mirror of
https://github.com/libretro/scummvm.git
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311 lines
10 KiB
C++
311 lines
10 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be AI::useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "hdb/hdb.h"
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namespace HDB {
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bool AI::isClosedDoor(int x, int y) {
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int tileIndex = g_hdb->_map->getMapBGTileIndex(x, y);
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if ((tileIndex == _targetDoorN + 3) || // locked SILVER door?
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(tileIndex == _targetDoorNv + 3) ||
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(tileIndex == _targetDoorP + 3) || // locked BLUE door?
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(tileIndex == _targetDoorPv + 3) ||
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(tileIndex == _targetDoorS + 3) || // locked RED door?
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(tileIndex == _targetDoorSv + 3) ||
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(tileIndex == _targetDoor2N + 3) || // locked SILVER door?
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(tileIndex == _targetDoor2Nv + 3) ||
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(tileIndex == _targetDoor2P + 3) || // locked BLUE door?
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(tileIndex == _targetDoor2Pv + 3) ||
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(tileIndex == _targetDoor2S + 3) || // locked RED door?
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(tileIndex == _targetDoor2Sv + 3) ||
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(tileIndex == _target2DoorN + 3) || // locked SILVER door?
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(tileIndex == _target2DoorNv + 3) ||
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(tileIndex == _target2DoorP + 3) || // locked BLUE door?
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(tileIndex == _target2DoorPv + 3) ||
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(tileIndex == _target2DoorS + 3) || // locked RED door?
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(tileIndex == _target2DoorSv + 3) ||
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(tileIndex == _target3DoorN + 3) || // locked SILVER door?
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(tileIndex == _target3DoorNv + 3) ||
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(tileIndex == _target3DoorP + 3) || // locked BLUE door?
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(tileIndex == _target3DoorPv + 3) ||
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(tileIndex == _target3DoorS + 3) || // locked RED door?
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(tileIndex == _target3DoorSv + 3) ||
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(tileIndex == _blockpole + 3)) // blockpole UP?
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return true;
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return false;
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}
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bool AI::isOpenDoor(int x, int y) {
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int tileIndex = g_hdb->_map->getMapBGTileIndex(x, y);
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if ((tileIndex == _targetDoorN) || // open SILVER door?
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(tileIndex == _targetDoorNv) ||
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(tileIndex == _targetDoorP) || // open BLUE door?
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(tileIndex == _targetDoorPv) ||
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(tileIndex == _targetDoorS) || // open RED door?
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(tileIndex == _targetDoorSv) ||
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(tileIndex == _targetDoor2N) || // open SILVER door?
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(tileIndex == _targetDoor2Nv) ||
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(tileIndex == _targetDoor2P) || // open BLUE door?
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(tileIndex == _targetDoor2Pv) ||
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(tileIndex == _targetDoor2S) || // open RED door?
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(tileIndex == _targetDoor2Sv) ||
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(tileIndex == _target2DoorN) || // open SILVER door?
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(tileIndex == _target2DoorNv) ||
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(tileIndex == _target2DoorP) || // open BLUE door?
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(tileIndex == _target2DoorPv) ||
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(tileIndex == _target2DoorS) || // open RED door?
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(tileIndex == _target2DoorSv) ||
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(tileIndex == _target3DoorN) || // open SILVER door?
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(tileIndex == _target3DoorNv) ||
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(tileIndex == _target3DoorP) || // open BLUE door?
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(tileIndex == _target3DoorPv) ||
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(tileIndex == _target3DoorS) || // open RED door?
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(tileIndex == _target3DoorSv) ||
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(tileIndex == _blockpole)) // blockpole DOWN?
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return true;
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return false;
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}
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bool AI::useTarget(int x, int y, int targetX, int targetY, int newTile, int *worked) {
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int tileIndex;
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// open a locked door?
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if (isClosedDoor(targetX, targetY)) {
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tileIndex = g_hdb->_map->getMapBGTileIndex(targetX, targetY);
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addAnimateTarget(targetX, targetY, tileIndex, tileIndex - 3, ANIM_SLOW, false, true, NULL);
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g_hdb->_map->setMapBGTileIndex(x, y, newTile);
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if (g_hdb->_map->onScreen(x, y))
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g_hdb->_sound->playSound(SND_DOOR_OPEN_CLOSE);
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*worked = 1;
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return false; // return FALSE because we need to be able to do it some more
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}
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// close an open door?
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if (isOpenDoor(targetX, targetY)) {
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tileIndex = g_hdb->_map->getMapBGTileIndex(targetX, targetY);
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addAnimateTarget(targetX, targetY, tileIndex, tileIndex + 3, ANIM_SLOW, false, true, NULL);
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g_hdb->_map->setMapBGTileIndex(x, y, newTile);
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if (g_hdb->_map->onScreen(x, y))
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g_hdb->_sound->playSound(SND_DOOR_OPEN_CLOSE);
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*worked = 1;
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return false; // return FALSE because we need to be able to do it some more
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}
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// open up a bridge?
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tileIndex = g_hdb->_map->getMapFGTileIndex(targetX, targetY);
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if (tileIndex == _targetBridgeU ||
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tileIndex == _targetBridgeD ||
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tileIndex == _targetBridgeL ||
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tileIndex == _targetBridgeR) {
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addBridgeExtend(targetX, targetY, tileIndex);
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g_hdb->_map->setMapBGTileIndex(x, y, newTile);
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*worked = 1;
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return true; // return TRUE because we can't open it again
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}
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*worked = 0;
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return false;
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}
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// Black Door Switch
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bool AI::useSwitch(AIEntity *e, int x, int y, int targetX, int targetY, int onTile) {
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int worked;
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if (g_hdb->_map->onScreen(x, y))
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g_hdb->_sound->playSound(SND_SWITCH_USE);
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return useTarget(x, y, targetX, targetY, onTile, &worked);
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}
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bool AI::useSwitchOn(AIEntity *e, int x, int y, int targetX, int targetY, int offTile) {
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int worked;
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if (g_hdb->_map->onScreen(x, y))
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g_hdb->_sound->playSound(SND_SWITCH_USE);
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return useTarget(x, y, targetX, targetY, offTile, &worked);
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}
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bool AI::useSwitch2(AIEntity *e, int x, int y, int targetX, int targetY) {
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// int i = 10; // unused
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return true;
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}
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// Colored Keycard Switch
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bool AI::useLockedSwitch(AIEntity *e, int x, int y, int targetX, int targetY, int onTile, AIType item, const char *keyerror) {
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// is the PLAYER next to this thing? No other entities are allowed to unlock anything!
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if (abs(x - _player->tileX) > 1 || abs(y - _player->tileY) > 1)
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return false;
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int amount = queryInventoryType(item);
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int worked;
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bool rtn;
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if (amount) {
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rtn = useTarget(x, y, targetX, targetY, onTile, &worked);
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if (worked) {
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removeInvItemType(item, 1);
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if (g_hdb->_map->onScreen(x, y))
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g_hdb->_sound->playSound(SND_SWITCH_USE);
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}
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return rtn;
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} else {
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if (g_hdb->_map->onScreen(x, y))
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g_hdb->_sound->playSound(SND_CELLHOLDER_USE_REJECT);
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g_hdb->_window->openMessageBar(keyerror, 3);
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}
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return false;
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}
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bool AI::useLockedSwitchOn(AIEntity *e, int x, int y, int targetX, int targetY, int offTile, AIType item) {
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// is the PLAYER next to this thing? No other entities are allowed to unlock anything!
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if (abs(x - _player->tileX) > 1 || abs(y - _player->tileY) > 1)
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return false;
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int worked;
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bool rtn;
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if (getInvAmount() == 10)
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return false;
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rtn = useTarget(x, y, targetX, targetY, offTile, &worked);
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if (worked) {
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addItemToInventory(item, 1, NULL, NULL, NULL);
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if (g_hdb->_map->onScreen(x, y))
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g_hdb->_sound->playSound(SND_SWITCH_USE);
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}
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return rtn;
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}
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// Purple Cell Holder Switch
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bool AI::useCellHolder(AIEntity *e, int x, int y, int targetX, int targetY) {
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// is the PLAYER next to this thing? No other entities are allowed to unlock anything!
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if (abs(x - _player->tileX) > 1 || abs(y - _player->tileY) > 1)
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return false;
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int amount = queryInventoryType(ITEM_CELL);
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int worked;
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bool rtn;
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if (amount) {
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rtn = useTarget(x, y, targetX, targetY, _useHolderFull, &worked);
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if (worked) {
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removeInvItemType(ITEM_CELL, 1);
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if (g_hdb->_map->onScreen(x, y))
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g_hdb->_sound->playSound(SND_SWITCH_USE);
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}
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return rtn;
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} else {
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if (g_hdb->_map->onScreen(x, y))
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g_hdb->_sound->playSound(SND_CELLHOLDER_USE_REJECT);
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}
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g_hdb->_window->openDialog("Locked!", -1, "I can't use that unless I have an Energy Cell.", 0, NULL);
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g_hdb->_sound->playVoice(GUY_ENERGY_CELL, 0);
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return false;
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}
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// Touchplate
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bool AI::useTouchplate(AIEntity *e, int x, int y, int targetX, int targetY, int type) {
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int worked;
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g_hdb->_sound->playSound(SND_TOUCHPLATE_CLICK);
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return useTarget(x, y, targetX, targetY, type, &worked);
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}
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bool AI::useTouchplateOn(AIEntity *e, int x, int y, int targetX, int targetY, int type) {
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int worked;
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g_hdb->_sound->playSound(SND_TOUCHPLATE_CLICK);
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return useTarget(x, y, targetX, targetY, type, &worked);
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}
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void callbackDoorOpenClose(int x, int y) {
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int tileIndex = g_hdb->_map->getMapBGTileIndex(x, y);
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// is the door gonna close on something? if so, wait again
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if (!g_hdb->_ai->findEntity(x, y)) {
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g_hdb->_ai->addCallback(CALLBACK_DOOR_OPEN_CLOSE, x, y, kDelay5Seconds);
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return;
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}
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g_hdb->_ai->addAnimateTarget(x, y, tileIndex, tileIndex + 3, ANIM_SLOW, false, true, NULL);
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if (g_hdb->_map->onScreen(x, y))
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g_hdb->_sound->playSound(SND_DOOR_OPEN_CLOSE);
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return;
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}
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// Normal Door
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bool AI::useDoorOpenClose(AIEntity *e, int x, int y) {
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int tileIndex = g_hdb->_map->getMapBGTileIndex(x, y);
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addAnimateTarget(x, y, tileIndex, tileIndex - 3, ANIM_SLOW, false, true, NULL);
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addCallback(CALLBACK_DOOR_OPEN_CLOSE, x, y, kDelay5Seconds);
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if (g_hdb->_map->onScreen(x, y))
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g_hdb->_sound->playSound(SND_DOOR_OPEN_CLOSE);
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return true;
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}
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void callbackAutoDoorOpenClose(int x, int y) {
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int tileIndex = g_hdb->_map->getMapBGTileIndex(x, y);
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// Is the door going to close on something?
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if (g_hdb->_ai->findEntity(x, y)) {
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g_hdb->_ai->addCallback(CALLBACK_AUTODOOR_OPEN_CLOSE, x, y, kDelay5Seconds);
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return;
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}
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g_hdb->_ai->addAnimateTarget(x, y, tileIndex, tileIndex + 3, ANIM_SLOW, true, true, NULL);
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if (g_hdb->_map->onScreen(x, y))
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g_hdb->_sound->playSound(SND_DOOR_OPEN_CLOSE);
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return;
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}
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bool AI::useAutoDoorOpenClose(AIEntity *e, int x, int y) {
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int tileIndex = g_hdb->_map->getMapBGTileIndex(x, y);
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if (autoActive(x, y))
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return false;
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addAnimateTarget(x, y, tileIndex, tileIndex - 3, ANIM_SLOW, false, true, NULL);
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addCallback(CALLBACK_AUTODOOR_OPEN_CLOSE, x, y, kDelay5Seconds);
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if (g_hdb->_map->onScreen(x, y))
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g_hdb->_sound->playSound(SND_DOOR_OPEN_CLOSE);
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return false;
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}
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// Any Type Door
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bool AI::useDoorOpenCloseBot(AIEntity *e, int x, int y) {
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int tileIndex = g_hdb->_map->getMapBGTileIndex(x, y);
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if (e == _player || e->type == AI_SLUG_ATTACK || e->type == AI_GEM_ATTACK) {
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if (isClosedDoor(x, y))
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g_hdb->_sound->playSound(SND_GUY_UHUH);
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return false;
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}
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addAnimateTarget(x, y, tileIndex, tileIndex - 3, ANIM_SLOW, false, true, NULL);
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// AddCallback( CALLBACK_DOOR_OPEN_CLOSE, x, y, DELAY_5SECONDS / fs );
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if (g_hdb->_map->onScreen(x, y))
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g_hdb->_sound->playSound(SND_DOOR_OPEN_CLOSE);
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return true;
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}
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} // End of Namespace
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