forked from exult/exult
-
Notifications
You must be signed in to change notification settings - Fork 0
/
actorio.cc
864 lines (751 loc) · 22.8 KB
/
actorio.cc
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
/*
* actorio.cc - I/O for the Actor class.
*
* Copyright (C) 2000-2022 The Exult Team
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#include "chunks.h"
#include "databuf.h"
#include "egg.h"
#include "game.h"
#include "gamemap.h"
#include "gamewin.h"
#include "monsters.h"
#include "monstinf.h"
#include "npctime.h"
#include "objiter.h"
#include "schedule.h"
#include "shapeinf.h"
#include "ucmachine.h"
#include <algorithm>
#include <cstring>
using std::cout;
using std::endl;
using std::ios;
using std::istream;
using std::ostream;
/*
* Read in actor from a given file.
*/
void Actor::read(
IDataSource* nfile, // 'npc.dat', generally.
int num, // NPC #, or -1.
bool has_usecode, // 1 if a 'type1' NPC.
bool& fix_unused // Old savegame, so 'unused' isn't
// valid. Possibly set here.
// June9,02: +++++Fix_unused should go away in a few months.
) {
npc_num = num;
// This is used to get around parts of the files that we don't know
// what the uses are. 'fix_first' is used fix issues in the originals
// files that cause problems for the extra info we save.
const bool fix_first = Game::is_new_game();
init(); // Clear rest of stuff.
const unsigned locx = nfile->read1(); // Get chunk/tile coords.
const unsigned locy = nfile->read1();
// Read & set shape #, frame #.
unsigned short shnum = nfile->read2();
if (num == 0 && Game::get_game_type() != BLACK_GATE
&& (shnum & 0x3ff) < 12) {
set_shape((shnum & 0x3ff) | 0x400);
} else {
set_shape(shnum & 0x3ff);
}
set_frame(shnum >> 10);
const int iflag1 = nfile->read2(); // Inventory flag.
// We're going to use these bits.
// iflag1:0 == has_contents.
// iflag1:1 == sched. usecode follows,
// possibly empty.
// iflag1:2 == usecode # assigned by
// ES, so always use it.
// iflag1:3 == usecode fun name assigned
// by ES, so use it instead.
// iflag1:4 == Extended skin number
const bool read_sched_usecode = !fix_first && (iflag1 & 2);
const bool usecode_name_used = !fix_first && (iflag1 & 8);
if (usecode_name_used || (!fix_first && (iflag1 & 4))) {
usecode_assigned = true;
}
const bool extended_skin = !fix_first && (iflag1 & 16);
const int schunk = nfile->read1(); // Superchunk #.
// For multi-map:
int map_num = nfile->read1();
if (fix_first) {
map_num = 0;
}
Game_map* npcmap = gwin->get_map(map_num);
const int usefun = nfile->read2(); // Get usecode function #.
set_lift(usefun >> 12); // Lift is high 4 bits.
usecode = usefun & 0xfff;
// Need this for BG. (Not sure if SI.)
if (npc_num >= 0 && npc_num < 256) {
usecode = 0x400 + npc_num;
}
// Watch for new NPC's added.
else if (
usecode_name_used
|| (!has_usecode && !usecode_assigned && usecode != 0x400 + npc_num)
|| usecode == 0xfff) {
usecode = -1; // Let's try this.
}
// Guessing: !! (Want to get signed.)
const int health_val = static_cast<int>(static_cast<char>(nfile->read1()));
set_property(static_cast<int>(Actor::health), health_val);
nfile->skip(3); // Skip 3 bytes.
const int iflag2 = nfile->read2(); // The 'used-in-game' flag.
if (iflag2 == 0 && num >= 0 && !fix_unused) {
if (num == 0) { // Old (bad) savegame?
fix_unused = true;
} else {
unused = true;
}
#ifdef DEBUG
cout << "NPC #" << num << " is unused" << endl;
#endif
}
const bool has_contents
= fix_first ? (iflag1 && !unused) : (iflag1 & 1) != 0;
// Read first set of flags
const int rflags = nfile->read2();
if ((rflags >> 0x7) & 1) {
set_flag(Obj_flags::asleep);
}
if ((rflags >> 0x8) & 1) {
set_flag(Obj_flags::charmed);
}
if ((rflags >> 0x9) & 1) {
set_flag(Obj_flags::cursed);
}
if ((rflags >> 0xB) & 1) {
set_flag(Obj_flags::in_party);
}
if ((rflags >> 0xC) & 1) {
set_flag(Obj_flags::paralyzed);
}
if ((rflags >> 0xD) & 1) {
set_flag(Obj_flags::poisoned);
}
if ((rflags >> 0xE) & 1) {
set_flag(Obj_flags::protection);
}
if (!fix_first && ((rflags >> 0xF) & 1)) {
set_flag(Obj_flags::dead);
}
// Guess
if (((rflags >> 0xA) & 1)) {
set_flag(Obj_flags::on_moving_barge);
}
alignment = (rflags >> 3) & 3;
// Unknown, using for is_temporary (only when not fix_first)
if ((rflags >> 0x6) & 1 && !fix_first) {
set_flag(Obj_flags::is_temporary);
}
/* Not used by exult
Unknown in U7tech
if ((rflags >> 0x5) & 1) set_flag (Obj_flags::unknown);
*/
// Get char. atts.
// In BG - Strength (0-5), skin colour(6-7)
// In SI - Strength (0-4), skin colour(5-6), freeze (7)
const int strength_val = nfile->read1();
if (Game::get_game_type() == BLACK_GATE) {
set_property(static_cast<int>(Actor::strength), strength_val & 0x3F);
if (num == 0) {
if (!extended_skin) { // We will do it later for extended skins.
if (Game::get_avskin() >= 0) {
set_skin_color(Game::get_avskin());
} else {
set_skin_color(((strength_val >> 6) - 1) & 0x3);
}
}
} else {
set_skin_color(-1);
}
} else {
set_property(static_cast<int>(Actor::strength), strength_val & 0x1F);
if (num == 0) {
if (!extended_skin) { // We will do it later for extended skins.
if (Game::get_avskin() >= 0 && Game::get_avskin() <= 2) {
set_skin_color(Game::get_avskin());
} else {
set_skin_color((strength_val >> 5) & 0x3);
}
}
} else {
set_skin_color(-1);
}
if ((strength_val >> 7) & 1) {
set_flag(Obj_flags::freeze);
}
}
if (is_dying() && // Now we know health, strength.
npc_num > 0) { // DON'T do this for Avatar!
set_flag(Obj_flags::dead); // Fixes older savegames.
}
// Dexterity
set_property(static_cast<int>(Actor::dexterity), nfile->read1());
// Intelligence (0-4), read(5), Tournament (6), polymorph (7)
const int intel_val = nfile->read1();
set_property(static_cast<int>(Actor::intelligence), intel_val & 0x1F);
if ((intel_val >> 5) & 1) {
set_flag(Obj_flags::read);
}
// Tournament.
if ((intel_val >> 6) & 1) {
set_flag(Obj_flags::tournament);
}
if ((intel_val >> 7) & 1) {
set_flag(Obj_flags::polymorph);
}
// Combat skill (0-6), Petra (7)
const int combat_val = nfile->read1();
set_property(static_cast<int>(Actor::combat), combat_val & 0x7F);
if ((combat_val >> 7) & 1) {
set_flag(Obj_flags::petra);
}
schedule_type = nfile->read1();
const int amode = nfile->read1(); // Default attack mode
// Just stealing 2 spare bits:
combat_protected = (amode & (1 << 4)) != 0;
user_set_attack = (amode & (1 << 5)) != 0;
attack_mode = static_cast<Attack_mode>(amode & 0xf);
// Charmed flag has been read by now.
if (fix_first || !get_flag(Obj_flags::charmed)) {
nfile->skip(1); // Unknown/irrelevant
charmalign = alignment; // Sane default.
} else {
charmalign = nfile->read1(); // Alignment when charmed.
}
const int unk0 = nfile->read1(); // We set high bit of this value.
const int unk1 = nfile->read1();
int magic = 0;
int mana = 0;
int temp;
int flags3;
int ident = 0;
if (fix_first || unk0 == 0) { // How U7 stored things.
// If NPC 0: MaxMagic (0-4), TempHigh (5-7) and Mana(0-4),
// TempLow (5-7)
// Else: ID# (0-4), TempHigh (5-7) and Met (0),
// No Spell Casting (1), Zombie (2), TempLow (5-7)
const int magic_val = nfile->read1();
const int mana_val = nfile->read1();
temp = ((magic_val >> 2) & 0x38) + ((mana_val >> 5) & 7);
if (num == 0) {
magic = magic_val & 0x1f;
mana = mana_val & 0x1f;
flags3 = 1; // Met.
} else {
ident = magic_val & 0x1f;
flags3 = mana_val;
}
} else { // Exult stores magic for all NPC's.
magic = unk0 & 0x7f;
mana = unk1;
temp = nfile->read1();
flags3 = nfile->read1();
ident = flags3 >> 3;
flags3 &= 0x7;
}
set_property(static_cast<int>(Actor::magic), magic);
// Need to make sure that mana is less than magic
set_property(static_cast<int>(Actor::mana), mana < magic ? mana : magic);
set_temperature(temp);
set_ident(ident);
if ((flags3 >> 0) & 1) {
set_flag(Obj_flags::met);
}
if ((flags3 >> 1) & 1) {
set_flag(Obj_flags::no_spell_casting);
}
if ((flags3 >> 2) & 1) {
set_flag(Obj_flags::si_zombie);
}
face_num = nfile->read2(); // NOTE: Exult's using 2 bytes,
if (fix_first) { // Not used in the original.
// face_num &= 0xff; // Just 1 byte in orig.
face_num = npc_num;
} else if (!face_num && npc_num > 0) { // Fix older savegames.
face_num = npc_num;
}
nfile->skip(1); // Unknown
set_property(static_cast<int>(Actor::exp), nfile->read4());
set_property(static_cast<int>(Actor::training), nfile->read1());
nfile->skip(2); // Primary Attacker
nfile->skip(2); // Secondary Attacker
oppressor = nfile->read2(); // Oppressor NPC id.
nfile->skip(4); // I-Vr ??? (refer to U7tech.txt)
schedule_loc.tx = nfile->read2(); // S-Vr Where npc is supposed to
schedule_loc.ty = nfile->read2(); // be for schedule)
// Type flags 2
const int tflags = nfile->read2();
// First time round, all the flags are garbage
if (fix_first) {
set_type_flags(1 << Actor::tf_walk);
// Correct for SI, no problems for BG:
if (tflags & (1 << Actor::tf_sex)) {
clear_type_flag(Actor::tf_sex);
} else {
set_type_flag(Actor::tf_sex);
}
} else {
set_type_flags(tflags);
}
if (num == 0 && Game::get_avsex() == 0) {
clear_type_flag(Actor::tf_sex);
} else if (num == 0 && Game::get_avsex() == 1) {
set_type_flag(Actor::tf_sex);
}
nfile->skip(5); // Unknown
next_schedule = nfile->read1(); // Acty ????? what is this??
nfile->skip(1); // SN ????? (refer to U7tech.txt)
nfile->skip(2); // V1 ????? (refer to U7tech.txt)
nfile->skip(2); // V2 ????? (refer to U7tech.txt)
// 16 Bit Shape Numbers, allows for shapes > 1023
shnum = nfile->read2();
if (!fix_first && shnum) {
// ++++ Testing
if (npc_num == 0) {
set_actor_shape();
} else {
set_shape(shnum); // 16 Bit Shape Number
}
shnum = static_cast<sint16>(
nfile->read2()); // 16 Bit Polymorph Shape Number
if (get_flag(Obj_flags::polymorph)) {
// Try to fix messed-up flag.
if (shnum != get_shapenum()) {
set_polymorph(shnum);
} else {
clear_flag(Obj_flags::polymorph);
}
}
} else {
nfile->skip(2);
set_polymorph_default();
}
// More Exult stuff
if (!fix_first) {
uint32 f;
// Flags
f = nfile->read4();
flags |= f;
if (get_flag(Obj_flags::invisible)) { /* Force timer. */
need_timers()->start_invisibility();
}
if (get_flag(Obj_flags::might)) { /* Force timer. */
need_timers()->start_might();
}
// Was SIFlags -- now used for schedule z coord
schedule_loc.tz = nfile->read1();
nfile->skip(1); // 1 free from old SIFLAGS
// Flags2 But don't set polymorph.
const bool polym = get_flag(Obj_flags::polymorph);
f = nfile->read4();
flags2 |= f;
if (!polym && get_flag(Obj_flags::polymorph)) {
clear_flag(Obj_flags::polymorph);
}
if (usecode_name_used) {
// Support for named functions.
const int funsize = nfile->read1();
char* nm = new char[funsize + 1];
nfile->read(nm, funsize);
nm[funsize] = 0;
usecode_name = nm;
usecode = ucmachine->find_function(nm);
delete[] nm;
}
const int skin = nfile->read1();
if (extended_skin) {
if (Game::get_avskin() >= 0) {
set_skin_color(Game::get_avskin());
} else {
set_skin_color(skin);
}
}
} else {
// Flags
nfile->skip(4);
// SIFlags -- now used for schedule z coord
nfile->skip(2);
// Flags2
nfile->skip(4);
// Extended skins
nfile->skip(1);
}
// Skip 14
nfile->skip(14);
// Get (signed) food level.
int food_read = static_cast<int>(static_cast<char>(nfile->read1()));
if (fix_first) {
food_read = 18;
}
set_property(static_cast<int>(Actor::food_level), food_read);
// Skip 7
nfile->skip(7);
unsigned char namebuf[17];
nfile->read(namebuf, 16);
namebuf[16] = 0; // Be sure it's 0-delimited.
// cout << "Actor " << namebuf << " has alignment " << alignment << endl;
if (num == 0 && Game::get_avname()) {
name = Game::get_avname();
} else {
name = reinterpret_cast<const char*>(namebuf); // Store copy of it.
}
// Get abs. chunk. coords. of schunk.
const int scy = 16 * (schunk / 12);
const int scx = 16 * (schunk % 12);
if (has_contents) { // Inventory? Read.
npcmap->read_ireg_objects(nfile, scx, scy, this);
}
if (read_sched_usecode) { // Read in scheduled usecode.
npcmap->read_special_ireg(nfile, this);
}
const int cx = locx >> 4; // Get chunk indices within schunk.
const int cy = locy >> 4;
// Get tile #'s.
const int tilex = locx & 0xf;
const int tiley = locy & 0xf;
set_shape_pos(tilex, tiley);
Map_chunk* olist = npcmap->get_chunk_safely(scx + cx, scy + cy);
set_invalid(); // Not in world yet.
if (olist && !is_dead() && // Valid & alive? Put into chunk list.
!unused) {
move((scx + cx) * c_tiles_per_chunk + tilex,
(scy + cy) * c_tiles_per_chunk + tiley, get_lift(), map_num);
if (this == gwin->get_main_actor()) {
gwin->set_map(map_num);
}
}
// We do this here because we need the NPC's final shape.
if (health_val <= 0 && !unused) {
// If a monster can't die, force it to have at least 1 hit point,
// but only if the monster is used.
// Maybe we should restore it to full health?
const Monster_info* minf = get_info().get_monster_info();
if (minf && minf->cant_die()) {
set_property(
static_cast<int>(Actor::health),
get_property(static_cast<int>(Actor::strength)));
}
}
// Only do ready best weapon if we are in BG, this is the first time
// and we are the Avatar or Iolo
if (Game::get_game_type() == BLACK_GATE && Game::get_avname()
&& (num == 0 || num == 1)) {
ready_best_weapon();
}
// Force Avatar and all party members to be good
if (get_flag(Obj_flags::in_party) || num == 0) {
set_alignment(good);
}
#if defined(DEBUG) && 0
cout << get_npc_num() << " Creating ";
if (name.empty()) {
cout << get_name();
} else {
cout << name;
}
cout << ", shape = " << get_shapenum() << ", frame = " << get_framenum()
<< ", usecode = " << usefun << endl;
cout << "Chunk coords are (" << scx + cx << ", " << scy + cy
<< "), lift is " << get_lift() << endl;
cout << "Type Flags: ";
if (get_type_flag(tf_fly)) {
cout << "fly ";
}
if (get_type_flag(tf_swim)) {
cout << "swim ";
}
if (get_type_flag(tf_walk)) {
cout << "walk ";
}
if (get_type_flag(tf_ethereal)) {
cout << "ethereal ";
}
if (get_type_flag(tf_in_party)) {
cout << "in party ";
}
if (get_type_flag(tf_sex)) {
cout << "female ";
}
cout << endl;
#endif
}
/*
* Write out to given file.
*/
void Actor::write(ODataSource* nfile // Generally 'npc.dat'.
) {
int i;
unsigned char buf4[4]; // Write coords., shape, frame.
const int old_shape
= get_shapenum(); // Backup shape because we might change it
set_shape(get_shape_real()); // Change the shape out non polymorph one
const int shapenum = get_shapenum();
const int framenum = get_framenum();
buf4[0] = ((get_cx() % 16) << 4) | get_tx();
buf4[1] = ((get_cy() % 16) << 4) | get_ty();
// ++++++Is this even needed anymore? We already save 16-bit shapes below.
buf4[2] = shapenum & 0xff;
buf4[3] = ((shapenum >> 8) & 3) | (framenum << 2);
nfile->write(reinterpret_cast<char*>(buf4), sizeof(buf4));
set_shape(old_shape); // Revert the shape to what it was
// Inventory flag.
// Bit0 = has_contents (our use).
// Bit1 = our savegame, with sched.
// usecode script following this.
// iflag1:2 == usecode # assigned by
// ES, so always use it.
// iflag1:3 == usecode fun name assigned
// by ES, so use it instead.
// iflag1:4 == Extended skin number
int iflag1 = objects.is_empty() ? 0 : 1;
iflag1 |= 2; // We're always doing write_scheduled()
if (usecode_assigned) { // # assigned by EStudio?
// If we have a name, use it instead of the usecode #.
if (!usecode_name.empty()) {
iflag1 |= 8; // Set bit 3.
} else {
iflag1 |= 4; // Set bit 2.
}
}
iflag1 |= 16; // Set bit 4.
nfile->write2(iflag1);
// Superchunk #.
nfile->write1((get_cy() / 16) * 12 + get_cx() / 16);
int map_num = get_map_num();
if (map_num < 0) {
// we store all off-map actors in map 0
map_num = 0;
}
assert(map_num >= 0 && map_num < 256);
nfile->write1(map_num); // Borrowing for map #.
// Usecode.
int usefun = get_usecode() & 0xfff;
// Lift is in high 4 bits.
usefun |= ((get_lift() & 15) << 12);
nfile->write2(usefun);
nfile->write1(get_property(Actor::health));
nfile->write1(0); // Unknown 3 bytes.
nfile->write2(0);
nfile->write2(unused ? 0 : 1); // Write 0 if unused.
// Write first set of flags
int iout = 0;
if (get_flag(Obj_flags::asleep)) {
iout |= 1 << 0x7;
}
if (get_flag(Obj_flags::charmed)) {
iout |= 1 << 0x8;
}
if (get_flag(Obj_flags::cursed)) {
iout |= 1 << 0x9;
}
if (get_flag(Obj_flags::in_party)) {
iout |= 1 << 0xB;
}
if (get_flag(Obj_flags::paralyzed)) {
iout |= 1 << 0xC;
}
if (get_flag(Obj_flags::poisoned)) {
iout |= 1 << 0xD;
}
if (get_flag(Obj_flags::protection)) {
iout |= 1 << 0xE;
}
// Guess
if (get_flag(Obj_flags::on_moving_barge)) {
iout |= 1 << 0xA;
}
// Alignment is bits 3-4.
// Unknownm using for is_temp
if (get_flag(Obj_flags::is_temporary)) {
iout |= 1 << 0x6;
}
iout |= ((alignment & 3) << 3);
nfile->write2(iout);
// Write char. attributes.
iout = get_property(Actor::strength);
if (Game::get_game_type() != BLACK_GATE && npc_num == 0) {
iout |= (get_skin_color() & 3) << 5;
} else if (npc_num == 0) {
iout |= ((get_skin_color() + 1) & 3) << 6;
}
if (get_flag(Obj_flags::freeze)) {
iout |= 1 << 7;
}
nfile->write1(iout);
nfile->write1(get_property(Actor::dexterity));
iout = get_property(Actor::intelligence);
if (get_flag(Obj_flags::read)) {
iout |= 1 << 5;
}
// Tournament
if (get_flag(Obj_flags::tournament)) {
iout |= 1 << 6;
}
if (get_flag(Obj_flags::polymorph)) {
iout |= 1 << 7;
}
nfile->write1(iout);
iout = get_property(Actor::combat);
if (get_flag(Obj_flags::petra)) {
iout |= 1 << 7;
}
nfile->write1(iout);
nfile->write1(get_schedule_type());
const unsigned char amode = attack_mode | (combat_protected ? (1 << 4) : 0)
| (user_set_attack ? (1 << 5) : 0);
nfile->write1(amode);
nfile->write1(get_effective_alignment()); // Effective alignment
// Exult is using the 2 unknown bytes to store magic, mana for all
// NPC's, and to store temperature more simply.
const int magic = get_property(static_cast<int>(Actor::magic));
nfile->write1(magic | 0x80); // Set high bit to flag new format.
nfile->write1(get_property(static_cast<int>(Actor::mana)));
nfile->write1(get_temperature());
int flags3 = 0;
if (get_flag(Obj_flags::met)) {
flags3 |= 1;
}
if (get_flag(Obj_flags::no_spell_casting)) {
flags3 |= 1 << 1;
}
if (get_flag(Obj_flags::si_zombie)) {
flags3 |= 1 << 2;
}
flags3 |= (get_ident() << 3);
nfile->write1(flags3);
nfile->write2(face_num);
nfile->write1(0); // Skip 2
nfile->write4(get_property(Actor::exp));
nfile->write1(get_property(Actor::training));
// 0x40 unknown.
nfile->write2(0); // Skip 2*2
nfile->write2(0);
nfile->write2(oppressor); // Oppressor.
nfile->write4(0); // Skip 2*2
nfile->write2(old_schedule_loc.tx); // S-Vr Where npc is supposed to
nfile->write2(old_schedule_loc.ty); // be for schedule)
// nfile->write4(0);
nfile->write2(get_type_flags()); // Typeflags
nfile->write4(0); // Skip 5
nfile->write1(0);
nfile->write1(next_schedule); // Acty ????? what is this??
nfile->write1(0); // Skip 1
nfile->write2(0); // Skip 2
nfile->write2(0); // Skip 2
// 16 Bit Shapes
if (get_flag(Obj_flags::polymorph)) {
nfile->write2(shape_save); // 16 Bit Shape Num
nfile->write2(get_shapenum()); // 16 Bit Polymorph Shape
} else {
nfile->write2(get_shapenum()); // 16 Bit Shape Num
nfile->write2(0); // 16 Bit Polymorph Shape
}
// Flags
nfile->write4(flags);
// was SIFlags -- now used for schedule z coord
nfile->write1(old_schedule_loc.tz);
nfile->write1(0); // 1 free from old SIFLAGS
// flags2
nfile->write4(flags2);
if (usecode_assigned && !usecode_name.empty()) {
// Support for named functions.
const int size = usecode_name.size();
nfile->write1(size);
char* nm = new char[size];
std::strncpy(nm, usecode_name.c_str(), size);
nfile->write(nm, size);
delete[] nm;
}
nfile->write1(static_cast<char>(get_skin_color()));
// Skip 14
for (i = 0; i < 14; i++) {
nfile->write1(0);
}
// Food
nfile->write1(get_property(Actor::food_level));
// Skip 7
for (i = 0; i < 7; i++) {
nfile->write1(0);
}
char namebuf[17]; // Write 16-byte name.
std::memset(namebuf, 0, 16);
if (name.empty()) {
const std::string namestr = Game_object::get_name();
std::strncpy(namebuf, namestr.c_str(), 16);
} else {
std::strncpy(namebuf, name.c_str(), 16);
}
nfile->write(namebuf, 16);
write_contents(nfile); // Write what he holds.
namebuf[16] = 0;
if (atts) {
Actor::Atts_vector attlist;
get_attributes(attlist);
Game_map::write_attributes(nfile, attlist);
}
// Write scheduled usecode.
Game_map::write_scheduled(nfile, this, true);
}
/*
* Write out to given file.
*/
void Monster_actor::write(ODataSource* nfile // Generally 'npc.dat'.
) {
/* // This is checked in Game_window::write_npcs.
if (Actor::is_dead()) // Not alive?
return;
*/
Actor::write(nfile); // Now write.
}
/*
* Write Inventory
*/
/*
* Write contents (if there is any).
*/
void Actor::write_contents(ODataSource* out) {
if (!objects.is_empty()) { // Now write out what's inside.
for (size_t i = 0; i < spots.size(); ++i) {
// Spot Increment
if (spots[i]) {
// Write 2 byte index id
out->write1(0x02);
out->write2(static_cast<uint16>(i));
spots[i]->write_ireg(out);
}
}
Game_object* obj;
Object_iterator next(objects);
while ((obj = next.get_next()) != nullptr) {
auto iter = std::find(spots.cbegin(), spots.cend(), obj);
if (iter == spots.cend()) {
// Write 2 byte index id (-1 = no slot)
out->write1(0x02);
out->write2(0xff);
obj->write_ireg(out);
}
}
out->write1(0x01); // A 01 terminates the list.
}
}