, because the effects
2004 //will be reapplied in ApplyAllEffects again
2005 memcpy( Modified
, BaseStats
, MAX_STATS
* sizeof( ieDword
) );
2006 //also clear the spell bonuses just given, they will be
2007 //recalculated below again
2008 spellbook
.ClearBonus();
2011 fxqueue
.ApplyAllEffects( this );
2013 // IE_CLASS is >classcount for non-PCs/NPCs
2014 if (BaseStats
[IE_CLASS
] <= (ieDword
)classcount
)
2017 for (unsigned int i
=0;i
<MAX_STATS
;i
++) {
2018 if (first
|| Modified
[i
]!=previous
[i
]) {
2019 PostChangeFunctionType f
= post_change_functions
[i
];
2021 (*f
)(this, previous
[i
], Modified
[i
]);
2025 //add wisdom bonus spells
2026 if (!spellbook
.IsIWDSpellBook() && mxsplwis
) {
2027 int level
= Modified
[IE_WIS
];
2029 spellbook
.BonusSpells(IE_SPELL_TYPE_PRIEST
, spllevels
, mxsplwis
+spllevels
*level
);
2033 // check if any new portrait icon was removed or added
2035 if (memcmp(PCStats
->PreviousPortraitIcons
, PCStats
->PortraitIcons
, sizeof(PCStats
->PreviousPortraitIcons
))) {
2036 core
->SetEventFlag(EF_PORTRAIT
);
2037 memcpy( PCStats
->PreviousPortraitIcons
, PCStats
->PortraitIcons
, sizeof(PCStats
->PreviousPortraitIcons
) );
2042 // refresh stats on creatures (PC or NPC) with a valid class (not animals etc)
2043 // internal use only, and this is maybe a stupid name :)
2044 void Actor::RefreshPCStats() {
2045 //calculate hp bonus
2047 int bonlevel
= GetXPLevel(true);
2048 int oldlevel
, oldbonus
;
2049 oldlevel
= oldbonus
= 0;
2050 ieDword bonindex
= BaseStats
[IE_CLASS
]-1;
2052 //we must limit the levels to the max allowable
2053 if (bonlevel
>maxhpconbon
[bonindex
])
2054 bonlevel
= maxhpconbon
[bonindex
];
2056 if (IsDualInactive()) {
2057 //we apply the inactive hp bonus if it's better than the new hp bonus, so that we
2058 //never lose hp, only gain, on leveling
2059 oldlevel
= IsDualSwap() ? BaseStats
[IE_LEVEL
] : BaseStats
[IE_LEVEL2
];
2060 bonlevel
= IsDualSwap() ? BaseStats
[IE_LEVEL2
] : BaseStats
[IE_LEVEL
];
2061 oldlevel
= (oldlevel
> maxhpconbon
[bonindex
]) ? maxhpconbon
[bonindex
] : oldlevel
;
2062 if (Modified
[IE_MC_FLAGS
] & (MC_WAS_FIGHTER
|MC_WAS_RANGER
)) {
2063 oldbonus
= core
->GetConstitutionBonus(STAT_CON_HP_WARRIOR
, Modified
[IE_CON
]);
2065 oldbonus
= core
->GetConstitutionBonus(STAT_CON_HP_NORMAL
, Modified
[IE_CON
]);
2069 // warrior (fighter, barbarian, ranger, or paladin) or not
2070 // GetClassLevel now takes into consideration inactive dual-classes
2072 bonus
= core
->GetConstitutionBonus(STAT_CON_HP_WARRIOR
,Modified
[IE_CON
]);
2075 bonus
= core
->GetConstitutionBonus(STAT_CON_HP_NORMAL
,Modified
[IE_CON
]);
2078 oldbonus
*= oldlevel
;
2079 bonus
= (oldbonus
> bonus
) ? oldbonus
: bonus
;
2081 //morale recovery every xth AI cycle
2082 int mrec
= GetStat(IE_MORALERECOVERYTIME
);
2084 if (!(core
->GetGame()->GameTime
%mrec
)) {
2085 NewBase(IE_MORALE
,1,MOD_ADDITIVE
);
2089 if (bonus
<0 && (Modified
[IE_MAXHITPOINTS
]+bonus
)<=0) {
2090 bonus
=1-Modified
[IE_MAXHITPOINTS
];
2093 //get the wspattack bonuses for proficiencies
2095 ITMExtHeader
*header
= GetWeapon(wi
, false);
2097 int dualwielding
= IsDualWielding();
2098 if (header
&& (wi
.prof
<= MAX_STATS
)) {
2099 stars
= GetStat(wi
.prof
)&PROFS_MASK
;
2100 if (stars
>= (unsigned)wspattack_rows
) {
2101 stars
= wspattack_rows
-1;
2104 int tmplevel
= GetWarriorLevel();
2105 if (tmplevel
>= wspattack_cols
) {
2106 tmplevel
= wspattack_cols
-1;
2107 } else if (tmplevel
< 0) {
2111 //HACK: attacks per round bonus for monks should only apply to fists
2112 if (isclass
[ISMONK
]&(1<<BaseStats
[IE_CLASS
])) {
2113 unsigned int level
= GetMonkLevel()-1;
2114 SetBase(IE_NUMBEROFATTACKS
, 2 + monkbon
[0][level
]);
2116 //wspattack appears to only effect warriors
2117 int defaultattacks
= 2 + 2*dualwielding
;
2119 SetBase(IE_NUMBEROFATTACKS
, defaultattacks
+wspattack
[stars
][tmplevel
]);
2121 SetBase(IE_NUMBEROFATTACKS
, defaultattacks
);
2126 //we still apply the maximum bonus to dead characters, but don't apply
2127 //to current HP, or we'd have dead characters showing as having hp
2128 //Modified[IE_MAXHITPOINTS]+=bonus;
2129 //if(BaseStats[IE_STATE_ID]&STATE_DEAD)
2131 // BaseStats[IE_HITPOINTS]+=bonus;
2133 // apply the intelligence and wisdom bonus to lore
2134 Modified
[IE_LORE
] += core
->GetLoreBonus(0, Modified
[IE_INT
]) + core
->GetLoreBonus(0, Modified
[IE_WIS
]);
2137 void Actor::RollSaves()
2139 if (InternalFlags
&IF_USEDSAVE
) {
2140 SavingThrow
[0]=(ieByte
) core
->Roll(1, SAVEROLL
, 0);
2141 SavingThrow
[1]=(ieByte
) core
->Roll(1, SAVEROLL
, 0);
2142 SavingThrow
[2]=(ieByte
) core
->Roll(1, SAVEROLL
, 0);
2143 SavingThrow
[3]=(ieByte
) core
->Roll(1, SAVEROLL
, 0);
2144 SavingThrow
[4]=(ieByte
) core
->Roll(1, SAVEROLL
, 0);
2145 InternalFlags
&=~IF_USEDSAVE
;
2150 //type bits in file order in stats
2157 //iwd2 (luckily they use the same bits as it would be with bg2):
2165 static int savingthrows
[SAVECOUNT
]={IE_SAVEVSSPELL
, IE_SAVEVSBREATH
, IE_SAVEVSDEATH
, IE_SAVEVSWANDS
, IE_SAVEVSPOLY
};
2167 /** returns true if actor made the save against saving throw type */
2168 bool Actor::GetSavingThrow(ieDword type
, int modifier
)
2170 assert(type
<SAVECOUNT
);
2171 InternalFlags
|=IF_USEDSAVE
;
2172 int ret
= SavingThrow
[type
];
2173 if (ret
== 1) return false;
2174 if (ret
== SAVEROLL
) return true;
2175 ret
+= modifier
+ GetStat(IE_LUCK
);
2176 return ret
> (int) GetStat(savingthrows
[type
]);
2179 /** implements a generic opcode function, modify modified stats
2182 int Actor::NewStat(unsigned int StatIndex
, ieDword ModifierValue
, ieDword ModifierType
)
2184 int oldmod
= Modified
[StatIndex
];
2186 switch (ModifierType
) {
2188 //flat point modifier
2189 SetStat(StatIndex
, Modified
[StatIndex
]+ModifierValue
, 0);
2192 //straight stat change
2193 SetStat(StatIndex
, ModifierValue
, 0);
2197 SetStat(StatIndex
, BaseStats
[StatIndex
] * ModifierValue
/ 100, 0);
2200 return Modified
[StatIndex
] - oldmod
;
2203 int Actor::NewBase(unsigned int StatIndex
, ieDword ModifierValue
, ieDword ModifierType
)
2205 int oldmod
= BaseStats
[StatIndex
];
2207 switch (ModifierType
) {
2209 //flat point modifier
2210 SetBase(StatIndex
, BaseStats
[StatIndex
]+ModifierValue
);
2213 //straight stat change
2214 SetBase(StatIndex
, ModifierValue
);
2218 SetBase(StatIndex
, BaseStats
[StatIndex
] * ModifierValue
/ 100);
2221 return BaseStats
[StatIndex
] - oldmod
;
2224 inline int CountElements(const char *s
, char separator
)
2228 if (*s
==separator
) ret
++;
2234 void Actor::Interact(int type
)
2240 case I_INSULT
: start
=VB_INSULT
; count
=3; break;
2241 case I_COMPLIMENT
: start
=VB_COMPLIMENT
; count
=3; break;
2242 case I_SPECIAL
: start
=VB_SPECIAL
; count
=3; break;
2246 VerbalConstant(start
, count
);
2249 void Actor::VerbalConstant(int start
, int count
)
2252 while(count
>=0 && (!StrRefs
[start
+count
] || (StrRefs
[start
+count
]==(ieStrRef
) -1)) ) count
--;
2254 DisplayStringCore(this, start
+count
, DS_CONSOLE
|DS_CONST
);
2258 void Actor::Response(int type
)
2264 case I_INSULT
: start
=VB_RESP_INS
; count
=3; break;
2265 case I_COMPLIMENT
: start
=VB_RESP_COMP
; count
=3; break;
2271 while(count
&& StrRefs
[start
+count
]!=0xffff) count
--;
2273 DisplayStringCore(this, start
+count
, DS_CONSOLE
|DS_CONST
);
2277 void Actor::ReactToDeath(const char * deadname
)
2279 AutoTable
tm("death");
2281 // lookup value based on died's scriptingname and ours
2282 // if value is 0 - use reactdeath
2283 // if value is 1 - use reactspecial
2284 // if value is string - use playsound instead (pst)
2285 const char *value
= tm
->QueryField (scriptName
, deadname
);
2288 DisplayStringCore(this, VB_REACT
, DS_CONSOLE
|DS_CONST
);
2291 DisplayStringCore(this, VB_REACT_S
, DS_CONSOLE
|DS_CONST
);
2295 int count
= CountElements(value
,',');
2296 if (count
<=0) break;
2297 count
= core
->Roll(1,count
,-1);
2300 while(*value
&& *value
!=',') value
++;
2301 if (*value
==',') value
++;
2303 strncpy(resref
, value
, 8);
2304 for(count
=0;count
<8 && resref
[count
]!=',';count
++) {};
2307 ieDword len
= core
->GetAudioDrv()->Play( resref
);
2308 ieDword counter
= ( AI_UPDATE_TIME
* len
) / 1000;
2316 //call this only from gui selects
2317 void Actor::SelectActor()
2319 DisplayStringCore(this, VB_SELECT
, DS_CONSOLE
|DS_CONST
);
2324 if (GetStat(IE_STATE_ID
)&STATE_PANIC
) {
2328 if (InParty
) core
->GetGame()->SelectActor(this, false, SELECT_NORMAL
);
2329 SetBaseBit(IE_STATE_ID
, STATE_PANIC
, true);
2330 DisplayStringCore(this, VB_PANIC
, DS_CONSOLE
|DS_CONST
);
2333 void Actor::SetMCFlag(ieDword arg
, int op
)
2335 ieDword tmp
= BaseStats
[IE_MC_FLAGS
];
2337 case BM_SET
: tmp
= arg
; break;
2338 case BM_OR
: tmp
|= arg
; break;
2339 case BM_NAND
: tmp
&= ~arg
; break;
2340 case BM_XOR
: tmp
^= arg
; break;
2341 case BM_AND
: tmp
&= arg
; break;
2343 SetBase(IE_MC_FLAGS
, tmp
);
2346 void Actor::DialogInterrupt()
2348 //if dialoginterrupt was set, no verbal constant
2349 if ( Modified
[IE_MC_FLAGS
]&MC_NO_TALK
)
2352 /* this part is unsure */
2353 if (Modified
[IE_EA
]>=EA_EVILCUTOFF
) {
2354 DisplayStringCore(this, VB_HOSTILE
, DS_CONSOLE
|DS_CONST
);
2356 DisplayStringCore(this, VB_DIALOG
, DS_CONSOLE
|DS_CONST
);
2360 static EffectRef fx_cure_sleep_ref
={"Cure:Sleep",NULL
,-1};
2362 void Actor::GetHit()
2364 SetStance( IE_ANI_DAMAGE
);
2365 DisplayStringCore(this, VB_DAMAGE
, DS_CONSOLE
|DS_CONST
);
2366 if (Modified
[IE_STATE_ID
]&STATE_SLEEP
) {
2367 if (Modified
[IE_EXTSTATE_ID
]&EXTSTATE_NO_WAKEUP
) {
2370 Effect
*fx
= EffectQueue::CreateEffect(fx_cure_sleep_ref
, 0, 0, FX_DURATION_INSTANT_PERMANENT
);
2371 fxqueue
.AddEffect(fx
);
2375 bool Actor::HandleCastingStance(const ieResRef SpellResRef
, bool deplete
)
2378 if (! spellbook
.HaveSpell( SpellResRef
, HS_DEPLETE
)) {
2379 SetStance(IE_ANI_READY
);
2383 SetStance(IE_ANI_CAST
);
2387 static EffectRef fx_sleep_ref
={"State:Helpless", NULL
, -1};
2389 //returns actual damage
2390 int Actor::Damage(int damage
, int damagetype
, Scriptable
*hitter
, int modtype
)
2392 //add lastdamagetype up ? maybe
2393 LastDamageType
|=damagetype
;
2394 if(hitter
&& hitter
->Type
==ST_ACTOR
) {
2395 LastHitter
=((Actor
*) hitter
)->GetID();
2397 //Maybe it should be something impossible like 0xffff, and use 'Someone'
2404 //damage = -NewBase(IE_HITPOINTS, (ieDword) -damage, MOD_ADDITIVE);
2407 //damage = -NewBase(IE_HITPOINTS, (ieDword) damage, MOD_ABSOLUTE);
2408 damage
= GetBase(IE_HITPOINTS
) - damage
;
2411 //damage = -NewBase(IE_HITPOINTS, (ieDword) damage, MOD_PERCENT);
2412 damage
= GetStat(IE_MAXHITPOINTS
) * 100 / damage
;
2415 //this shouldn't happen
2416 printMessage("Actor","Invalid damagetype!\n",RED
);
2421 ModifyDamage (this, (Actor
*)hitter
, damage
, resisted
, damagetype
, NULL
, false);
2422 if (damage
) GetHit();
2424 DisplayCombatFeedback(damage
, resisted
, damagetype
, (Actor
*)hitter
);
2426 if (BaseStats
[IE_HITPOINTS
] <= (ieDword
) damage
) {
2427 // common fists do normal damage, but cause sleeping for a round instead of death
2428 if ((damagetype
& DAMAGE_STUNNING
) && Modified
[IE_MINHITPOINTS
] <= 0) {
2429 NewBase(IE_HITPOINTS
, 1, MOD_ABSOLUTE
);
2430 Effect
*fx
= EffectQueue::CreateEffect(fx_sleep_ref
, 0, 0, FX_DURATION_INSTANT_LIMITED
);
2431 fx
->Duration
= 6; // 1 round
2432 core
->ApplyEffect(fx
, this, this);
2435 NewBase(IE_HITPOINTS
, (ieDword
) -damage
, MOD_ADDITIVE
);
2438 NewBase(IE_HITPOINTS
, (ieDword
) -damage
, MOD_ADDITIVE
);
2440 // also apply reputation damage if we hurt (but not killed) an innocent
2441 int reputation
= core
->GetGame()->Reputation
/ 10;
2442 if (Modified
[IE_CLASS
] == CLASS_INNOCENT
) {
2443 core
->GetGame()->SetReputation(reputation
*10 + reputationmod
[reputation
-1][1]);
2448 InternalFlags
|=IF_ACTIVE
;
2449 int chp
= (signed) BaseStats
[IE_HITPOINTS
];
2450 int damagelevel
= 3;
2453 } else if (damage
<10) {
2456 NewBase(IE_MORALE
, (ieDword
) -1, MOD_ADDITIVE
);
2458 damagelevel
= 0; //chunky death
2465 if (damagetype
& (DAMAGE_FIRE
|DAMAGE_MAGICFIRE
) ) {
2466 PlayDamageAnimation(DL_FIRE
+damagelevel
);
2467 } else if (damagetype
& (DAMAGE_COLD
|DAMAGE_MAGICCOLD
) ) {
2468 PlayDamageAnimation(DL_COLD
+damagelevel
);
2469 } else if (damagetype
& (DAMAGE_ELECTRICITY
) ) {
2470 PlayDamageAnimation(DL_ELECTRICITY
+damagelevel
);
2471 } else if (damagetype
& (DAMAGE_ACID
) ) {
2472 PlayDamageAnimation(DL_ACID
+damagelevel
);
2473 } else if (damagetype
& (DAMAGE_MAGIC
) ) {
2474 PlayDamageAnimation(DL_DISINTEGRATE
+damagelevel
);
2476 PlayDamageAnimation(damagelevel
);
2480 if (chp
<(signed) Modified
[IE_MAXHITPOINTS
]/10) {
2481 core
->Autopause(AP_WOUNDED
);
2484 core
->Autopause(AP_HIT
);
2485 core
->SetEventFlag(EF_PORTRAIT
);
2492 void Actor::DisplayCombatFeedback (unsigned int damage
, int resisted
, int damagetype
, Actor
*hitter
)
2494 bool detailed
= false;
2495 const char *type_name
= "unknown";
2496 if (core
->GetStringReference(STR_DMG_SLASHING
) != (ieStrRef
) -1) { // how and iwd2
2497 std::multimap
<ieDword
, DamageInfoStruct
>::iterator it
;
2498 it
= core
->DamageInfoMap
.find(damagetype
);
2499 if (it
!= core
->DamageInfoMap
.end()) {
2500 type_name
= core
->GetString(it
->second
.strref
, 0);
2505 if (damage
> 0 && resisted
!= DR_IMMUNE
) {
2506 printMessage("Actor", " ", GREEN
);
2507 printf("%d damage taken.\n", damage
);
2510 // 3 choices depending on resistance and boni
2511 // iwd2 also has two Tortoise Shell (spell) absorption strings
2512 core
->GetTokenDictionary()->SetAtCopy( "TYPE", type_name
);
2513 core
->GetTokenDictionary()->SetAtCopy( "AMOUNT", damage
);
2514 core
->GetTokenDictionary()->SetAtCopy( "DAMAGER", hitter
? hitter
->GetName(1) : this->GetName(1) );
2516 //Takes <AMOUNT> <TYPE> damage from <DAMAGER> (<RESISTED> damage bonus)
2517 core
->GetTokenDictionary()->SetAtCopy( "RESISTED", abs(resisted
));
2518 core
->DisplayConstantStringName(STR_DAMAGE3
, 0xffffff, this);
2519 } else if (resisted
> 0) {
2520 //Takes <AMOUNT> <TYPE> damage from <DAMAGER> (<RESISTED> damage resisted)
2521 core
->GetTokenDictionary()->SetAtCopy( "RESISTED", abs(resisted
));
2522 core
->DisplayConstantStringName(STR_DAMAGE2
, 0xffffff, this);
2524 //Takes <AMOUNT> <TYPE> damage from <DAMAGER>
2525 core
->DisplayConstantStringName(STR_DAMAGE1
, 0xffffff, this);
2527 } else if (stricmp( core
->GameType
, "pst" ) == 0) {
2528 if(0) printf("TODO: pst floating text\n");
2529 } else if (core
->GetStringReference(STR_DAMAGE_IMMUNITY
) == (ieStrRef
) -1 && core
->GetStringReference(STR_DAMAGE1
) != (ieStrRef
) -1) {
2532 core
->DisplayConstantStringName(STR_DAMAGE1
, 0xffffff, this);
2534 //<DAMAGER> did <AMOUNT> damage to <DAMAGEE>
2535 core
->GetTokenDictionary()->SetAtCopy( "DAMAGEE", GetName(1) );
2536 // wipe the DAMAGER token, so we can color it
2537 core
->GetTokenDictionary()->SetAtCopy( "DAMAGER", "" );
2538 core
->GetTokenDictionary()->SetAtCopy( "AMOUNT", damage
);
2539 core
->DisplayConstantStringName(STR_DAMAGE1
, 0xffffff, hitter
);
2542 if (resisted
== DR_IMMUNE
) {
2543 printMessage("Actor", " ", GREEN
);
2544 printf("is immune to damage type: %s.\n", type_name
);
2547 //<DAMAGEE> was immune to my <TYPE> damage
2548 core
->GetTokenDictionary()->SetAtCopy( "DAMAGEE", GetName(1) );
2549 core
->GetTokenDictionary()->SetAtCopy( "TYPE", type_name
);
2550 core
->DisplayConstantStringName(STR_DAMAGE_IMMUNITY
, 0xffffff, hitter
);
2551 } else if (core
->GetStringReference(STR_DAMAGE_IMMUNITY
) != (ieStrRef
) -1 && core
->GetStringReference(STR_DAMAGE1
) != (ieStrRef
) -1) {
2553 //<DAMAGEE> was immune to my damage.
2554 core
->GetTokenDictionary()->SetAtCopy( "DAMAGEE", GetName(1) );
2555 core
->DisplayConstantStringName(STR_DAMAGE_IMMUNITY
, 0xffffff, hitter
);
2556 } // else: other games don't display anything
2558 // mirror image or stoneskin: no message
2563 DataFileMgr
*resdata
= core
->GetResDataINI();
2565 PlayHitSound(resdata
, damagetype
, false);
2569 //Play PST specific hit sounds (HIT_0<dtype><armor>)
2570 void Actor::PlayHitSound(DataFileMgr
*resdata
, int damagetype
, bool suffix
)
2574 switch(damagetype
) {
2575 case DAMAGE_SLASHING
: type
= 1; break; //slashing
2576 case DAMAGE_PIERCING
: type
= 2; break; //piercing
2577 case DAMAGE_CRUSHING
: type
= 3; break; //crushing
2578 case DAMAGE_MISSILE
: type
= 4; break; //missile
2579 default: return; //other
2584 unsigned int animid
=BaseStats
[IE_ANIMATION_ID
];
2585 if(core
->HasFeature(GF_ONE_BYTE_ANIMID
)) {
2589 snprintf(section
,10,"%d", animid
);
2591 int armor
= resdata
->GetKeyAsInt(section
, "armor",0);
2592 if (armor
<0 || armor
>35) return;
2594 snprintf(Sound
,8,"HIT_0%d%c%c",type
, armor
+'A', suffix
?'1':0);
2596 core
->GetAudioDrv()->Play( Sound
,Pos
.x
,Pos
.y
,0 );
2599 //Just to quickly inspect debug maximum values
2601 void Actor::DumpMaxValues()
2603 int symbol
= core
->LoadSymbol( "stats" );
2604 SymbolMgr
*sym
= core
->GetSymbol( symbol
);
2606 for(int i
=0;i
<MAX_STATS
;i
++) {
2607 printf("%d (%s) %d\n", i
, sym
->GetValue(i
), maximum_values
[i
]);
2612 void Actor::DebugDump()
2616 printf( "Debugdump of Actor %s (%s, %s):\n", LongName
, ShortName
, GetName(-1) );
2617 printf ("Scripts:");
2618 for (i
= 0; i
< MAX_SCRIPTS
; i
++) {
2619 const char* poi
= "<none>";
2621 poi
= Scripts
[i
]->GetName();
2623 printf( " %.8s", poi
);
2625 printf( "\nArea: %.8s ", Area
);
2626 printf( "Dialog: %.8s\n", Dialog
);
2627 printf( "Global ID: %d Local ID: %d\n", globalID
, localID
);
2628 printf( "Script name:%.32s\n", scriptName
);
2629 printf( "TalkCount: %d ", TalkCount
);
2630 printf( "PartySlot: %d\n", InParty
);
2631 printf( "Allegiance: %d current allegiance:%d\n", BaseStats
[IE_EA
], Modified
[IE_EA
] );
2632 printf( "Class: %d current class:%d\n", BaseStats
[IE_CLASS
], Modified
[IE_CLASS
] );
2633 printf( "Race: %d current race:%d\n", BaseStats
[IE_RACE
], Modified
[IE_RACE
] );
2634 printf( "Gender: %d current gender:%d\n", BaseStats
[IE_SEX
], Modified
[IE_SEX
] );
2635 printf( "Specifics: %d current specifics:%d\n", BaseStats
[IE_SPECIFIC
], Modified
[IE_SPECIFIC
] );
2636 printf( "Alignment: %x current alignment:%x\n", BaseStats
[IE_ALIGNMENT
], Modified
[IE_ALIGNMENT
] );
2637 printf( "Morale: %d current morale:%d\n", BaseStats
[IE_MORALE
], Modified
[IE_MORALE
] );
2638 printf( "Moralebreak:%d Morale recovery:%d\n", Modified
[IE_MORALEBREAK
], Modified
[IE_MORALERECOVERYTIME
] );
2639 printf( "Visualrange:%d (Explorer: %d)\n", Modified
[IE_VISUALRANGE
], Modified
[IE_EXPLORE
] );
2640 printf( "current HP:%d\n", BaseStats
[IE_HITPOINTS
] );
2641 printf( "Mod[IE_ANIMATION_ID]: 0x%04X\n", Modified
[IE_ANIMATION_ID
] );
2642 printf( "Colors: ");
2643 if (core
->HasFeature(GF_ONE_BYTE_ANIMID
) ) {
2644 for(i
=0;i
<Modified
[IE_COLORCOUNT
];i
++) {
2645 printf(" %d", Modified
[IE_COLORS
+i
]);
2650 printf(" %d", Modified
[IE_COLORS
+i
]);
2653 printf( "\nWaitCounter: %d\n", (int) GetWait());
2654 printf( "LastTarget: %d %s\n", LastTarget
, GetActorNameByID(LastTarget
));
2655 printf( "LastTalked: %d %s\n", LastTalkedTo
, GetActorNameByID(LastTalkedTo
));
2664 const char* Actor::GetActorNameByID(ieDword ID
) const
2666 Actor
*actor
= GetCurrentArea()->GetActorByGlobalID(ID
);
2670 return actor
->GetScriptName();
2673 void Actor::SetMap(Map
*map
, ieWord LID
, ieWord GID
)
2675 //Did we have an area?
2676 bool effinit
=!GetCurrentArea();
2677 Scriptable::SetMap(map
); //now we have an area
2681 //These functions are called once when the actor is first put in
2682 //the area. It already has all the items (including fist) at this
2683 //time and it is safe to call effects.
2684 //This hack is to delay the equipping effects until the actor has
2685 //an area (and the game object is also existing)
2687 int SlotCount
= inventory
.GetSlotCount();
2688 for (int Slot
= 0; Slot
<SlotCount
;Slot
++) {
2689 int slottype
= core
->QuerySlotEffects( Slot
);
2691 case SLOT_EFFECT_NONE
:
2692 case SLOT_EFFECT_MELEE
:
2695 inventory
.EquipItem( Slot
);
2699 //We need to convert this to signed 16 bits, because
2700 //it is actually a 16 bit number.
2701 //It is signed to have the correct math
2702 //when adding it to the base slot (SLOT_WEAPON) in
2703 //case of quivers. (weird IE magic)
2704 //The other word is the equipped header.
2705 //find a quiver for the bow, etc
2706 if (Equipped
!=IW_NO_EQUIPPED
) {
2707 inventory
.EquipItem( Equipped
+inventory
.GetWeaponSlot());
2708 SetEquippedQuickSlot( inventory
.GetEquipped(), EquippedHeader
);
2713 void Actor::SetPosition(const Point
&position
, int jump
, int radius
)
2718 p
.x
= position
.x
/16;
2719 p
.y
= position
.y
/12;
2720 if (jump
&& !(Modified
[IE_DONOTJUMP
] & DNJ_FIT
) && size
) {
2721 GetCurrentArea()->AdjustPosition( p
, radius
);
2728 /* this is returning the level of the character for xp calculations
2729 and the average level for dual/multiclass (rounded up),
2730 also with iwd2's 3rd ed rules, this is why it is a separate function */
2731 ieDword
Actor::GetXPLevel(int modified
) const
2733 const ieDword
*stats
;
2742 float classcount
= 0;
2744 if (core
->HasFeature(GF_LEVELSLOT_PER_CLASS
)) {
2746 for (int i
=0; i
< 11; i
++) {
2747 if (stats
[levelslotsiwd2
[i
]] > 0) classcount
++;
2749 average
= stats
[IE_CLASSLEVELSUM
] / classcount
+ 0.5;
2752 int levels
[3]={stats
[IE_LEVEL
], stats
[IE_LEVEL2
], stats
[IE_LEVEL3
]};
2753 average
= levels
[0];
2755 if (IsDualClassed()) {
2757 if (levels
[1] > 0) {
2759 average
+= levels
[1];
2762 else if (IsMultiClassed()) {
2763 //classcount is the number of on bits in the MULTI field
2764 classcount
= bitcount (multiclass
);
2765 for (int i
=1; i
<classcount
; i
++)
2766 average
+= levels
[i
];
2767 } //else single classed
2768 average
= average
/ classcount
+ 0.5;
2770 return ieDword(average
);
2773 int Actor::GetWildMod(int level
) const
2775 if(GetStat(IE_KIT
)&0x8000) {
2776 if (level
>=MAX_LEVEL
) level
=MAX_LEVEL
;
2777 if(level
<1) level
=1;
2778 return wmlevels
[core
->Roll(1,20,-1)][level
-1];
2783 int Actor::CastingLevelBonus(int level
, int type
) const
2789 bonus
= GetStat(IE_CASTINGLEVELBONUSCLERIC
);
2792 bonus
= GetWildMod(level
) + GetStat(IE_CASTINGLEVELBONUSMAGE
);
2799 core
->GetTokenDictionary()->SetAtCopy("LEVELDIF", bonus
);
2802 core
->DisplayConstantStringName(STR_CASTER_LVL_INC
, 0xffffff, this);
2804 core
->DisplayConstantStringName(STR_CASTER_LVL_DEC
, 0xffffff, this);
2810 /** maybe this would be more useful if we calculate with the strength too
2812 int Actor::GetEncumbrance()
2814 return inventory
.GetWeight();
2817 EffectRef control_undead_ref
= { "ControlUndead", NULL
, -1};
2820 void Actor::Turn(Scriptable
*cleric
, ieDword turnlevel
)
2822 //this is safely hardcoded i guess
2823 if (Modified
[IE_GENERAL
]!=GEN_UNDEAD
) {
2827 if (this == cleric
) {//HACK: shouldn't be needed
2831 //determine if we see the cleric (distance)
2832 if (!CanSee(cleric
, this, true, GA_NO_DEAD
)) {
2836 //determine alignment (if equals, then no turning)
2838 //determine panic or destruction/control
2839 //we get the modified level
2840 if (turnlevel
>GetXPLevel(true)) {
2841 if (cleric
->Type
== ST_ACTOR
&& ((Actor
*)cleric
)->MatchesAlignmentMask(AL_EVIL
)) {
2842 Effect
*fx
= fxqueue
.CreateEffect(control_undead_ref
, GEN_UNDEAD
, 3, FX_DURATION_INSTANT_LIMITED
);
2843 if (!fx
) { // HACK: currently only works in how and iwd2
2844 printMessage("Actor","Invalid control undead effect!\n",RED
);
2848 fx
->Duration
= ROUND_SECONDS
;
2849 fx
->Target
= FX_TARGET_PRESET
;
2850 core
->ApplyEffect(fx
, this, cleric
);
2860 void Actor::Resurrect()
2862 if (!(Modified
[IE_STATE_ID
] & STATE_DEAD
)) {
2865 InternalFlags
&=IF_FROMGAME
; //keep these flags (what about IF_INITIALIZED)
2866 InternalFlags
|=IF_ACTIVE
|IF_VISIBLE
; //set these flags
2867 SetBase(IE_STATE_ID
, 0);
2868 SetBase(IE_MORALE
, 10);
2869 SetBase(IE_HITPOINTS
, BaseStats
[IE_MAXHITPOINTS
]);
2872 SetStance(IE_ANI_EMERGE
);
2873 //readjust death variable on resurrection
2874 if (core
->HasFeature(GF_HAS_KAPUTZ
) && (AppearanceFlags
&APP_DEATHVAR
)) {
2875 ieVariable DeathVar
;
2877 snprintf(DeathVar
,sizeof(ieVariable
),"%s_DEAD",scriptName
);
2878 Game
*game
=core
->GetGame();
2881 game
->kaputz
->Lookup(DeathVar
, value
);
2883 game
->kaputz
->SetAt(DeathVar
, value
-1);
2889 void Actor::Die(Scriptable
*killer
)
2893 if (InternalFlags
&IF_REALLYDIED
) {
2894 return; //can die only once
2897 int minhp
= (signed) Modified
[IE_MINHITPOINTS
];
2898 if (minhp
> 0) { //can't die
2899 SetBase(IE_HITPOINTS
, minhp
);
2902 //Can't simply set Selected to false, game has its own little list
2903 Game
*game
= core
->GetGame();
2904 game
->SelectActor(this, false, SELECT_NORMAL
);
2905 game
->OutAttack(GetID());
2909 SetModal( MS_NONE
);
2910 core
->DisplayConstantStringName(STR_DEATH
, 0xffffff, this);
2911 DisplayStringCore(this, VB_DIE
, DS_CONSOLE
|DS_CONST
);
2913 // clearing the search map here means it's not blocked during death animations
2914 // this is perhaps not ideal, but matches other searchmap code which uses
2915 // GA_NO_DEAD to exclude IF_JUSTDIED actors as well as dead ones
2917 area
->ClearSearchMapFor(this);
2919 //JUSTDIED will be removed when the Die() trigger executed
2920 //otherwise it is the same as REALLYDIED
2921 InternalFlags
|=IF_REALLYDIED
|IF_JUSTDIED
;
2922 SetStance( IE_ANI_DIE
);
2925 game
->PartyMemberDied(this);
2926 core
->Autopause(AP_DEAD
);
2930 killer
= area
->GetActorByGlobalID(LastHitter
);
2934 if (killer
->Type
==ST_ACTOR
) {
2935 act
= (Actor
*) killer
;
2941 //adjust kill statistics here
2942 PCStatsStruct
*stat
= act
->PCStats
;
2944 stat
->NotifyKill(Modified
[IE_XPVALUE
], ShortStrRef
);
2946 InternalFlags
|=IF_GIVEXP
;
2949 // friendly party summons' kills also grant xp
2950 if (act
->Modified
[IE_SEX
] == SEX_SUMMON
&& act
->Modified
[IE_EA
] == EA_CONTROLLED
) {
2951 InternalFlags
|=IF_GIVEXP
;
2956 // XP seems to be handed at out at the moment of death
2957 if (InternalFlags
&IF_GIVEXP
) {
2958 //give experience to party
2959 game
->ShareXP(Modified
[IE_XPVALUE
], sharexp
);
2962 // adjust reputation if the corpse was:
2963 // an innocent, a member of the Flaming Fist or something evil
2964 int reputation
= game
->Reputation
/ 10;
2966 if (Modified
[IE_CLASS
] == CLASS_INNOCENT
) {
2967 repmod
= reputationmod
[reputation
-1][0];
2968 } else if (Modified
[IE_CLASS
] == CLASS_FLAMINGFIST
) {
2969 repmod
= reputationmod
[reputation
-1][3];
2971 if (MatchesAlignmentMask(AL_EVIL
)) {
2972 repmod
+= reputationmod
[reputation
-1][7];
2975 game
->SetReputation(reputation
*10 + repmod
);
2983 // death variables are updated at the moment of death
2985 if (core
->HasFeature(GF_HAS_KAPUTZ
) ) {
2986 game
->kaputz
->Lookup(KillVar
, value
);
2987 game
->kaputz
->SetAt(KillVar
, value
+1);
2989 // iwd/iwd2 path *sets* this var, so i changed it, not sure about pst above
2990 game
->locals
->SetAt(KillVar
, 1);
2993 if (IncKillVar
[0]) {
2995 game
->locals
->Lookup(IncKillVar
, value
);
2996 game
->locals
->SetAt(IncKillVar
, value
+ 1);
2999 if (scriptName
[0]) {
3001 if (core
->HasFeature(GF_HAS_KAPUTZ
) ) {
3002 if (AppearanceFlags
&APP_DEATHVAR
) {
3003 snprintf(varname
, 32, "%s_DEAD", scriptName
);
3004 game
->kaputz
->Lookup(varname
, value
);
3005 game
->kaputz
->SetAt(varname
, value
+1);
3007 if (AppearanceFlags
&APP_DEATHTYPE
) {
3008 snprintf(varname
, 32, "KILL_%s", KillVar
);
3009 game
->kaputz
->Lookup(varname
, value
);
3010 game
->kaputz
->SetAt(varname
, value
+1);
3013 snprintf(varname
, 32, core
->GetDeathVarFormat(), scriptName
);
3014 game
->locals
->Lookup(varname
, value
);
3015 game
->locals
->SetAt(varname
, value
+1);
3020 snprintf(varname
, 32, "%s_DEAD", scriptName
);
3021 game
->locals
->Lookup(varname
, value
);
3022 game
->locals
->SetAt(varname
, 1);
3024 snprintf(varname
, 32, "%s_KILL_CNT", scriptName
);
3026 game
->locals
->Lookup(varname
, value
);
3027 game
->locals
->SetAt(varname
, value
+ 1);
3033 // racial dead count
3035 int racetable
= core
->LoadSymbol("race");
3036 if (racetable
!= -1) {
3037 Holder
<SymbolMgr
> race
= core
->GetSymbol(racetable
);
3038 const char *raceName
= race
->GetValue(Modified
[IE_RACE
]);
3040 // todo: should probably not set this for humans in iwd?
3041 snprintf(varname
, 32, "KILL_%s_CNT", raceName
);
3042 game
->locals
->Lookup(varname
, value
);
3043 game
->locals
->SetAt(varname
, value
+1);
3048 //death counters for PST
3051 if (AppearanceFlags
&j
) {
3053 game
->locals
->Lookup(CounterNames
[i
], value
);
3054 game
->locals
->SetAt(CounterNames
[i
], value
+DeathCounters
[i
]);
3059 // EXTRACOUNT is updated at the moment of death
3060 if (Modified
[IE_SEX
] == SEX_EXTRA
|| (Modified
[IE_SEX
] >= SEX_EXTRA2
&& Modified
[IE_SEX
] <= SEX_MAXEXTRA
)) {
3061 // if gender is set to one of the EXTRA values, then at death, we have to decrease
3062 // the relevant EXTRACOUNT area variable. scripts use this to check how many actors
3063 // of this extra id are still alive (for example, see the ToB challenge scripts)
3065 if (Modified
[IE_SEX
] == SEX_EXTRA
) {
3066 snprintf(varname
, 32, "EXTRACOUNT");
3068 snprintf(varname
, 32, "EXTRACOUNT%d", 2 + (Modified
[IE_SEX
] - SEX_EXTRA2
));
3071 Map
*area
= GetCurrentArea();
3074 area
->locals
->Lookup(varname
, value
);
3075 // i am guessing that we shouldn't decrease below 0
3077 area
->locals
->SetAt(varname
, value
-1);
3082 //a plot critical creature has died (iwd2)
3083 if (BaseStats
[IE_MC_FLAGS
]&MC_PLOT_CRITICAL
) {
3084 core
->GetGUIScriptEngine()->RunFunction("DeathWindowPlot", false);
3086 //ensure that the scripts of the actor will run as soon as possible
3090 void Actor::SetPersistent(int partyslot
)
3092 InParty
= (ieByte
) partyslot
;
3093 InternalFlags
|=IF_FROMGAME
;
3094 //if an actor is coming from a game, it should have these too
3098 void Actor::DestroySelf()
3100 InternalFlags
|=IF_CLEANUP
;
3101 // clear search map so that a new actor can immediately go there
3102 // (via ChangeAnimationCore)
3104 area
->ClearSearchMapFor(this);
3107 bool Actor::CheckOnDeath()
3109 if (InternalFlags
&IF_CLEANUP
) {
3112 if (InternalFlags
&IF_JUSTDIED
) {
3113 if (lastRunTime
== 0 || CurrentAction
|| GetNextAction()) {
3114 return false; //actor is currently dying, let him die first
3117 if (!(InternalFlags
&IF_REALLYDIED
) ) {
3120 //don't mess with the already deceased
3121 if (BaseStats
[IE_STATE_ID
]&STATE_DEAD
) {
3124 // don't destroy actors currently in a dialog
3125 GameControl
*gc
= core
->GetGameControl();
3126 if (gc
&& (globalID
== gc
->targetID
|| globalID
== gc
->speakerID
)) {
3130 //we need to check animID here, if it has not played the death
3131 //sequence yet, then we could return now
3133 //missed the opportunity of Died()
3134 InternalFlags
&=~IF_JUSTDIED
;
3136 // items seem to be dropped at the moment of death
3137 // .. but this can't go in Die() because that is called
3138 // from effects and dropping items might change effects!
3141 //remove all effects that are not 'permanent after death' here
3142 //permanent after death type is 9
3143 SetBaseBit(IE_STATE_ID
, STATE_DEAD
, true);
3145 // party actors are never removed
3146 if (InParty
) return false;
3148 if (Modified
[IE_MC_FLAGS
]&MC_REMOVE_CORPSE
) return true;
3149 if (Modified
[IE_MC_FLAGS
]&MC_KEEP_CORPSE
) return false;
3150 //if chunked death, then return true
3151 if (LastDamageType
&DAMAGE_CHUNKING
) {
3152 //play chunky animation
3153 //chunks are projectiles
3159 /* this will create a heap at location, and transfer the item(s) */
3160 void Actor::DropItem(const ieResRef resref
, unsigned int flags
)
3162 if (inventory
.DropItemAtLocation( resref
, flags
, area
, Pos
)) {
3167 void Actor::DropItem(int slot
, unsigned int flags
)
3169 if (inventory
.DropItemAtLocation( slot
, flags
, area
, Pos
)) {
3174 /** returns quick item data */
3175 /** if header==-1 which is a 'use quickitem' action */
3176 /** if header is set, then which is the absolute slot index, */
3177 /** and header is the header index */
3178 void Actor::GetItemSlotInfo(ItemExtHeader
*item
, int which
, int header
)
3183 memset(item
, 0, sizeof(ItemExtHeader
) );
3185 if (!PCStats
) return; //not a player character
3186 PCStats
->GetSlotAndIndex(which
,idx
,headerindex
);
3187 if (headerindex
==0xffff) return; //headerindex is invalid
3190 headerindex
=(ieWord
) header
;
3192 const CREItem
*slot
= inventory
.GetSlotItem(idx
);
3193 if (!slot
) return; //quick item slot is empty
3194 Item
*itm
= gamedata
->GetItem(slot
->ItemResRef
);
3195 if (!itm
) return; //quick item slot contains invalid item resref
3196 ITMExtHeader
*ext_header
= itm
->GetExtHeader(headerindex
);
3197 //item has no extended header, or header index is wrong
3198 if (!ext_header
) return;
3199 memcpy(item
->itemname
, slot
->ItemResRef
, sizeof(ieResRef
) );
3201 item
->headerindex
= headerindex
;
3202 memcpy(&(item
->AttackType
), &(ext_header
->AttackType
),
3203 ((char *) &(item
->itemname
)) -((char *) &(item
->AttackType
)) );
3204 if (headerindex
>=CHARGE_COUNTERS
) {
3207 item
->Charges
=slot
->Usages
[headerindex
];
3209 gamedata
->FreeItem(itm
,slot
->ItemResRef
, false);
3212 void Actor::ReinitQuickSlots()
3218 // Note: (wjp, 20061226)
3219 // This function needs some rethinking.
3220 // It tries to satisfy two things at the moment:
3221 // Fill quickslots when they are empty and an item is placed in the
3222 // inventory slot corresponding to the quickslot
3223 // Reset quickslots when an item is removed
3224 // Currently, it resets all slots when items are removed,
3225 // but it only refills the ACT_QSLOTn slots, not the ACT_WEAPONx slots.
3227 // Refilling a weapon slot is possible, but essentially duplicates a lot
3228 // of code from Inventory::EquipItem() which performs the same steps for
3229 // the Inventory::Equipped slot.
3230 // Hopefully, weapons/arrows are never added to inventory slots without
3231 // EquipItem being called.
3233 int i
=sizeof(PCStats
->QSlots
);
3237 if (i
<0) which
= ACT_WEAPON4
+i
+1;
3238 else which
= PCStats
->QSlots
[i
];
3244 CheckWeaponQuickSlot(which
);
3247 //WARNING:this cannot be condensed, because the symbols don't come in order!!!
3248 case ACT_QSLOT1
: slot
= inventory
.GetQuickSlot(); break;
3249 case ACT_QSLOT2
: slot
= inventory
.GetQuickSlot()+1; break;
3250 case ACT_QSLOT3
: slot
= inventory
.GetQuickSlot()+2; break;
3251 case ACT_QSLOT4
: slot
= inventory
.GetQuickSlot()+3; break;
3252 case ACT_QSLOT5
: slot
= inventory
.GetQuickSlot()+4; break;
3256 if (!slot
) continue;
3257 //if magic items are equipped the equipping info doesn't change
3260 // Note: we're now in the QSLOTn case
3261 // If slot is empty, reset quickslot to 0xffff/0xffff
3263 if (!inventory
.HasItemInSlot("", slot
)) {
3264 SetupQuickSlot(which
, 0xffff, 0xffff);
3268 PCStats
->GetSlotAndIndex(which
,idx
,headerindex
);
3269 if (idx
!= slot
|| headerindex
== 0xffff) {
3270 // If slot just became filled, set it to filled
3271 SetupQuickSlot(which
,slot
,0);
3276 //these are always present
3277 CheckWeaponQuickSlot(0);
3278 CheckWeaponQuickSlot(1);
3279 //disabling quick weapon slots for certain classes
3281 int which
= ACT_WEAPON3
+i
;
3282 // Assuming that ACT_WEAPON3 and 4 are always in the first two spots
3283 if (PCStats
->QSlots
[i
]!=which
) {
3284 SetupQuickSlot(which
, 0xffff, 0xffff);
3289 void Actor::CheckWeaponQuickSlot(unsigned int which
)
3291 if (!PCStats
) return;
3294 // If current quickweaponslot doesn't contain an item, reset it to fist
3295 int slot
= PCStats
->QuickWeaponSlots
[which
];
3296 int header
= PCStats
->QuickWeaponHeaders
[which
];
3297 if (!inventory
.HasItemInSlot("", slot
) || header
== 0xffff) {
3298 //a quiver just went dry, falling back to fist
3301 // If current quickweaponslot contains ammo, and bow not found, reset
3303 if (core
->QuerySlotEffects(slot
) == SLOT_EFFECT_MISSILE
) {
3304 const CREItem
*slotitm
= inventory
.GetSlotItem(slot
);
3306 Item
*itm
= gamedata
->GetItem(slotitm
->ItemResRef
);
3308 ITMExtHeader
*ext_header
= itm
->GetExtHeader(header
);
3310 int type
= ext_header
->ProjectileQualifier
;
3311 int weaponslot
= inventory
.FindTypedRangedWeapon(type
);
3312 if (weaponslot
== inventory
.GetFistSlot()) {
3318 gamedata
->FreeItem(itm
,slotitm
->ItemResRef
, false);
3323 SetupQuickSlot(ACT_WEAPON1
+which
, inventory
.GetFistSlot(), 0);
3327 void Actor::SetupQuickSlot(unsigned int which
, int slot
, int headerindex
)
3329 if (!PCStats
) return;
3330 PCStats
->InitQuickSlot(which
, slot
, headerindex
);
3331 //something changed about the quick items
3332 core
->SetEventFlag(EF_ACTION
);
3335 bool Actor::ValidTarget(int ga_flags
) const
3337 if (Immobile()) return false;
3338 //scripts can still see this type of actor
3340 if (ga_flags
&GA_NO_HIDDEN
) {
3341 if (Modified
[IE_AVATARREMOVAL
]) return false;
3342 if (Modified
[IE_EA
]>EA_GOODCUTOFF
&& Modified
[IE_STATE_ID
]&STATE_INVISIBLE
) return false;
3345 if (ga_flags
&GA_NO_ALLY
) {
3346 if(InParty
) return false;
3347 if(Modified
[IE_EA
]<=EA_GOODCUTOFF
) return false;
3350 if (ga_flags
&GA_NO_ENEMY
) {
3351 if(!InParty
&& (Modified
[IE_EA
]>=EA_EVILCUTOFF
) ) return false;
3354 if (ga_flags
&GA_NO_NEUTRAL
) {
3355 if((Modified
[IE_EA
]>EA_GOODCUTOFF
) && (Modified
[IE_EA
]<EA_EVILCUTOFF
) ) return false;
3358 switch(ga_flags
&GA_ACTION
) {
3360 if (Modified
[IE_STATE_ID
] & STATE_CANTSTEAL
) return false;
3363 //can't talk to dead
3364 if (Modified
[IE_STATE_ID
] & STATE_CANTLISTEN
) return false;
3365 //can't talk to hostile
3366 if (Modified
[IE_EA
]>=EA_EVILCUTOFF
) return false;
3369 if (ga_flags
&GA_NO_DEAD
) {
3370 if (InternalFlags
&IF_JUSTDIED
) return false;
3371 if (Modified
[IE_STATE_ID
] & STATE_DEAD
) return false;
3373 if (ga_flags
&GA_SELECT
) {
3374 if (UnselectableTimer
) return false;
3379 //returns true if it won't be destroyed with an area
3380 //in this case it shouldn't be saved with the area either
3381 //it will be saved in the savegame
3382 bool Actor::Persistent() const
3384 if (InParty
) return true;
3385 if (InternalFlags
&IF_FROMGAME
) return true;
3389 //this is a reimplementation of cheatkey a/s of bg2
3390 //cycling through animation/stance
3391 // a - get next animation, s - get next stance
3393 void Actor::GetNextAnimation()
3395 int RowNum
= anims
->AvatarsRowNum
- 1;
3397 RowNum
= CharAnimations::GetAvatarsCount() - 1;
3398 int NewAnimID
= CharAnimations::GetAvatarStruct(RowNum
)->AnimID
;
3399 printf ("AnimID: %04X\n", NewAnimID
);
3400 SetBase( IE_ANIMATION_ID
, NewAnimID
);
3401 //SetAnimationID ( NewAnimID );
3404 void Actor::GetPrevAnimation()
3406 int RowNum
= anims
->AvatarsRowNum
+ 1;
3407 if (RowNum
>=CharAnimations::GetAvatarsCount() )
3409 int NewAnimID
= CharAnimations::GetAvatarStruct(RowNum
)->AnimID
;
3410 printf ("AnimID: %04X\n", NewAnimID
);
3411 SetBase( IE_ANIMATION_ID
, NewAnimID
);
3412 //SetAnimationID ( NewAnimID );
3415 //slot is the projectile slot
3416 //This will return the projectile item.
3417 ITMExtHeader
*Actor::GetRangedWeapon(WeaponInfo
&wi
) const
3419 //EquippedSlot is the projectile. To get the weapon, use inventory.GetUsedWeapon()
3420 wi
.slot
= inventory
.GetEquippedSlot();
3421 const CREItem
*wield
= inventory
.GetSlotItem(wi
.slot
);
3425 Item
*item
= gamedata
->GetItem(wield
->ItemResRef
);
3429 //The magic of the bow and the arrow add up?
3430 wi
.enchantment
+= item
->Enchantment
;
3431 wi
.itemflags
= wield
->Flags
;
3432 //wi.range is not set, the projectile has no effect on range?
3434 ITMExtHeader
*which
= item
->GetWeaponHeader(true);
3435 gamedata
->FreeItem(item
, wield
->ItemResRef
, false);
3439 int Actor::IsDualWielding() const
3442 //if the shield slot is a weapon, we're dual wielding
3443 const CREItem
*wield
= inventory
.GetUsedWeapon(true, slot
);
3448 Item
*itm
= gamedata
->GetItem( wield
->ItemResRef
);
3453 //if the item is usable in weapon slot, then it is weapon
3454 int weapon
= core
->CanUseItemType( SLOT_WEAPON
, itm
);
3455 gamedata
->FreeItem( itm
, wield
->ItemResRef
, false );
3456 //is just weapon>0 ok?
3457 return (weapon
>0)?1:0;
3460 //returns weapon header currently used (bow in case of bow+arrow)
3461 //if range is nonzero, then the returned header is valid
3462 ITMExtHeader
*Actor::GetWeapon(WeaponInfo
&wi
, bool leftorright
)
3464 //only use the shield slot if we are dual wielding
3465 leftorright
= leftorright
&& IsDualWielding();
3467 const CREItem
*wield
= inventory
.GetUsedWeapon(leftorright
, wi
.slot
);
3471 Item
*item
= gamedata
->GetItem(wield
->ItemResRef
);
3476 wi
.enchantment
= item
->Enchantment
;
3477 wi
.itemflags
= wield
->Flags
;
3478 wi
.prof
= item
->WeaProf
;
3480 //select first weapon header
3481 ITMExtHeader
*which
;
3482 if (GetAttackStyle() == WEAPON_RANGED
) {
3483 which
= item
->GetWeaponHeader(true);
3484 wi
.backstabbing
= false;
3486 which
= item
->GetWeaponHeader(false);
3487 // any melee weapon usable by a single class thief is game (UAI does not affect this)
3488 wi
.backstabbing
= !(item
->UsabilityBitmask
& 0x400000);
3491 //make sure we use 'false' in this freeitem
3492 //so 'which' won't point into invalid memory
3493 gamedata
->FreeItem(item
, wield
->ItemResRef
, false);
3497 if (which
->Location
!=ITEM_LOC_WEAPON
) {
3500 wi
.range
= which
->Range
+1;
3502 //return which->Range+1;
3505 void Actor::GetNextStance()
3507 static int Stance
= IE_ANI_AWAKE
;
3509 if (--Stance
< 0) Stance
= MAX_ANIMS
-1;
3510 printf ("StanceID: %d\n", Stance
);
3511 SetStance( Stance
);
3514 int Actor::LearnSpell(const ieResRef spellname
, ieDword flags
)
3516 if (spellbook
.HaveSpell(spellname
, 0) ) {
3519 Spell
*spell
= gamedata
->GetSpell(spellname
);
3521 return LSR_INVALID
; //not existent spell
3524 if (flags
& LS_STATS
) {
3525 // chance to learn roll
3526 if (LuckyRoll(1,100,0) > core
->GetIntelligenceBonus(0, GetStat(IE_INT
))) {
3531 int explev
= spellbook
.LearnSpell(spell
, flags
&LS_MEMO
);
3532 int tmp
= spell
->SpellName
;
3533 if (flags
&LS_LEARN
) {
3534 core
->GetTokenDictionary()->SetAt("SPECIALABILITYNAME", core
->GetString(tmp
));
3535 switch (spell
->SpellType
) {
3537 tmp
= STR_GOTABILITY
;
3547 gamedata
->FreeSpell(spell
, spellname
, false);
3552 core
->DisplayConstantStringName(tmp
, 0xbcefbc, this);
3554 if (flags
&LS_ADDXP
) {
3555 AddExperience(XP_LEARNSPELL
, explev
);
3560 const char *Actor::GetDialog(int flags
) const
3565 if (Modified
[IE_EA
]>=EA_EVILCUTOFF
) {
3569 if ( (InternalFlags
& IF_NOINT
) && CurrentAction
) {
3571 core
->DisplayConstantString(STR_TARGETBUSY
,0xff0000);
3578 void Actor::CreateStats()
3581 PCStats
= new PCStatsStruct();
3585 const char* Actor::GetScript(int ScriptIndex
) const
3587 return Scripts
[ScriptIndex
]->GetName();
3590 void Actor::SetModal(ieDword newstate
, bool force
)
3597 case MS_DETECTTRAPS
:
3608 // display the turning-off message
3609 if (ModalState
!= MS_NONE
) {
3610 core
->DisplayStringName(core
->ModalStates
[ModalState
].leaving_str
, 0xffffff, this, IE_STR_SOUND
|IE_STR_SPEECH
);
3613 // when called with the same state twice, toggle to MS_NONE
3614 if (!force
&& ModalState
== newstate
) {
3615 ModalState
= MS_NONE
;
3617 ModalState
= newstate
;
3620 //update the action bar
3621 core
->SetEventFlag(EF_ACTION
);
3623 ModalState
= newstate
;
3627 //this is just a stub function for now, attackstyle could be melee/ranged
3628 //even spells got this attack style
3629 int Actor::GetAttackStyle()
3632 //Non NULL if the equipped slot is a projectile or a throwing weapon
3633 //TODO some weapons have both melee and ranged capability
3634 if (GetRangedWeapon(wi
) != NULL
) return WEAPON_RANGED
;
3635 return WEAPON_MELEE
;
3638 void Actor::SetTarget( Scriptable
*target
)
3640 if (target
->Type
==ST_ACTOR
) {
3641 Actor
*tar
= (Actor
*) target
;
3642 LastTarget
= tar
->GetID();
3643 tar
->LastAttacker
= GetID();
3644 //we tell the game object that this creature
3645 //must be added to the list of combatants
3646 core
->GetGame()->InAttack(tar
->LastAttacker
);
3648 SetOrientation( GetOrient( target
->Pos
, Pos
), false );
3651 //in case of LastTarget = 0
3652 void Actor::StopAttack()
3654 SetStance(IE_ANI_READY
);
3655 core
->GetGame()->OutAttack(GetID());
3656 InternalFlags
|=IF_TARGETGONE
; //this is for the trigger!
3658 core
->Autopause(AP_NOTARGET
);
3662 int Actor::Immobile() const
3664 if (GetStat(IE_CASTERHOLD
)) {
3667 if (GetStat(IE_HELD
)) {
3673 //calculate how many attacks will be performed
3675 //only called when Game thinks we are in attack
3676 //so it is safe to do cleanup here (it will be called only once)
3677 void Actor::InitRound(ieDword gameTime
, bool secondround
)
3679 lastInit
= gameTime
;
3681 //roundTime will equal 0 if we aren't attacking something
3683 //only perform calculations at the beginning of the round!
3684 if (((gameTime
-roundTime
)%ROUND_SIZE
!= 0) || \
3685 (roundTime
== lastInit
)) {
3690 //reset variables used in PerformAttack
3692 attacksperround
= 0;
3696 //we set roundTime to zero on any of the following returns, because this
3697 //is guaranteed to be the start of a round, and we only want roundTime
3698 //if we are attacking this round
3699 if (InternalFlags
&IF_STOPATTACK
) {
3700 core
->GetGame()->OutAttack(GetID());
3711 //if held or disabled, etc, then cannot continue attacking
3712 ieDword state
= GetStat(IE_STATE_ID
);
3713 if (state
&STATE_CANTMOVE
) {
3722 //add one for second round to get an extra attack only if we
3723 //are x/2 attacks per round
3724 attackcount
= GetStat(IE_NUMBEROFATTACKS
);
3728 //all numbers of attacks are stored at twice their value
3731 //make sure we always get at least 1apr
3732 if (attackcount
< 1) attackcount
= 1;
3734 //set our apr and starting round time
3735 attacksperround
= attackcount
;
3736 roundTime
= gameTime
;
3738 //print a little message :)
3739 printMessage("InitRound", " ", WHITE
);
3740 printf("Name: %s | Attacks: %d | Start: %d\n", ShortName
, attacksperround
, gameTime
);
3742 // this might not be the right place, but let's give it a go
3743 if (attacksperround
&& InParty
) {
3744 core
->Autopause(AP_ENDROUND
);
3748 bool Actor::GetCombatDetails(int &tohit
, bool leftorright
, WeaponInfo
& wi
, ITMExtHeader
*&header
, ITMExtHeader
*&hittingheader
, \
3749 ieDword
&Flags
, int &DamageBonus
, int &speed
, int &CriticalBonus
, int &style
)
3751 tohit
= GetStat(IE_TOHIT
);
3752 speed
= -GetStat(IE_PHYSICALSPEED
);
3753 bool dualwielding
= IsDualWielding();
3754 header
= GetWeapon(wi
, leftorright
&& dualwielding
);
3760 hittingheader
= header
;
3761 ITMExtHeader
*rangedheader
= NULL
;
3762 int THAC0Bonus
= hittingheader
->THAC0Bonus
;
3763 DamageBonus
= hittingheader
->DamageBonus
;
3764 switch(hittingheader
->AttackType
) {
3766 Flags
= WEAPON_MELEE
;
3768 case ITEM_AT_PROJECTILE
: //throwing weapon
3769 Flags
= WEAPON_RANGED
;
3772 rangedheader
= GetRangedWeapon(wi
);
3773 if (!rangedheader
) {
3774 //display out of ammo verbal constant if there is any???
3775 //DisplayStringCore(this, VB_OUTOFAMMO, DS_CONSOLE|DS_CONST );
3776 SetStance(IE_ANI_READY
);
3780 Flags
= WEAPON_RANGED
;
3781 //The bow can give some bonuses, but the core attack is made by the arrow.
3782 hittingheader
= rangedheader
;
3783 THAC0Bonus
+= rangedheader
->THAC0Bonus
;
3784 DamageBonus
+= rangedheader
->DamageBonus
;
3787 //item is unsuitable for fight
3788 SetStance(IE_ANI_READY
);
3791 //this flag is set by the bow in case of projectile launcher.
3792 if (header
->RechargeFlags
&IE_ITEM_USESTRENGTH
) Flags
|=WEAPON_USESTRENGTH
;
3794 // get our dual wielding modifier
3797 DamageBonus
+= GetStat(IE_DAMAGEBONUSLEFT
);
3799 DamageBonus
+= GetStat(IE_DAMAGEBONUSRIGHT
);
3802 leftorright
= leftorright
&& dualwielding
;
3803 if (leftorright
) Flags
|=WEAPON_LEFTHAND
;
3805 //add in proficiency bonuses
3807 if (wi
.prof
&& (wi
.prof
<= MAX_STATS
)) {
3808 stars
= GetStat(wi
.prof
)&PROFS_MASK
;
3810 //hit/damage/speed bonuses from wspecial
3811 if ((signed)stars
> wspecial_max
) {
3812 stars
= wspecial_max
;
3814 THAC0Bonus
+= wspecial
[stars
][0];
3815 DamageBonus
+= wspecial
[stars
][1];
3816 speed
+= wspecial
[stars
][2];
3817 // add non-proficiency penalty, which is missing from the table
3818 if (stars
== 0) THAC0Bonus
-= 4;
3821 if (IsDualWielding() && wsdualwield
) {
3822 //add dual wielding penalty
3823 stars
= GetStat(IE_PROFICIENCY2WEAPON
)&PROFS_MASK
;
3824 if (stars
> STYLE_MAX
) stars
= STYLE_MAX
;
3826 style
= 1000*stars
+ IE_PROFICIENCY2WEAPON
;
3827 THAC0Bonus
+= wsdualwield
[stars
][leftorright
?1:0];
3828 } else if (wi
.itemflags
&(IE_INV_ITEM_TWOHANDED
) && (Flags
&WEAPON_MELEE
) && wstwohanded
) {
3829 //add two handed profs bonus
3830 stars
= GetStat(IE_PROFICIENCY2HANDED
)&PROFS_MASK
;
3831 if (stars
> STYLE_MAX
) stars
= STYLE_MAX
;
3833 style
= 1000*stars
+ IE_PROFICIENCY2HANDED
;
3834 DamageBonus
+= wstwohanded
[stars
][0];
3835 CriticalBonus
= wstwohanded
[stars
][1];
3836 speed
+= wstwohanded
[stars
][2];
3837 } else if (Flags
&WEAPON_MELEE
) {
3839 CREItem
*weapon
= inventory
.GetUsedWeapon(true, slot
);
3840 if(wssingle
&& weapon
== NULL
) {
3841 //NULL return from GetUsedWeapon means no shield slot
3842 stars
= GetStat(IE_PROFICIENCYSINGLEWEAPON
)&PROFS_MASK
;
3843 if (stars
> STYLE_MAX
) stars
= STYLE_MAX
;
3845 style
= 1000*stars
+ IE_PROFICIENCYSINGLEWEAPON
;
3846 CriticalBonus
= wssingle
[stars
][1];
3847 } else if (wsswordshield
&& weapon
) {
3848 stars
= GetStat(IE_PROFICIENCYSWORDANDSHIELD
)&PROFS_MASK
;
3849 if (stars
> STYLE_MAX
) stars
= STYLE_MAX
;
3851 style
= 1000*stars
+ IE_PROFICIENCYSWORDANDSHIELD
;
3856 // ranged - no bonus
3859 // TODO: Elves get a racial THAC0 bonus with all swords and bows in BG2 (but not daggers)
3861 //second parameter is left or right hand flag
3862 tohit
= GetToHit(THAC0Bonus
, Flags
);
3866 int Actor::GetToHit(int bonus
, ieDword Flags
)
3870 //get our dual wielding modifier
3871 if (IsDualWielding()) {
3872 if (Flags
&WEAPON_LEFTHAND
) {
3873 tohit
+= GetStat(IE_HITBONUSLEFT
);
3875 tohit
+= GetStat(IE_HITBONUSRIGHT
);
3879 //get attack style (melee or ranged)
3880 switch(Flags
&WEAPON_STYLEMASK
) {
3882 tohit
+= GetStat(IE_MELEETOHIT
);
3885 tohit
+= GetStat(IE_FISTHIT
);
3888 tohit
+= GetStat(IE_MISSILEHITBONUS
);
3889 //add dexterity bonus
3890 tohit
+= core
->GetDexterityBonus(STAT_DEX_MISSILE
, GetStat(IE_DEX
));
3894 //add strength bonus if we need
3895 if (Flags
&WEAPON_USESTRENGTH
) {
3896 tohit
+= core
->GetStrengthBonus(0,GetStat(IE_STR
), GetStat(IE_STREXTRA
) );
3899 // if the target is using a ranged weapon while we're meleeing, we get a +4 bonus
3900 if ((Flags
&WEAPON_STYLEMASK
) != WEAPON_RANGED
) {
3901 Actor
*target
= area
->GetActorByGlobalID(LastTarget
);
3902 if (target
&& target
->GetAttackStyle() == WEAPON_RANGED
) {
3907 // add +4 attack bonus vs racial enemies
3908 if (GetRangerLevel()) {
3909 Actor
*target
= area
->GetActorByGlobalID(LastTarget
);
3910 if (target
&& IsRacialEnemy(target
)) {
3916 tohit
= (signed)GetStat(IE_TOHIT
)-tohit
;
3918 tohit
+= GetStat(IE_TOHIT
);
3923 static const int weapon_damagetype
[] = {DAMAGE_CRUSHING
, DAMAGE_PIERCING
,
3924 DAMAGE_CRUSHING
, DAMAGE_SLASHING
, DAMAGE_MISSILE
, DAMAGE_STUNNING
};
3926 int Actor::GetDefense(int DamageType
)
3928 //specific damage type bonus.
3932 switch (weapon_damagetype
[DamageType
]) {
3933 case DAMAGE_CRUSHING
:
3934 defense
+= GetStat(IE_ACCRUSHINGMOD
);
3936 case DAMAGE_PIERCING
:
3937 defense
+= GetStat(IE_ACPIERCINGMOD
);
3939 case DAMAGE_SLASHING
:
3940 defense
+= GetStat(IE_ACSLASHINGMOD
);
3942 case DAMAGE_MISSILE
:
3943 defense
+= GetStat(IE_ACMISSILEMOD
);
3945 //What about stunning ?
3950 //check for s/s and single weapon ac bonuses
3951 if (!IsDualWielding() && wssingle
&& wsswordshield
) {
3953 ITMExtHeader
* header
;
3954 header
= GetWeapon(wi
, false);
3955 //make sure we're wielding a single melee weapon
3956 if (header
&& (header
->AttackType
== ITEM_AT_MELEE
)) {
3959 if (inventory
.GetUsedWeapon(true, slot
) == NULL
) {
3960 //single-weapon style applies to all ac
3961 stars
= GetStat(IE_PROFICIENCYSINGLEWEAPON
)&PROFS_MASK
;
3962 if (stars
>STYLE_MAX
) stars
= STYLE_MAX
;
3963 defense
+= wssingle
[stars
][0];
3964 } else if (weapon_damagetype
[DamageType
] == DAMAGE_MISSILE
) {
3965 //sword-shield style applies only to missile ac
3966 stars
= GetStat(IE_PROFICIENCYSWORDANDSHIELD
)&PROFS_MASK
;
3967 if (stars
>STYLE_MAX
) stars
= STYLE_MAX
;
3968 defense
+= wsswordshield
[stars
][0];
3974 defense
= GetStat(IE_ARMORCLASS
)-defense
;
3976 defense
+= GetStat(IE_ARMORCLASS
);
3978 //Dexterity bonus is stored negative in 2da files.
3979 return defense
+ core
->GetDexterityBonus(STAT_DEX_AC
, GetStat(IE_DEX
) );
3982 void Actor::PerformAttack(ieDword gameTime
)
3984 // start a new round if we really don't have one yet
3986 InitRound(gameTime
, false);
3989 //only return if we don't have any attacks left this round
3990 if (attackcount
==0) return;
3992 // this check shouldn't be necessary, but it causes a divide-by-zero below,
3993 // so i would like it to be clear if it ever happens
3994 if (attacksperround
==0) {
3995 printMessage("Actor", "APR was 0 in PerformAttack!\n", RED
);
3999 //don't continue if we can't make the attack yet
4000 //we check lastattack because we will get the same gameTime a few times
4001 if ((nextattack
> gameTime
) || (gameTime
== lastattack
)) {
4002 // fuzzie added the following line as part of the UpdateActorState hack below
4003 lastattack
= gameTime
;
4007 if (InternalFlags
&IF_STOPATTACK
) {
4008 // this should be avoided by the AF_ALIVE check by all the calling actions
4009 printMessage("Actor", "Attack by dead actor!\n", LIGHT_RED
);
4014 printMessage("Actor", "Attack without valid target ID!\n", LIGHT_RED
);
4018 Actor
*target
= area
->GetActorByGlobalID(LastTarget
);
4020 if (target
&& (target
->GetStat(IE_STATE_ID
)&STATE_DEAD
)) {
4025 printMessage("Actor", "Attack without valid target!\n", LIGHT_RED
);
4029 printf("Performattack for %s, target is: %s\n", ShortName
, target
->ShortName
);
4031 //which hand is used
4032 //we do apr - attacksleft so we always use the main hand first
4033 bool leftorright
= (bool) ((attacksperround
-attackcount
)&1);
4036 ITMExtHeader
*header
= NULL
;
4037 ITMExtHeader
*hittingheader
= NULL
;
4040 int DamageBonus
, CriticalBonus
;
4043 //will return false on any errors (eg, unusable weapon)
4044 if (!GetCombatDetails(tohit
, leftorright
, wi
, header
, hittingheader
, Flags
, DamageBonus
, speed
, CriticalBonus
, style
)) {
4048 //if this is the first call of the round, we need to update next attack
4049 if (nextattack
== 0) {
4050 //FIXME: figure out exactly how initiative is calculated
4051 int initiative
= core
->Roll(1, 5, GetXPLevel(true)/(-8));
4052 int spdfactor
= hittingheader
->Speed
+ speed
+ initiative
;
4053 if (spdfactor
<0) spdfactor
= 0;
4054 if (spdfactor
>10) spdfactor
= 10;
4056 //(round_size/attacks_per_round)*(initiative) is the first delta
4057 nextattack
= ROUND_SIZE
*spdfactor
/(attacksperround
*10) + gameTime
;
4059 //we can still attack this round if we have a speed factor of 0
4060 if (nextattack
> gameTime
) {
4065 if((PersonalDistance(this, target
) > wi
.range
*10) || (GetCurrentArea()!=target
->GetCurrentArea() ) ) {
4066 // this is a temporary double-check, remove when bugfixed
4067 printMessage("Actor", "Attack action didn't bring us close enough!", LIGHT_RED
);
4071 SetStance(AttackStance
);
4073 //figure out the time for our next attack since the old time has the initiative
4074 //in it, we only have to add the basic delta
4076 nextattack
+= (ROUND_SIZE
/attacksperround
);
4077 lastattack
= gameTime
;
4080 if (leftorright
&& IsDualWielding()) {
4081 printMessage("Attack","(Off) ", YELLOW
);
4083 printMessage("Attack","(Main) ", GREEN
);
4085 if (attacksperround
) {
4086 printf("Left: %d | ", attackcount
);
4087 printf("Next: %d ", nextattack
);
4090 int roll
= LuckyRoll(1, ATTACKROLL
, 0);
4093 printBracket("Critical Miss", RED
);
4095 core
->DisplayConstantStringName(STR_CRITICAL_MISS
, 0xffffff, this);
4096 DisplayStringCore(this, VB_CRITMISS
, DS_CONSOLE
|DS_CONST
);
4097 if (Flags
&WEAPON_RANGED
) {//no need for this with melee weapon!
4098 UseItem(wi
.slot
, (ieDword
)-2, target
, UI_MISS
);
4099 } else if (core
->HasFeature(GF_BREAKABLE_WEAPONS
)) {
4101 //TODO: this appears to be a random roll on-hit (perhaps critical failure
4102 // too); we use 1% (1d20*1d5==1)
4103 if ((header
->RechargeFlags
&IE_ITEM_BREAKABLE
) && core
->Roll(1,5,0) == 1) {
4104 inventory
.BreakItemSlot(wi
.slot
);
4111 //modify defense with damage type
4112 ieDword damagetype
= hittingheader
->DamageType
;
4116 if (hittingheader
->DiceThrown
<256) {
4117 damage
+= LuckyRoll(hittingheader
->DiceThrown
, hittingheader
->DiceSides
, 0, 1, 0);
4118 damage
+= DamageBonus
;
4119 printf("| Damage %dd%d%+d = %d ",hittingheader
->DiceThrown
, hittingheader
->DiceSides
, DamageBonus
, damage
);
4121 printf("| No Damage");
4125 if (roll
>= (ATTACKROLL
- (int) GetStat(IE_CRITICALHITBONUS
) - CriticalBonus
)) {
4127 printBracket("Critical Hit", GREEN
);
4129 core
->DisplayConstantStringName(STR_CRITICAL_HIT
, 0xffffff, this);
4130 DisplayStringCore(this, VB_CRITHIT
, DS_CONSOLE
|DS_CONST
);
4131 ModifyDamage (target
, this, damage
, resisted
, weapon_damagetype
[damagetype
], &wi
, true);
4132 UseItem(wi
.slot
, Flags
&WEAPON_RANGED
?-2:-1, target
, 0, damage
);
4139 //get target's defense against attack
4140 int defense
= target
->GetDefense(damagetype
);
4144 success
= roll
> tohit
- defense
;
4146 success
= tohit
+ roll
> defense
;
4151 if (Flags
&WEAPON_RANGED
) {//Launch the projectile anyway
4152 UseItem(wi
.slot
, (ieDword
)-2, target
, UI_MISS
);
4155 printBracket("Missed", LIGHT_RED
);
4159 printBracket("Hit", GREEN
);
4161 ModifyDamage (target
, this, damage
, resisted
, weapon_damagetype
[damagetype
], &wi
, false);
4162 UseItem(wi
.slot
, Flags
&WEAPON_RANGED
?-2:-1, target
, 0, damage
);
4166 static EffectRef fx_stoneskin_ref
={"StoneSkinModifier",NULL
,-1};
4167 static EffectRef fx_stoneskin2_ref
={"StoneSkin2Modifier",NULL
,-1};
4168 static EffectRef fx_mirrorimage_ref
={"MirrorImageModifier",NULL
,-1};
4169 static EffectRef fx_aegis_ref
={"Aegis",NULL
,-1};
4171 void Actor::ModifyDamage(Actor
*target
, Actor
*hitter
, int &damage
, int &resisted
, int damagetype
, WeaponInfo
*wi
, bool critical
)
4174 int mirrorimages
= target
->Modified
[IE_MIRRORIMAGES
];
4176 if (LuckyRoll(1,mirrorimages
+1,0) != 1) {
4177 target
->fxqueue
.DecreaseParam1OfEffect(fx_mirrorimage_ref
, 1);
4178 target
->Modified
[IE_MIRRORIMAGES
]--;
4184 // only check stone skins if damage type is physical or magical
4185 // DAMAGE_CRUSHING is 0, so we can't AND with it to check for its presence
4186 if (!(damagetype
& ~(DAMAGE_PIERCING
|DAMAGE_SLASHING
|DAMAGE_MISSILE
|DAMAGE_MAGIC
))) {
4187 int stoneskins
= target
->Modified
[IE_STONESKINS
];
4189 target
->fxqueue
.DecreaseParam1OfEffect(fx_stoneskin_ref
, 1);
4190 target
->fxqueue
.DecreaseParam1OfEffect(fx_aegis_ref
, 1);
4191 target
->Modified
[IE_STONESKINS
]--;
4196 stoneskins
= target
->Modified
[IE_STONESKINSGOLEM
];
4198 target
->fxqueue
.DecreaseParam1OfEffect(fx_stoneskin2_ref
, 1);
4199 target
->Modified
[IE_STONESKINSGOLEM
]--;
4206 if (BaseStats
[IE_BACKSTABDAMAGEMULTIPLIER
] > 1) {
4207 if (Modified
[IE_STATE_ID
] & (ieDword
) (STATE_INVISIBLE
) || Modified
[IE_ALWAYSBACKSTAB
]) {
4208 if ( !(core
->HasFeature(GF_PROPER_BACKSTAB
) && !IsBehind(target
)) ) {
4209 if (target
->Modified
[IE_DISABLEBACKSTAB
]) {
4210 // The backstab seems to have failed
4211 core
->DisplayConstantString (STR_BACKSTAB_FAIL
, 0xffffff);
4213 if (wi
->backstabbing
) {
4214 damage
*= Modified
[IE_BACKSTABDAMAGEMULTIPLIER
];
4215 // display a simple message instead of hardcoding multiplier names
4216 core
->DisplayConstantStringValue (STR_BACKSTAB
, 0xffffff, Modified
[IE_BACKSTABDAMAGEMULTIPLIER
]);
4218 // weapon is unsuitable for backstab
4219 core
->DisplayConstantString (STR_BACKSTAB_BAD
, 0xffffff);
4226 // add strength bonus; backstab does not affect it
4227 // TODO: should actually check WEAPON_USESTRENGTH, since a sling in bg2 has it
4228 if (GetAttackStyle() != WEAPON_RANGED
) {
4229 damage
+= core
->GetStrengthBonus(1, GetStat(IE_STR
), GetStat(IE_STREXTRA
) );
4233 if (wi
&& target
->fxqueue
.WeaponImmunity(wi
->enchantment
, wi
->itemflags
)) {
4235 resisted
= DR_IMMUNE
; // mark immunity for GetCombatDetails
4237 // check damage type immunity / resistance / susceptibility
4238 std::multimap
<ieDword
, DamageInfoStruct
>::iterator it
;
4239 it
= core
->DamageInfoMap
.find(damagetype
);
4240 if (it
== core
->DamageInfoMap
.end()) {
4241 printf("Unhandled damagetype:%d\n", damagetype
);
4242 } else if (it
->second
.resist_stat
== 0) {
4243 // damage type without a resistance stat
4245 damage
+= (signed)target
->GetStat(IE_DAMAGEBONUS
);
4246 resisted
= (int) (damage
* (signed)target
->GetStat(it
->second
.resist_stat
)/100.0);
4247 // check for bonuses for specific damage types
4248 if (core
->HasFeature(GF_SPECIFIC_DMG_BONUS
) && hitter
) {
4249 int bonus
= hitter
->fxqueue
.SpecificDamageBonus(it
->second
.iwd_mod_type
);
4251 resisted
-= int (damage
* bonus
/ 100.0);
4252 printf("Bonus damage of %d (%+d%%), neto: %d\n", int (damage
* bonus
/ 100.0), bonus
, -resisted
);
4256 printf("Resisted %d of %d at %d%% resistance to %d\n", resisted
, damage
+resisted
, target
->GetStat(it
->second
.resist_stat
), damagetype
);
4257 if (damage
<= 0) resisted
= DR_IMMUNE
;
4261 //check casting failure
4262 if (damage
<0) damage
= 0;
4264 DisplayStringCore(this, VB_TIMMUNE
, DS_CONSOLE
|DS_CONST
);
4269 //a critical surely raises the morale?
4270 NewBase(IE_MORALE
, 1, MOD_ADDITIVE
);
4271 int head
= inventory
.GetHeadSlot();
4272 if ((head
!=-1) && target
->inventory
.HasItemInSlot("",(ieDword
) head
)) {
4273 //critical hit is averted by helmet
4274 core
->DisplayConstantStringName(STR_NO_CRITICAL
, 0xffffff, target
);
4276 damage
<<=1; //critical damage is always double?
4277 core
->timer
->SetScreenShake(16,16,8);
4283 void Actor::UpdateActorState(ieDword gameTime
) {
4284 //apply the modal effect on the beginning of each round
4285 if (((gameTime
-roundTime
)%ROUND_SIZE
==0) && ModalState
) {
4286 if (!ModalSpell
[0]) {
4287 printMessage("Actor","Modal Spell Effect was not set!\n", YELLOW
);
4289 } else if(ModalSpell
[0]!='*') {
4290 if (ModalSpellSkillCheck()) {
4291 if (core
->ModalStates
[ModalState
].aoe_spell
) {
4292 core
->ApplySpellPoint(ModalSpell
, GetCurrentArea(), Pos
, this, 0);
4294 core
->ApplySpell(ModalSpell
, this, this, 0);
4297 core
->DisplayStringName(core
->ModalStates
[ModalState
].entering_str
, 0xffffff, this, IE_STR_SOUND
|IE_STR_SPEECH
);
4301 core
->DisplayStringName(core
->ModalStates
[ModalState
].failed_str
, 0xffffff, this, IE_STR_SOUND
|IE_STR_SPEECH
);
4303 ModalState
= MS_NONE
;
4304 // TODO: wait for a round until allowing new states?
4309 // this is a HACK, fuzzie can't work out where else to do this for now
4310 // but we shouldn't be resetting rounds/attacks just because the actor
4311 // wandered away, the action code should probably be responsible somehow
4312 // see also line above (search for comment containing UpdateActorState)!
4313 if (LastTarget
&& lastattack
&& lastattack
< (gameTime
- 1)) {
4314 Actor
*target
= area
->GetActorByGlobalID(LastTarget
);
4315 if (!target
|| target
->GetStat(IE_STATE_ID
)&STATE_DEAD
) {
4318 printMessage("Attack","(Leaving attack)", GREEN
);
4319 core
->GetGame()->OutAttack(GetID());
4327 //idx could be: 0-6, 16-22, 32-38, 48-54
4328 //the colors are stored in 7 dwords
4329 //maybe it would be simpler to store them in 28 bytes (without using stats?)
4330 void Actor::SetColor( ieDword idx
, ieDword grd
)
4332 ieByte gradient
= (ieByte
) (grd
&255);
4333 ieByte index
= (ieByte
) (idx
&15);
4334 ieByte shift
= (ieByte
) (idx
/16);
4337 //invalid value, would crash original IE
4342 // put gradient in all four bytes of value
4344 value
|= (value
<< 8);
4345 value
|= (value
<< 16);
4346 for (index
=0;index
<7;index
++) {
4347 Modified
[IE_COLORS
+index
] = value
;
4350 //invalid value, would crash original IE
4355 value
= gradient
<< shift
;
4356 value
|= Modified
[IE_COLORS
+index
] & ~(255<<shift
);
4357 Modified
[IE_COLORS
+index
] = value
;
4361 void Actor::SetColorMod( ieDword location
, RGBModifier::Type type
, int speed
,
4362 unsigned char r
, unsigned char g
, unsigned char b
,
4365 CharAnimations
* ca
= GetAnims();
4368 if (location
== 0xff) {
4369 ca
->GlobalColorMod
.type
= type
;
4370 ca
->GlobalColorMod
.speed
= speed
;
4371 ca
->GlobalColorMod
.rgb
.r
= r
;
4372 ca
->GlobalColorMod
.rgb
.g
= g
;
4373 ca
->GlobalColorMod
.rgb
.b
= b
;
4374 ca
->GlobalColorMod
.rgb
.a
= 0;
4376 ca
->GlobalColorMod
.phase
= phase
;
4378 if (ca
->GlobalColorMod
.phase
> 2*speed
)
4379 ca
->GlobalColorMod
.phase
=0;
4383 //00xx0yyy-->000xxyyy
4384 if (location
&0xffffffc8) return; //invalid location
4385 location
= (location
&7) | ((location
>>1)&0x18);
4386 ca
->ColorMods
[location
].type
= type
;
4387 ca
->ColorMods
[location
].speed
= speed
;
4388 ca
->ColorMods
[location
].rgb
.r
= r
;
4389 ca
->ColorMods
[location
].rgb
.g
= g
;
4390 ca
->ColorMods
[location
].rgb
.b
= b
;
4391 ca
->ColorMods
[location
].rgb
.a
= 0;
4393 ca
->ColorMods
[location
].phase
= phase
;
4395 if (ca
->ColorMods
[location
].phase
> 2*speed
)
4396 ca
->ColorMods
[location
].phase
= 0;
4400 void Actor::SetLeader(Actor
*actor
, int xoffset
, int yoffset
)
4402 LastFollowed
= actor
->GetID();
4403 FollowOffset
.x
= xoffset
;
4404 FollowOffset
.y
= yoffset
;
4407 //if days == 0, it means full healing
4408 void Actor::Heal(int days
)
4411 SetBase(IE_HITPOINTS
, BaseStats
[IE_HITPOINTS
]+days
*2);
4413 SetBase(IE_HITPOINTS
, BaseStats
[IE_MAXHITPOINTS
]);
4417 void Actor::AddExperience(int exp
)
4419 SetBase(IE_XP
,BaseStats
[IE_XP
]+exp
);
4422 void Actor::AddExperience(int type
, int level
)
4424 if (type
>=xpbonustypes
) {
4427 unsigned int l
= (unsigned int) (level
- 1);
4429 if (l
>=(unsigned int) xpbonuslevels
) {
4432 int xp
= xpbonus
[type
*xpbonuslevels
+l
];
4433 core
->DisplayConstantStringValue(STR_GOTXP
, 0xbcefbc, (ieDword
) xp
);
4437 bool Actor::Schedule(ieDword gametime
, bool checkhide
)
4440 if (!(InternalFlags
&IF_VISIBLE
) ) {
4445 //check for schedule
4446 ieDword bit
= 1<<((gametime
/ROUND_SIZE
)%7200/300);
4447 if (appearance
& bit
) {
4453 void Actor::NewPath()
4456 Point tmp
= Destination
;
4461 Movable::WalkTo(tmp
, size
);
4464 void Actor::SetInTrap(ieDword setreset
)
4468 InternalFlags
|= IF_INTRAP
;
4470 InternalFlags
&= ~IF_INTRAP
;
4474 void Actor::SetRunFlags(ieDword flags
)
4476 InternalFlags
&= ~IF_RUNFLAGS
;
4477 InternalFlags
|= (flags
& IF_RUNFLAGS
);
4480 void Actor::WalkTo(Point
&Des
, ieDword flags
, int MinDistance
)
4483 if (InternalFlags
&IF_REALLYDIED
) {
4488 if (Des
.x
==-2 && Des
.y
==-2) {
4489 Point
p((ieWord
) Modified
[IE_SAVEDXPOS
], (ieWord
) Modified
[IE_SAVEDYPOS
] );
4490 Movable::WalkTo(p
, MinDistance
);
4492 Movable::WalkTo(Des
, MinDistance
);
4496 //there is a similar function in Map for stationary vvcs
4497 void Actor::DrawVideocells(Region
&screen
, vvcVector
&vvcCells
, Color
&tint
)
4499 Map
* area
= GetCurrentArea();
4501 for (unsigned int i
= 0; i
< vvcCells
.size(); i
++) {
4502 ScriptedAnimation
* vvc
= vvcCells
[i
];
4503 /* we don't allow holes anymore
4508 // actually this is better be drawn by the vvc
4509 bool endReached
= vvc
->Draw(screen
, Pos
, tint
, area
, WantDither(), GetOrientation());
4512 vvcCells
.erase(vvcCells
.begin()+i
);
4518 void Actor::DrawActorSprite(Region
&screen
, int cx
, int cy
, Region
& bbox
,
4519 SpriteCover
*& newsc
, Animation
** anims
,
4520 unsigned char Face
, Color
& tint
)
4522 CharAnimations
* ca
= GetAnims();
4523 int PartCount
= ca
->GetTotalPartCount();
4524 Video
* video
= core
->GetVideoDriver();
4525 Region vp
= video
->GetViewport();
4527 // display current frames in the right order
4528 const int* zOrder
= ca
->GetZOrder(Face
);
4529 for (int part
= 0; part
< PartCount
; ++part
) {
4531 if (zOrder
) partnum
= zOrder
[part
];
4532 Animation
* anim
= anims
[partnum
];
4533 Sprite2D
* nextFrame
= 0;
4535 nextFrame
= anim
->GetFrame(anim
->GetCurrentFrame());
4536 if (nextFrame
&& bbox
.InsideRegion( vp
) ) {
4537 if (!newsc
|| !newsc
->Covers(cx
, cy
, nextFrame
->XPos
, nextFrame
->YPos
, nextFrame
->Width
, nextFrame
->Height
)) {
4538 // the first anim contains the animarea for
4539 // the entire multi-part animation
4540 newsc
= area
->BuildSpriteCover(cx
,
4541 cy
, -anims
[0]->animArea
.x
,
4542 -anims
[0]->animArea
.y
,
4543 anims
[0]->animArea
.w
,
4544 anims
[0]->animArea
.h
, WantDither() );
4546 assert(newsc
->Covers(cx
, cy
, nextFrame
->XPos
, nextFrame
->YPos
, nextFrame
->Width
, nextFrame
->Height
));
4548 unsigned int flags
= TranslucentShadows
? BLIT_TRANSSHADOW
: 0;
4549 if (!ca
->lockPalette
) flags
|=BLIT_TINTED
;
4551 video
->BlitGameSprite( nextFrame
, cx
+ screen
.x
, cy
+ screen
.y
,
4552 flags
, tint
, newsc
, ca
->GetPartPalette(partnum
), &screen
);
4558 static const int OrientdX
[16] = { 0, -4, -7, -9, -10, -9, -7, -4, 0, 4, 7, 9, 10, 9, 7, 4 };
4559 static const int OrientdY
[16] = { 10, 9, 7, 4, 0, -4, -7, -9, -10, -9, -7, -4, 0, 4, 7, 9 };
4560 static const unsigned int MirrorImageLocation
[8] = { 4, 12, 8, 0, 6, 14, 10, 2 };
4561 static const unsigned int MirrorImageZOrder
[8] = { 2, 4, 6, 0, 1, 7, 5, 3 };
4563 bool Actor::ShouldHibernate() {
4564 //finding an excuse why we don't hybernate the actor
4565 if (Modified
[IE_ENABLEOFFSCREENAI
])
4567 if (LastTarget
) //currently attacking someone
4569 if (!lastRunTime
) // haven't had a chance to run a script
4575 if (GetNextAction())
4577 if (GetWait()) //would never stop waiting
4582 void Actor::Draw(Region
&screen
)
4584 Map
* area
= GetCurrentArea();
4588 int explored
= Modified
[IE_DONOTJUMP
]&DNJ_UNHINDERED
;
4589 //check the deactivation condition only if needed
4590 //this fixes dead actors disappearing from fog of war (they should be permanently visible)
4591 if ((!area
->IsVisible( Pos
, explored
) || (InternalFlags
&IF_REALLYDIED
) ) && (InternalFlags
&IF_ACTIVE
) ) {
4592 //turning actor inactive if there is no action next turn
4593 if (ShouldHibernate()) {
4594 InternalFlags
|=IF_IDLE
;
4596 if (!(InternalFlags
&IF_REALLYDIED
)) {
4597 // for a while this didn't return (disable drawing) if about to hibernate;
4598 // Avenger said (aa10aaed) "we draw the actor now for the last time".
4604 area
->ClearTrap(this, InTrap
-1);
4607 // if an actor isn't visible, should we still handle animations, draw
4608 // video cells, etc? let us assume not, for now..
4609 if (!(InternalFlags
& IF_VISIBLE
)) {
4614 CharAnimations
* ca
= GetAnims();
4618 //explored or visibilitymap (bird animations are visible in fog)
4620 int NoCircle
= Modified
[IE_NOCIRCLE
];
4621 int Trans
= Modified
[IE_TRANSLUCENT
];
4627 //iwd has this flag saved in the creature
4628 if (Modified
[IE_AVATARREMOVAL
]) {
4633 int Frozen
= Immobile();
4634 int State
= Modified
[IE_STATE_ID
];
4636 if (State
&STATE_DEAD
) {
4640 if (State
&STATE_STILL
) {
4644 //adjust invisibility for enemies
4645 if (Modified
[IE_EA
]>EA_GOODCUTOFF
) {
4646 if (State
&STATE_INVISIBLE
) {
4651 //can't move this, because there is permanent blur state where
4652 //there is no effect (just state bit)
4653 if ((State
&STATE_BLUR
) && Trans
< 128) {
4656 Color tint
= area
->LightMap
->GetPixel( cx
/ 16, cy
/ 12);
4657 tint
.a
= (ieByte
) (255-Trans
);
4659 unsigned char heightmapindex
= area
->HeightMap
->GetAt( cx
/ 16, cy
/ 12);
4660 if (heightmapindex
> 15) {
4661 // there are 8bpp lightmaps (eg, bg2's AR1300) and fuzzie
4662 // cannot work out how they work, so here is an incorrect
4663 // hack (probably). please fix!
4664 heightmapindex
= 15;
4667 //don't use cy for area map access beyond this point
4668 cy
-= heightmapindex
;
4670 //draw videocells under the actor
4671 DrawVideocells(screen
, vvcShields
, tint
);
4673 Video
* video
= core
->GetVideoDriver();
4674 Region vp
= video
->GetViewport();
4676 bool drawcircle
= (NoCircle
== 0);
4677 if ((core
->GetGameControl()->GetScreenFlags()&SF_CUTSCENE
)) {
4678 // ground circles are not drawn in cutscenes
4679 // they SHOULD be drawn for at least white speaker circles
4680 // (eg, via VerbalConstant), please fix :)
4683 if (BaseStats
[IE_STATE_ID
]&STATE_DEAD
|| InternalFlags
&IF_JUSTDIED
) {
4686 bool drawtarget
= drawcircle
;
4687 // we always show circle/target on pause
4688 if (drawcircle
&& !(core
->GetGameControl()->GetDialogueFlags() & DF_FREEZE_SCRIPTS
)) {
4689 // check marker feedback level
4690 ieDword markerfeedback
= 4;
4691 core
->GetDictionary()->Lookup("GUI Feedback Level", markerfeedback
);
4694 drawcircle
= markerfeedback
>= 1;
4695 } else if (Selected
) {
4696 // selected creature
4697 drawcircle
= markerfeedback
>= 2;
4698 } else if (IsPC()) {
4700 drawcircle
= markerfeedback
>= 3;
4701 } else if (Modified
[IE_EA
] >= EA_EVILCUTOFF
) {
4703 drawcircle
= markerfeedback
>= 5;
4706 drawcircle
= markerfeedback
>= 6;
4708 drawtarget
= Selected
&& markerfeedback
>= 4;
4714 DrawTargetPoint(vp
);
4717 unsigned char StanceID
= GetStance();
4718 unsigned char Face
= GetNextFace();
4719 Animation
** anims
= ca
->GetAnimation( StanceID
, Face
);
4721 // update bounding box and such
4722 int PartCount
= ca
->GetTotalPartCount();
4723 Sprite2D
* nextFrame
= 0;
4724 nextFrame
= anims
[0]->GetFrame(anims
[0]->GetCurrentFrame());
4726 //make actor unselectable and unselected when it is not moving
4727 //dead, petriefied, frozen, paralysed etc.
4729 if (Selected
!=0x80) {
4731 core
->GetGame()->SelectActor(this, false, SELECT_NORMAL
);
4734 //If you find a better place for it, I'll really be glad to put it there
4735 //IN BG1 and BG2, this is at the ninth frame...
4736 if(attackProjectile
&& (anims
[0]->GetCurrentFrame() == 8/*anims[0]->GetFramesCount()/2*/)) {
4737 GetCurrentArea()->AddProjectile(attackProjectile
, Pos
, LastTarget
);
4738 attackProjectile
= NULL
;
4740 if (nextFrame
&& lastFrame
!= nextFrame
) {
4742 if (PartCount
== 1) {
4743 newBBox
.x
= cx
- nextFrame
->XPos
;
4744 newBBox
.w
= nextFrame
->Width
;
4745 newBBox
.y
= cy
- nextFrame
->YPos
;
4746 newBBox
.h
= nextFrame
->Height
;
4748 // FIXME: currently using the animarea instead
4749 // of the real bounding box of this (multi-part) frame.
4750 // Shouldn't matter much, though. (wjp)
4751 newBBox
.x
= cx
+ anims
[0]->animArea
.x
;
4752 newBBox
.y
= cy
+ anims
[0]->animArea
.y
;
4753 newBBox
.w
= anims
[0]->animArea
.w
;
4754 newBBox
.h
= anims
[0]->animArea
.h
;
4756 lastFrame
= nextFrame
;
4760 // Drawing the actor:
4762 // Drawn without transparency, unless fully invisible.
4763 // Order: W, E, N, S, NW, SE, NE, SW
4764 // Uses extraCovers 3-10
4765 // * blurred copies (3 of them)
4766 // Drawn with transparency.
4767 // distance between copies depends on IE_MOVEMENTRATE
4768 // TODO: actually, the direction is the real movement direction,
4769 // not the (rounded) direction given Face
4770 // Uses extraCovers 0-2
4772 // Uses main spritecover
4774 //comments by Avenger:
4775 // currently we don't have a real direction, but the orientation field
4776 // could be used with higher granularity. When we need the face value
4777 // it could be divided so it will become a 0-15 number.
4780 SpriteCover
*sc
= 0, *newsc
= 0;
4783 int blurdx
= (OrientdX
[Face
]*(int)Modified
[IE_MOVEMENTRATE
])/20;
4784 int blurdy
= (OrientdY
[Face
]*(int)Modified
[IE_MOVEMENTRATE
])/20;
4785 Color mirrortint
= tint
;
4786 //mirror images are also half transparent when invis
4787 //if (mirrortint.a > 0) mirrortint.a = 255;
4791 // mirror images behind the actor
4792 for (i
= 0; i
< 4; ++i
) {
4793 unsigned int m
= MirrorImageZOrder
[i
];
4794 if (m
< Modified
[IE_MIRRORIMAGES
]) {
4795 Region sbbox
= BBox
;
4796 int dir
= MirrorImageLocation
[m
];
4797 int icx
= cx
+ 3*OrientdX
[dir
];
4798 int icy
= cy
+ 3*OrientdY
[dir
];
4799 Point
iPos(icx
, icy
);
4800 if (area
->GetBlocked(iPos
) & (PATH_MAP_PASSABLE
|PATH_MAP_ACTOR
)) {
4801 sbbox
.x
+= 3*OrientdX
[dir
];
4802 sbbox
.y
+= 3*OrientdY
[dir
];
4803 newsc
= sc
= extraCovers
[3+m
];
4804 DrawActorSprite(screen
, icx
, icy
, sbbox
, newsc
,
4805 anims
, Face
, mirrortint
);
4808 extraCovers
[3+m
] = newsc
;
4812 delete extraCovers
[3+m
];
4813 extraCovers
[3+m
] = NULL
;
4817 // blur sprites behind the actor
4818 if (State
& STATE_BLUR
) {
4819 if (Face
< 4 || Face
>= 12) {
4820 Region sbbox
= BBox
;
4821 sbbox
.x
-= 4*blurdx
; sbbox
.y
-= 4*blurdy
;
4822 blurx
-= 4*blurdx
; blury
-= 4*blurdy
;
4823 for (i
= 0; i
< 3; ++i
) {
4824 sbbox
.x
+= blurdx
; sbbox
.y
+= blurdy
;
4825 blurx
+= blurdx
; blury
+= blurdy
;
4826 newsc
= sc
= extraCovers
[i
];
4827 DrawActorSprite(screen
, blurx
, blury
, sbbox
, newsc
,
4831 extraCovers
[i
] = newsc
;
4838 newsc
= sc
= GetSpriteCover();
4839 DrawActorSprite(screen
, cx
, cy
, BBox
, newsc
, anims
, Face
, tint
);
4840 if (newsc
!= sc
) SetSpriteCover(newsc
);
4842 // blur sprites in front of the actor
4843 if (State
& STATE_BLUR
) {
4844 if (Face
>= 4 && Face
< 12) {
4845 Region sbbox
= BBox
;
4846 for (i
= 0; i
< 3; ++i
) {
4847 sbbox
.x
-= blurdx
; sbbox
.y
-= blurdy
;
4848 blurx
-= blurdx
; blury
-= blurdy
;
4849 newsc
= sc
= extraCovers
[i
];
4850 DrawActorSprite(screen
, blurx
, blury
, sbbox
, newsc
,
4854 extraCovers
[i
] = newsc
;
4860 // mirror images in front of the actor
4861 for (i
= 4; i
< 8; ++i
) {
4862 unsigned int m
= MirrorImageZOrder
[i
];
4863 if (m
< Modified
[IE_MIRRORIMAGES
]) {
4864 Region sbbox
= BBox
;
4865 int dir
= MirrorImageLocation
[m
];
4866 int icx
= cx
+ 3*OrientdX
[dir
];
4867 int icy
= cy
+ 3*OrientdY
[dir
];
4868 Point
iPos(icx
, icy
);
4869 if (area
->GetBlocked(iPos
) & (PATH_MAP_PASSABLE
|PATH_MAP_ACTOR
)) {
4870 sbbox
.x
+= 3*OrientdX
[dir
];
4871 sbbox
.y
+= 3*OrientdY
[dir
];
4872 newsc
= sc
= extraCovers
[3+m
];
4873 DrawActorSprite(screen
, icx
, icy
, sbbox
, newsc
,
4874 anims
, Face
, mirrortint
);
4877 extraCovers
[3+m
] = newsc
;
4881 delete extraCovers
[3+m
];
4882 extraCovers
[3+m
] = NULL
;
4886 // advance animations one frame (in sync)
4888 anims
[0]->LastFrame();
4890 anims
[0]->NextFrame();
4892 for (int part
= 1; part
< PartCount
; ++part
) {
4894 anims
[part
]->GetSyncedNextFrame(anims
[0]);
4897 if (anims
[0]->endReached
) {
4898 if (HandleActorStance() ) {
4899 anims
[0]->endReached
= false;
4900 anims
[0]->SetPos(0);
4904 ca
->PulseRGBModifiers();
4907 //draw videocells over the actor
4908 DrawVideocells(screen
, vvcOverlays
, tint
);
4911 /* Handling automatic stance changes */
4912 bool Actor::HandleActorStance()
4914 CharAnimations
* ca
= GetAnims();
4915 int StanceID
= GetStance();
4917 if (ca
->autoSwitchOnEnd
) {
4918 int nextstance
= ca
->nextStanceID
;
4920 if (nextstance == IE_ANI_READY) {
4921 if (!core->GetGame()->CombatCounter) {
4922 nextstance = IE_ANI_AWAKE;
4926 SetStance( nextstance
);
4927 ca
->autoSwitchOnEnd
= false;
4930 int x
= rand()%1000;
4931 if ((StanceID
==IE_ANI_AWAKE
) && !x
) {
4932 SetStance( IE_ANI_HEAD_TURN
);
4935 // added CurrentAction as part of blocking action fixes
4936 if ((StanceID
==IE_ANI_READY
) && !CurrentAction
&& !GetNextAction()) {
4937 SetStance( IE_ANI_AWAKE
);
4940 if (StanceID
== IE_ANI_ATTACK
|| StanceID
== IE_ANI_ATTACK_JAB
||
4941 StanceID
== IE_ANI_ATTACK_SLASH
|| StanceID
== IE_ANI_ATTACK_BACKSLASH
||
4942 StanceID
== IE_ANI_SHOOT
)
4944 SetStance( AttackStance
);
4950 void Actor::GetSoundFrom2DA(ieResRef Sound
, unsigned int index
)
4954 AutoTable
tab(anims
->ResRef
);
4969 index
= 36+rand()%4;
4972 strnlwrcpy(Sound
, tab
->QueryField (index
, 0), 8);
4975 void Actor::GetSoundFromINI(ieResRef Sound
, unsigned int index
)
4977 const char *resource
= "";
4979 unsigned int animid
=BaseStats
[IE_ANIMATION_ID
];
4980 if(core
->HasFeature(GF_ONE_BYTE_ANIMID
)) {
4983 snprintf(section
,10,"%d", animid
);
4987 resource
= core
->GetResDataINI()->GetKeyAsString(section
, "at1sound","");
4990 resource
= core
->GetResDataINI()->GetKeyAsString(section
, "hitsound","");
4993 resource
= core
->GetResDataINI()->GetKeyAsString(section
, "dfbsound","");
4998 int count
= CountElements(resource
,',');
4999 if (count
<=0) return;
5000 count
= core
->Roll(1,count
,-1);
5002 while(*resource
&& *resource
!=',') resource
++;
5003 if (*resource
==',') resource
++;
5005 strncpy(Sound
, resource
, 8);
5006 for(count
=0;count
<8 && Sound
[count
]!=',';count
++) {};
5010 void Actor::ResolveStringConstant(ieResRef Sound
, unsigned int index
)
5012 //resolving soundset (bg1/bg2 style)
5013 if (PCStats
&& PCStats
->SoundSet
[0]&& csound
[index
]) {
5014 snprintf(Sound
, sizeof(ieResRef
), "%s%c", PCStats
->SoundSet
, csound
[index
]);
5020 if (core
->HasFeature(GF_RESDATA_INI
)) {
5021 GetSoundFromINI(Sound
, index
);
5023 GetSoundFrom2DA(Sound
, index
);
5027 void Actor::SetActionButtonRow(ActionButtonRow
&ar
)
5029 for(int i
=0;i
<MAX_QSLOTS
;i
++) {
5030 ieByte tmp
= ar
[i
+3];
5031 if (QslotTranslation
) {
5034 PCStats
->QSlots
[i
]=tmp
;
5038 //the first 3 buttons are untouched by this function
5039 void Actor::GetActionButtonRow(ActionButtonRow
&ar
)
5041 InitButtons(GetStat(IE_CLASS
), false);
5042 for(int i
=0;i
<GUIBT_COUNT
-3;i
++) {
5043 ieByte tmp
=PCStats
->QSlots
[i
];
5044 if (QslotTranslation
) {
5045 if (tmp
>=90) { //quick weapons
5047 } else if (tmp
>=80) { //quick items
5049 } else if (tmp
>=70) { //quick spells
5057 memcpy(ar
,DefaultButtons
,3*sizeof(ieByte
) );
5060 void Actor::SetPortrait(const char* ResRef
, int Which
)
5064 if (ResRef
== NULL
) {
5068 core
->SetEventFlag(EF_PORTRAIT
);
5072 memset( SmallPortrait
, 0, 8 );
5073 strncpy( SmallPortrait
, ResRef
, 8 );
5076 memset( LargePortrait
, 0, 8 );
5077 strncpy( LargePortrait
, ResRef
, 8 );
5080 for (i
= 0; i
< 8 && ResRef
[i
]; i
++) {};
5081 SmallPortrait
[i
] = 'S';
5082 LargePortrait
[i
] = 'M';
5086 void Actor::SetSoundFolder(const char *soundset
)
5088 if (core
->HasFeature(GF_SOUNDFOLDERS
)) {
5089 char filepath
[_MAX_PATH
];
5091 strnlwrcpy(PCStats
->SoundFolder
, soundset
, 32);
5092 PathJoin(filepath
,core
->GamePath
,"sounds",PCStats
->SoundFolder
,0);
5093 char file
[_MAX_PATH
];
5094 if (FileGlob(file
, filepath
, "?????01")) {
5096 } else if (FileGlob(file
, filepath
, "????01")) {
5101 strnlwrcpy(PCStats
->SoundSet
, file
, 8);
5103 strnlwrcpy(PCStats
->SoundSet
, soundset
, 8);
5104 PCStats
->SoundFolder
[0]=0;
5108 bool Actor::HasVVCCell(const ieResRef resource
)
5111 vvcVector
*vvcCells
=&vvcShields
;
5113 size_t i
=vvcCells
->size();
5115 ScriptedAnimation
*vvc
= (*vvcCells
)[i
];
5119 if ( strnicmp(vvc
->ResName
, resource
, 8) == 0) {
5123 vvcCells
=&vvcOverlays
;
5124 if (j
) { j
= false; goto retry
; }
5128 void Actor::RemoveVVCell(const ieResRef resource
, bool graceful
)
5131 vvcVector
*vvcCells
=&vvcShields
;
5133 size_t i
=vvcCells
->size();
5135 ScriptedAnimation
*vvc
= (*vvcCells
)[i
];
5139 if ( strnicmp(vvc
->ResName
, resource
, 8) == 0) {
5141 vvc
->SetPhase(P_RELEASE
);
5144 vvcCells
->erase(vvcCells
->begin()+i
);
5148 vvcCells
=&vvcOverlays
;
5149 if (j
) { j
= false; goto retry
; }
5152 //this is a faster version of hasvvccell, because it knows where to look
5153 //for the overlay, it also returns the vvc for further manipulation
5154 //use this for the seven eyes overlay
5155 ScriptedAnimation
*Actor::FindOverlay(int index
)
5157 vvcVector
*vvcCells
;
5159 if (index
>31) return NULL
;
5161 if (hc_locations
&(1<<index
)) vvcCells
=&vvcShields
;
5162 else vvcCells
=&vvcOverlays
;
5164 const char *resRef
= hc_overlays
[index
];
5166 size_t i
=vvcCells
->size();
5168 ScriptedAnimation
*vvc
= (*vvcCells
)[i
];
5172 if ( strnicmp(vvc
->ResName
, resRef
, 8) == 0) {
5179 void Actor::AddVVCell(ScriptedAnimation
* vvc
)
5181 vvcVector
*vvcCells
;
5183 //if the vvc was not created, don't try to add it
5188 vvcCells
=&vvcShields
;
5190 vvcCells
=&vvcOverlays
;
5192 size_t i
=vvcCells
->size();
5194 if ((*vvcCells
)[i
] == NULL
) {
5195 (*vvcCells
)[i
] = vvc
;
5199 vvcCells
->push_back( vvc
);
5202 //returns restored spell level
5203 int Actor::RestoreSpellLevel(ieDword maxlevel
, ieDword type
)
5208 case 0: //allow only mage
5211 case 1: //allow only cleric
5215 //allow any (including innates)
5218 for (int i
=maxlevel
;i
>0;i
--) {
5219 CREMemorizedSpell
*cms
= spellbook
.FindUnchargedSpell(typemask
, maxlevel
);
5221 spellbook
.ChargeSpell(cms
);
5228 //replenishes spells, cures fatigue
5229 void Actor::Rest(int hours
)
5233 int remaining
= hours
*10;
5234 //removes hours*10 fatigue points
5235 NewStat (IE_FATIGUE
, -remaining
, MOD_ADDITIVE
);
5236 NewStat (IE_INTOXICATION
, -remaining
, MOD_ADDITIVE
);
5237 //restore hours*10 spell levels
5238 //rememorization starts with the lower spell levels?
5239 inventory
.ChargeAllItems (remaining
);
5240 for (int level
= 1; level
<16; level
++) {
5241 if (level
<remaining
) {
5244 while (remaining
>0) {
5245 remaining
-= RestoreSpellLevel(level
,0);
5249 SetBase (IE_FATIGUE
, 0);
5250 SetBase (IE_INTOXICATION
, 0);
5251 inventory
.ChargeAllItems (0);
5252 spellbook
.ChargeAllSpells ();
5256 //returns the actual slot from the quickslot
5257 int Actor::GetQuickSlot(int slot
)
5260 if (inventory
.HasItemInSlot("",inventory
.GetMagicSlot())) {
5261 return inventory
.GetMagicSlot();
5264 return slot
+inventory
.GetWeaponSlot();
5266 return PCStats
->QuickWeaponSlots
[slot
];
5269 //marks the quickslot as equipped
5270 int Actor::SetEquippedQuickSlot(int slot
, int header
)
5273 if (header
<0) header
=0;
5274 inventory
.SetEquippedSlot(slot
, header
);
5279 if ((slot
<0) || (slot
== IW_NO_EQUIPPED
) ) {
5280 if (slot
== IW_NO_EQUIPPED
) {
5281 slot
= inventory
.GetFistSlot();
5284 for(i
=0;i
<MAX_QUICKWEAPONSLOT
;i
++) {
5285 if(slot
+inventory
.GetWeaponSlot()==PCStats
->QuickWeaponSlots
[i
]) {
5290 if (i
==MAX_QUICKWEAPONSLOT
) {
5295 assert(slot
<MAX_QUICKWEAPONSLOT
);
5297 header
= PCStats
->QuickWeaponHeaders
[slot
];
5300 PCStats
->QuickWeaponHeaders
[slot
]=header
;
5302 slot
= PCStats
->QuickWeaponSlots
[slot
]-inventory
.GetWeaponSlot();
5303 Equipped
= (ieWordSigned
) slot
;
5304 EquippedHeader
= (ieWord
) header
;
5305 if (inventory
.SetEquippedSlot(slot
, header
)) {
5308 return STR_MAGICWEAPON
;
5311 //if target is a non living scriptable, then we simply shoot for its position
5312 //the fx should get a NULL target, and handle itself by using the position
5313 //(shouldn't crash when target is NULL)
5314 bool Actor::UseItemPoint(ieDword slot
, ieDword header
, Point
&target
, ieDword flags
)
5316 CREItem
*item
= inventory
.GetSlotItem(slot
);
5321 strnuprcpy(tmpresref
, item
->ItemResRef
, sizeof(ieResRef
)-1);
5323 Item
*itm
= gamedata
->GetItem(tmpresref
);
5324 if (!itm
) return false; //quick item slot contains invalid item resref
5325 //item is depleted for today
5326 if(itm
->UseCharge(item
->Usages
, header
, false)==CHG_DAY
) {
5330 Projectile
*pro
= itm
->GetProjectile(slot
, header
, flags
&UI_MISS
);
5331 ChargeItem(slot
, header
, item
, itm
, flags
&UI_SILENT
);
5332 gamedata
->FreeItem(itm
,tmpresref
, false);
5334 pro
->SetCaster(globalID
);
5335 GetCurrentArea()->AddProjectile(pro
, Pos
, target
);
5341 static EffectRef fx_damage_ref
={"Damage",NULL
,-1};
5343 bool Actor::UseItem(ieDword slot
, ieDword header
, Scriptable
* target
, ieDword flags
, int damage
)
5345 if (target
->Type
!=ST_ACTOR
) {
5346 return UseItemPoint(slot
, header
, target
->Pos
, flags
);
5349 Actor
*tar
= (Actor
*) target
;
5350 CREItem
*item
= inventory
.GetSlotItem(slot
);
5355 strnuprcpy(tmpresref
, item
->ItemResRef
, sizeof(ieResRef
)-1);
5357 Item
*itm
= gamedata
->GetItem(tmpresref
);
5358 if (!itm
) return false; //quick item slot contains invalid item resref
5359 //item is depleted for today
5360 if (itm
->UseCharge(item
->Usages
, header
, false)==CHG_DAY
) {
5364 Projectile
*pro
= itm
->GetProjectile(slot
, header
, flags
&UI_MISS
);
5365 ChargeItem(slot
, header
, item
, itm
, flags
&UI_SILENT
);
5366 gamedata
->FreeItem(itm
,tmpresref
, false);
5368 //ieDword is unsigned!!
5369 pro
->SetCaster(globalID
);
5370 if(((int)header
< 0) && !(flags
&UI_MISS
)) { //using a weapon
5371 ITMExtHeader
*which
= itm
->GetWeaponHeader(header
== (ieDword
)-2);
5372 Effect
* AttackEffect
= EffectQueue::CreateEffect(fx_damage_ref
, damage
, (weapon_damagetype
[which
->DamageType
])<<16, FX_DURATION_INSTANT_LIMITED
);
5373 AttackEffect
->Projectile
= which
->ProjectileAnimation
;
5374 AttackEffect
->Target
= FX_TARGET_PRESET
;
5375 pro
->GetEffects()->AddEffect(AttackEffect
, true);
5376 //AddEffect created a copy, the original needs to be scrapped
5377 delete AttackEffect
;
5378 attackProjectile
= pro
;
5379 } else //launch it now as we are not attacking
5380 GetCurrentArea()->AddProjectile(pro
, Pos
, tar
->globalID
);
5386 void Actor::ChargeItem(ieDword slot
, ieDword header
, CREItem
*item
, Item
*itm
, bool silent
)
5389 item
= inventory
.GetSlotItem(slot
);
5392 itm
= gamedata
->GetItem(item
->ItemResRef
);
5394 if (!itm
) return; //quick item slot contains invalid item resref
5397 core
->SetEventFlag( EF_ACTION
);
5401 ieByte stance
= AttackStance
;
5402 for (int i
=0;i
<animcount
;i
++) {
5403 if ( strnicmp(item
->ItemResRef
, itemanim
[i
].itemname
, 8) == 0) {
5404 stance
= itemanim
[i
].animation
;
5409 //play only one cycle of animations
5411 // this was crashing for fuzzie due to NULL anims
5413 anims
->nextStanceID
=IE_ANI_READY
;
5414 anims
->autoSwitchOnEnd
=true;
5419 switch(itm
->UseCharge(item
->Usages
, header
, true)) {
5422 case CHG_BREAK
: //both
5424 core
->PlaySound(DS_ITEM_GONE
);
5427 case CHG_NOSOUND
: //remove item
5428 inventory
.BreakItemSlot(slot
);
5430 default: //don't do anything
5435 int Actor::IsReverseToHit()
5437 return ReverseToHit
;
5440 void Actor::InitButtons(ieDword cls
, bool forced
)
5445 if ( (PCStats
->QSlots
[0]!=0xff) && !forced
) {
5449 ActionButtonRow myrow
;
5450 if ((int) cls
>= classcount
) {
5451 memcpy(&myrow
, &DefaultButtons
, sizeof(ActionButtonRow
));
5453 memcpy(&myrow
, GUIBTDefaults
+cls
, sizeof(ActionButtonRow
));
5455 SetActionButtonRow(myrow
);
5458 void Actor::SetFeat(unsigned int feat
, int mode
)
5460 if (feat
>=MAX_FEATS
) {
5463 ieDword mask
= 1<<(feat
&31);
5464 ieDword idx
= feat
>>5;
5466 case BM_SET
: case BM_OR
:
5467 BaseStats
[IE_FEATS1
+idx
]|=mask
;
5470 BaseStats
[IE_FEATS1
+idx
]&=~mask
;
5473 BaseStats
[IE_FEATS1
+idx
]^=mask
;
5478 void Actor::SetUsedWeapon(const char* AnimationType
, ieWord
* MeleeAnimation
, int wt
)
5480 memcpy(WeaponRef
, AnimationType
, sizeof(WeaponRef
) );
5481 if (wt
!= -1) WeaponType
= wt
;
5484 anims
->SetWeaponRef(AnimationType
);
5485 anims
->SetWeaponType(WeaponType
);
5486 SetAttackMoveChances(MeleeAnimation
);
5488 //update the paperdoll weapon animation
5489 core
->SetEventFlag(EF_UPDATEANIM
);
5492 ITMExtHeader
*header
= GetWeapon(wi
);
5494 if(header
&& (header
->AttackType
== ITEM_AT_BOW
)) {
5495 ITMExtHeader
* projHeader
= GetRangedWeapon(wi
);
5496 if (projHeader
->ProjectileQualifier
== 0) return; /* no ammo yet? */
5497 AttackStance
= IE_ANI_SHOOT
;
5498 anims
->SetRangedType(projHeader
->ProjectileQualifier
-1);
5499 //bows ARE one handed, from an anim POV at least
5500 anims
->SetWeaponType(IE_ANI_WEAPON_1H
);
5503 if(header
&& (header
->AttackType
== ITEM_AT_PROJECTILE
)) {
5504 AttackStance
= IE_ANI_ATTACK_SLASH
; //That's it!!
5507 AttackStance
= IE_ANI_ATTACK
;
5510 void Actor::SetUsedShield(const char* AnimationType
, int wt
)
5512 memcpy(ShieldRef
, AnimationType
, sizeof(ShieldRef
) );
5513 if (wt
!= -1) WeaponType
= wt
;
5514 if (AnimationType
[0] == ' ' || AnimationType
[0] == 0)
5515 if (WeaponType
== IE_ANI_WEAPON_2W
)
5516 WeaponType
= IE_ANI_WEAPON_1H
;
5520 anims
->SetOffhandRef(AnimationType
);
5521 anims
->SetWeaponType(WeaponType
);
5523 //update the paperdoll weapon animation
5524 core
->SetEventFlag(EF_UPDATEANIM
);
5528 void Actor::SetUsedHelmet(const char* AnimationType
)
5530 memcpy(HelmetRef
, AnimationType
, sizeof(HelmetRef
) );
5533 anims
->SetHelmetRef(AnimationType
);
5535 //update the paperdoll weapon animation
5536 core
->SetEventFlag(EF_UPDATEANIM
);
5540 void Actor::SetupFist()
5542 int slot
= core
->QuerySlot( 0 );
5543 assert (core
->QuerySlotEffects(slot
)==SLOT_EFFECT_FIST
);
5544 int row
= GetBase(fiststat
);
5545 int col
= GetXPLevel(false);
5549 AutoTable
fist("fistweap");
5552 strnlwrcpy( DefaultFist
, fist
->QueryField( (unsigned int) -1), 8);
5553 FistRows
= fist
->GetRowCount();
5554 fistres
= new FistResType
[FistRows
];
5555 for (int i
=0;i
<FistRows
;i
++) {
5556 int maxcol
= fist
->GetColumnCount(i
)-1;
5557 for (int cols
= 0;cols
<MAX_LEVEL
;cols
++) {
5558 strnlwrcpy( fistres
[i
][cols
], fist
->QueryField( i
, cols
>maxcol
?maxcol
:cols
), 8);
5560 *(int *) fistres
[i
] = atoi(fist
->GetRowName( i
));
5564 if (col
>MAX_LEVEL
) col
=MAX_LEVEL
;
5567 const char *ItemResRef
= DefaultFist
;
5568 for (int i
= 0;i
<FistRows
;i
++) {
5569 if (*(int *) fistres
[i
] == row
) {
5570 ItemResRef
= fistres
[i
][col
];
5573 inventory
.SetSlotItemRes(ItemResRef
, slot
);
5576 static ieDword
ResolveTableValue(const char *resref
, ieDword stat
, ieDword mcol
, ieDword vcol
) {
5578 //don't close this table, it can mess with the guiscripts
5579 int table
= gamedata
->LoadTable(resref
);
5580 Holder
<TableMgr
> tm
= gamedata
->GetTable(table
);
5586 row
= tm
->FindTableValue(mcol
, stat
);
5587 if (row
==0xffffffff) {
5591 if (valid_number(tm
->QueryField(row
, vcol
), ret
)) {
5592 return (ieDword
) ret
;
5599 static ieDword
GetKitIndex (ieDword kit
, const char *resref
="kitlist")
5603 if ((kit
&BG2_KITMASK
) == KIT_BARBARIAN
) {
5604 kitindex
= kit
&0xfff;
5607 // carefully looking for kit by the usability flag
5608 // since the barbarian kit id clashes with the no-kit value
5609 if (kitindex
== 0 && kit
!= KIT_BARBARIAN
) {
5610 Holder
<TableMgr
> tm
= gamedata
->GetTable(gamedata
->LoadTable(resref
) );
5612 kitindex
= tm
->FindTableValue(6, kit
);
5619 return (ieDword
)kitindex
;
5622 int Actor::CheckUsability(Item
*item
) const
5624 ieDword itembits
[2]={item
->UsabilityBitmask
, item
->KitUsability
};
5626 for (int i
=0;i
<usecount
;i
++) {
5627 ieDword itemvalue
= itembits
[itemuse
[i
].which
];
5628 ieDword stat
= GetStat(itemuse
[i
].stat
);
5629 ieDword mcol
= itemuse
[i
].mcol
;
5630 //if we have a kit, we just we use it's index for the lookup
5631 if (itemuse
[i
].stat
==IE_KIT
) {
5632 stat
= GetKitIndex(stat
, itemuse
[i
].table
);
5635 stat
= ResolveTableValue(itemuse
[i
].table
, stat
, mcol
, itemuse
[i
].vcol
);
5636 if (stat
&itemvalue
) {
5637 //printf("failed usability: itemvalue %d, stat %d, stat value %d\n", itemvalue, itemuse[i].stat, stat);
5638 return STR_CANNOT_USE_ITEM
;
5645 //checks usability only
5646 int Actor::Unusable(Item
*item
) const
5648 if (!GetStat(IE_CANUSEANYITEM
)) {
5649 int unusable
= CheckUsability(item
);
5655 // iesdp says this is always checked?
5656 if (item
->MinLevel
>GetXPLevel(true)) {
5657 return STR_CANNOT_USE_ITEM
;
5660 if (!CheckAbilities
) {
5664 if (item
->MinStrength
>GetStat(IE_STR
)) {
5665 return STR_CANNOT_USE_ITEM
;
5668 if (item
->MinStrength
==18) {
5669 if (GetStat(IE_STR
)==18) {
5670 if (item
->MinStrengthBonus
>GetStat(IE_STREXTRA
)) {
5671 return STR_CANNOT_USE_ITEM
;
5676 if (item
->MinIntelligence
>GetStat(IE_INT
)) {
5677 return STR_CANNOT_USE_ITEM
;
5679 if (item
->MinDexterity
>GetStat(IE_DEX
)) {
5680 return STR_CANNOT_USE_ITEM
;
5682 if (item
->MinWisdom
>GetStat(IE_WIS
)) {
5683 return STR_CANNOT_USE_ITEM
;
5685 if (item
->MinConstitution
>GetStat(IE_CON
)) {
5686 return STR_CANNOT_USE_ITEM
;
5688 if (item
->MinCharisma
>GetStat(IE_CHR
)) {
5689 return STR_CANNOT_USE_ITEM
;
5691 //note, weapon proficiencies shouldn't be checked here
5692 //missing proficiency causes only attack penalty
5696 //full palette will be shaded in gradient color
5697 void Actor::SetGradient(ieDword gradient
)
5699 gradient
|= (gradient
<<16);
5700 gradient
|= (gradient
<<8);
5701 for(int i
=0;i
<7;i
++) {
5702 Modified
[IE_COLORS
+i
]=gradient
;
5706 //sets one bit of the sanctuary stat (used for overlays)
5707 void Actor::SetOverlay(unsigned int overlay
)
5709 if (overlay
>=32) return;
5710 Modified
[IE_SANCTUARY
]|=1<<overlay
;
5713 //returns true if spell state is already set or illegal
5714 bool Actor::SetSpellState(unsigned int spellstate
)
5716 if (spellstate
>=192) return true;
5717 unsigned int pos
= IE_SPLSTATE_ID1
+(spellstate
>>5);
5718 unsigned int bit
= 1<<(spellstate
&31);
5719 if (Modified
[pos
]&bit
) return true;
5724 //returns true if spell state is already set
5725 bool Actor::HasSpellState(unsigned int spellstate
)
5727 if (spellstate
>=192) return false;
5728 unsigned int pos
= IE_SPLSTATE_ID1
+(spellstate
>>5);
5729 unsigned int bit
= 1<<(spellstate
&31);
5730 if (Modified
[pos
]&bit
) return true;
5734 //returns the numeric value of a feat, different from HasFeat
5735 //for multiple feats
5736 int Actor::GetFeat(unsigned int feat
) const
5738 if (feat
>=MAX_FEATS
) {
5741 if (Modified
[IE_FEATS1
+(feat
>>5)]&(1<<(feat
&31)) ) {
5742 //return the numeric stat value, instead of the boolean
5743 if (featstats
[feat
]) {
5744 return Modified
[featstats
[feat
]];
5751 //returns true if the feat exists
5752 bool Actor::HasFeat(unsigned int featindex
) const
5754 if (featindex
>=MAX_FEATS
) return false;
5755 unsigned int pos
= IE_FEATS1
+(featindex
>>5);
5756 unsigned int bit
= 1<<(featindex
&31);
5757 if (Modified
[pos
]&bit
) return true;
5761 ieDword
Actor::ImmuneToProjectile(ieDword projectile
) const
5765 idx
= projectile
/32;
5766 if (idx
>ProjectileSize
) {
5769 return projectileImmunity
[idx
]&(1<<(projectile
&31));
5772 void Actor::AddProjectileImmunity(ieDword projectile
)
5774 projectileImmunity
[projectile
/32]|=1<<(projectile
&31);
5778 void Actor::CreateDerivedStatsBG()
5780 int turnundeadlevel
= 0;
5781 int classid
= BaseStats
[IE_CLASS
];
5783 //this works only for PC classes
5784 if (classid
>=CLASS_PCCUTOFF
) return;
5786 //recalculate all level based changes
5787 pcf_level(this,0,0);
5789 //even though the original didn't allow a cleric/paladin dual or multiclass
5790 //we shouldn't restrict the possibility by using "else if" here
5791 if (isclass
[ISCLERIC
]&(1<<classid
)) {
5792 turnundeadlevel
+= GetClericLevel()+1-turnlevels
[classid
];
5793 if (turnundeadlevel
<0) turnundeadlevel
=0;
5795 if (isclass
[ISPALADIN
]&(1<<classid
)) {
5796 turnundeadlevel
+= GetPaladinLevel()+1-turnlevels
[classid
];
5797 if (turnundeadlevel
<0) turnundeadlevel
=0;
5800 // barbarian immunity to backstab was hardcoded
5801 if (GetBarbarianLevel()) {
5802 BaseStats
[IE_DISABLEBACKSTAB
] = 1;
5805 ieDword backstabdamagemultiplier
=GetThiefLevel();
5806 if (backstabdamagemultiplier
) {
5807 // HACK: swashbucklers can't backstab
5808 if ((BaseStats
[IE_KIT
]&0xfff) == 12) {
5809 backstabdamagemultiplier
= 1;
5811 AutoTable
tm("backstab");
5812 //fallback to a general algorithm (bg2 backstab.2da version) if we can't find backstab.2da
5813 //TODO: AP_SPCL332 (increase backstab by one) seems to not be effecting this at all
5814 //for assassins perhaps the effect is being called prior to this, and this overwrites it;
5815 //stalkers work correctly, which is even more odd, considering as they use the same
5816 //effect and backstabmultiplier would be 0 for them
5818 ieDword cols
= tm
->GetColumnCount();
5819 if (backstabdamagemultiplier
>= cols
) backstabdamagemultiplier
= cols
;
5820 backstabdamagemultiplier
= atoi(tm
->QueryField(0, backstabdamagemultiplier
));
5822 backstabdamagemultiplier
= (backstabdamagemultiplier
+7)/4;
5825 if (backstabdamagemultiplier
>7) backstabdamagemultiplier
=7;
5829 // monk's level dictated ac and ac vs missiles bonus
5830 // attacks per round bonus will be handled elsewhere, since it only applies to fist apr
5831 if (isclass
[ISMONK
]&(1<<classid
)) {
5832 unsigned int level
= GetMonkLevel()-1;
5833 BaseStats
[IE_ARMORCLASS
] = DEFAULTAC
- monkbon
[1][level
];
5834 BaseStats
[IE_ACMISSILEMOD
] = - monkbon
[2][level
];
5837 BaseStats
[IE_TURNUNDEADLEVEL
]=turnundeadlevel
;
5838 BaseStats
[IE_BACKSTABDAMAGEMULTIPLIER
]=backstabdamagemultiplier
;
5839 BaseStats
[IE_LAYONHANDSAMOUNT
]=GetPaladinLevel()*2;
5843 void Actor::CreateDerivedStatsIWD2()
5846 int turnundeadlevel
= 0;
5848 ieDword backstabdamagemultiplier
=GetThiefLevel();
5849 if (backstabdamagemultiplier
) {
5850 AutoTable
tm("backstab");
5852 ieDword cols
= tm
->GetColumnCount();
5853 if (backstabdamagemultiplier
>= cols
) backstabdamagemultiplier
= cols
;
5854 backstabdamagemultiplier
= atoi(tm
->QueryField(0, backstabdamagemultiplier
));
5856 backstabdamagemultiplier
= (BaseStats
[IE_LEVELTHIEF
]+1)/2;
5859 if (backstabdamagemultiplier
>7) backstabdamagemultiplier
=7;
5862 int layonhandsamount
= (int) BaseStats
[IE_LEVELPALADIN
];
5863 if (layonhandsamount
) {
5864 layonhandsamount
*= BaseStats
[IE_CHR
]/2-5;
5865 if (layonhandsamount
<1) layonhandsamount
= 1;
5868 for (i
=0;i
<11;i
++) {
5871 if (turnlevels
[i
+1]) {
5872 tmp
= BaseStats
[IE_LEVELBARBARIAN
+i
]+1-turnlevels
[i
+1];
5874 if (tmp
>turnundeadlevel
) turnundeadlevel
=tmp
;
5877 BaseStats
[IE_TURNUNDEADLEVEL
]=turnundeadlevel
;
5878 BaseStats
[IE_BACKSTABDAMAGEMULTIPLIER
]=backstabdamagemultiplier
;
5879 BaseStats
[IE_LAYONHANDSAMOUNT
]=(ieDword
) layonhandsamount
;
5882 //set up stuff here, like attack number, turn undead level
5883 //and similar derived stats that change with level
5884 void Actor::CreateDerivedStats()
5886 //we have to calculate multiclass for further code
5887 AutoTable
tm("classes");
5889 // currently we need only the MULTI value
5892 strcpy(tmpmulti
, tm
->QueryField(tm
->FindTableValue(5, BaseStats
[IE_CLASS
]), 4));
5893 if (!valid_number(tmpmulti
, tmp
))
5896 multiclass
= (ieDword
)tmp
;
5899 if (core
->HasFeature(GF_3ED_RULES
)) {
5900 CreateDerivedStatsIWD2();
5902 CreateDerivedStatsBG();
5905 /* Checks if the actor is multiclassed (the MULTI column is positive) */
5906 bool Actor::IsMultiClassed() const
5908 return (multiclass
> 0);
5911 /* Checks if the actor is dualclassed */
5912 bool Actor::IsDualClassed() const
5914 return (Modified
[IE_MC_FLAGS
] & MC_WAS_ANY
) > 0;
5917 Actor
*Actor::CopySelf() const
5919 Actor
*newActor
= new Actor();
5921 newActor
->SetName(GetName(0),0);
5922 newActor
->SetName(GetName(1),1);
5923 memcpy(newActor
->BaseStats
, BaseStats
, sizeof(BaseStats
) );
5924 // illusions aren't worth any xp
5925 newActor
->BaseStats
[IE_XPVALUE
] = 0;
5927 //IF_INITIALIZED shouldn't be set here, yet
5928 newActor
->SetMCFlag(MC_EXPORTABLE
, BM_NAND
);
5930 //the creature importer does this too
5931 memcpy(newActor
->Modified
,newActor
->BaseStats
, sizeof(Modified
) );
5933 //these need to be called too to have a valid inventory
5934 newActor
->inventory
.SetSlotCount(inventory
.GetSlotCount());
5935 newActor
->CreateDerivedStats();
5937 //copy the running effects
5938 EffectQueue
*newFXQueue
= fxqueue
.CopySelf();
5940 area
->AddActor(newActor
);
5941 newActor
->SetPosition( Pos
, CC_CHECK_IMPASSABLE
, 0 );
5942 newActor
->SetOrientation(GetOrientation(),0);
5943 newActor
->SetStance( IE_ANI_READY
);
5946 newActor
->RefreshEffects(newFXQueue
);
5950 ieDword
Actor::GetClassLevel(const ieDword id
) const
5955 //return iwd2 value if appropriate
5957 return BaseStats
[levelslotsiwd2
[id
]];
5959 //houston, we gots a problem!
5960 if (!levelslots
|| !dualswap
)
5963 //only works with PC's
5964 ieDword classid
= BaseStats
[IE_CLASS
]-1;
5965 if (classid
>=(ieDword
)classcount
|| !levelslots
[classid
])
5968 //handle barbarians specially, since they're kits and not in levelslots
5969 if (id
== ISBARBARIAN
&& levelslots
[classid
][ISFIGHTER
] && GetKitIndex(BaseStats
[IE_KIT
]) == 31) {
5970 return BaseStats
[IE_LEVEL
];
5973 //get the levelid (IE_LEVEL,*2,*3)
5974 ieDword levelid
= levelslots
[classid
][id
];
5979 if (IsDualClassed()) {
5980 //if the old class is inactive, and it is the class
5981 //being searched for, return 0
5982 if (IsDualInactive() && ((Modified
[IE_MC_FLAGS
]&MC_WAS_ANY
)==(ieDword
)mcwasflags
[id
]))
5985 return BaseStats
[levelid
];
5988 bool Actor::IsDualInactive() const
5990 if (!IsDualClassed()) return 0;
5992 //we assume the old class is in IE_LEVEL2, unless swapped
5993 ieDword oldlevel
= IsDualSwap() ? BaseStats
[IE_LEVEL
] : BaseStats
[IE_LEVEL2
];
5995 //since GetXPLevel returns the average of the 2 levels, oldclasslevel will
5996 //only be less than GetXPLevel when the new class surpasses it
5997 return oldlevel
>=GetXPLevel(false);
6000 bool Actor::IsDualSwap() const
6002 //the dualswap[class-1] holds the info
6003 if (!IsDualClassed()) return false;
6004 ieDword tmpclass
= BaseStats
[IE_CLASS
]-1;
6005 if (tmpclass
>=(ieDword
)classcount
) return false;
6006 return (ieDword
)dualswap
[tmpclass
]==(Modified
[IE_MC_FLAGS
]&MC_WAS_ANY
);
6009 ieDword
Actor::GetWarriorLevel() const
6011 if (!IsWarrior()) return 0;
6013 ieDword warriorlevels
[4] = {
6014 GetBarbarianLevel(),
6020 ieDword highest
= 0;
6021 for (int i
=0; i
<4; i
++) {
6022 if (warriorlevels
[i
] > highest
) {
6023 highest
= warriorlevels
[i
];
6030 bool Actor::BlocksSearchMap() const
6032 return Modified
[IE_DONOTJUMP
] < 2;
6035 //return true if the actor doesn't want to use an entrance
6036 bool Actor::CannotPassEntrance() const
6038 if (InternalFlags
&IF_USEEXIT
) {
6044 void Actor::UseExit(int flag
) {
6046 InternalFlags
|=IF_USEEXIT
;
6048 InternalFlags
&=~IF_USEEXIT
;
6052 // luck increases the minimum roll per dice, but only up to the number of dice sides;
6053 // luck does not affect critical hit chances:
6054 // if critical is set, it will return 1/sides on a critical, otherwise it can never
6055 // return a critical miss when luck is positive and can return a false critical hit
6056 int Actor::LuckyRoll(int dice
, int size
, int add
, bool critical
, bool only_damage
, Actor
* opponent
) const
6058 assert(this != opponent
);
6062 stat
= IE_DAMAGELUCK
;
6067 int luck
= (signed) GetStat(stat
);
6068 if (opponent
) luck
-= (signed) opponent
->GetStat(stat
);
6069 if (dice
< 1 || size
< 1) {
6075 if (abs(luck
) > size
) {
6076 bonus
= luck
/abs(luck
) * size
;
6080 int roll
= core
->Roll(1, dice
*size
, 0);
6081 if (critical
&& (roll
== 1 || roll
== size
)) {
6084 return add
+ dice
* (size
+ bonus
) / 2;
6088 int roll
, result
= 0, misses
= 0, hits
= 0;
6089 for (int i
= 0; i
< dice
; i
++) {
6090 roll
= core
->Roll(1, size
, 0);
6093 } else if (roll
== size
) {
6099 } else if (roll
< 1) {
6105 // ensure we can still return a critical failure/success
6106 if (critical
&& dice
== misses
) return 1;
6107 if (critical
&& dice
== hits
) return size
;
6109 return result
+ add
;
6112 static EffectRef fx_remove_invisible_state_ref
={"ForceVisible",NULL
,-1};
6114 // removes the (normal) invisibility state
6115 void Actor::CureInvisibility()
6117 if (Modified
[IE_STATE_ID
] & (ieDword
) (STATE_INVISIBLE
)) {
6118 //SetBaseBit(IE_STATE_ID, STATE_INVISIBLE, false);
6119 //fxqueue.RemoveAllEffectsWithParam(fx_set_invisible_state_ref, 0);
6121 //this is much closer to what the original engine does here
6124 newfx
= EffectQueue::CreateEffect(fx_remove_invisible_state_ref
, 0, 0, FX_DURATION_INSTANT_PERMANENT
);
6125 core
->ApplyEffect(newfx
, this, this);
6129 //not sure, but better than nothing
6130 if (! (Modified
[IE_STATE_ID
]& STATE_INVISIBLE
)) {
6131 InternalFlags
|=IF_BECAMEVISIBLE
;
6136 static EffectRef fx_remove_sanctuary_ref
={"Cure:Sanctuary",NULL
,-1};
6138 // removes the sanctuary effect
6139 void Actor::CureSanctuary()
6143 newfx
= EffectQueue::CreateEffect(fx_remove_sanctuary_ref
, 0, 0, FX_DURATION_INSTANT_PERMANENT
);
6144 core
->ApplyEffect(newfx
, this, this);
6149 void Actor::ResetState()
6156 // doesn't check the range, but only that the azimuth and the target
6157 // orientation match with a +/-2 allowed difference
6158 bool Actor::IsBehind(Actor
* target
)
6160 unsigned char tar_orient
= target
->GetOrientation();
6161 // computed, since we don't care where we face
6162 unsigned char my_orient
= GetOrient(target
->Pos
, Pos
);
6165 for (int i
=-2; i
<= 2; i
++) {
6167 if (diff
>= MAX_ORIENT
) diff
-= MAX_ORIENT
;
6168 if (diff
<= -1) diff
+= MAX_ORIENT
;
6169 if (diff
== (signed)tar_orient
) return true;
6174 // checks all the actor's stats to see if the target is her racial enemy
6175 bool Actor::IsRacialEnemy(Actor
* target
)
6177 if (Modified
[IE_HATEDRACE
] == target
->Modified
[IE_RACE
]) {
6179 } else if (core
->HasFeature(GF_3ED_RULES
)) {
6180 // iwd2 supports multiple racial enemies gained through level progression
6181 for (unsigned int i
=0; i
<7; i
++) {
6182 if (Modified
[IE_HATEDRACE2
+i
] == target
->Modified
[IE_RACE
]) {
6190 bool Actor::ModalSpellSkillCheck() {
6191 switch(ModalState
) {
6193 case MS_DETECTTRAPS
:
6204 static EffectRef fx_disable_button_ref
={ "DisableButton", NULL
, -1 };
6206 inline void HideFailed(Actor
* actor
)
6209 newfx
= EffectQueue::CreateEffect(fx_disable_button_ref
, 0, ACT_STEALTH
, FX_DURATION_INSTANT_LIMITED
);
6210 newfx
->Duration
= ROUND_SECONDS
; // 90 ticks, 1 round
6211 core
->ApplyEffect(newfx
, actor
, actor
);
6215 bool Actor::TryToHide() {
6216 ieDword roll
= LuckyRoll(1, 100, 0);
6222 // check for disabled dualclassed thieves (not sure if we need it)
6224 if (Modified
[IE_DISABLEDBUTTON
] & (1<<ACT_STEALTH
)) {
6229 // check if the pc is in combat (seen / heard)
6230 Game
*game
= core
->GetGame();
6231 if (game
->PCInCombat(this)) {
6237 if (core
->HasFeature(GF_HAS_HIDE_IN_SHADOWS
)) {
6238 skill
= (GetStat(IE_HIDEINSHADOWS
) + GetStat(IE_STEALTH
))/2;
6240 skill
= GetStat(IE_STEALTH
);
6243 // check how bright our spot is
6244 ieDword lightness
= game
->GetCurrentArea()->GetLightLevel(Pos
);
6245 // seems to be the color overlay at midnight; lightness of a point with rgb (200, 100, 100)
6246 // TODO: but our NightTint computes to a higher value, which one is bad?
6247 ieDword ref_lightness
= 43;
6248 ieDword light_diff
= int((lightness
- ref_lightness
) * 100 / (100 - ref_lightness
)) / 2;
6249 ieDword chance
= (100 - light_diff
) * skill
/100;
6251 if (roll
> chance
) {
6258 // only works with masks; use direct comparison for specific alignment checks
6259 bool Actor::MatchesAlignmentMask(ieDword mask
)
6261 ieDword stat
= Modified
[IE_ALIGNMENT
];
6265 return stat
== AL_LAWFUL_EVIL
|| stat
== AL_NEUTRAL_EVIL
|| stat
== AL_CHAOTIC_EVIL
;
6267 return stat
== AL_NEUTRAL_GOOD
|| stat
== AL_TRUE_NEUTRAL
|| stat
== AL_NEUTRAL_EVIL
;
6269 return stat
== AL_LAWFUL_GOOD
|| stat
== AL_NEUTRAL_GOOD
|| stat
== AL_CHAOTIC_GOOD
;
6271 return stat
== AL_CHAOTIC_GOOD
|| stat
== AL_CHAOTIC_NEUTRAL
|| stat
== AL_CHAOTIC_EVIL
;
6273 return stat
== AL_NEUTRAL_GOOD
|| stat
== AL_TRUE_NEUTRAL
|| stat
== AL_NEUTRAL_EVIL
;
6275 return stat
== AL_LAWFUL_GOOD
|| stat
== AL_LAWFUL_NEUTRAL
|| stat
== AL_LAWFUL_EVIL
;
6277 printf("Bad mask parameter (%d) used with Actor::MatchesAlignmentMask!\n", mask
);