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/* 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 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef HDB_AI_H
#define HDB_AI_H
#include "common/system.h"
namespace HDB {
enum AIType {
AI_NONE,
AI_GUY,
AI_DOLLY,
AI_SPACEDUDE,
AI_SERGEANT,
AI_SCIENTIST,
AI_WORKER,
AI_DEADWORKER,
AI_ACCOUNTANT,
AI_RAILRIDER,
AI_RAILRIDER_ON,
AI_VORTEXIAN,
AI_CHICKEN,
AI_GEM_ATTACK,
AI_SLUG_ATTACK,
AI_LASER,
AI_LASERBEAM,
AI_DIVERTER,
AI_FOURFIRER,
AI_OMNIBOT,
AI_TURNBOT,
AI_SHOCKBOT,
AI_RIGHTBOT,
AI_PUSHBOT,
AI_LISTENBOT,
AI_MAINTBOT,
AI_OMNIBOT_MISSILE,
AI_DEADEYE,
AI_MEERKAT,
AI_FATFROG,
AI_GOODFAIRY,
AI_BADFAIRY,
AI_ICEPUFF,
AI_BUZZFLY,
AI_DRAGON,
AI_GATEPUDDLE,
AI_CRATE,
AI_LIGHTBARREL,
AI_HEAVYBARREL,
AI_BOOMBARREL,
AI_FROGSTATUE,
AI_MAGIC_EGG,
AI_ICE_BLOCK,
ITEM_CELL,
ITEM_ENV_WHITE,
ITEM_ENV_RED,
ITEM_ENV_BLUE,
ITEM_ENV_GREEN,
ITEM_TRANSCEIVER,
ITEM_CLUB,
ITEM_ROBOSTUNNER,
ITEM_SLUGSLINGER,
ITEM_MONKEYSTONE,
ITEM_GEM_WHITE,
ITEM_GEM_BLUE,
ITEM_GEM_RED,
ITEM_GEM_GREEN,
ITEM_GOO_CUP,
ITEM_TEACUP,
ITEM_COOKIE,
ITEM_BURGER,
ITEM_PDA,
ITEM_BOOK,
ITEM_CLIPBOARD,
ITEM_NOTE,
ITEM_KEYCARD_WHITE,
ITEM_KEYCARD_BLUE,
ITEM_KEYCARD_RED,
ITEM_KEYCARD_GREEN,
ITEM_KEYCARD_PURPLE,
ITEM_KEYCARD_BLACK,
ITEM_CABKEY,
ITEM_DOLLYTOOL1,
ITEM_DOLLYTOOL2,
ITEM_DOLLYTOOL3,
ITEM_DOLLYTOOL4,
ITEM_SEED,
ITEM_SODA,
ITEM_ROUTER,
ITEM_SLICER,
ITEM_CHICKEN,
ITEM_PACKAGE,
INFO_FAIRY_SRC,
INFO_FAIRY_SRC2,
INFO_FAIRY_SRC3,
INFO_FAIRY_SRC4,
INFO_FAIRY_SRC5,
INFO_FAIRY_DEST,
INFO_FAIRY_DEST2,
INFO_FAIRY_DEST3,
INFO_FAIRY_DEST4,
INFO_FAIRY_DEST5,
INFO_TRIGGER,
INFO_SET_MUSIC,
INFO_PROMOTE,
INFO_DEMOTE,
INFO_LUA,
INFO_HERE,
INFO_ARROW_TURN,
INFO_ARROW_STOP,
INFO_ARROW_4WAY,
INFO_TELEPORTER1,
INFO_TELEPORTER2,
INFO_TELEPORTER3,
INFO_TELEPORTER4,
INFO_TELEPORTER5,
INFO_TELEPORTER6,
INFO_TELEPORTER7,
INFO_TELEPORTER8,
INFO_TELEPORTER9,
INFO_TELEPORTER10,
INFO_TELEPORTER11,
INFO_TELEPORTER12,
INFO_TELEPORTER13,
INFO_TELEPORTER14,
INFO_TELEPORTER15,
INFO_TELEPORTER16,
INFO_TELEPORTER17,
INFO_TELEPORTER18,
INFO_TELEPORTER19,
INFO_TELEPORTER20,
INFO_LEVELEXIT,
INFO_ACTION1,
INFO_ACTION2,
INFO_ACTION3,
INFO_ACTION4,
INFO_ACTION5,
INFO_ACTION6,
INFO_ACTION7,
INFO_ACTION8,
INFO_ACTION9,
INFO_ACTION10,
INFO_ACTION11,
INFO_ACTION12,
INFO_ACTION13,
INFO_ACTION14,
INFO_ACTION15,
INFO_ACTION16,
INFO_ACTION17,
INFO_ACTION18,
INFO_ACTION19,
INFO_ACTION20,
INFO_ACTION_AUTO,
INFO_QMARK,
INFO_DEBUG,
END_AI_TYPES
};
enum AIDir {
DIR_NONE,
DIR_UP,
DIR_DOWN,
DIR_LEFT,
DIR_RIGHT
};
enum AIState {
STATE_NONE,
STATE_STANDDOWN,
STATE_STANDUP,
STATE_STANDLEFT,
STATE_STANDRIGHT,
STATE_BLINK,
STATE_MOVEUP,
STATE_MOVEDOWN,
STATE_MOVELEFT,
STATE_MOVERIGHT,
STATE_DYING,
STATE_DEAD,
STATE_HORRIBLE1,
STATE_HORRIBLE2,
STATE_HORRIBLE3,
STATE_HORRIBLE4,
STATE_GOODJOB,
STATE_PLUMMET,
STATE_PUSHUP, // these are only used for the player
STATE_PUSHDOWN,
STATE_PUSHLEFT,
STATE_PUSHRIGHT,
STATE_GRABUP, // player grabbing something
STATE_GRABDOWN,
STATE_GRABLEFT,
STATE_GRABRIGHT,
STATE_ATK_CLUB_UP, // player attacking frames
STATE_ATK_CLUB_DOWN,
STATE_ATK_CLUB_LEFT,
STATE_ATK_CLUB_RIGHT,
STATE_ATK_STUN_DOWN,
STATE_ATK_STUN_UP,
STATE_ATK_STUN_LEFT,
STATE_ATK_STUN_RIGHT,
STATE_ATK_SLUG_DOWN,
STATE_ATK_SLUG_UP,
STATE_ATK_SLUG_LEFT,
STATE_ATK_SLUG_RIGHT,
STATE_FLOATING, // floating in stuff (can walk on)
STATE_FLOATDOWN,
STATE_FLOATUP,
STATE_FLOATLEFT,
STATE_FLOATRIGHT,
STATE_MELTED, // melted into slag (can walk on)
STATE_SLIDING, // sliding across a floor
STATE_SHOCKING, // for Shockbot floor-shock anim
STATE_EXPLODING, // boom barrel explosion!
STATE_USEDOWN, // crazy maintenance bot!
STATE_USEUP,
STATE_USELEFT,
STATE_USERIGHT,
STATE_MEER_MOVE, // for the Meerkat
STATE_MEER_APPEAR,
STATE_MEER_BITE,
STATE_MEER_DISAPPEAR,
STATE_MEER_LOOK,
STATE_ICEP_PEEK, // for the Icepuff
STATE_ICEP_APPEAR,
STATE_ICEP_THROWDOWN,
STATE_ICEP_THROWRIGHT,
STATE_ICEP_THROWLEFT,
STATE_ICEP_DISAPPEAR,
STATE_LICKDOWN, // for the Fatfrog
STATE_LICKLEFT,
STATE_LICKRIGHT,
STATE_DIVERTER_BL, // for Diverters
STATE_DIVERTER_BR,
STATE_DIVERTER_TL,
STATE_DIVERTER_TR,
STATE_KISSRIGHT, // for Dolly
STATE_KISSLEFT,
STATE_ANGRY,
STATE_PANIC,
STATE_LAUGH,
STATE_DOLLYUSERIGHT,
STATE_YELL, // for Sarge
STATE_ENDSTATES
};
enum CineType {
C_NO_COMMAND,
C_STOPCINE,
C_LOCKPLAYER,
C_UNLOCKPLAYER,
C_SETCAMERA,
C_MOVECAMERA,
C_WAIT,
C_WAITUNTILDONE,
C_MOVEENTITY,
C_DIALOG,
C_ANIMENTITY,
C_RESETCAMERA,
C_SETENTITY,
C_STARTMAP,
C_MOVEPIC,
C_MOVEMASKEDPIC,
C_DRAWPIC,
C_DRAWMASKEDPIC,
C_FADEIN,
C_FADEOUT,
C_SPAWNENTITY,
C_PLAYSOUND,
C_CLEAR_FG,
C_SET_FG,
C_SET_BG,
C_FUNCTION,
C_ENTITYFACE,
C_USEENTITY,
C_REMOVEENTITY,
C_SETANIMFRAME,
C_TEXTOUT,
C_CENTERTEXTOUT,
C_PLAYVOICE,
C_ENDLIST
};
struct AIStateDef {
AIState state;
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const char name[64];
};
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struct AIEntity {
AIType type;
AIState state;
AIDir dir;
void *draw; // Current frame to draw
void (*aiInit)(AIEntity *e); // func ptr to init routine
void (*aiInit2)(AIEntity *e); // func ptr to init2 routine - graphic init only (this for LoadGame functionality)
void (*aiAction)(AIEntity *e); // func ptr to action routine
void (*aiUse)(AIEntity *e); // func ptr to use routine
void (*aiDraw)(AIEntity *e, int x, int y); // func ptr to extra drawing routine (only for special stuff) - pass in mapx, mapy
char luaFuncInit[32]; // Lua function for Init (always called after entity's init). These are ptrs into the map header.
char luaFuncAction[32]; // Lua function for Action
char luaFuncUse[32]; // Lua function for Use
uint16 level; // which floor level we're on
uint16 value1, value2; // extra values we might need
AIDir dir2; // this is from TED
uint16 x, y;
uint16 drawXOff, drawYOoff; // might need a drawing offset
uint16 onScreen; // FLAG: is this entity onscreen?
uint16 moveSpeed; // movement speed of this entity
uint16 xVel, yVel; // movement values
uint16 tileX, tileY;
uint16 goalX, goalY; // where we're trying to go - TILE COORDS
uint16 touchpX, touchpY, touchpTile, touchpWait; // ACTION index a touchplate is using, which you're on
uint32 stunnedWait; // if we're stunned, this is the delay before being normal again
uint16 sequence; // to use for specially-coded sequences
char entityName[32]; // the name of the entity, as registered by the Lua init function for the entity
char printedName[32]; // the name of the entity/item, the way it should be printed
uint16 animFrame; // which frame we're on
uint16 animDelay; // changes every frame; based on anim_cycle at start
uint16 animCycle; // delay between frame animations
// TODO: Add the frame arrays needed
};
struct AIEntTypeInfo {
AIType type;
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const char *luaName;
AIStateDef *stateDef;
void (*initFunc)(AIEntity *e);
void (*initFunc2)(AIEntity *e);
};
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extern AIEntTypeInfo aiEntList[];
struct CineCommand {
CineType cmdType;
double x, y;
double x2, y2;
double xv, yv;
int start, end;
uint32 delay;
int speed;
char *title;
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const char *string;
char *id;
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AIEntity *e;
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CineCommand() : cmdType(C_NO_COMMAND), x(0.0), y(0.0), x2(0.0), y2(0.0), xv(0.0), yv(0.0),
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start(0), end(0), delay(0), speed(0), title(NULL), string(NULL), id(NULL), e(NULL) {}
};
class AI {
public:
AI();
~AI();
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bool init();
// Cinematic Functions
void processCines();
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void cineStart(bool abortable, const char *abortFunc);
void cineSetCamera(int x, int y);
void cineResetCamera();
void cineMoveCamera(int x, int y, int speed);
void cineWait(int seconds);
void cineWaitUntilDone();
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void cineSetEntity(const char *entName, int x, int y, int level);
void cineFadeIn(bool isBlack, int steps);
void cineFadeOut(bool isBlack, int steps);
Common::Array<CineCommand *> _cine;
private:
Common::Array<AIEntity *> *_ents;
// Cinematics Variables
bool _cineAbortable;
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bool _cineAborted;
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const char *_cineAbortFunc;
bool _cineActive;
bool _playerLock;
bool _cameraLock;
double _cameraX, _cameraY;
};
} // End of Namespace
#endif // !HDB_AI_H