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/*
* actions.cc - Action controllers for actors.
*
* Copyright (C) 2000-2001 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 "gamewin.h"
#include "actions.h"
#include "actors.h"
#include "Zombie.h"
#include "Astar.h"
#include "paths.h"
#include "dir.h"
#include "ucmachine.h"
#include "frameseq.h"
#include "ucmachine.h"
#include "cheat.h"
#include "party.h"
using std::cout;
using std::endl;
long Actor_action::seqcnt = 0;
/*
* Handle an event and check to see if we were deleted.
*
* Output: Delay value from handle_event (0 if we've been deleted).
*/
int Actor_action::handle_event_safely
(
Actor *actor,
bool& deleted // True returned if we're gone!
)
{
Actor_action *old_action = actor->get_action();
long old_seq = old_action->seq;
// Do current action.
int delay = handle_event(actor);
if (actor->get_action() != old_action ||
old_action->seq != old_seq)
{
deleted = true; // We've been deleted.
return 0;
}
deleted = false;
return delay;
}
/*
* Set to walk from one point to another the dumb way.
*
* Output: ->this, or 0 if unsuccessful.
*/
Actor_action *Actor_action::walk_to_tile
(
Actor * /* npc */,
Tile_coord src,
Tile_coord dest,
int /* dist */ // Ignored.
)
{
Zombie *path = new Zombie();
get_party = false;
// Set up new path.
if (path->NewPath(src, dest, 0))
return (new Path_walking_actor_action(path));
else
{
delete path;
return (0);
}
}
/*
* Set up an action to get an actor to a location (via pathfinding), and
* then execute another action when he gets there.
*
* Output: ->action.
*/
Actor_action *Actor_action::create_action_sequence
(
Actor *actor, // Whom to activate.
Tile_coord dest, // Where to walk to.
Actor_action *when_there, // What to do when he gets there.
bool from_off_screen // Have actor walk from off-screen.
)
{
Actor_action *act = when_there;
Tile_coord actloc = actor->get_tile();
if (from_off_screen)
actloc.tx = actloc.ty = -1;
if (dest != actloc) // Get to destination.
{
Actor_action *w = new Path_walking_actor_action(new Astar());
Actor_action *w2 = w->walk_to_tile(actor, actloc, dest);
if (w2 != w)
delete w;
if (!w2) // Failed? Teleport.
w2 = new Move_actor_action(dest);
// And teleport if blocked walking.
Actor_action *tel = new Move_actor_action(dest);
// Walk there, then do whatever.
Sequence_actor_action *seq;
act = seq = new Sequence_actor_action(w2, tel, act);
seq->set_speed(0); // No delay between actions.
}
return act;
}
/*
* Null action.
*/
int Null_action::handle_event
(
Actor *actor
)
{
return 0;
}
/*
* Create action to follow a path.
*/
Path_walking_actor_action::Path_walking_actor_action
(
PathFinder *p, // Pathfinder, or 0 for Astar.
int maxblk // Max. retries when blocked.
) : reached_end(false), path(p), from_offscreen(false),
subseq(0), blocked(0), max_blocked(maxblk)
{
if (!path)
path = new Astar();
Tile_coord src = path->get_src(), dest = path->get_dest();
original_dir = static_cast<int>(Get_direction4(
src.ty - dest.ty, dest.tx - src.tx));
}
/*
* Delete.
*/
Path_walking_actor_action::~Path_walking_actor_action
(
)
{
delete path;
delete subseq;
subseq = 0; // (Debugging).
original_dir = -1;
}
/*
* Create action for walking to given destination using Astar.
* Note: This is a static method.
*
* Output: Action if successful, else 0.
*/
Path_walking_actor_action *Path_walking_actor_action::create_path
(
Tile_coord src, // Starting position.
Tile_coord dest, // Destination.
Pathfinder_client& cost // Cost for Astar.
)
{
Astar *path = new Astar();
// Get to within 1 tile.
if (path->NewPath(src, dest, &cost))
return new Path_walking_actor_action(path);
else
{
delete path;
return 0;
}
}
/*
* Handle a time event.
*
* Output: 0 if done with this action, else delay for next frame.
*/
int Path_walking_actor_action::handle_event
(
Actor *actor
)
{
if (subseq) // Going through a door?
{
int delay = subseq->handle_event(actor);
if (delay)
return delay; // Still going.
set_subseq(0);
// He was stopped, so restore speed.
actor->set_frame_time(speed);
return speed; // Come back in a moment.
}
Tile_coord tile;
if (blocked)
{
#if 0
std::cout << "Actor " << actor->get_name() << " blocked. Retrying." << std::endl;
#endif
if (actor->step(blocked_tile, blocked_frame))
{ // Successful?
blocked = 0;
// He was stopped, so restore speed.
actor->set_frame_time(speed);
return speed;
}
// Wait up to 1.6 secs.
return (blocked++ > max_blocked ? 0
: 100 + blocked*(std::rand()%500));
}
speed = actor->get_frame_time();// Get time between frames.
if (!speed)
return 0; // Not moving.
bool done; // So we'll know if this is the last.
if (!path->GetNextStep(tile, done))
{
reached_end = true; // Did it.
return (0);
}
if (done) // In case we're deleted.
reached_end = true;
Tile_coord cur = actor->get_tile();
int newdir = static_cast<int>(Get_direction4(cur.ty - tile.ty,
tile.tx - cur.tx));
Frames_sequence *frames = actor->get_frames(newdir);
int& step_index = actor->get_step_index();
if (!step_index) // First time? Init.
step_index = frames->find_unrotated(actor->get_framenum());
// Get next (updates step_index).
int frame = frames->get_next(step_index);
int cur_speed = speed; // Step() might delete us!
if (from_offscreen) // Teleport to 1st spot.
{
from_offscreen = false;
actor->move(tile.tx, tile.ty, tile.tz);
return cur_speed;
}
else if (actor->step(tile, frame)) // Successful.
{
if (get_party) // MUST be the Avatar.
Game_window::get_instance()->get_party_man()->
get_followers(newdir);
if (done) // Was this the last step?
return (0);
return cur_speed;
}
reached_end = false;
frames->decrement(step_index); // We didn't take the step.
// Blocked by a door?
if (actor->get_tile().distance(tile) == 1 &&
!cheat.in_map_editor()) // And NOT map-editing?
// +++++Check for intelligence?
{
Game_object *door = Game_object::find_door(tile);
if (door != 0 && door->is_closed_door() &&
// Make sure it's not locked!
door->get_framenum()%4 < 2)
// Try to open it.
{
if (open_door(actor, door))
return speed;
}
}
if (!max_blocked || // No retries allowed?
actor->is_dormant()) // Or actor off-screen?
return 0;
blocked = 1;
blocked_tile = tile;
blocked_frame = frame;
return (100 + std::rand()%500); // Wait .1 to .6 seconds.
}
/*
* Open door that's blocking the NPC, and set action to walk past and
* close it.
*
* Output: 1 if successful.
*/
int Path_walking_actor_action::open_door
(
Actor *actor,
Game_object *door
)
{
Game_window *gwin = Game_window::get_instance();
Tile_coord cur = actor->get_tile();
// Get door's footprint in tiles.
Rectangle foot = door->get_footprint();
// Open it, but kludge quality to
// avoid unwanted usecode.
int savequal = door->get_quality();
door->set_quality(0);
door->activate();
door->set_quality(savequal);
Tile_coord past; // Tile on other side of door.
past.tz = cur.tz;
int dir; // Get dir to face door afterwards.
if (foot.w > foot.h) // Horizontal?
{
past.tx = foot.x + foot.w/2;
if (cur.ty <= foot.y) // N. of door?
{
past.ty = foot.y + foot.h;
dir = 0;
}
else // S. of door?
{
past.ty = foot.y - 1;
dir = 4;
}
}
else // Vertical.
{
past.ty = foot.y + foot.h/2;
if (cur.tx <= foot.x) // W. of door?
{
past.tx = foot.x + foot.w;
dir = 6;
}
else // E. of door?
{
past.tx = foot.x - 1;
dir = 2;
}
}
Tile_coord tmp = Map_chunk::find_spot(past, 1, actor, 1);
if (past.tx != -1) // Succeeded. Walk past and close it.
{
#ifdef DEBUG
cout << "Path_walking_actor_action::open_door()" << endl;
#endif
signed char frames[2];
frames[0] = actor->get_dir_framenum(dir, Actor::standing);
frames[1] = actor->get_dir_framenum(dir, 3);
signed char standframe = frames[0];
set_subseq(create_action_sequence(actor, past,
new Sequence_actor_action(
new Frames_actor_action(frames,
sizeof(frames)),
new Activate_actor_action(door),
new Frames_actor_action(&standframe, 1))));
return 1;
}
return 0;
}
/*
* Stopped moving.
*/
void Path_walking_actor_action::stop
(
Actor *actor
)
{
// Don't set slimes.
if (!actor->get_info().has_strange_movement())
{ // ++++For now, just use original dir.
Frames_sequence *frames = actor->get_frames(original_dir);
actor->change_frame(frames->get_resting());
}
}
/*
* Set to walk from one point to another, using the same pathfinder.
*
* Output: ->this, or 0 if unsuccessful.
*/
Actor_action *Path_walking_actor_action::walk_to_tile
(
Actor *npc,
Tile_coord src, // tx=-1 or ty=-1 means don't care.
Tile_coord dest, // Same here.
int dist // Distance to get to within dest.
)
{
Game_window *gwin = Game_window::get_instance();
blocked = 0; // Clear 'blocked' count.
reached_end = false; // Starting new path.
get_party = false;
from_offscreen = false;
//+++++Should dist be used below??:
// Set up new path.
// Don't care about 1 coord.?
if (dest.tx == -1 || dest.ty == -1)
{
if (dest.tx == dest.ty) // Completely off-screen?
{
Offscreen_pathfinder_client cost(npc);
if (!path->NewPath(src, dest, &cost))
return (0);
}
else
{
Onecoord_pathfinder_client cost(npc);
if (!path->NewPath(src, dest, &cost))
return (0);
}
}
// How about from source?
else if (src.tx == -1 || src.ty == -1)
{ // Figure path in opposite dir.
if (src.tx == src.ty) // Both -1?
{ // Aim from NPC's current pos.
Offscreen_pathfinder_client cost(npc, npc->get_tile());
if (!path->NewPath(dest, src, &cost))
return (0);
}
else
{
Onecoord_pathfinder_client cost(npc);
if (!path->NewPath(dest, src, &cost))
return (0);
}
from_offscreen = true;
// Set to go backwards.
if (!path->set_backwards())
return (0);
}
else
{
Actor_pathfinder_client cost(npc, dist);
if (!path->NewPath(src, dest, &cost))
return (0);
}
// Reset direction (but not index).
original_dir = static_cast<int>(Get_direction4(
src.ty - dest.ty, dest.tx - src.tx));
return (this);
}
/*
* Return current destination.
*
* Output: 0 if none.
*/
int Path_walking_actor_action::get_dest
(
Tile_coord& dest // Returned here.
)
{
dest = path->get_dest();
return (1);
}
/*
* Following an Astar path?
*/
int Path_walking_actor_action::following_smart_path
(
)
{
return path != 0 && path->following_smart_path();
}
/*
* Create action to follow a path towards another object.
*/
Approach_actor_action::Approach_actor_action
(
PathFinder *p, // Path to follow.
Game_object *d // Destination object.
) : Path_walking_actor_action(p, 0), // (Stop if blocked.)
dest_obj(d), orig_dest_pos(d->get_tile()), cur_step(0)
{
// Get length of path.
int nsteps = path->get_num_steps();
if (nsteps >= 6) // (May have to play with this).
check_step = nsteps > 18 ? 9 : nsteps/2;
else
check_step = 10000;
}
/*
* Handle a time event.
*
* Output: 0 if done with this action, else delay for next frame.
*/
int Approach_actor_action::handle_event
(
Actor *actor
)
{
int delay = Path_walking_actor_action::handle_event(actor);
if (!delay) // Done or blocked.
return 0;
if (++cur_step == check_step) // Time to check.
{
if (dest_obj->get_tile().distance(orig_dest_pos) > 2)
return 0; // Moved too much, so stop.
// Figure next check.
int nsteps = path->get_num_steps();
if (nsteps >= 6)
check_step += nsteps/2;
}
return delay;
}
/*
* Create if-then-else path.
*/
If_else_path_actor_action::If_else_path_actor_action
(
Actor *actor,
Tile_coord dest,
Actor_action *s,
Actor_action *f
) : Path_walking_actor_action(0, 6), // Maxblk = 6.
succeeded(false), failed(false), done(false),
success(s), failure(f)
{
if (!walk_to_tile(actor, actor->get_tile(), dest))
{
done = failed = true;
}
}
/*
* Delete.
*/
If_else_path_actor_action::~If_else_path_actor_action
(
)
{
delete success;
delete failure;
}
/*
* Set failure action.
*/
void If_else_path_actor_action::set_failure
(
Actor_action *f
)
{
delete failure;
failure = f;
done = false; // So it gets executed.
}
/*
* Handle a time event.
*
* Output: 0 if done with this action, else delay for next frame.
*/
int If_else_path_actor_action::handle_event
(
Actor *actor
)
{
if (done)
return 0; // Shouldn't really get here.
bool del;
int delay;
if (succeeded) // Doing the success action?
{
if ((delay = success->handle_event_safely(actor, del)) == 0 &&
!del)
done = true;
return delay;
}
else if (failed)
{
if ((delay = failure->handle_event_safely(actor, del)) == 0 &&
!del)
done = true;
return delay;
}
delay = Path_walking_actor_action::handle_event(actor);
if (delay)
return delay;
if (!reached_end)
{ // Didn't get there.
if (failure)
{
failed = true;
#if DEBUG
cout << "Executing 'failure' path usecode" << endl;
#endif
delay = failure->handle_event_safely(actor, del);
if (del) // Are we gone?
return 0;
}
}
else // Success.
{
if (success)
{
succeeded = true;
delay = success->handle_event_safely(actor, del);
if (del) // Are we gone?
return 0;
}
}
if (!delay)
done = true; // All done now.
return delay;
}
/*
* Handle a time event.
*
* Output: 0 if done with this action, else delay for next frame.
*/
int Move_actor_action::handle_event
(
Actor *actor
)
{
if (dest.tx < 0 || actor->get_tile() == dest)
return (0); // Done.
actor->move(dest); // Zip right there.
Game_window *gwin = Game_window::get_instance();
if (actor == gwin->get_main_actor())
// Teleported Avatar?
gwin->center_view(dest);
dest.tx = -1; // Set to stop.
return (100); // Wait 1/10 sec.
}
/*
* Handle a time event.
*
* Output: 0 if done with this action, else delay for next frame.
*/
int Activate_actor_action::handle_event
(
Actor *actor
)
{
obj->activate();
return 0; // That's all.
}
/*
* Handle a time event.
*
* Output: 0 if done with this action, else delay for next frame.
*/
int Usecode_actor_action::handle_event
(
Actor *actor
)
{
Game_window *gwin = Game_window::get_instance();
gwin->get_usecode()->call_usecode(fun, item,
(Usecode_machine::Usecode_events) eventid);
gwin->set_all_dirty(); // Clean up screen.
return 0; // That's all.
}
/*
* Create sequence of frames.
*/
Frames_actor_action::Frames_actor_action
(
signed char *f, // Frames. -1 means don't change.
int c, // Count.
int spd, // Frame delay in 1/1000 secs.
Game_object *o
) : cnt(c), index(0), speed(spd), obj(o)
{
frames = new signed char[cnt];
std::memcpy(frames, f, cnt);
}
/*
* Handle a time event.
*
* Output: 0 if done with this action, else delay for next frame.
*/
int Frames_actor_action::handle_event
(
Actor *actor
)
{
Game_object *o = obj;
if (index == cnt)
return (0); // Done.
int frnum = frames[index++]; // Get frame.
if (frnum >= 0)
{
Game_window *gwin = Game_window::get_instance();
if (o)
o->change_frame(frnum);
else
actor->change_frame(frnum);
}
return (speed);
}
/*
* Create a sequence with up to 4 actions.
*/
Sequence_actor_action::Sequence_actor_action
(
Actor_action *a0, // (These will be deleted when done.)
Actor_action *a1,
Actor_action *a2,
Actor_action *a3
) : index(0), speed(100)
{
actions = new Actor_action *[5];// Create list.
actions[0] = a0;
actions[1] = a1;
actions[2] = a2;
actions[3] = a3;
actions[4] = 0; // 0-delimit.
}
/*
* Delete.
*/
Sequence_actor_action::~Sequence_actor_action
(
)
{
for (int i = 0; actions[i]; i++)
delete actions[i];
delete [] actions;
}
/*
* Handle a time event.
*
* Output: 0 if done with this action, else delay for next frame.
*/
int Sequence_actor_action::handle_event
(
Actor *actor
)
{
if (!actions[index]) // Done?
return (0);
// Do current action.
bool deleted;
int delay = actions[index]->handle_event_safely(actor, deleted);
if (deleted)
return 0; // We've been deleted!
if (!delay)
{
index++; // That one's done now.
if (!speed) // Immediately? Run with next.
return handle_event(actor);
delay = speed;
}
return (delay);
}
/*
* Create object animator.
*/
Object_animate_actor_action::Object_animate_actor_action
(
Game_object *o,
int cy, // # of cycles.
int spd // Time between frames.
) : obj(o), cycles(cy), speed(spd)
{
Game_window *gwin = Game_window::get_instance();
nframes = obj->get_num_frames();
}
Object_animate_actor_action::Object_animate_actor_action
(
Game_object *o,
int nfr,
int cy,
int spd
) : obj(o), nframes(nfr), cycles(cy), speed(spd)
{ }
/*
* Handle tick of the clock.
*/
int Object_animate_actor_action::handle_event
(
Actor *actor
)
{
if (!cycles) return 0;
int frnum = (obj->get_framenum() + 1) % nframes;
if (!frnum) // New cycle?
--cycles;
obj->change_frame(frnum);
return (cycles ? speed : 0);
}
/*
* Pick up/put down an object.
*/
Pickup_actor_action::Pickup_actor_action(Game_object *o, int spd)
: obj(o), pickup(1), speed(spd), cnt(0),
objpos(obj->get_tile()), dir(0)
{
}
// To put down an object:
Pickup_actor_action::Pickup_actor_action(Game_object *o, Tile_coord opos,
int spd)
: obj(o), pickup(0), speed(spd), cnt(0), objpos(opos), dir(0)
{
}
/*
* Pick up an item (or put it down).
*/
int Pickup_actor_action::handle_event
(
Actor *actor
)
{
Game_window *gwin = Game_window::get_instance();
int frnum = -1;
switch (cnt)
{
case 0: // Face object.
dir = actor->get_direction(objpos);
frnum = actor->get_dir_framenum(dir, Actor::standing);
cnt++;
break;
case 1: // Bend down.
frnum = actor->get_dir_framenum(dir, Actor::bow_frame);
cnt++;
if (pickup)
{
if (actor->distance(obj) > 8)
{ // No longer nearby.
actor->notify_object_gone(obj);
break;
}
gwin->add_dirty(obj);
obj->remove_this(1);
actor->add(obj, 1);
}
else
{
obj->remove_this(1);
obj->move(objpos);
gwin->add_dirty(obj);
}
break;
default:
return 0; // Done.
}
actor->change_frame(frnum);
return speed;
}
/*
* Action to turn towards a position or an object.
*/
Face_pos_actor_action::Face_pos_actor_action(Tile_coord p, int spd)
: speed(spd), pos(p)
{
}
Face_pos_actor_action::Face_pos_actor_action(Game_object *o, int spd)
: speed(spd),
pos(o->get_tile())
{
}
/*
* Just turn to face a tile.
*/
int Face_pos_actor_action::handle_event
(
Actor *actor
)
{
Game_window *gwin = Game_window::get_instance();
int dir = actor->get_direction(pos);
int frnum = actor->get_dir_framenum(dir, Actor::standing);
if (actor->get_framenum() == frnum)
return 0; // There.
actor->change_frame(frnum);
return speed;
}
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