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HDB: Fix getRandumNumber() usage in ai-bots.cpp
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6aa054fcac
commit
eb9af0c7ee
@ -894,7 +894,7 @@ void aiMaintBotAction(AIEntity *e) {
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switch (e->sequence) {
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case 50:
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if (e->onScreen && !e->int1) {
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if (g_hdb->_rnd->getRandomNumber(2) & 1)
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if (g_hdb->_rnd->getRandomNumber(1))
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g_hdb->_sound->playSound(SND_MBOT_HMMM2);
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else
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g_hdb->_sound->playSound(SND_MBOT_HMMM);
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@ -974,11 +974,11 @@ void aiMaintBotAction(AIEntity *e) {
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break;
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// Decide direction and GO
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case 0:
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int dir = (g_hdb->_rnd->getRandomNumber(4)) + 1;
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int dir = (g_hdb->_rnd->getRandomNumber(3)) + 1;
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e->dir = dirList[dir];
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g_hdb->_ai->findPath(e);
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if (e->onScreen)
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g_hdb->_sound->playSound(whistles[g_hdb->_rnd->getRandomNumber(3)]);
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g_hdb->_sound->playSound(whistles[g_hdb->_rnd->getRandomNumber(2)]);
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break;
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}
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}
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@ -1009,7 +1009,7 @@ void aiMaintBotAction(AIEntity *e) {
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return;
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} else if (ar->type == 1) {
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g_hdb->_ai->findPath(e);
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g_hdb->_sound->playSound(whistles[g_hdb->_rnd->getRandomNumber(3)]);
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g_hdb->_sound->playSound(whistles[g_hdb->_rnd->getRandomNumber(2)]);
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} else {
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e->sequence = 64;
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e->dir2 = e->dir;
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@ -1132,7 +1132,7 @@ void aiDeadEyeWalkInPlace(AIEntity *e) {
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case 30:
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case 20:
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case 10:
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dir = (AIDir)(g_hdb->_rnd->getRandomNumber(4) + 1);
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dir = (AIDir)(g_hdb->_rnd->getRandomNumber(3) + 1);
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s = state[dir];
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e->dir = dir;
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e->state = s;
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@ -1223,7 +1223,7 @@ void aiDeadEyeAction(AIEntity *e) {
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case 30:
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case 20:
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case 10:
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dir = (AIDir)(g_hdb->_rnd->getRandomNumber(4)+1);
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dir = (AIDir)(g_hdb->_rnd->getRandomNumber(3)+1);
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s = state[dir];
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e->dir = dir;
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e->state = s;
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@ -1237,8 +1237,8 @@ void aiDeadEyeAction(AIEntity *e) {
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break;
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case 0:
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// Pick a random direction and random number of tiles in that direction
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dir = (AIDir)(g_hdb->_rnd->getRandomNumber(4) + 1);
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int walk = g_hdb->_rnd->getRandomNumber(5) + 1;
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dir = (AIDir)(g_hdb->_rnd->getRandomNumber(3) + 1);
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int walk = g_hdb->_rnd->getRandomNumber(4) + 1;
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int xv, yv;
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e->dir = dir;
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@ -1790,7 +1790,7 @@ void aiMeerkatAction(AIEntity *e) {
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e->blinkFrames = 0; // index into movement table...
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// figure # of gems to take
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e->special1Frames = g_hdb->_rnd->getRandomNumber(5) + 1;
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e->special1Frames = g_hdb->_rnd->getRandomNumber(4) + 1;
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int amt = g_hdb->_ai->getGemAmount();
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if (amt - e->special1Frames < 0)
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e->special1Frames = amt;
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@ -1918,7 +1918,7 @@ void aiFatFrogAction(AIEntity *e) {
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e->animFrame++;
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if (e->animFrame == e->standdownFrames)
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e->animFrame = 0;
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if (!g_hdb->_rnd->getRandomNumber(30) && e->onScreen)
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if (!g_hdb->_rnd->getRandomNumber(29) && e->onScreen)
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g_hdb->_sound->playSound(SND_FROG_RIBBIT1);
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break;
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@ -1937,7 +1937,7 @@ void aiFatFrogAction(AIEntity *e) {
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e->animFrame++;
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if (e->animFrame == e->standleftFrames)
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e->animFrame = 0;
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if (!g_hdb->_rnd->getRandomNumber(30) && e->onScreen)
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if (!g_hdb->_rnd->getRandomNumber(29) && e->onScreen)
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g_hdb->_sound->playSound(SND_FROG_RIBBIT2);
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break;
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@ -1956,7 +1956,7 @@ void aiFatFrogAction(AIEntity *e) {
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e->animFrame++;
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if (e->animFrame == e->standrightFrames)
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e->animFrame = 0;
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if (!g_hdb->_rnd->getRandomNumber(30) && e->onScreen)
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if (!g_hdb->_rnd->getRandomNumber(29) && e->onScreen)
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g_hdb->_sound->playSound(SND_FROG_RIBBIT2);
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break;
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@ -2220,11 +2220,11 @@ void aiGoodFairyAction(AIEntity *e) {
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case 0:
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{
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// Create a GEM?
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if (g_hdb->_rnd->getRandomNumber(100) > 98) {
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if (g_hdb->_rnd->getRandomNumber(99) > 98) {
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int spawnOK;
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// spawn a gem in a random direction
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int d = g_hdb->_rnd->getRandomNumber(4) + 1;
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int d = g_hdb->_rnd->getRandomNumber(3) + 1;
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xv = xvAhead[d];
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yv = yvAhead[d];
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@ -2251,9 +2251,9 @@ void aiGoodFairyAction(AIEntity *e) {
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int tries = 4;
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do {
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// pick a random direction, then a random # of tiles in that direction
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int rnd = g_hdb->_rnd->getRandomNumber(4) + 1;
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int rnd = g_hdb->_rnd->getRandomNumber(3) + 1;
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AIDir d = (AIDir)rnd;
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int walk = g_hdb->_rnd->getRandomNumber(5) + 1;
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int walk = g_hdb->_rnd->getRandomNumber(4) + 1;
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AIEntity *p = g_hdb->_ai->getPlayer();
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// if player is within 3 tiles, move closer
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@ -2319,7 +2319,7 @@ void aiGoodFairyAction(AIEntity *e) {
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uint32 bg_flags = g_hdb->_map->getMapBGTileFlags(e->tileX + e->value1, e->tileY + e->value2);
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if (result && !hit && !(bg_flags & kFlagSpecial)) {
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g_hdb->_ai->setEntityGoal(e, e->tileX + xv, e->tileY + yv);
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if (e->onScreen && !g_hdb->_rnd->getRandomNumber(30))
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if (e->onScreen && !g_hdb->_rnd->getRandomNumber(29))
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g_hdb->_sound->playSound(SND_GOOD_FAERIE_AMBIENT);
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g_hdb->_ai->animateEntity(e);
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return;
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@ -2420,7 +2420,7 @@ void aiBadFairyAction(AIEntity *e) {
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case 0:
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{
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// Create a GATE PUDDLE?
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if (e->onScreen && (g_hdb->_rnd->getRandomNumber(100) > 90) && g_hdb->getActionMode() && (g_hdb->_ai->getGatePuddles() < kMaxGatePuddles)) {
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if (e->onScreen && (g_hdb->_rnd->getRandomNumber(99) > 90) && g_hdb->getActionMode() && (g_hdb->_ai->getGatePuddles() < kMaxGatePuddles)) {
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AIDir opposite[] = {DIR_NONE, DIR_DOWN, DIR_UP, DIR_RIGHT, DIR_LEFT};
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if (e->onScreen)
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@ -2439,9 +2439,9 @@ void aiBadFairyAction(AIEntity *e) {
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int tries = 4;
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do {
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// pick a random direction, then a random # of tiles in that direction
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int rnd = g_hdb->_rnd->getRandomNumber(4) + 1;
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int rnd = g_hdb->_rnd->getRandomNumber(3) + 1;
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AIDir d = (AIDir)rnd;
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int walk = g_hdb->_rnd->getRandomNumber(5) + 1;
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int walk = g_hdb->_rnd->getRandomNumber(4) + 1;
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AIEntity *p = g_hdb->_ai->getPlayer();
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e->dir = d;
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@ -2474,7 +2474,7 @@ void aiBadFairyAction(AIEntity *e) {
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if (!hit && result && !(bg_flags & kFlagSpecial)) {
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g_hdb->_ai->setEntityGoal(e, e->tileX + xv, e->tileY + yv);
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g_hdb->_ai->animateEntity(e);
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if (e->onScreen && !g_hdb->_rnd->getRandomNumber(20))
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if (e->onScreen && !g_hdb->_rnd->getRandomNumber(19))
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g_hdb->_sound->playSound(SND_BADFAIRY_AMBIENT);
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return;
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}
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@ -2614,7 +2614,7 @@ void aiGatePuddleAction(AIEntity *e) {
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}
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}
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} else {
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int rnd = g_hdb->_rnd->getRandomNumber(4) + 1;
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int rnd = g_hdb->_rnd->getRandomNumber(3) + 1;
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int move_ok = 0, nx, ny;
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e->dir = (AIDir)rnd;
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@ -2766,7 +2766,7 @@ void aiIcePuffAction(AIEntity *e) {
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case 8: e->draw = e->blinkGfx[1]; break; // peek - looking
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case 4: e->draw = e->blinkGfx[0]; break; // peek - looking
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case 3:
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if (e->onScreen && !g_hdb->_rnd->getRandomNumber(6))
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if (e->onScreen && !g_hdb->_rnd->getRandomNumber(5))
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g_hdb->_sound->playSound(SND_ICEPUFF_WARNING);
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break;
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case 0: e->draw = e->blinkGfx[3]; // underground
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@ -2829,7 +2829,7 @@ void aiIcePuffAction(AIEntity *e) {
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} else if (e->animFrame == e->special1Frames) {
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e->state = STATE_ICEP_PEEK;
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e->draw = e->blinkGfx[3];
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e->sequence = g_hdb->_rnd->getRandomNumber(100) + 30;
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e->sequence = g_hdb->_rnd->getRandomNumber(99) + 30;
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}
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break;
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@ -2850,7 +2850,7 @@ void aiIcePuffAction(AIEntity *e) {
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} else if (e->animFrame == e->special1Frames) {
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e->state = STATE_ICEP_PEEK;
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e->draw = e->blinkGfx[3];
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e->sequence = g_hdb->_rnd->getRandomNumber(100) + 30;
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e->sequence = g_hdb->_rnd->getRandomNumber(99) + 30;
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}
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break;
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@ -2871,7 +2871,7 @@ void aiIcePuffAction(AIEntity *e) {
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} else if (e->animFrame == e->special1Frames) {
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e->state = STATE_ICEP_PEEK;
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e->draw = e->blinkGfx[3];
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e->sequence = g_hdb->_rnd->getRandomNumber(100) + 30;
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e->sequence = g_hdb->_rnd->getRandomNumber(99) + 30;
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}
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break;
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