/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * 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 3 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, see . * */ #include "ultima/nuvie/actors/md_actor.h" #include "ultima/nuvie/core/game.h" #include "ultima/nuvie/core/game_clock.h" #include "ultima/nuvie/pathfinder/dir_finder.h" namespace Ultima { namespace Nuvie { #define MD_DOWNWARD_FACING_FRAME_N 9 extern const uint8 walk_frame_tbl[4]; MDActor::MDActor(Map *m, ObjManager *om, GameClock *c) : WOUActor(m, om, c) { } MDActor::~MDActor() { } bool MDActor::init(uint8) { Actor::init(); return true; } bool MDActor::will_not_talk() const { if (worktype == 0xa0) return true; return false; } bool MDActor::is_immobile() const { return (obj_n == 294 || obj_n == 295 || obj_n == 318 || obj_n == 319); //avatar wall walking objects } bool MDActor::check_move(uint16 new_x, uint16 new_y, uint8 new_z, ActorMoveFlags flags) { if (ethereal) return true; if (Actor::check_move(new_x, new_y, new_z, flags) == false) return false; if (z == new_z) { //FIXME check if new pos is adjacent to current position NuvieDir movement_dir = DirFinder::get_nuvie_dir(x, y, new_x, new_y, z); // printf("%d (%d,%d) -> (%d,%d) move = %d %s\n", id_n, x, y, new_x, new_y, movement_dir, get_direction_name(movement_dir)); return map->is_passable(new_x, new_y, new_z, movement_dir); } return map->is_passable(new_x, new_y, new_z); } uint16 MDActor::get_downward_facing_tile_num() const { return get_tile_num(base_obj_n) + (uint16) MD_DOWNWARD_FACING_FRAME_N; } uint8 MDActor::get_hp_text_color() const { if (is_poisoned()) return 4; if (get_status_flag(ACTOR_MD_STATUS_FLAG_COLD)) return 0xf; if (get_hp() <= 10) return 0xc; if (get_obj_flag(ACTOR_MD_OBJ_FLAG_HYPOXIA)) return 9; if (get_obj_flag(ACTOR_MD_OBJ_FLAG_FRENZY) && id_n != 1) return 1; return 0; } uint8 MDActor::get_str_text_color() const { uint8 color = 0; if (get_obj_flag(ACTOR_MD_OBJ_FLAG_HYPOXIA)) color = 9; if (id_n <= 0xf && Game::get_game()->get_clock()->get_purple_berry_counter(id_n) > 0) { color = 0xd; } else if (get_obj_flag(ACTOR_MD_OBJ_FLAG_FRENZY)) { //battle frenzy color = 1; } return color; } uint8 MDActor::get_dex_text_color() const { uint8 color = 0; if (get_obj_flag(ACTOR_MD_OBJ_FLAG_HYPOXIA)) color = 9; else if (get_obj_flag(ACTOR_MD_OBJ_FLAG_FRENZY)) { color = 1; } return color; } void MDActor::set_direction(NuvieDir d) { if (!is_alive() || is_immobile()) return; if (d < 4) direction = d; if (obj_n == 391) { //mother only has two (downward facing) tiles frame_n = (uint16)(frame_n ? 0 : 1); return; } uint8 num_walk_frames = 2; if (obj_n >= 342 && obj_n <= 358) { num_walk_frames = 4; } walk_frame = (uint8)((walk_frame + 1) % num_walk_frames); frame_n = direction * num_walk_frames + walk_frame_tbl[walk_frame]; } bool MDActor::is_passable() const { if (obj_n == 391) { //FIXME hack for mother. return false; } return Actor::is_passable(); } } // End of namespace Nuvie } // End of namespace Ultima