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actors.h
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actors.h
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/*!
* \file
* \ingroup display
* \brief This file holds information about actors appearance etc. used for displaying the actors.
*/
#ifndef __ACTORS_H__
#define __ACTORS_H__
#include "bbox_tree.h"
#include "cal_types.h"
#include "chat.h"
#include "client_serv.h"
#include "platform.h"
#include "tiles.h"
#include "eye_candy_types.h"
#include "hash.h"
#ifdef __cplusplus
extern "C" {
#endif
//! The offset for actor IDs for horses. Actual ID is HORSE_ID_OFFSET + ID of the rider.
#define HORSE_ID_OFFSET 0x10000
#define MAX_FILE_PATH 128 // the max chars allowed int a path/filename for actor textures/masks
#define MAX_ACTOR_DEFS 256
#define ACTOR_DEF_NAME_SIZE 256
extern int yourself; /*!< This variable holds the actor_id (as the server sees it, not the position in the actors_list) of your character.*/
extern int you_sit; /*!< Specifies if you are currently sitting down.*/
extern int sit_lock; /*!< The sit_lock variable holds you in a sitting position.*/
extern int use_alpha_banner; /*!< Use_alpha_banner defines if an alpha background is drawn behind the name/health banner.*/
/*!
* \name Actor types
* Defines the colour of the name.
*/
/*! \{ */
#define HUMAN 1 /*!< Draw the actors name in white*/
#define NPC 2 /*!< Draw the actors name in blue*/
#define COMPUTER_CONTROLLED_HUMAN 3 /*!< Draw the actors name in white*/
#define PKABLE_HUMAN 4 /*!< Draw the actors name in red*/
#define PKABLE_COMPUTER_CONTROLLED 5 /*!< Draw the actors name in red*/
/*! \} */
/*! The maximum number of lines in the overhead text */
#define MAX_CURRENT_DISPLAYED_TEXT_LINES 3
/*! Max text len to display into bubbles overhead */
#define MAX_CURRENT_DISPLAYED_TEXT_LEN (MAX_TEXT_MESSAGE_LENGTH + MAX_CURRENT_DISPLAYED_TEXT_LINES + 1)
// default duration in ms of a step when an actor is walking
#define DEFAULT_STEP_DURATION 250
/*!
* \name Glow colours
* The colours used for giving the items a glowing halo
*/
/*! \{ */
/*! The colours used in the glowing swords (magic, thermal, ice, fire)*/
typedef struct
{
float r; /*!< Red (0<=r<=1)*/
float g; /*!< Green (0<=g<=1)*/
float b; /*!< Blue (0<=b<=1)*/
}glow_color;
//GLOWS
#define GLOW_NONE 0 /*!< RGB: 0.0, 0.0, 0.0*/
#define GLOW_FIRE 1 /*!< RGB: 0.5, 0.1, 0.1*/
#define GLOW_COLD 2 /*!< RGB: 0.1, 0.1, 0.5*/
#define GLOW_THERMAL 3 /*!< RGB: 0.5, 0.1, 0.5*/
#define GLOW_MAGIC 4 /*!< RGB: 0.5, 0.4, 0.0*/
extern glow_color glow_colors[10]; /*!< Holds the glow colours defined in GLOW_**/
/*! \} */
// keep in sync with client_serv.h !!!
#define NUM_BUFFS 11
#ifdef NEW_SOUND
extern int no_near_enhanced_actors;
extern float distanceSq_to_near_enhanced_actors;
#endif // NEW_SOUND
/*!
* The enhanced actor structure holds information about the actors extensions such as if the actor is wearing any armour, weapons etc.
*/
typedef struct
{
int uniq_id;
int guild_id;
int guild_tag_color;
int legs_meshindex;
int head_meshindex;
int torso_meshindex;
int weapon_meshindex;
int shield_meshindex;
int helmet_meshindex;
int neck_meshindex;
int cape_meshindex;
int boots_meshindex;
/*! \name The texture names*/
/*! \{ */
char pants_tex[MAX_FILE_PATH];
char pants_mask[MAX_FILE_PATH];
char boots_tex[MAX_FILE_PATH];
char boots_mask[MAX_FILE_PATH];
char torso_tex[MAX_FILE_PATH];
char arms_tex[MAX_FILE_PATH];
char torso_mask[MAX_FILE_PATH];
char arms_mask[MAX_FILE_PATH];
char hands_tex[MAX_FILE_PATH];
char head_tex[MAX_FILE_PATH];
char hands_mask[MAX_FILE_PATH];
char head_mask[MAX_FILE_PATH];
char head_base[MAX_FILE_PATH];
char body_base[MAX_FILE_PATH];
char arms_base[MAX_FILE_PATH];
char legs_base[MAX_FILE_PATH];
char boots_base[MAX_FILE_PATH];
char hair_tex[MAX_FILE_PATH];
char eyes_tex[MAX_FILE_PATH];
char weapon_tex[MAX_FILE_PATH];
char shield_tex[MAX_FILE_PATH];
char helmet_tex[MAX_FILE_PATH];
char neck_tex[MAX_FILE_PATH];
char cape_tex[MAX_FILE_PATH];
char hands_tex_save[MAX_FILE_PATH];
/*! \} */
/*! \name Specifies the glow of each worn item*/
/*! \{ */
int weapon_glow;
int shield_glow;
int helmet_glow;
int neck_glow;
int cape_glow;
int legs_glow;
/*! \} */
}enhanced_actor;
/*! Sets the main model type*/
typedef struct
{
char model_name[MAX_FILE_PATH];
char skin_name[MAX_FILE_PATH];
char skin_mask[MAX_FILE_PATH];
int glow;
int mesh_index;
}body_part;
/*! Sets the shield type*/
typedef struct
{
char model_name[MAX_FILE_PATH];
char skin_name[MAX_FILE_PATH];
char skin_mask[MAX_FILE_PATH];
int glow;
int mesh_index;
int missile_type; /*!< The type of equipped missiles (>=0 if a quiver is equipped, -1 if a regular shield is equipped) */
}shield_part;
/*! Sets the weapon type (including animation frame names)*/
typedef struct
{
char model_name[MAX_FILE_PATH];
char skin_name[MAX_FILE_PATH];
char skin_mask[MAX_FILE_PATH];
int glow;
int mesh_index;
int turn_horse;
int unarmed;
struct cal_anim cal_frames[NUM_WEAPON_FRAMES];
}weapon_part;
/*! Defines the main models looks*/
typedef struct
{
char model_name[MAX_FILE_PATH];
char arms_name[MAX_FILE_PATH];
char torso_name[MAX_FILE_PATH];
char arms_mask[MAX_FILE_PATH];
char torso_mask[MAX_FILE_PATH];
int mesh_index;
}shirt_part;
/*! Sets the models hands and head*/
typedef struct
{
char hands_name[MAX_FILE_PATH];
char head_name[MAX_FILE_PATH];
char arms_name[MAX_FILE_PATH];
char body_name[MAX_FILE_PATH];
char legs_name[MAX_FILE_PATH];
char feet_name[MAX_FILE_PATH];
int mesh_index;
}skin_part;
/*! Sets the models hair name*/
typedef struct
{
char hair_name[MAX_FILE_PATH];
int mesh_index;
}hair_part;
/*! Sets the models eyes name*/
typedef struct
{
char eyes_name[MAX_FILE_PATH];
int mesh_index;
}eyes_part;
/*! Holds info about the boots */
typedef struct
{
char boots_name[MAX_FILE_PATH];
char model_name[MAX_FILE_PATH];
char boots_mask[MAX_FILE_PATH];
int glow;
int mesh_index;
}boots_part;
/*! Holds info about the legs type*/
typedef struct
{
char legs_name[MAX_FILE_PATH];
char model_name[MAX_FILE_PATH];
char legs_mask[MAX_FILE_PATH];
int glow;
int mesh_index;
}legs_part;
/*! A structure used when loading the actor definitions
* \sa init_actor_defs*/
typedef struct cal_anim_group
{
char name[32];
int count;
struct cal_anim anim[16];
} cal_animations;
#ifdef NEW_SOUND
typedef struct
{
int sound;
float scale;
} act_extra_sound;
#endif // NEW_SOUND
typedef struct
{
int is_holder; /*!< Specifies if this type of actor hold the actor to which it is attached or if he is held */
int parent_bone_id; /*!< The bone to use on the actor to which it is attached */
int local_bone_id; /*!< The bone to use on the actor that is attached */
float shift[3]; /*!< The shift to apply to the actor that is held */
struct cal_anim cal_frames[NUM_ATTACHED_ACTOR_FRAMES];
} attachment_props;
/*!
* Structure containing how an actor type is attached to all other actors types
*/
typedef struct
{
attachment_props actor_type[MAX_ACTOR_DEFS]; /*!< Attachment properties for each kind of actor */
} attached_actors_types;
typedef enum {
ACTOR_HEAD_SIZE = 0,
ACTOR_SHIELD_SIZE,
ACTOR_CAPE_SIZE,
ACTOR_HELMET_SIZE,
ACTOR_WEAPON_SIZE,
ACTOR_SHIRT_SIZE,
ACTOR_SKIN_SIZE,
ACTOR_HAIR_SIZE,
ACTOR_BOOTS_SIZE,
ACTOR_LEGS_SIZE,
ACTOR_NECK_SIZE,
ACTOR_EYES_SIZE,
ACTOR_NUM_PARTS
} actor_parts_enum;
typedef struct
{
/*! \name Model data*/
/*! \{ */
int actor_type;
char actor_name[66];
char skin_name[MAX_FILE_PATH];
char file_name[256];
/*! \} */
float actor_scale;
float scale;
float mesh_scale;
float skel_scale;
struct CalCoreModel *coremodel;
struct CalHardwareModel* hardware_model;
GLuint vertex_buffer;
GLuint index_buffer;
GLenum index_type;
Uint32 index_size;
//Animation indexes
struct cal_anim_group idle_group[16];//16 animation groups
int group_count;
struct cal_anim cal_frames[NUM_ACTOR_FRAMES];
hash_table *emote_frames;
int skeleton_type;
#ifdef NEW_SOUND
// Extra sounds
act_extra_sound battlecry;
#endif // NEW_SOUND
/*! \name The different body parts (different head shapes, different armour/weapon shapes etc.)*/
/*! \{ */
body_part *head;
shield_part *shield;
body_part *cape;
body_part *helmet;
body_part *neck;
weapon_part *weapon;
/*! \} */
/*! \name Clothing*/
/*! \{ */
shirt_part *shirt;
skin_part *skin;
hair_part *hair;
eyes_part *eyes;
boots_part *boots;
legs_part *legs;
/*! \} */
/*! \name The current actors walk/run speeds*/
/*! \{ */
double walk_speed; // unused
double run_speed; // unused
char ghost;
/*! \} */
int step_duration;
} actor_types;
typedef struct
{
float aim_position[3]; /*!< Position of the target to aim at */
float fire_position[3]; /*!< Position of the target to fire at */
int aim_actor; /*!< Actor ID to aim at */
int fire_actor; /*!< Actor ID to fire at */
char shot_type; /*!< The type of the shot (0: normal, 1: missed, 2: critical) */
char reload; /*!< To tell if the char must reload after the next fire */
char state; /*!< The state of the action (0: aim needed, 1: aim done, 2: fire needed, 3: fire done) */
} range_action;
#define MAX_EMOTE_LEN 20
#define MAX_EMOTE_FRAME 8
#define EMOTE_SITTING 0
#define EMOTE_WALKING 1
#define EMOTE_RUNNING 2
#define EMOTE_STANDING 3
#define EMOTE_ACTOR_TYPES 13
#define EMOTE_TIMEOUT 2000
#define EMOTE_CMDS_HASH 100
#define EMOTE_BARE_L 2
#define EMOTE_BARE_R 4
//ugliest mapping functions ever :/
static __inline__ int emote_actor_type(int actor_type){
switch(actor_type){
case human_female: return 0;
case human_male: return 1;
case elf_female: return 2;
case elf_male: return 3;
case dwarf_female: return 4;
case dwarf_male: return 5;
case orchan_female: return 6;
case orchan_male: return 7;
case gnome_female: return 8;
case gnome_male: return 9;
case draegoni_female: return 10;
case draegoni_male: return 11;
default: return 12; //all other mobs
}
}
typedef struct _emote_frame {
int nframes;
int ids[MAX_EMOTE_FRAME];
struct _emote_frame *next;
} emote_frame;
typedef struct _emote_type
{
int id;
char barehanded;
unsigned char pose;
int timeout; //default 2 sec
emote_frame *anims[EMOTE_ACTOR_TYPES][4][2];
char name[20];
char desc[80];
} emote_data;
typedef struct _emote_anim {
Uint32 start_time;
Uint32 max_duration;
int nframes;
char active;
struct cal_anim frames[MAX_EMOTE_FRAME];
struct cal_anim idle;
emote_frame *flow;
} emote_anim;
typedef struct _emote_dict {
char command[MAX_EMOTE_LEN+1]; // The command to trigger the emote
emote_data *emote;
} emote_dict;
extern hash_table *emote_cmds; //used to search through emotes commands
extern hash_table *emotes; //used to store emotes
#define NO_EMOTE 0
#define SERVER_EMOTE 1
#define CLIENT_EMOTE 2
typedef struct _emote_command {
Uint32 create_time;
emote_data *emote;
char origin;
} emote_command;
#define MAX_EMOTE_QUEUE 20
#define EMOTE_MOTION(act) ((act->buffs & BUFF_DOUBLE_SPEED) ? (EMOTE_RUNNING):(EMOTE_WALKING))
/*! The main actor structure.*/
#define MAX_CMD_QUEUE 31
#define MAX_RANGE_ACTION_QUEUE 16
#define MAX_ITEM_CHANGES_QUEUE 16
typedef struct
{
/*! \name Misc.*/
/*! \{ */
int actor_id; /*!< The actor ID from the server*/
int actor_type; /*!< Specifies the type of actor (race, sex etc.)*/
/*! \} */
struct CalModel *calmodel;
struct cal_anim cur_anim;
emote_anim cur_emote; //current performed emote
emote_data *poses[4]; //current emote ids for idle states (standing, walking...)
emote_command emote_que[MAX_EMOTE_QUEUE+1]; /*!< Holds the queued emotes*/
unsigned int cur_emote_sound_cookie; /*!< The currently played emote sound*/
#ifdef MORE_EMOTES
int startIdle;
int endIdle;
int idleTime;
int idleDuration;
#endif
unsigned int cur_anim_sound_cookie; /*!< The currently played animation sound*/
struct cal_anim cur_idle_anims[16];
int IsOnIdle;
float anim_time;
Uint32 last_anim_update;
AABBOX bbox;
/*! \name Range mode parameters */
/*! \{ */
float cal_h_rot_start; /*!< The starting horizontal rotation */
float cal_h_rot_end; /*!< The ending horizontal rotation */
float cal_v_rot_start; /*!< The starting vertical rotation */
float cal_v_rot_end; /*!< The ending vertical rotation */
float cal_rotation_blend; /*!< The blend to applay between the starting and the ending rotations */
float cal_rotation_speed; /*!< The speed of the rotation */
int cal_last_rotation_time; /*!< The last time when the rotation has been updated */
char are_bones_rotating; /*!< To tell if the char is rotating */
char in_aim_mode; /*!< To tell if the char is already aiming something (0: not in aim mode; 1: in aim mode; 2: leaving aim mode) */
range_action range_actions[MAX_RANGE_ACTION_QUEUE]; /*!< Stores the actions to be done */
int range_actions_count; /*<! The number of actions stored */
int delayed_item_changes[MAX_ITEM_CHANGES_QUEUE]; /*!< Used to delay a sword/shield equip while in range mode (-1: item removed; >= 0: item equipped) */
int delayed_item_type_changes[MAX_ITEM_CHANGES_QUEUE]; /*!< Used to delay a sword/shield equip while in range mode */
int delayed_item_changes_count; /*!< The number of delayed items */
char delay_texture_item_changes; /*!< To tell if the item changes should get delayed */
/*! \} */
/*! \name Actors positions
* \brief Updated in the timer thread
*/
/*! \{ */
double x_pos; /*!< Specifies the x position of the actor */
double y_pos; /*!< Specifies the y position of the actor */
double z_pos; /*!< Specifies the z position of the actor */
float scale; /*!< Specidies the custom scaling for the actor model */
int x_tile_pos; /*!< Specifies the x tile position - updated in the timer thread */
int y_tile_pos; /*!< Specifies the y tile position - updated in the timer thread */
/*! \} */
/*! \name Actor rotation*/
/*! \{ */
float x_rot; /*!< Sets the current x rotation*/
float y_rot; /*!< Sets the current y rotation*/
float z_rot; /*!< Sets the current z rotation*/
/*! \} */
float max_z;
/*! \name Actors worn item IDs*/
/*! \{ */
int boots; /*!< Sets the boots ID (loaded from the actor_defs array)*/
int hair; /*!< Sets the hair ID (loaded from the actor_defs array)*/
int eyes; /*!< Sets the eyes ID (loaded from the actor_defs array)*/
int skin; /*!< Sets the skin ID (loaded from the actor_defs array)*/
int pants; /*!< Sets the pants ID (loaded from the actor_defs array)*/
int shirt; /*!< Sets the shirt ID (loaded from the actor_defs array)*/
int cur_weapon; /*!< Sets the current weapon of the actor*/
int cur_shield; /*!< Sets the current shield of the actor*/
/*! \} */
/*! \{ */
int is_enhanced_model; /*!< Specifies if we have the enhanced_actor structure below*/
enhanced_actor *body_parts; /*!< A pointer to the enhanced actor extension (holds information about weapons, helmets etc)*/
/*! \} */
/*! \{ */
char remapped_colors; /*!< If the actors colours are remapped it will holds the texture in actor->texture_id*/
GLuint texture_id; /*!< Sets the texture ID, if the remapped_colors==1 - remember to glDeleteTextures*/
char skin_name[256]; /*!< Sets the skin name*/
char actor_name[ACTOR_DEF_NAME_SIZE]; /*!< Sets the actors name - holds the guild name as well after a special 127+color character*/
/*! \} */
/*! \name Command queue and current animations*/
/*! \{ */
actor_commands que[MAX_CMD_QUEUE+1]; /*!< Holds the current command queue*/
#ifdef ANIMATION_SCALING
float animation_scale; /*!< scale factor for animations */
#endif /* ANIMATION_SCALING */
char last_command; /*!< Holds the last command*/
char busy; /*!< if the actor is busy executing the current command*/
char sitting; /*!< Specifies if the actor is currently sitting*/
char fighting; /*!< Specifies if the actor is currently fighting*/
/*! \} */
/*!
* \name Movement
*/
/*! \{ */
double move_x_speed; /*!< Sets the current movement speed in the x direction (used for updating the actor in the timer thread)*/
double move_y_speed; /*!< Sets the current movement speed in the y direction (used for updating the actor in the timer thread)*/
double move_z_speed; /*!< Sets the current movement speed in the z direction (used for updating the actor in the timer thread)*/
int movement_time_left; /*!< Specifies the time left for the actor movement before it goes in idle */
float rotate_x_speed; /*!< Sets the x rotation speed (used for updating the actor in the timer thread)*/
float rotate_y_speed; /*!< Sets the y rotation speed (used for updating the actor in the timer thread)*/
float rotate_z_speed; /*!< Sets the z rotation speed (used for updating the actor in the timer thread)*/
int rotate_time_left; /*!< Specifies the time left for the actor rotation before it goes in idle */
/*! \} */
/*! \name Misc. animations*/
/*! \{ */
char horse_rotated;
char moving; /*!< Specifies if the actor is currently on the move*/
char rotating; /*!< Specifies if the actor is currently rotating*/
char stop_animation; /*!< Don't loop trough the current animation (like for die, jump, etc.)*/
char stand_idle; /*!< Sets the actor in an idle stand position*/
char sit_idle; /*!< Sets the actor in an idle sit position*/
char dead; /*!< Used when the actor is dead (render the dead position)*/
int damage; /*!< Sets the damage the actor has been given*/
int damage_ms; /*!< Defines the remaining time in which the actor damage will be shown*/
int last_health_loss; /*!< Defines the time of damage*/
Uint16 cur_health; /*!< Sets the current health of the actor*/
Uint16 max_health; /*!< Sets the maximum health of the actor*/
char ghost; /*!< Sets the actor type to ghost (Disable lightning, enable blending (GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA))*/
char has_alpha; /*!< is alpha blending needed for this actor? */
int kind_of_actor; /*!< Defines the kind_of_actor (NPC, HUMAN, COMPUTER_CONTROLLED_HUMAN, PKABLE, PKABLE_COMPUTER_CONTROLLED)*/
Uint32 buffs; /*!< Contains the buffs on this actor as bits (currently only invisibility)*/
/*! \} */
/*! \name Overhead text (text bubbles)*/
/*! \{ */
char current_displayed_text[MAX_CURRENT_DISPLAYED_TEXT_LEN]; /*!< If the text is displayed in a bubble over the actor, this holds the text*/
int current_displayed_text_lines; /*!< The number of lines of text */
int current_displayed_text_time_left; /*!< Defines the remaining time the overhead text should be displayed*/
/*! \} */
/*! \name Unused variables*/
/*! \{ */
double x_speed; /*!< Unused?*/
double y_speed; /*!< Unused?*/
double z_speed; /*!< Unused?*/
/*! \} */
int async_fighting;
int async_x_tile_pos;
int async_y_tile_pos;
int async_z_rot;
int last_range_attacker_id;
int step_duration;
int attached_actor_id;
float attachment_shift[3];
#ifdef CLUSTER_INSIDES
short cluster;
#endif
ec_reference ec_buff_reference[NUM_BUFFS];
}actor;
#ifndef __cplusplus
typedef struct LockedList *locked_list_ptr;
#endif
#define DEFAULT_RENDER_PASS 0
#define REFLECTION_RENDER_PASS 1
#define DEPTH_RENDER_PASS 2
#define SHADOW_RENDER_PASS 3
#define SELECTION_RENDER_PASS 4
extern actor_types actors_defs[MAX_ACTOR_DEFS]; /*!< The actor definitions*/
extern attached_actors_types attached_actors_defs[MAX_ACTOR_DEFS]; /*!< The definitions for the attached actors */
//! Check whether actor \a act has an attachment (horse or rider)
static inline int has_attachment(const actor *act)
{
return act->attached_actor_id >= 0;
}
//! Return whether actor \a act is a horse
static inline int is_horse(const actor *act)
{
return act->attached_actor_id >= 0 && act->actor_id >= HORSE_ID_OFFSET;
}
//! Return \a act's current weapon
static inline weapon_part *actor_weapon(const actor *act)
{
return &(actors_defs[act->actor_type].weapon[act->cur_weapon]);
}
/*!
* \ingroup display_actors
* \brief The main actor loop - draws all actors within range
*
* The function draws the actor if it's within a range of 12*12
*
* \callgraph
*/
void display_actors(int banner, int render_pass);
actor* create_actor_attachment(actor* parent, int attachment_type);
void add_actor_attachment(locked_list_ptr actors_list, actor *act, int attachment_type);
/*!
* \ingroup network_actors
* \brief Adds an actor from the in_data
*
* Is called when the client gets an ADD_NEW_ACTOR command from the server. Parses the data pointed to by in_data, then adds the actor to the actors list
*
* \param in_data The data from the server
* \param len The length of the supplied data
*
* \callgraph
*/
void add_actor_from_server (const char * in_data, int len);
/*!
* \ingroup network_text
* \brief Adds the text to the actor
*
* Adds text from the actor identified by its server ID \a actor_id, to overhead text.
*
* \param actor_id The server ID of the actor
* \param text The text we wish to add to the current_displayed_text buffer in the actors structure.
*/
void add_displayed_text_to_actor_id(int actor_id, const char* text);
/*!
* \ingroup network_text
* \brief Adds the text to the actor
*
* Adds text from the actor identified by name \a name, to overhead text.
*
* \param name The name of the actor
* \param text The text we wish to add to the current_displayed_text buffer in the actors structure.
*/
void add_displayed_text_to_actor_name(const char* name, const char* text);
int on_the_move (const actor *act);
/*!
* \brief Get the Z position of an actor according to its position on the height map
* \param a the actor
* \return the Z position of the actor
*/
static __inline__ float get_actor_z(const actor *a)
{
return get_tile_height(a->x_tile_pos, a->y_tile_pos);
}
/*!
* \brief Get the scale factor of an actor
* \param a the actor
* \return the scale factor of the actor
*/
static __inline__ float get_actor_scale(const actor *a)
{
float scale = a->scale;
scale *= actors_defs[a->actor_type].actor_scale;
return scale;
}
/*!
* \brief Computes the rotation matrix of an actor
* \param in_act the actor
* \param out_rot the resulting matrix (3x3 matrix: 9 floats)
*/
void get_actor_rotation_matrix(const actor *in_act, float *out_rot);
/*!
* \brief Transforms a local position on a char to an absolute position
* \param in_act the actor
* \param in_local_pos the local position
* \param in_act_rot the rotation matrix of the actor (computed inside if NULL)
* \param out_pos the resulting position
*/
void transform_actor_local_position_to_absolute(const actor *in_act, float *in_local_pos,
float *in_act_rot, float *out_pos);
void draw_actor_without_banner(actor * actor_id, Uint32 use_lightning, Uint32 use_textures, Uint32 use_glow);
/*!
* \brief Remember this last summoned creature.
*
* \param summoned_name The name of the summoned creature
*/
void remember_new_summoned(const char *summoned_name);
/*!
* \brief Check if a new actor is the last summoned by the player. The actor mutex must be already held.
*
* \param new_actor Pointer to the new actor
*/
void check_if_new_actor_last_summoned(const actor *new_actor);
/*!
* \brief Get the actor ID of the last summoned creature
*
* \return The id or -1 of none remembered or no longer present.
*/
int get_id_last_summoned(void);
/*!
* \brief Free the list of near actors
*
* Free the memory allocated for the information on which actors are to be drawn.
*/
void free_near_actors(void);
static __inline__ attachment_props* get_attachment_props_if_held(actor *act, actor *attached)
{
if (!attached)
return NULL;
else if (act->actor_id < 0 && // the actor is the attachment
!attached_actors_defs[act->actor_type].actor_type[attached->actor_type].is_holder)
return &attached_actors_defs[act->actor_type].actor_type[attached->actor_type];
else if (act->actor_id >= 0 && // the actor is the parent of the attachment
attached_actors_defs[attached->actor_type].actor_type[act->actor_type].is_holder)
return &attached_actors_defs[attached->actor_type].actor_type[act->actor_type];
else
return NULL;
}
static __inline__ int get_actor_motion_frame(actor *act)
{
return act->buffs & BUFF_DOUBLE_SPEED ? cal_actor_run_frame : cal_actor_walk_frame;
}
#ifdef __cplusplus
} // extern "C"
#endif
#endif // __ACTORS_H__