mirror of
https://github.com/libretro/scummvm.git
synced 2025-01-07 02:12:14 +00:00
1394 lines
37 KiB
C++
1394 lines
37 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 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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void aiOmniBotInit(AIEntity *e) {
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if (e->value1 == 1)
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e->aiAction = aiOmniBotMove;
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else if (g_hdb->_ai->findPath(e))
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e->aiAction = aiOmniBotAction;
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}
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void aiOmniBotInit2(AIEntity *e) {
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e->standdownGfx[0] = e->movedownGfx[0];
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e->standupGfx[0] = e->movedownGfx[0];
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e->standleftGfx[0] = e->moveleftGfx[0];
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e->standrightGfx[0] = e->moverightGfx[0];
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e->standdownFrames = e->standupFrames = e->standleftFrames = e->standrightFrames = 1;
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e->draw = g_hdb->_ai->getStandFrameDir(e);
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}
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void aiOmniBotMove(AIEntity *e) {
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if (e->goalX)
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g_hdb->_ai->animateEntity(e);
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else
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g_hdb->_ai->animEntFrames(e);
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}
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void aiOmniBotAction(AIEntity *e) {
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AIEntity *p = g_hdb->_ai->getPlayer();
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if (e->goalX) {
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if (!e->sequence) {
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g_hdb->_ai->animateEntity(e);
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// Is the Player collding?
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if (hitPlayer(e->x, e->y) && (p->level == e->level)) {
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g_hdb->_ai->killPlayer(DEATH_FRIED);
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return;
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}
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// Shoot player ?
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if (onEvenTile(e->x, e->y) && g_hdb->getActionMode()) {
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int xv = 0, yv = 0, result;
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int shoot = 0;
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AIEntity *omni;
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// FIXME: Is reloading Player required here?
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p = g_hdb->_ai->getPlayer();
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// On same level/screen?
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if ((e->level != p->level) || g_hdb->_ai->playerDead() || !e->onScreen)
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return;
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// Is Player in Line of Sight?
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switch (e->dir) {
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case DIR_UP:
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if (p->x == e->x && p->y < e->y) {
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shoot = 1;
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yv = -1;
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}
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break;
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case DIR_DOWN:
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if (p->x == e->x && p->y > e->y) {
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shoot = 1;
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yv = 1;
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}
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break;
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case DIR_LEFT:
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if (p->x < e->x && p->y == e->y) {
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shoot = 1;
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xv = -1;
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}
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break;
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case DIR_RIGHT:
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if (p->x > e->x && p->y == e->y) {
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shoot = 1;
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xv = 1;
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}
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break;
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case DIR_NONE:
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warning("aiOmniBotAction: DIR_NONE found");
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break;
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}
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// If shoot = 1, take the shot
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// (1) Check we're not shooting into a solid tile
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// (2) Check we're not shooting into an Entity unless it's the player
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AIEntity *hit = g_hdb->_ai->legalMoveOverWater(e->tileX+xv, e->tileY + yv, e->level, &result);
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if (shoot && !hit && result) {
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omni = g_hdb->_ai->spawn(AI_OMNIBOT_MISSILE, e->dir, e->tileX + xv, e->tileY + yv, NULL, NULL, NULL, DIR_NONE, e->level, 0, 0, 1);
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omni->xVel = xv * kPlayerMoveSpeed * 2;
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omni->yVel = yv * kPlayerMoveSpeed * 2;
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if (g_hdb->_map->onScreen(e->tileX, e->tileY))
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g_hdb->_sound->playSound(SND_OMNIBOT_FIRE);
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if (!g_hdb->getActionMode()) {
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omni->xVel >>= 1;
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omni->yVel >>= 1;
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}
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e->sequence = 16;
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}
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}
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}
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} else {
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g_hdb->_ai->findPath(e);
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if (e->onScreen)
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g_hdb->_sound->playSound(SND_OMNIBOT_AMBIENT);
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}
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if (e->sequence)
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e->sequence--;
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}
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void aiOmniBotMissileInit(AIEntity *e) {
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e->state = STATE_MOVEDOWN;
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e->aiAction = aiOmniBotMissileAction;
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}
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void aiOmniBotMissileInit2(AIEntity *e) {
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for (int i = 0; i < e->movedownFrames; i++)
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e->moveleftGfx[i] = e->moverightGfx[i] = e->moveupGfx[i] = e->movedownGfx[i];
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e->moveleftFrames = e->moverightFrames = e->moveupFrames = e->movedownFrames;
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e->draw = e->movedownGfx[0];
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}
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void aiOmniBotMissileAction(AIEntity *e) {
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AIEntity *p = g_hdb->_ai->getPlayer();
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g_hdb->_ai->animEntFrames(e);
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e->x += e->xVel;
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e->y += e->yVel;
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e->tileX = e->x / kTileWidth;
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e->tileY = e->y / kTileHeight;
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// Did we hit a solid wall?
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int result;
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AIEntity *hit = g_hdb->_ai->legalMoveOverWaterIgnore(e->tileX, e->tileY, e->level, &result, e);
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if (hit || !result) {
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g_hdb->_ai->addAnimateTarget(e->x, e->y, 0, 3, ANIM_FAST, false, false, "steam_puff_sit");
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g_hdb->_ai->removeEntity(e);
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}
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// On Even tiles, check for hitting player
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if (onEvenTile(e->x, e->y))
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if (hitPlayer(e->x, e->y) && (p->level == e->level)) {
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g_hdb->_ai->killPlayer(DEATH_NORMAL);
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g_hdb->_ai->addAnimateTarget(e->x, e->y, 0, 3, ANIM_FAST, false, false, "steam_puff_sit");
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g_hdb->_ai->removeEntity(e);
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}
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}
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void aiTurnBotInit(AIEntity *e) {
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e->aiAction = aiTurnBotAction;
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}
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void aiTurnBotInit2(AIEntity *e) {
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e->draw = g_hdb->_ai->getStandFrameDir(e);
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}
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void aiTurnBotChoose(AIEntity *e) {
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int xvAhead[5] = { 9, 0, 0, -1, 1 }, yvAhead[5] = { 9, -1, 1, 0, 0 };
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AIDir turnRight[5] = { DIR_NONE, DIR_RIGHT, DIR_LEFT, DIR_UP, DIR_DOWN };
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AIState dirState[5] = { STATE_NONE, STATE_MOVEUP, STATE_MOVEDOWN, STATE_MOVELEFT, STATE_MOVERIGHT };
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int xv, yv;
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xv = xvAhead[e->dir];
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yv = yvAhead[e->dir];
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if (g_hdb->_map->getMapBGTileFlags(e->tileX + xv, e->tileY + yv) & (kFlagSolid | kFlagWater)) {
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e->xVel = e->yVel = 0;
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e->animFrame = 0;
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e->animDelay = e->animCycle;
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e->dir = turnRight[e->dir];
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e->state = dirState[e->dir];
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} else {
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e->xVel = xv * kPlayerMoveSpeed;
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e->yVel = yv * kPlayerMoveSpeed;
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if (!g_hdb->getActionMode()) {
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e->xVel >>= 1;
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e->yVel >>= 1;
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}
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e->goalX = e->tileX + xv;
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e->goalY = e->tileY + yv;
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e->state = dirState[e->dir];
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if (e->dir == DIR_DOWN)
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e->animFrame = 3;
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}
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}
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void aiTurnBotAction(AIEntity *e) {
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if (e->goalX)
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g_hdb->_ai->animateEntity(e);
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else {
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aiTurnBotChoose(e);
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g_hdb->_ai->animateEntity(e);
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if (e->onScreen)
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g_hdb->_sound->playSound(SND_TURNBOT_TURN);
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}
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if (e->onScreen && onEvenTile(e->x, e->y) && g_hdb->_ai->checkPlayerCollision(e->x, e->y, 0) && !g_hdb->_ai->playerDead())
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g_hdb->_ai->killPlayer(DEATH_NORMAL);
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}
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void aiShockBotInit(AIEntity *e) {
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g_hdb->_ai->findPath(e);
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e->aiAction = aiShockBotAction;
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e->animCycle = 0;
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e->sequence = 0;
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e->aiDraw = aiShockBotShock;
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}
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void aiShockBotInit2(AIEntity *e) {
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e->standupFrames = e->standdownFrames = e->standleftFrames = e->standrightFrames =
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e->moveupFrames = e->moverightFrames = e->moveleftFrames = e->movedownFrames;
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for (int i = 0; i < e->movedownFrames; i++)
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e->standupGfx[i] = e->standleftGfx[i] = e->standrightGfx[i] = e->standdownGfx[i] = e->moveupGfx[i] = e->moveleftGfx[i] = e->moverightGfx[i] = e->movedownGfx[i];
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e->draw = g_hdb->_ai->getStandFrameDir(e);
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}
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void aiShockBotAction(AIEntity *e) {
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if (e->goalX) {
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if (!e->sequence) {
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if (hitPlayer(e->x, e->y))
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g_hdb->_ai->killPlayer(DEATH_SHOCKED);
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g_hdb->_ai->animateEntity(e);
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} else
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g_hdb->_ai->animEntFrames(e);
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} else {
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g_hdb->_ai->findPath(e);
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e->sequence = 20;
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g_hdb->_ai->animEntFrames(e);
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if (e->onScreen)
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g_hdb->_sound->playSound(SND_SHOCKBOT_AMBIENT);
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}
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if (e->sequence)
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e->sequence--;
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}
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void aiShockBotShock(AIEntity *e, int mx, int my) {
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int offX[8] = { -1, 0, 1, 1, 1, 0, -1, -1 };
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int offY[8] = { -1, -1, -1, 0, 1, 1, 1, 0 };
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// Only on a exact tile boundary do we change the shocked tiles
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// Start at top left and go around
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if (g_hdb->_map->getMapBGTileFlags(e->tileX, e->tileY) & kFlagMetal)
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e->special1Gfx[e->animFrame]->drawMasked(e->tileX * kTileWidth - mx, e->tileY * kTileHeight - my);
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uint32 flags;
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for (int i = 0; i < 8; i++) {
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flags = g_hdb->_map->getMapBGTileFlags(e->tileX + offX[i], e->tileY + offY[i]);
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if (flags & kFlagMetal) {
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// Is the shocking tile onScreen?
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if (g_hdb->_map->checkXYOnScreen((e->tileX + offX[i]) * kTileWidth, (e->tileY + offY[i]) * kTileHeight)) {
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// Draw shocking tile animation
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e->special1Gfx[e->animFrame]->drawMasked((e->tileX + offX[i])*kTileWidth - mx, (e->tileY + offY[i])*kTileHeight - my);
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// Did the player get fried?
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// Check every 4 frames
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if (e->onScreen && !e->animFrame && g_hdb->_ai->checkPlayerTileCollision(e->tileX + offX[i], e->tileY + offY[i]) && !g_hdb->_ai->playerDead()) {
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g_hdb->_ai->killPlayer(DEATH_SHOCKED);
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return;
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}
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if (!e->animFrame && g_hdb->_map->boomBarrelExist(e->tileX + offX[i], e->tileY + offY[i])) {
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AIEntity *e2 = g_hdb->_ai->findEntityType(AI_BOOMBARREL, e->tileX + offX[i], e->tileY + offY[i]);
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aiBarrelExplode(e2);
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}
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}
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}
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}
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}
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void aiRightBotInit(AIEntity *e) {
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e->moveSpeed = kPlayerMoveSpeed;
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if (!g_hdb->getActionMode())
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e->moveSpeed >>= 1;
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e->aiAction = aiRightBotAction;
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}
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void aiRightBotInit2(AIEntity *e) {
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switch (e->dir) {
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case DIR_UP:
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e->draw = e->moveupGfx[0];
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e->state = STATE_MOVEUP;
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break;
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case DIR_DOWN:
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e->draw = e->movedownGfx[0];
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e->state = STATE_MOVEDOWN;
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break;
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case DIR_LEFT:
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e->draw = e->moveleftGfx[0];
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e->state = STATE_MOVELEFT;
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break;
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case DIR_RIGHT:
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e->draw = e->moverightGfx[0];
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e->state = STATE_MOVERIGHT;
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break;
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case DIR_NONE:
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warning("aiRightBotInit2: DIR_NONE found");
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break;
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}
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}
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void aiRightBotFindGoal(AIEntity *e) {
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int xv, yv, xv2, yv2, xv3, yv3;
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int bg, bg2, bg3;
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AIEntity *e1, *e2, *e3, *p;
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int hit, sx, sy, rotate;
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int xvAhead[5] = { 9, 0, 0,-1, 1 }, yvAhead[5] = { 9,-1, 1, 0, 0 };
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int xvAToR[5] = { 9, 1,-1,-1, 1 }, yvAToR[5] = { 9,-1, 1,-1, 1 };
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int xvToR[5] = { 9, 1,-1, 0, 0 }, yvToR[5] = { 9, 0, 0,-1, 1 };
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int xvToL[5] = { 9,-1, 1, 0, 0 }, yvToL[5] = { 9, 0, 0, 1,-1 };
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p = g_hdb->_ai->getPlayer();
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rotate = 0;
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do {
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xv = xvAhead[e->dir]; // Search Ahead
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yv = yvAhead[e->dir];
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xv2 = xvAToR[e->dir]; // Search Ahead and to the Right
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yv2 = yvAToR[e->dir];
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xv3 = xvToR[e->dir]; // Search to the Right
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yv3 = yvToR[e->dir];
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// Search until we hit a wall...or empty space to our right (and forward)
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hit = 0;
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sx = e->tileX;
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sy = e->tileY;
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while (!hit) {
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bg = g_hdb->_map->getMapBGTileFlags(sx + xv, sy + yv) & (kFlagSolid | kFlagWater | kFlagSlime | kFlagSpecial);
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e1 = g_hdb->_ai->findEntity(sx + xv, sy + yv);
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if (e1 && e1 == p)
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e1 = NULL;
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bg2 = g_hdb->_map->getMapBGTileFlags(sx + xv2, sy + yv2) & (kFlagSolid | kFlagWater | kFlagSlime | kFlagSpecial);
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e2 = g_hdb->_ai->findEntity(sx + xv2, sy + yv2);
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if (e2 && e2 == p)
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e2 = NULL;
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bg3 = g_hdb->_map->getMapBGTileFlags(sx + xv3, sy + yv3) & (kFlagSolid | kFlagWater | kFlagSlime | kFlagSpecial);
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e3 = g_hdb->_ai->findEntity(sx + xv3, sy + yv3);
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if (e3 && e3 == p)
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e3 = NULL;
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// Okay to move forward?
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if ((!bg && !e1) && (bg2 || e2 || bg3 || e3)) {
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sx += xv;
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sy += yv;
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rotate = 0;
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} else
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hit = 1;
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}
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// Are we stuck in a corner?
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if (sx == e->tileX && sy == e->tileY) {
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sx = e->tileX;
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sy = e->tileY;
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rotate += 1;
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// Need to check for turning RIGHT when we're in a corner
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xv = xvToL[e->dir];
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yv = yvToL[e->dir];
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// Check Tile flags to our left and right
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bg = g_hdb->_map->getMapBGTileFlags(sx + xv, sy + yv) & (kFlagSolid | kFlagWater | kFlagSlime | kFlagSpecial);
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e1 = g_hdb->_ai->findEntity(sx + xv, sy + yv);
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bg2 = g_hdb->_map->getMapBGTileFlags(sx + xv3, sy + yv3) & (kFlagSolid | kFlagWater | kFlagSlime | kFlagSpecial);
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e2 = g_hdb->_ai->findEntity(sx + xv3, sy + yv3);
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if (e1 && e1->type == AI_GUY)
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e1 = NULL;
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if (e2 && e2->type == AI_GUY)
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e2 = NULL;
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// Is tile to the right clear?
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// Is tile to the left clear?
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// If neither, go backwards
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if (!bg2 && !e2) {
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switch (e->dir) {
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case DIR_UP: e->dir = DIR_RIGHT; break;
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case DIR_DOWN: e->dir = DIR_LEFT; break;
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case DIR_LEFT: e->dir = DIR_UP; break;
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case DIR_RIGHT: e->dir = DIR_DOWN; break;
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case DIR_NONE:
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warning("aiRightBotFindGoal: DIR_NONE found");
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}
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} else if (!bg && !e1) {
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switch (e->dir) {
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case DIR_UP: e->dir = DIR_LEFT; break;
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case DIR_DOWN: e->dir = DIR_RIGHT; break;
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case DIR_LEFT: e->dir = DIR_DOWN; break;
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case DIR_RIGHT: e->dir = DIR_UP; break;
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case DIR_NONE:
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warning("aiRightBotFindGoal: DIR_NONE found");
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}
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} else {
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switch (e->dir) {
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case DIR_UP: e->dir = DIR_DOWN; yv = 1; xv = 0; break;
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case DIR_DOWN: e->dir = DIR_UP; yv = -1; xv = 0; break;
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case DIR_LEFT: e->dir = DIR_RIGHT; yv = 0; xv = 1; break;
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case DIR_RIGHT: e->dir = DIR_LEFT; yv = 0; xv = -1; break;
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case DIR_NONE:
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warning("aiRightBotFindGoal: DIR_NONE found");
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}
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sx += xv;
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sy += yv;
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rotate = 4;
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}
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}
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} while (rotate >= 1 && rotate < 4);
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|
|
switch (e->dir) {
|
|
case DIR_UP:
|
|
e->state = STATE_MOVEUP;
|
|
break;
|
|
case DIR_DOWN:
|
|
e->state = STATE_MOVEDOWN;
|
|
break;
|
|
case DIR_LEFT:
|
|
e->state = STATE_MOVELEFT;
|
|
break;
|
|
case DIR_RIGHT:
|
|
e->state = STATE_MOVERIGHT;
|
|
break;
|
|
case DIR_NONE:
|
|
warning("aiRightBotFindGoal: DIR_NONE found");
|
|
break;
|
|
}
|
|
|
|
e->goalX = sx;
|
|
e->goalY = sy;
|
|
e->xVel = xv * e->moveSpeed;
|
|
e->yVel = yv * e->moveSpeed;
|
|
if (e->onScreen)
|
|
g_hdb->_sound->playSound(SND_RIGHTBOT_TURN);
|
|
}
|
|
|
|
void aiRightBotAction(AIEntity *e) {
|
|
AIEntity *p = g_hdb->_ai->getPlayer();
|
|
|
|
if (e->goalX) {
|
|
if (e->onScreen && g_hdb->_ai->checkPlayerCollision(e->x, e->y, 0) && p->state != STATE_DEAD && p->level == e->level && !g_hdb->_ai->playerDead())
|
|
g_hdb->_ai->killPlayer(DEATH_NORMAL);
|
|
g_hdb->_ai->animateEntity(e);
|
|
} else {
|
|
aiRightBotFindGoal(e);
|
|
g_hdb->_ai->animEntFrames(e);
|
|
}
|
|
}
|
|
|
|
void aiPushBotInit(AIEntity *e) {
|
|
if (e->value1 != 1)
|
|
e->aiAction = aiPushBotAction;
|
|
}
|
|
|
|
void aiPushBotInit2(AIEntity *e) {
|
|
e->draw = g_hdb->_ai->getStandFrameDir(e);
|
|
}
|
|
|
|
void aiPushBotAction(AIEntity *e) {
|
|
AIState moveState[5] = { STATE_NONE, STATE_MOVEUP, STATE_MOVEDOWN, STATE_MOVELEFT, STATE_MOVERIGHT };
|
|
int xvAhead[5] = { 9, 0, 0,-1, 1 }, yvAhead[5] = { 9,-1, 1, 0, 0 };
|
|
AIDir oneEighty[5] = { DIR_NONE, DIR_DOWN, DIR_UP, DIR_RIGHT, DIR_LEFT };
|
|
|
|
uint32 bgFlags, fgFlags;
|
|
int nx, ny, nx2, ny2, result;
|
|
AIEntity *e1 = NULL, *e2;
|
|
|
|
if (e->goalX) {
|
|
g_hdb->_ai->animateEntity(e);
|
|
if (hitPlayer(e->x, e->y))
|
|
g_hdb->_ai->killPlayer(DEATH_NORMAL);
|
|
} else {
|
|
if (hitPlayer(e->x, e->y))
|
|
g_hdb->_ai->killPlayer(DEATH_NORMAL);
|
|
|
|
// Where to go next
|
|
nx = e->tileX + xvAhead[e->dir];
|
|
ny = e->tileY + yvAhead[e->dir];
|
|
|
|
e1 = g_hdb->_ai->legalMove(nx, ny, e->level, &result);
|
|
|
|
// Push something
|
|
// Turn Around
|
|
// Move Forward
|
|
if (e1 && onEvenTile(e1->x, e1->y) && (e1->type == AI_LIGHTBARREL || e1->type == AI_HEAVYBARREL || e1->type == AI_BOOMBARREL || e1->type == AI_CRATE)) {
|
|
// Actually going over a floating crate?
|
|
if (e1 && (e1->state == STATE_FLOATING || e1->state == STATE_MELTED)) {
|
|
e->state = moveState[e->dir];
|
|
g_hdb->_ai->setEntityGoal(e, nx, ny);
|
|
g_hdb->_ai->animateEntity(e);
|
|
return;
|
|
}
|
|
|
|
nx2 = nx + xvAhead[e->dir];
|
|
ny2 = ny + yvAhead[e->dir];
|
|
|
|
bgFlags = g_hdb->_map->getMapBGTileFlags(nx2, ny2);
|
|
fgFlags = g_hdb->_map->getMapFGTileFlags(nx2, ny2);
|
|
e2 = g_hdb->_ai->findEntity(nx2, ny2);
|
|
result = (e->level == 1) ? (bgFlags & kFlagSolid) : !(fgFlags & kFlagGrating) && (bgFlags & kFlagSolid);
|
|
|
|
// If we're going to push something onto a floating thing, that's ok
|
|
if (e2 && (e2->state == STATE_FLOATING || e2->state == STATE_MELTED))
|
|
e2 = NULL;
|
|
|
|
// If no walls in front & no entities
|
|
if (!result && !e2 && e1->state != STATE_EXPLODING) {
|
|
e->state = moveState[e->dir];
|
|
g_hdb->_ai->setEntityGoal(e, nx, ny);
|
|
|
|
e1->dir = e->dir;
|
|
e1->state = e->state;
|
|
e1->moveSpeed = e->moveSpeed;
|
|
g_hdb->_ai->setEntityGoal(e1, nx2, ny2);
|
|
warning("STUB: aiPushBotAction: Switch Case for Sound");
|
|
} else {
|
|
if (e->onScreen)
|
|
g_hdb->_sound->playSound(SND_PUSHBOT_STRAIN);
|
|
e->dir = oneEighty[e->dir];
|
|
e->state = moveState[e->dir];
|
|
nx = e->tileX + xvAhead[e->dir];
|
|
ny = e->tileY + yvAhead[e->dir];
|
|
e1 = g_hdb->_ai->legalMove(nx, ny, e->level, &result);
|
|
if (!e1 && result)
|
|
g_hdb->_ai->setEntityGoal(e, nx, ny);
|
|
}
|
|
} else if (!result || (e1 && !onEvenTile(e1->x, e1->y))) {
|
|
e->dir = oneEighty[e->dir];
|
|
e->state = moveState[e->dir];
|
|
nx = e->tileX + xvAhead[e->dir];
|
|
ny = e->tileY + yvAhead[e->dir];
|
|
e1 = g_hdb->_ai->legalMove(nx, ny, e->level, &result);
|
|
if (!e1 && result)
|
|
g_hdb->_ai->setEntityGoal(e, nx, ny);
|
|
} else {
|
|
e->state = moveState[e->dir];
|
|
g_hdb->_ai->setEntityGoal(e, nx, ny);
|
|
}
|
|
g_hdb->_ai->animateEntity(e);
|
|
}
|
|
}
|
|
|
|
void aiRailRiderInit(AIEntity *e) {
|
|
if (e->type == AI_RAILRIDER_ON) {
|
|
// On the tracks already - spawn RED arrow
|
|
g_hdb->_ai->addToPathList(e->tileX, e->tileY, 0, e->dir);
|
|
e->state = STATE_STANDUP;
|
|
e->aiAction = aiRailRiderOnAction;
|
|
e->aiUse = aiRailRiderOnUse;
|
|
} else {
|
|
e->state = STATE_STANDDOWN;
|
|
e->sequence = 0;
|
|
e->aiAction = aiRailRiderAction;
|
|
e->aiUse = aiRailRiderUse;
|
|
}
|
|
e->moveSpeed = kPlayerMoveSpeed;
|
|
}
|
|
|
|
void aiRailRiderInit2(AIEntity *e) {
|
|
e->draw = e->standdownGfx[0];
|
|
}
|
|
|
|
// Talking to RailRider off track
|
|
void aiRailRiderUse(AIEntity *e) {
|
|
e->sequence = 1;
|
|
}
|
|
|
|
void aiRailRiderAction(AIEntity *e) {
|
|
switch (e->sequence) {
|
|
// Waiting for Dialog to goaway
|
|
case 1:
|
|
// Dialog gone?
|
|
if (!g_hdb->_window->dialogActive()) {
|
|
e->sequence = 2;
|
|
switch (e->dir) {
|
|
case DIR_UP: e->xVel = 0; e->yVel = -1; break;
|
|
case DIR_DOWN: e->xVel = 0; e->yVel = 1; break;
|
|
case DIR_LEFT: e->xVel = -1; e->yVel = 0; break;
|
|
case DIR_RIGHT: e->xVel = 1; e->yVel = 0; break;
|
|
case DIR_NONE:
|
|
warning("aiRailRiderAction: DIR_NONE found");
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
// Walking over to track
|
|
case 2:
|
|
e->x += e->xVel;
|
|
e->y += e->yVel;
|
|
if (onEvenTile(e->x, e->y)) {
|
|
ArrowPath *arrowPath;
|
|
e->tileX = e->x / kTileWidth;
|
|
e->tileY = e->y / kTileHeight;
|
|
e->sequence = 3; // Wait for use
|
|
e->type = AI_RAILRIDER_ON;
|
|
e->state = STATE_STANDUP;
|
|
e->aiAction = aiRailRiderOnAction;
|
|
e->aiUse = aiRailRiderOnUse;
|
|
arrowPath = g_hdb->_ai->findArrowPath(e->tileX, e->tileY);
|
|
e->dir = arrowPath->dir;
|
|
e->value1 = 0; // Not in a tunnel
|
|
}
|
|
break;
|
|
}
|
|
|
|
// Cycle through animation frames
|
|
if (e->animDelay-- > 0)
|
|
return;
|
|
e->animDelay = e->animCycle;
|
|
e->animFrame++;
|
|
if (e->animFrame == e->standdownFrames)
|
|
e->animFrame = 0;
|
|
|
|
e->draw = e->standdownGfx[e->animFrame];
|
|
}
|
|
|
|
// Talking to RailRider on track
|
|
void aiRailRiderOnUse(AIEntity *e) {
|
|
AIEntity *p = g_hdb->_ai->getPlayer();
|
|
|
|
if (p->tileX == e->tileX) {
|
|
if (p->tileY > e->tileY)
|
|
g_hdb->_ai->setEntityGoal(p, p->tileX, p->tileY - 1);
|
|
else
|
|
g_hdb->_ai->setEntityGoal(p, p->tileX, p->tileY + 1);
|
|
} else {
|
|
if (p->tileX > e->tileX)
|
|
g_hdb->_ai->setEntityGoal(p, p->tileX - 1, p->tileY);
|
|
else
|
|
g_hdb->_ai->setEntityGoal(p, p->tileX + 1, p->tileY);
|
|
}
|
|
|
|
e->sequence = -1; // Waiting for player to board
|
|
}
|
|
|
|
void aiRailRiderOnAction(AIEntity *e) {
|
|
int xv[5] = { 9, 0, 0, -1, 1 }, yv[5] = { 9, -1, 1, 0, 0 };
|
|
AIEntity*p = g_hdb->_ai->getPlayer();
|
|
SingleTele t;
|
|
|
|
switch (e->sequence) {
|
|
// Player is boarding
|
|
case -1:
|
|
if (!p->goalX)
|
|
e->sequence = 1; // Boarded yet?
|
|
// Cycle Animation Frames
|
|
case 3:
|
|
if (e->animDelay-- > 0)
|
|
return;
|
|
e->animDelay = e->animCycle;
|
|
e->animFrame++;
|
|
if (e->animFrame == e->standupFrames)
|
|
e->animFrame = 0;
|
|
|
|
e->draw = e->standupGfx[e->animFrame];
|
|
break;
|
|
// Player is in - lock him
|
|
case 1:
|
|
g_hdb->_ai->setPlayerInvisible(true);
|
|
g_hdb->_ai->setPlayerLock(true);
|
|
g_hdb->_ai->setEntityGoal(e, e->tileX + xv[e->dir], e->tileY + yv[e->dir]);
|
|
g_hdb->_sound->playSound(SND_RAILRIDER_TASTE);
|
|
e->sequence = 2;
|
|
e->value1 = 0;
|
|
|
|
// New RailRider gfx
|
|
// Move the RailRider
|
|
case 2:
|
|
// Done moving to next spot?
|
|
if (!e->goalX) {
|
|
ArrowPath *arrowPath = g_hdb->_ai->findArrowPath(e->tileX, e->tileY);
|
|
if (arrowPath) {
|
|
// Stop Arrow?
|
|
if (!arrowPath->type) {
|
|
HereT *h;
|
|
e->sequence = 4; // Get Player off RailRider - RIGHT SIDE ONLY
|
|
p->tileX = e->tileX;
|
|
p->tileY = e->tileY;
|
|
p->x = e->x;
|
|
p->y = e->y;
|
|
// Try to find a HERE icon to either side of the track and go there
|
|
switch (e->dir) {
|
|
case DIR_UP:
|
|
h = g_hdb->_ai->findHere(e->tileX - 1, e->tileY);
|
|
if (h)
|
|
g_hdb->_ai->setEntityGoal(p, e->tileX - 1, e->tileY);
|
|
else
|
|
g_hdb->_ai->setEntityGoal(p, e->tileX + 1, e->tileY);
|
|
break;
|
|
case DIR_DOWN:
|
|
h = g_hdb->_ai->findHere(e->tileX + 1, e->tileY);
|
|
if (h)
|
|
g_hdb->_ai->setEntityGoal(p, e->tileX + 1, e->tileY);
|
|
else
|
|
g_hdb->_ai->setEntityGoal(p, e->tileX - 1, e->tileY);
|
|
break;
|
|
case DIR_LEFT:
|
|
h = g_hdb->_ai->findHere(e->tileX, e->tileY + 1);
|
|
if (h)
|
|
g_hdb->_ai->setEntityGoal(p, e->tileX, e->tileY + 1);
|
|
else
|
|
g_hdb->_ai->setEntityGoal(p, e->tileX, e->tileY - 1);
|
|
break;
|
|
case DIR_RIGHT:
|
|
h = g_hdb->_ai->findHere(e->tileX, e->tileY - 1);
|
|
if (h)
|
|
g_hdb->_ai->setEntityGoal(p, e->tileX, e->tileY - 1);
|
|
else
|
|
g_hdb->_ai->setEntityGoal(p, e->tileX, e->tileY + 1);
|
|
break;
|
|
case DIR_NONE:
|
|
warning("aiRailRiderOnAction: DIR_NOW found");
|
|
break;
|
|
}
|
|
g_hdb->_ai->setPlayerInvisible(false);
|
|
g_hdb->_sound->playSound(SND_RAILRIDER_EXIT);
|
|
} else if (arrowPath->type == 1) {
|
|
e->dir = arrowPath->dir;
|
|
g_hdb->_ai->setEntityGoal(e, e->tileX + xv[e->dir], e->tileY + yv[e->dir]);
|
|
}
|
|
} else
|
|
g_hdb->_ai->setEntityGoal(e, e->tileX + xv[e->dir], e->tileY + yv[e->dir]);
|
|
|
|
g_hdb->_sound->playSound(SND_RAILRIDER_ONTRACK);
|
|
}
|
|
|
|
p->tileX = e->tileX;
|
|
p->tileY = e->tileY;
|
|
p->x = e->x;
|
|
p->y = e->y;
|
|
g_hdb->_ai->animateEntity(e);
|
|
switch (e->dir) {
|
|
case DIR_UP: e->draw = e->moveupGfx[0]; break;
|
|
case DIR_DOWN: e->draw = e->movedownGfx[0]; break;
|
|
case DIR_LEFT: e->draw = e->moveleftGfx[0]; break;
|
|
case DIR_RIGHT: e->draw = e->moverightGfx[0]; break;
|
|
default: break; // DIR_NONE
|
|
}
|
|
g_hdb->_map->centerMapXY(e->x + 16, e->y + 16);
|
|
|
|
// Did we hit a tunnel entrance?
|
|
if (onEvenTile(e->x, e->y) && g_hdb->_ai->findTeleporterDest(e->tileX, e->tileY, &t) && !e->value1 && !e->dir2) {
|
|
// Set tunnel destination
|
|
e->value1 = t.x;
|
|
e->value2 = t.y;
|
|
e->dir2 = (AIDir)(t.x + t.y); // Flag for coming out of tunnel
|
|
}
|
|
|
|
// Are we going through a tunnel?
|
|
if (e->value1) {
|
|
// Reach the End?
|
|
// If not, don't draw RailRider
|
|
if (onEvenTile(e->x, e->y) && e->tileX == e->value1 && e->tileY == e->value2)
|
|
e->value1 = 0;
|
|
else
|
|
e->draw = NULL;
|
|
} else if (e->dir2 && e->dir2 != (AIDir)(e->tileX + e->tileY))
|
|
e->dir2 = DIR_NONE;
|
|
break;
|
|
// Waiting for Player to move to Dest
|
|
case 4:
|
|
if (!p->goalX) {
|
|
g_hdb->_ai->setPlayerLock(false);
|
|
e->sequence = 3; // Wait for Use
|
|
}
|
|
|
|
// Cycle Animation frames
|
|
if (e->animDelay-- > 0)
|
|
return;
|
|
|
|
e->animDelay = e->animCycle;
|
|
e->animFrame++;
|
|
if (e->animFrame == e->standupFrames)
|
|
e->animFrame = 0;
|
|
|
|
e->draw = e->standupGfx[e->animFrame];
|
|
break;
|
|
}
|
|
}
|
|
|
|
void aiMaintBotInit(AIEntity *e) {
|
|
// value1 field determines whether the "MMM!" sound plays
|
|
// 1 means NO
|
|
e->int1 = e->value1;
|
|
e->aiAction = aiMaintBotAction;
|
|
e->value1 = 0;
|
|
g_hdb->_ai->findPath(e);
|
|
}
|
|
|
|
void aiMaintBotInit2(AIEntity *e) {
|
|
e->draw = g_hdb->_ai->getStandFrameDir(e);
|
|
}
|
|
|
|
void aiMaintBotAction(AIEntity *e) {
|
|
AIState useState[5] = {STATE_NONE, STATE_USEUP, STATE_USEDOWN, STATE_USELEFT, STATE_USERIGHT};
|
|
AIState standState[5] = {STATE_NONE, STATE_STANDUP, STATE_STANDDOWN, STATE_STANDLEFT, STATE_STANDRIGHT};
|
|
int xvAhead[5] = {9, 0, 0,-1, 1}, yvAhead[5] = {9,-1, 1, 0, 0};
|
|
AIEntity *it;
|
|
int nx, ny;
|
|
int whistles[3] = {SND_MBOT_WHISTLE1, SND_MBOT_WHISTLE2, SND_MBOT_WHISTLE3};
|
|
|
|
// Waiting at an arrow (or hit by player)?
|
|
if (e->sequence) {
|
|
e->sequence--;
|
|
g_hdb->_ai->animEntFrames(e);
|
|
|
|
// Use Something here
|
|
if (!e->value2)
|
|
switch (e->sequence) {
|
|
case 50:
|
|
if (e->onScreen && !e->int1) {
|
|
if (g_hdb->_rnd->getRandomNumber(2) & 1)
|
|
g_hdb->_sound->playSound(SND_MBOT_HMMM2);
|
|
else
|
|
g_hdb->_sound->playSound(SND_MBOT_HMMM);
|
|
}
|
|
break;
|
|
// Need to USE the object
|
|
case 30:
|
|
e->state = useState[e->dir];
|
|
nx = e->tileX + xvAhead[e->dir];
|
|
ny = e->tileY + yvAhead[e->dir];
|
|
it = g_hdb->_ai->findEntity(nx, ny);
|
|
if (it) {
|
|
if (e->onScreen)
|
|
e->value1 = 1;
|
|
g_hdb->useEntity(it);
|
|
break;
|
|
}
|
|
// Did the MaintBot use an Action Tile?
|
|
if (g_hdb->_ai->checkActionList(e, nx, ny, true)) {
|
|
if (e->onScreen)
|
|
e->value1 = 1;
|
|
break;
|
|
}
|
|
// Did the MaintBot use an AutoAction Tile?
|
|
if (g_hdb->_ai->checkAutoList(e, nx, ny)) {
|
|
if (e->onScreen)
|
|
e->value1 = 1;
|
|
break;
|
|
}
|
|
// Did the MaintBot use a LUA Tile?
|
|
if (g_hdb->_ai->checkLuaList(e, nx, ny)) {
|
|
if (e->onScreen)
|
|
e->value1 = 1;
|
|
break;
|
|
}
|
|
break;
|
|
// Play a sound if we used something
|
|
case 25:
|
|
e->value1 = 0;
|
|
break;
|
|
// Change to Standing frames
|
|
case 20:
|
|
e->state = standState[e->dir];
|
|
break;
|
|
// All done - find a new path
|
|
case 0:
|
|
e->dir = e->dir2;
|
|
g_hdb->_ai->findPath(e);
|
|
g_hdb->_ai->animateEntity(e);
|
|
break;
|
|
}
|
|
// Deciding where to go at 4-way
|
|
else {
|
|
AIDir lookRight[5] = {DIR_NONE, DIR_RIGHT, DIR_LEFT, DIR_UP, DIR_DOWN};
|
|
AIDir lookLeft[5] = {DIR_NONE, DIR_LEFT, DIR_RIGHT, DIR_DOWN, DIR_UP};
|
|
AIDir dirList[5] = {DIR_NONE, DIR_UP, DIR_DOWN, DIR_LEFT, DIR_RIGHT};
|
|
switch (e->sequence) {
|
|
// HMM
|
|
case 50:
|
|
if (e->onScreen && !e->int1)
|
|
g_hdb->_sound->playSound(SND_MBOT_HMMM);
|
|
break;
|
|
// Look Right
|
|
case 40:
|
|
e->dir = lookRight[e->dir2];
|
|
e->state = standState[e->dir];
|
|
break;
|
|
// Look Left
|
|
case 30:
|
|
e->dir = lookLeft[e->dir];
|
|
e->state = standState[e->dir];
|
|
break;
|
|
// HMM2
|
|
case 25:
|
|
if (e->onScreen && !e->int1)
|
|
g_hdb->_sound->playSound(SND_MBOT_HMMM2);
|
|
break;
|
|
// Decide direction and GO
|
|
case 0:
|
|
int dir = (g_hdb->_rnd->getRandomNumber(4)) + 1;
|
|
e->dir = dirList[dir];
|
|
g_hdb->_ai->findPath(e);
|
|
if (e->onScreen)
|
|
g_hdb->_sound->playSound(whistles[g_hdb->_rnd->getRandomNumber(3)]);
|
|
break;
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
// Moving already, keep going
|
|
if (e->goalX) {
|
|
g_hdb->_ai->animateEntity(e);
|
|
if (hitPlayer(e->x, e->y)) {
|
|
g_hdb->_ai->killPlayer(DEATH_GRABBED);
|
|
g_hdb->_sound->playSound(SND_MBOT_DEATH);
|
|
}
|
|
} else {
|
|
// Check if there's an arrow UNDER the bot, and if its RED
|
|
// If so, turn in that direction and use something
|
|
ArrowPath *ar = g_hdb->_ai->findArrowPath(e->tileX, e->tileY);
|
|
if (ar) {
|
|
// STOP Arrow
|
|
// GO Arrow
|
|
// 4-way Arrow
|
|
if (!ar->type) {
|
|
e->dir2 = e->dir; // dir2 holds the last direction we were travelling in
|
|
e->dir = ar->dir;
|
|
e->sequence = 64; // sequence is the timer of events
|
|
e->state = standState[e->dir];
|
|
e->value2 = 0;
|
|
return;
|
|
} else if (ar->type == 1) {
|
|
g_hdb->_ai->findPath(e);
|
|
g_hdb->_sound->playSound(whistles[g_hdb->_rnd->getRandomNumber(3)]);
|
|
} else {
|
|
e->sequence = 64;
|
|
e->dir2 = e->dir;
|
|
e->value2 = 1;
|
|
return;
|
|
}
|
|
}
|
|
g_hdb->_ai->animateEntity(e);
|
|
}
|
|
}
|
|
|
|
void aiFourFirerInit(AIEntity *e) {
|
|
e->value1 = 0;
|
|
e->aiAction = aiFourFirerAction;
|
|
}
|
|
|
|
void aiFourFirerInit2(AIEntity *e) {
|
|
e->draw = g_hdb->_ai->getStandFrameDir(e);
|
|
}
|
|
|
|
void aiFourFirerAction(AIEntity *e) {
|
|
AIEntity *p = g_hdb->_ai->getPlayer(), *fire, *hit;
|
|
AIState state[5] = {STATE_NONE, STATE_STANDUP, STATE_STANDDOWN, STATE_STANDLEFT, STATE_STANDRIGHT};
|
|
AIDir turn[5] = {DIR_NONE, DIR_RIGHT, DIR_LEFT, DIR_UP, DIR_DOWN};
|
|
int shoot, xv, yv, result;
|
|
|
|
// Time to turn right?
|
|
if (!e->value1) {
|
|
e->dir = turn[e->dir];
|
|
e->state = state[e->dir];
|
|
e->value1 = 16;
|
|
if (e->onScreen)
|
|
g_hdb->_sound->playSound(SND_FOURFIRE_TURN);
|
|
}
|
|
e->value1--;
|
|
|
|
// Waiting before firing again?
|
|
if (e->sequence) {
|
|
e->sequence--;
|
|
return;
|
|
}
|
|
|
|
g_hdb->_ai->animEntFrames(e);
|
|
|
|
// Can we see the player on the same level?
|
|
if ((e->level != p->level) || g_hdb->_ai->playerDead() || !e->onScreen)
|
|
return;
|
|
|
|
// Check player direction
|
|
shoot = xv = yv = 0;
|
|
switch (e->dir) {
|
|
case DIR_UP: if (p->x == e->x && p->y < e->y) { shoot = 1; yv = -1; } break;
|
|
case DIR_DOWN: if (p->x == e->x && p->y > e->y) { shoot = 1; yv = 1; } break;
|
|
case DIR_LEFT: if (p->y == e->y && p->x < e->x) { shoot = 1; xv = -1; } break;
|
|
case DIR_RIGHT: if (p->y == e->y && p->x > e->x) { shoot = 1; xv = 1; } break;
|
|
case DIR_NONE: warning("aiFourFirerAction: DIR_NONE found"); break;
|
|
}
|
|
|
|
// Shoot if needed
|
|
// Make sure not shooting into solid tile
|
|
// Make sure if shooting at entity it is the player
|
|
hit = g_hdb->_ai->legalMoveOverWater(e->tileX + xv, e->tileY + yv, e->level, &result);
|
|
if (hit && hit->type == AI_GUY)
|
|
hit = NULL;
|
|
|
|
if (shoot && !hit && result) {
|
|
fire = g_hdb->_ai->spawn(AI_OMNIBOT_MISSILE, e->dir, e->tileX + xv, e->tileY + yv, NULL, NULL, NULL, DIR_NONE, e->level, 0, 0, 1);
|
|
if (g_hdb->_map->onScreen(e->tileX, e->tileY))
|
|
g_hdb->_sound->playSound(SND_FOUR_FIRE);
|
|
fire->xVel = xv * kPlayerMoveSpeed * 2;
|
|
fire->yVel = yv * kPlayerMoveSpeed * 2;
|
|
if (!g_hdb->getActionMode()) {
|
|
fire->xVel >>= 1;
|
|
fire->yVel >>= 1;
|
|
}
|
|
e->sequence = 16;
|
|
if (hitPlayer(fire->tileX*kTileWidth, fire->tileY*kTileHeight))
|
|
g_hdb->_ai->killPlayer(DEATH_FRIED);
|
|
}
|
|
}
|
|
|
|
void aiDeadEyeInit(AIEntity *e) {
|
|
e->sequence = 64;
|
|
e->blinkFrames = e->goalX = 0;
|
|
if (e->value1 == 1)
|
|
e->aiAction = aiDeadEyeWalkInPlace;
|
|
else
|
|
e->aiAction = aiDeadEyeAction;
|
|
}
|
|
|
|
void aiDeadEyeInit2(AIEntity *e) {
|
|
e->draw = g_hdb->_ai->getStandFrameDir(e);
|
|
}
|
|
|
|
void aiDeadEyeWalkInPlace(AIEntity *e) {
|
|
AIState state[5] = {STATE_NONE, STATE_MOVEUP, STATE_MOVEDOWN, STATE_MOVELEFT, STATE_MOVERIGHT};
|
|
AIDir dir;
|
|
AIState s;
|
|
|
|
e->sequence--;
|
|
|
|
switch (e->sequence) {
|
|
case 50:
|
|
case 40:
|
|
case 30:
|
|
case 20:
|
|
case 10:
|
|
dir = (AIDir)(g_hdb->_rnd->getRandomNumber(4) + 1);
|
|
s = state[dir];
|
|
e->dir = dir;
|
|
e->state = s;
|
|
if (e->onScreen) {
|
|
if (e->sequence == 50)
|
|
g_hdb->_sound->playSound(SND_DEADEYE_AMB01);
|
|
else if (e->sequence == 10)
|
|
g_hdb->_sound->playSound(SND_DEADEYE_AMB02);
|
|
}
|
|
break;
|
|
case 0:
|
|
e->sequence = 64;
|
|
}
|
|
g_hdb->_ai->animEntFrames(e);
|
|
}
|
|
|
|
void aiDeadEyeAction(AIEntity *e) {
|
|
AIState state[5] = {STATE_NONE, STATE_MOVEUP, STATE_MOVEDOWN, STATE_MOVELEFT, STATE_MOVERIGHT};
|
|
int xvAhead[5] = {9, 0, 0, -1, 1}, yvAhead[5] = {9, -1, 1, 0, 0};
|
|
int result;
|
|
AIEntity *hit;
|
|
AIDir dir;
|
|
AIState s;
|
|
|
|
if (e->sequence) {
|
|
e->sequence--;
|
|
|
|
if (e->blinkFrames) // Between attacks timer
|
|
e->blinkFrames--;
|
|
|
|
// Is player visible to us?
|
|
AIEntity *p = g_hdb->_ai->getPlayer();
|
|
if (e->onScreen && p->level == e->level && !e->blinkFrames) {
|
|
int nuts = 0;
|
|
switch (e->dir) {
|
|
case DIR_UP: if (p->tileX == e->tileX && p->tileY < e->tileY) nuts = 1; break;
|
|
case DIR_DOWN: if (p->tileX == e->tileX && p->tileY > e->tileY) nuts = 1; break;
|
|
case DIR_LEFT: if (p->tileY == e->tileY && p->tileX < e->tileX) nuts = 1; break;
|
|
case DIR_RIGHT: if (p->tileY == e->tileY && p->tileX > e->tileX) nuts = 1; break;
|
|
case DIR_NONE: warning("aiDeadEyeAction: DIR_NONE found"); break;
|
|
}
|
|
|
|
// Did we see the player (and we're done moving)?
|
|
if (nuts && e->aiAction != aiDeadEyeWalkInPlace) {
|
|
int newX, newY, xv, yv, done, okToMove;
|
|
|
|
e->sequence = 0;
|
|
e->blinkFrames = 20;
|
|
|
|
xv = xvAhead[e->dir];
|
|
yv = yvAhead[e->dir];
|
|
newX = e->tileX + xv;
|
|
newY = e->tileY + yv;
|
|
|
|
okToMove = done = 0;
|
|
do {
|
|
hit = g_hdb->_ai->legalMove(newX, newY, e->level, &result);
|
|
if (hit && hit->type == AI_GUY)
|
|
hit = NULL;
|
|
if (result && !hit) {
|
|
okToMove = 1;
|
|
newX += xv;
|
|
newY += yv;
|
|
if (newX == p->tileX && newY == p->tileY)
|
|
done = 1;
|
|
} else {
|
|
newX -= xv;
|
|
newY -= yv;
|
|
done = 1;
|
|
}
|
|
} while (!done);
|
|
|
|
// If we can move in the direction of the player, set our goal at him
|
|
if (okToMove) {
|
|
e->moveSpeed = kPlayerMoveSpeed << 1;
|
|
g_hdb->_ai->setEntityGoal(e, newX, newY);
|
|
p->tileX & 1 ? g_hdb->_sound->playSound(SND_DEADEYE_ATTACK01) : g_hdb->_sound->playSound(SND_DEADEYE_ATTACK02);
|
|
}
|
|
g_hdb->_ai->animateEntity(e);
|
|
return;
|
|
}
|
|
}
|
|
|
|
switch (e->sequence) {
|
|
// Look around
|
|
case 50:
|
|
case 40:
|
|
case 30:
|
|
case 20:
|
|
case 10:
|
|
dir = (AIDir)(g_hdb->_rnd->getRandomNumber(4)+1);
|
|
s = state[dir];
|
|
e->dir = dir;
|
|
e->state = s;
|
|
|
|
if (e->onScreen) {
|
|
if (e->sequence == 50)
|
|
g_hdb->_sound->playSound(SND_DEADEYE_AMB01);
|
|
else if (e->sequence == 10)
|
|
g_hdb->_sound->playSound(SND_DEADEYE_AMB02);
|
|
}
|
|
break;
|
|
case 0:
|
|
// Pick a random direction and random number of tiles in that direction
|
|
dir = (AIDir)(g_hdb->_rnd->getRandomNumber(4) + 1);
|
|
int walk = g_hdb->_rnd->getRandomNumber(5) + 1;
|
|
int xv, yv;
|
|
|
|
e->dir = dir;
|
|
e->state = state[dir];
|
|
|
|
xv = xvAhead[dir] * walk;
|
|
if (e->tileX + xv < 1)
|
|
xv = 1 - e->tileX;
|
|
if (e->tileX + xv > g_hdb->_map->_width)
|
|
xv = g_hdb->_map->_width - e->tileX - 1;
|
|
|
|
yv = yvAhead[dir] * walk;
|
|
if (e->tileY + yv < 1)
|
|
yv = 1 - e->tileY;
|
|
if (e->tileY + yv > g_hdb->_map->_height)
|
|
yv = g_hdb->_map->_height - e->tileY - 1;
|
|
|
|
e->value1 = xvAhead[dir];
|
|
e->value2 = yvAhead[dir];
|
|
e->moveSpeed = kPlayerMoveSpeed;
|
|
hit = g_hdb->_ai->legalMove(e->tileX + xvAhead[e->dir], e->tileY + yvAhead[e->dir], e->level, &result);
|
|
if (hit && hit->type == AI_GUY)
|
|
hit = NULL;
|
|
|
|
if (!hit && result)
|
|
g_hdb->_ai->setEntityGoal(e, e->tileX + xv, e->tileY + yv);
|
|
break;
|
|
}
|
|
g_hdb->_ai->animEntFrames(e);
|
|
return;
|
|
}
|
|
|
|
// In the process of moving around
|
|
if (e->goalX) {
|
|
// Hit the player
|
|
if (hitPlayer(e->x, e->y)) {
|
|
g_hdb->_ai->killPlayer(DEATH_GRABBED);
|
|
return;
|
|
}
|
|
// Did we run into a wall, entity, water, slime etc?
|
|
// If so, Pick new direction
|
|
if (onEvenTile(e->x, e->y)) {
|
|
hit = g_hdb->_ai->legalMove(e->tileX + e->value1, e->tileY + e->value2, e->level, &result);
|
|
if (hit && hit->type == AI_GUY)
|
|
hit = NULL;
|
|
if (!result || hit) {
|
|
g_hdb->_ai->stopEntity(e);
|
|
e->state = STATE_MOVEDOWN;
|
|
e->sequence = 64;
|
|
return;
|
|
}
|
|
}
|
|
g_hdb->_ai->animateEntity(e);
|
|
} else
|
|
// If not, start looking around
|
|
e->sequence = 64;
|
|
}
|
|
|
|
void aiLaserAction(AIEntity *e) {
|
|
warning("STUB: AI: aiLaserAction required");
|
|
}
|
|
|
|
void aiLaserDraw(AIEntity *e, int mx, int my) {
|
|
warning("STUB: AI: aiLaserDraw required");
|
|
}
|
|
|
|
void aiDiverterAction(AIEntity *e) {
|
|
warning("STUB: AI: aiDiverterAction required");
|
|
}
|
|
|
|
void aiDiverterDraw(AIEntity *e, int mx, int my) {
|
|
warning("STUB: AI: aiDiverterDraw required");
|
|
}
|
|
|
|
void aiMeerkatDraw(AIEntity *e, int mx, int my) {
|
|
warning("STUB: AI: aiMeerkatDraw required");
|
|
}
|
|
|
|
void aiMeerkatAction(AIEntity *e) {
|
|
warning("STUB: AI: aiMeerkatAction required");
|
|
}
|
|
|
|
void aiMeerkatLookAround(AIEntity *e) {
|
|
warning("STUB: AI: aiMeerkatLookAround required");
|
|
}
|
|
|
|
void aiFatFrogAction(AIEntity *e) {
|
|
warning("STUB: AI: aiFatFrogAction required");
|
|
}
|
|
|
|
void aiFatFrogTongueDraw(AIEntity *e, int mx, int my) {
|
|
warning("STUB: AI: aiFatFrogTongueDraw required");
|
|
}
|
|
|
|
void aiGoodFairyAction(AIEntity *e) {
|
|
warning("STUB: AI: aiGoodFairyAction required");
|
|
}
|
|
|
|
void aiBadFairyAction(AIEntity *e) {
|
|
warning("STUB: AI: aiBadFairyAction required");
|
|
}
|
|
|
|
void aiGatePuddleAction(AIEntity *e) {
|
|
warning("STUB: AI: aiGatePuddleAction required");
|
|
}
|
|
|
|
void aiIcePuffSnowballAction(AIEntity *e) {
|
|
warning("STUB: AI: aiIcePuffSnowballAction required");
|
|
}
|
|
|
|
void aiIcePuffSnowballDraw(AIEntity *e, int mx, int my) {
|
|
warning("STUB: AI: aiIcePuffSnowballDraw required");
|
|
}
|
|
|
|
void aiIcePuffAction(AIEntity *e) {
|
|
warning("STUB: AI: aiIcePuffAction required");
|
|
}
|
|
|
|
void aiBuzzflyAction(AIEntity *e) {
|
|
warning("STUB: AI: aiBuzzflyAction required");
|
|
}
|
|
|
|
void aiDragonAction(AIEntity *e) {
|
|
warning("STUB: AI: aiDragonAction required");
|
|
}
|
|
|
|
void aiDragonDraw(AIEntity *e, int mx, int my) {
|
|
warning("STUB: AI: aiDragonDraw required");
|
|
}
|
|
|
|
void aiListenBotInit(AIEntity *e) {
|
|
warning("STUB: AI: aiListenBotInit required");
|
|
}
|
|
|
|
void aiListenBotInit2(AIEntity *e) {
|
|
warning("STUB: AI: aiListenBotInit2 required");
|
|
}
|
|
|
|
void aiLaserInit(AIEntity *e) {
|
|
warning("STUB: AI: aiLaserInit required");
|
|
}
|
|
|
|
void aiLaserInit2(AIEntity *e) {
|
|
warning("STUB: AI: aiLaserInit2 required");
|
|
}
|
|
|
|
void aiDiverterInit(AIEntity *e) {
|
|
warning("STUB: AI: aiDiverterInit required");
|
|
}
|
|
|
|
void aiDiverterInit2(AIEntity *e) {
|
|
warning("STUB: AI: aiDiverterInit2 required");
|
|
}
|
|
|
|
void aiMeerkatInit(AIEntity *e) {
|
|
warning("STUB: AI: aiMeerkatInit required");
|
|
}
|
|
|
|
void aiMeerkatInit2(AIEntity *e) {
|
|
warning("STUB: AI: aiMeerkatInit2 required");
|
|
}
|
|
|
|
void aiFatFrogInit(AIEntity *e) {
|
|
warning("STUB: AI: aiFatFrogInit required");
|
|
}
|
|
|
|
void aiFatFrogInit2(AIEntity *e) {
|
|
warning("STUB: AI: aiFatFrogInit2 required");
|
|
}
|
|
|
|
void aiGoodFairyInit(AIEntity *e) {
|
|
warning("STUB: AI: aiGoodFairyInit required");
|
|
}
|
|
|
|
void aiGoodFairyInit2(AIEntity *e) {
|
|
warning("STUB: AI: aiGoodFairyInit2 required");
|
|
}
|
|
|
|
void aiGoodFairyMoveaway(AIEntity *e) {
|
|
warning("STUB: AI: aiGoodFairyMoveaway required");
|
|
}
|
|
|
|
void aiBadFairyInit(AIEntity *e) {
|
|
warning("STUB: AI: aiBadFairyInit required");
|
|
}
|
|
|
|
void aiBadFairyInit2(AIEntity *e) {
|
|
warning("STUB: AI: aiBadFairyInit2 required");
|
|
}
|
|
|
|
void aiGatePuddleInit(AIEntity *e) {
|
|
warning("STUB: AI: aiGatePuddleInit required");
|
|
}
|
|
|
|
void aiGatePuddleInit2(AIEntity *e) {
|
|
warning("STUB: AI: aiGatePuddleInit2 required");
|
|
}
|
|
|
|
void aiIcePuffInit(AIEntity *e) {
|
|
warning("STUB: AI: aiIcePuffInit required");
|
|
}
|
|
|
|
void aiIcePuffInit2(AIEntity *e) {
|
|
warning("STUB: AI: aiIcePuffInit2 required");
|
|
}
|
|
|
|
void aiBuzzflyInit(AIEntity *e) {
|
|
warning("STUB: AI: aiBuzzflyInit required");
|
|
}
|
|
|
|
void aiBuzzflyInit2(AIEntity *e) {
|
|
warning("STUB: AI: aiBuzzflyInit2 required");
|
|
}
|
|
|
|
void aiDragonInit(AIEntity *e) {
|
|
warning("STUB: AI: aiDragonInit required");
|
|
}
|
|
|
|
void aiDragonInit2(AIEntity *e) {
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warning("STUB: AI: aiDragonInit2 required");
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}
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void aiDragonWake(AIEntity *e) {
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warning("STUB: AI: aiDragonWake required");
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}
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void aiDragonUse(AIEntity *e) {
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warning("STUB: AI: aiDragonUse required");
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}
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} // End of Namespace
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