Files
scummvm-cursorfix/engines/ultima/nuvie/actors/md_actor.cpp
2026-02-02 04:50:13 +01:00

151 lines
3.7 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#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