mirror of
https://github.com/libretro/scummvm.git
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1409 lines
33 KiB
C++
1409 lines
33 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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#ifndef HDB_AI_H
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#define HDB_AI_H
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#define STARS_MONKEYSTONE_7 0xfe257d // magic value in the config file for the unlocking of the Monkeystone secret #7
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#define STARS_MONKEYSTONE_7_FAKE 0x11887e // fake value that means it hasn't been unlocked
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#define STARS_MONKEYSTONE_14 0x3341fe // <same> for the Monkeystone #14
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#define STARS_MONKEYSTONE_14_FAKE 0x1cefd0 // fake value that means it hasn't been unlocked
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#define STARS_MONKEYSTONE_21 0x77ace3 // <same> for the Monkeystone #21
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#define STARS_MONKEYSTONE_21_FAKE 0x3548fe // fake value that means it hasn't been unlocked
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namespace HDB {
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enum {
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kMaxAnimFrames = 8,
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kMaxAnimTFrames = 16,
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kMaxDeathFrames = 12,
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kMaxLevel2Ents = 60,
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kMaxInventory = 10,
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kMaxDeliveries = 5,
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kMaxWaypoints = 10,
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kMaxActions = 20,
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kMaxTeleporters = 20,
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kMaxAutoActions = 30,
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kMaxLuaEnts = 50,
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kMaxCallbacks = 20,
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kMaxFairystones = 5,
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kMaxGatePuddles = 8,
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kMaxBridges = 10,
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kDelay5Seconds = 5 * kGameFPS,
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kPlayerMoveSpeed = 4,
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kEnemyMoveSpeed = 2,
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kPushMoveSpeed = (kPlayerMoveSpeed >> 1),
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kPlayerTouchPWait = 16,
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kMaxCineGfx = 10,
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kRunToggleDelay = 2,
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kMsgDelay = 3,
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kYouGotX = -1,
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kNumSaveSlots = 8,
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kAutoSaveSlot = 0
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};
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enum AIType {
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AI_NONE,
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AI_GUY,
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AI_DOLLY,
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AI_SPACEDUDE,
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AI_SERGEANT,
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AI_SCIENTIST,
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AI_WORKER,
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AI_DEADWORKER,
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AI_ACCOUNTANT,
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AI_RAILRIDER,
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AI_RAILRIDER_ON,
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AI_VORTEXIAN,
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AI_CHICKEN,
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AI_GEM_ATTACK,
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AI_SLUG_ATTACK,
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AI_LASER,
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AI_LASERBEAM,
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AI_DIVERTER,
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AI_FOURFIRER,
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AI_OMNIBOT,
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AI_TURNBOT,
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AI_SHOCKBOT,
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AI_RIGHTBOT,
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AI_PUSHBOT,
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AI_LISTENBOT,
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AI_MAINTBOT,
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AI_OMNIBOT_MISSILE,
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AI_DEADEYE,
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AI_MEERKAT,
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AI_FATFROG,
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AI_GOODFAIRY,
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AI_BADFAIRY,
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AI_ICEPUFF,
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AI_BUZZFLY,
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AI_DRAGON,
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AI_GATEPUDDLE,
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AI_CRATE,
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AI_LIGHTBARREL,
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AI_HEAVYBARREL,
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AI_BOOMBARREL,
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AI_FROGSTATUE,
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AI_MAGIC_EGG,
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AI_ICE_BLOCK,
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ITEM_CELL,
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ITEM_ENV_WHITE,
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ITEM_ENV_RED,
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ITEM_ENV_BLUE,
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ITEM_ENV_GREEN,
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ITEM_TRANSCEIVER,
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ITEM_CLUB,
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ITEM_ROBOSTUNNER,
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ITEM_SLUGSLINGER,
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ITEM_MONKEYSTONE,
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ITEM_GEM_WHITE,
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ITEM_GEM_BLUE,
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ITEM_GEM_RED,
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ITEM_GEM_GREEN,
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ITEM_GOO_CUP,
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ITEM_TEACUP,
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ITEM_COOKIE,
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ITEM_BURGER,
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ITEM_PDA,
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ITEM_BOOK,
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ITEM_CLIPBOARD,
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ITEM_NOTE,
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ITEM_KEYCARD_WHITE,
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ITEM_KEYCARD_BLUE,
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ITEM_KEYCARD_RED,
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ITEM_KEYCARD_GREEN,
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ITEM_KEYCARD_PURPLE,
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ITEM_KEYCARD_BLACK,
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ITEM_CABKEY,
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ITEM_DOLLYTOOL1,
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ITEM_DOLLYTOOL2,
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ITEM_DOLLYTOOL3,
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ITEM_DOLLYTOOL4,
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ITEM_SEED,
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ITEM_SODA,
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ITEM_ROUTER,
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ITEM_SLICER,
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ITEM_CHICKEN,
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ITEM_PACKAGE,
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INFO_FAIRY_SRC,
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INFO_FAIRY_SRC2,
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INFO_FAIRY_SRC3,
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INFO_FAIRY_SRC4,
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INFO_FAIRY_SRC5,
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INFO_FAIRY_DEST,
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INFO_FAIRY_DEST2,
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INFO_FAIRY_DEST3,
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INFO_FAIRY_DEST4,
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INFO_FAIRY_DEST5,
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INFO_TRIGGER,
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INFO_SET_MUSIC,
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INFO_PROMOTE,
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INFO_DEMOTE,
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INFO_LUA,
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INFO_HERE,
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INFO_ARROW_TURN,
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INFO_ARROW_STOP,
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INFO_ARROW_4WAY,
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INFO_TELEPORTER1,
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INFO_TELEPORTER2,
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INFO_TELEPORTER3,
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INFO_TELEPORTER4,
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INFO_TELEPORTER5,
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INFO_TELEPORTER6,
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INFO_TELEPORTER7,
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INFO_TELEPORTER8,
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INFO_TELEPORTER9,
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INFO_TELEPORTER10,
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INFO_TELEPORTER11,
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INFO_TELEPORTER12,
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INFO_TELEPORTER13,
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INFO_TELEPORTER14,
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INFO_TELEPORTER15,
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INFO_TELEPORTER16,
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INFO_TELEPORTER17,
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INFO_TELEPORTER18,
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INFO_TELEPORTER19,
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INFO_TELEPORTER20,
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INFO_LEVELEXIT,
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INFO_ACTION1,
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INFO_ACTION2,
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INFO_ACTION3,
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INFO_ACTION4,
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INFO_ACTION5,
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INFO_ACTION6,
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INFO_ACTION7,
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INFO_ACTION8,
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INFO_ACTION9,
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INFO_ACTION10,
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INFO_ACTION11,
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INFO_ACTION12,
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INFO_ACTION13,
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INFO_ACTION14,
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INFO_ACTION15,
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INFO_ACTION16,
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INFO_ACTION17,
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INFO_ACTION18,
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INFO_ACTION19,
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INFO_ACTION20,
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INFO_ACTION_AUTO,
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INFO_QMARK,
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INFO_DEBUG,
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END_AI_TYPES
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};
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enum AIDir {
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DIR_NONE,
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DIR_UP,
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DIR_DOWN,
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DIR_LEFT,
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DIR_RIGHT
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};
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enum Death {
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DEATH_NORMAL,
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DEATH_FRIED,
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DEATH_DROWNED,
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DEATH_GRABBED,
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DEATH_SHOCKED,
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DEATH_PANICZONE,
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DEATH_PLUMMET
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};
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enum AIState {
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STATE_NONE,
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STATE_STANDDOWN,
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STATE_STANDUP,
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STATE_STANDLEFT,
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STATE_STANDRIGHT,
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STATE_BLINK,
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STATE_MOVEUP,
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STATE_MOVEDOWN,
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STATE_MOVELEFT,
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STATE_MOVERIGHT,
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STATE_DYING,
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STATE_DEAD,
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STATE_HORRIBLE1,
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STATE_HORRIBLE2,
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STATE_HORRIBLE3,
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STATE_HORRIBLE4,
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STATE_GOODJOB,
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STATE_PLUMMET,
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STATE_PUSHUP, // these are only used for the player
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STATE_PUSHDOWN,
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STATE_PUSHLEFT,
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STATE_PUSHRIGHT,
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STATE_GRABUP, // player grabbing something
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STATE_GRABDOWN,
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STATE_GRABLEFT,
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STATE_GRABRIGHT,
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STATE_ATK_CLUB_UP, // player attacking frames
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STATE_ATK_CLUB_DOWN,
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STATE_ATK_CLUB_LEFT,
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STATE_ATK_CLUB_RIGHT,
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STATE_ATK_STUN_DOWN,
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STATE_ATK_STUN_UP,
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STATE_ATK_STUN_LEFT,
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STATE_ATK_STUN_RIGHT,
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STATE_ATK_SLUG_DOWN,
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STATE_ATK_SLUG_UP,
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STATE_ATK_SLUG_LEFT,
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STATE_ATK_SLUG_RIGHT,
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STATE_FLOATING, // floating in stuff (can walk on)
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STATE_FLOATDOWN,
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STATE_FLOATUP,
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STATE_FLOATLEFT,
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STATE_FLOATRIGHT,
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STATE_MELTED, // melted into slag (can walk on)
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STATE_SLIDING, // sliding across a floor
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STATE_SHOCKING, // for Shockbot floor-shock anim
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STATE_EXPLODING, // boom barrel explosion!
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STATE_USEDOWN, // crazy maintenance bot!
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STATE_USEUP,
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STATE_USELEFT,
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STATE_USERIGHT,
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STATE_MEER_MOVE, // for the Meerkat
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STATE_MEER_APPEAR,
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STATE_MEER_BITE,
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STATE_MEER_DISAPPEAR,
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STATE_MEER_LOOK,
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STATE_ICEP_PEEK, // for the Icepuff
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STATE_ICEP_APPEAR,
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STATE_ICEP_THROWDOWN,
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STATE_ICEP_THROWRIGHT,
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STATE_ICEP_THROWLEFT,
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STATE_ICEP_DISAPPEAR,
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STATE_LICKDOWN, // for the Fatfrog
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STATE_LICKLEFT,
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STATE_LICKRIGHT,
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STATE_DIVERTER_BL, // for Diverters
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STATE_DIVERTER_BR,
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STATE_DIVERTER_TL,
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STATE_DIVERTER_TR,
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STATE_KISSRIGHT, // for Dolly
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STATE_KISSLEFT,
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STATE_ANGRY,
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STATE_PANIC,
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STATE_LAUGH,
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STATE_DOLLYUSERIGHT,
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STATE_YELL, // for Sarge
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STATE_ENDSTATES
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};
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enum AnimSpeed {
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ANIM_SLOW,
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ANIM_NORMAL,
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ANIM_FAST
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};
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enum CineType {
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C_NO_COMMAND,
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C_STOPCINE,
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C_LOCKPLAYER,
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C_UNLOCKPLAYER,
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C_SETCAMERA,
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C_MOVECAMERA,
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C_WAIT,
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C_WAITUNTILDONE,
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C_MOVEENTITY,
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C_DIALOG,
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C_ANIMENTITY,
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C_RESETCAMERA,
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C_SETENTITY,
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C_STARTMAP,
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C_MOVEPIC,
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C_MOVEMASKEDPIC,
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C_DRAWPIC,
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C_DRAWMASKEDPIC,
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C_FADEIN,
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C_FADEOUT,
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C_SPAWNENTITY,
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C_PLAYSOUND,
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C_CLEAR_FG,
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C_SET_FG,
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C_SET_BG,
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C_FUNCTION,
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C_ENTITYFACE,
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C_USEENTITY,
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C_REMOVEENTITY,
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C_SETANIMFRAME,
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C_TEXTOUT,
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C_CENTERTEXTOUT,
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C_PLAYVOICE,
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C_ENDLIST
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};
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enum CallbackType {
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NO_FUNCTION,
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AI_BARREL_EXPLOSION_END,
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CALLBACK_DOOR_OPEN_CLOSE,
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CALLBACK_AUTODOOR_OPEN_CLOSE,
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CALLBACK_END
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};
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struct AIStateDef {
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AIState state;
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const char *name;
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};
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struct AIEntity {
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AIType type;
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AIState state;
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AIDir dir;
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Tile *draw; // Current frame to draw
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void (*aiInit)(AIEntity *e); // func ptr to init routine
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void (*aiInit2)(AIEntity *e); // func ptr to init2 routine - graphic init only (this for LoadGame functionality)
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void (*aiAction)(AIEntity *e); // func ptr to action routine
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void (*aiUse)(AIEntity *e); // func ptr to use routine
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void (*aiDraw)(AIEntity *e, int x, int y); // func ptr to extra drawing routine (only for special stuff) - pass in mapx, mapy
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char luaFuncInit[32]; // Lua function for Init (always called after entity's init). These are ptrs into the map header.
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char luaFuncAction[32]; // Lua function for Action
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char luaFuncUse[32]; // Lua function for Use
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int16 level; // which floor level we're on
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int16 value1, value2; // extra values we might need
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AIDir dir2; // this is from TED
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int16 x, y;
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int16 drawXOff, drawYOff; // might need a drawing offset
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int16 onScreen; // FLAG: is this entity onscreen?
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int16 moveSpeed; // movement speed of this entity
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int16 xVel, yVel; // movement values
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int16 tileX, tileY;
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int16 goalX, goalY; // where we're trying to go - TILE COORDS
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int16 touchpX, touchpY, touchpTile, touchpWait; // ACTION index a touchplate is using, which you're on
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int32 stunnedWait; // if we're stunned, this is the delay before being normal again
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int16 sequence; // to use for specially-coded sequences
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char entityName[32]; // the name of the entity, as registered by the Lua init function for the entity
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char printedName[32]; // the name of the entity/item, the way it should be printed
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int16 animFrame; // which frame we're on
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int16 animDelay; // changes every frame; based on anim_cycle at start
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int16 animCycle; // delay between frame animations
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union {
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uint16 blinkFrames;
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int16 int1;
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};
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Tile *blinkGfx[kMaxAnimFrames];
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union {
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uint16 special1Frames;
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int16 int2;
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};
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Tile *special1Gfx[kMaxAnimFrames];
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int16 standdownFrames;
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Tile *standdownGfx[kMaxAnimFrames];
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int16 standupFrames;
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Tile *standupGfx[kMaxAnimFrames];
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int16 standleftFrames;
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Tile *standleftGfx[kMaxAnimFrames];
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int16 standrightFrames;
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Tile *standrightGfx[kMaxAnimFrames];
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int16 moveupFrames;
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Tile *moveupGfx[kMaxAnimFrames];
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int16 movedownFrames;
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Tile *movedownGfx[kMaxAnimFrames];
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int16 moveleftFrames;
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Tile *moveleftGfx[kMaxAnimFrames];
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int16 moverightFrames;
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Tile *moverightGfx[kMaxAnimFrames];
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void reset() {
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luaFuncInit[0] = 0;
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luaFuncAction[0] = 0;
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luaFuncUse[0] = 0;
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entityName[0] = 0;
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printedName[0] = 0;
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type = AI_NONE;
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state = STATE_NONE;
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dir = DIR_NONE;
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draw = NULL;
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aiInit = aiInit2 = NULL;
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aiAction = NULL;
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aiUse = NULL;
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aiDraw = NULL;
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level = 0;
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value1 = value2 = 0;
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dir2 = DIR_NONE;
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x = y = 0;
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drawXOff = drawYOff = 0;
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onScreen = 0;
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moveSpeed = 0;
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xVel = yVel = 0;
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tileX = tileY = 0;
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goalX = goalY = 0;
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touchpX = touchpY = touchpTile = touchpWait = 0;
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stunnedWait = 0;
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sequence = 0;
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animCycle = 0;
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animDelay = 0;
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animFrame = 0;
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blinkFrames = 0;
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for (int i = 0; i < kMaxAnimFrames; i++) {
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blinkGfx[i] = NULL;
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}
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special1Frames = 0;
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for (int i = 0; i < kMaxAnimFrames; i++) {
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special1Gfx[i] = NULL;
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}
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standdownFrames = 0;
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for (int i = 0; i < kMaxAnimFrames; i++) {
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standdownGfx[i] = NULL;
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}
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standupFrames = 0;
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for (int i = 0; i < kMaxAnimFrames; i++) {
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standupGfx[i] = NULL;
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}
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standleftFrames = 0;
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for (int i = 0; i < kMaxAnimFrames; i++) {
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standleftGfx[i] = NULL;
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}
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standrightFrames = 0;
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for (int i = 0; i < kMaxAnimFrames; i++) {
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standrightGfx[i] = NULL;
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}
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movedownFrames = 0;
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for (int i = 0; i < kMaxAnimFrames; i++) {
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movedownGfx[i] = NULL;
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}
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moveupFrames = 0;
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for (int i = 0; i < kMaxAnimFrames; i++) {
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moveupGfx[i] = NULL;
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}
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moveleftFrames = 0;
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for (int i = 0; i < kMaxAnimFrames; i++) {
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moveleftGfx[i] = NULL;
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}
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moverightFrames = 0;
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for (int i = 0; i < kMaxAnimFrames; i++) {
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moverightGfx[i] = NULL;
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}
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}
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AIEntity() {
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reset();
|
|
}
|
|
|
|
~AIEntity() {
|
|
}
|
|
|
|
void save(Common::OutSaveFile *out);
|
|
void load(Common::InSaveFile *in);
|
|
};
|
|
|
|
// Structs for Function Table Lookup for SaveGames
|
|
typedef void(*FuncPtr)(AIEntity *);
|
|
typedef void(*EntFuncPtr)(AIEntity *, int, int);
|
|
|
|
struct AIEntTypeInfo {
|
|
AIType type;
|
|
const char *luaName;
|
|
AIStateDef *stateDef;
|
|
void (*initFunc)(AIEntity *e);
|
|
void (*initFunc2)(AIEntity *e);
|
|
};
|
|
|
|
struct FuncLookUp {
|
|
void(*function)(AIEntity *e);
|
|
const char *funcName;
|
|
};
|
|
|
|
extern AIEntTypeInfo aiEntList[];
|
|
extern FuncLookUp aiFuncList[];
|
|
|
|
struct AIEntLevel2 {
|
|
uint16 x;
|
|
uint16 y;
|
|
Tile *draw;
|
|
AIEntity *e;
|
|
void(*aiDraw)(AIEntity *e, int x, int y);
|
|
uint32 stunnedWait;
|
|
|
|
AIEntLevel2() : x(0), y(0), draw(NULL), e(NULL), aiDraw(NULL), stunnedWait(0) {}
|
|
};
|
|
|
|
struct AnimTarget {
|
|
uint16 x, y;
|
|
uint16 start, end;
|
|
int16 vel;
|
|
uint16 animCycle;
|
|
uint16 animFrame;
|
|
bool killAuto; // Keep it alive if its an Auto?
|
|
bool inMap;
|
|
Tile *gfxList[kMaxAnimTFrames];
|
|
|
|
AnimTarget() : x(0), y(0), start(0), end(0), vel(0), animCycle(0), animFrame(0), killAuto(false), inMap(false) {
|
|
for (int i = 0; i < kMaxAnimTFrames; i++) {
|
|
gfxList[i] = NULL;
|
|
}
|
|
}
|
|
};
|
|
|
|
struct InvEnt {
|
|
uint16 keep;
|
|
AIEntity ent;
|
|
|
|
void reset() {
|
|
keep = 0;
|
|
ent.reset();
|
|
}
|
|
|
|
InvEnt() {
|
|
reset();
|
|
}
|
|
};
|
|
|
|
struct DlvEnt {
|
|
char itemTextName[32];
|
|
char itemGfxName[32];
|
|
Tile *itemGfx;
|
|
|
|
char destTextName[32];
|
|
char destGfxName[32];
|
|
Tile *destGfx;
|
|
|
|
char id[32];
|
|
|
|
DlvEnt() : itemGfx(NULL), destGfx(NULL) {
|
|
itemTextName[0] = 0;
|
|
itemGfxName[0] = 0;
|
|
destTextName[0] = 0;
|
|
destGfxName[0] = 0;
|
|
}
|
|
|
|
~DlvEnt() {
|
|
itemGfx = NULL;
|
|
destGfx = NULL;
|
|
}
|
|
};
|
|
|
|
struct Waypoint {
|
|
int x, y, level;
|
|
|
|
void reset() {
|
|
x = 0;
|
|
y = 0;
|
|
level = 0;
|
|
}
|
|
|
|
Waypoint() {
|
|
reset();
|
|
}
|
|
};
|
|
|
|
struct LuaT {
|
|
uint16 x, y;
|
|
uint16 value1, value2;
|
|
char luaFuncInit[32];
|
|
char luaFuncAction[32];
|
|
char luaFuncUse[32];
|
|
|
|
LuaT() : x(0), y(0), value1(0), value2(0) {
|
|
luaFuncInit[0] = 0;
|
|
luaFuncAction[0] = 0;
|
|
luaFuncUse[0] = 0;
|
|
}
|
|
};
|
|
|
|
struct ActionInfo {
|
|
uint16 x1, y1;
|
|
uint16 x2, y2;
|
|
char luaFuncInit[32];
|
|
char luaFuncUse[32];
|
|
char entityName[32];
|
|
|
|
ActionInfo() : x1(0), y1(0), x2(0), y2(0) {
|
|
luaFuncInit[0] = 0;
|
|
luaFuncUse[0] = 0;
|
|
entityName[0] = 0;
|
|
}
|
|
};
|
|
|
|
struct TeleInfo {
|
|
uint16 x1, y1;
|
|
uint16 x2, y2;
|
|
AIDir dir1;
|
|
AIDir dir2;
|
|
uint16 level1, level2;
|
|
uint16 usable1, usable2;
|
|
uint16 anim1, anim2;
|
|
char luaFuncUse1[32];
|
|
char luaFuncUse2[32];
|
|
|
|
TeleInfo() : x1(0), y1(0), x2(0), y2(0), dir1(DIR_NONE), dir2(DIR_NONE), level1(0), level2(0), usable1(0), usable2(0), anim1(0), anim2(0) {
|
|
luaFuncUse1[0] = 0;
|
|
luaFuncUse2[0] = 0;
|
|
}
|
|
};
|
|
|
|
struct SingleTele {
|
|
uint16 x, y, level, usable, anim;
|
|
AIDir dir;
|
|
|
|
SingleTele() : x(0), y(0), level(0), usable(0), anim(0), dir(DIR_NONE) {}
|
|
};
|
|
|
|
struct AutoAction {
|
|
uint16 x, y;
|
|
bool activated;
|
|
char luaFuncInit[32];
|
|
char luaFuncUse[32];
|
|
char entityName[32];
|
|
|
|
AutoAction() : x(0), y(0), activated(false) {
|
|
luaFuncInit[0] = 0;
|
|
luaFuncUse[0] = 0;
|
|
entityName[0] = 0;
|
|
}
|
|
};
|
|
|
|
struct ArrowPath {
|
|
uint16 type;
|
|
AIDir dir;
|
|
uint16 tileX, tileY;
|
|
|
|
ArrowPath() : type(0), dir(DIR_NONE), tileX(0), tileY(0) {}
|
|
};
|
|
|
|
struct HereT {
|
|
uint16 x, y;
|
|
char entName[32];
|
|
};
|
|
|
|
struct Trigger {
|
|
char id[32];
|
|
uint16 x, y;
|
|
uint16 value1, value2;
|
|
char luaFuncInit[32];
|
|
char luaFuncUse[32];
|
|
|
|
Trigger() : x(0), y(0), value1(0), value2(0) {
|
|
id[0] = 0;
|
|
luaFuncInit[0] = 0;
|
|
luaFuncUse[0] = 0;
|
|
}
|
|
};
|
|
|
|
struct CallbackDef {
|
|
CallbackType type;
|
|
void(*function)(int x, int y);
|
|
};
|
|
|
|
struct Callback {
|
|
CallbackType type;
|
|
uint16 x, y;
|
|
uint16 delay;
|
|
|
|
Callback() : type(NO_FUNCTION), x(0), y(0), delay(0) {}
|
|
};
|
|
|
|
struct Fairystone {
|
|
uint16 srcX, srcY;
|
|
uint16 destX, destY;
|
|
|
|
Fairystone() : srcX(0), srcY(0), destX(0), destY(0) {}
|
|
};
|
|
|
|
struct Bridge {
|
|
uint16 x, y;
|
|
AIDir dir;
|
|
uint16 delay;
|
|
uint16 anim;
|
|
|
|
void reset() {
|
|
x = 0;
|
|
y = 0;
|
|
dir = DIR_NONE;
|
|
delay = 0;
|
|
anim = 0;
|
|
}
|
|
|
|
Bridge() {
|
|
reset();
|
|
}
|
|
};
|
|
|
|
struct CineCommand {
|
|
CineType cmdType;
|
|
double x, y;
|
|
double x2, y2;
|
|
double xv, yv;
|
|
int start, end;
|
|
uint32 delay;
|
|
int speed;
|
|
const char *title;
|
|
const char *string;
|
|
const char *id;
|
|
AIEntity *e;
|
|
Picture *pic;
|
|
|
|
CineCommand() : cmdType(C_NO_COMMAND), x(0.0), y(0.0), x2(0.0), y2(0.0), xv(0.0), yv(0.0),
|
|
start(0), end(0), delay(0), speed(0), title(NULL), string(NULL), id(NULL), e(NULL), pic(NULL) {}
|
|
};
|
|
|
|
struct CineBlit {
|
|
double x, y;
|
|
Picture *pic;
|
|
const char *name;
|
|
const char *id;
|
|
bool masked;
|
|
|
|
CineBlit() : x(0), y(0), pic(NULL), name(NULL), id(NULL), masked(false) {}
|
|
};
|
|
|
|
#define onEvenTile(x, y) ( !(x & 31) && !(y & 31) )
|
|
#define hitPlayer(x, y) ( e->onScreen && g_hdb->_ai->checkPlayerCollision( x, y, 4 ) && !g_hdb->_ai->playerDead() )
|
|
#define cycleFrames( e, max ) \
|
|
{ \
|
|
if ( e->animDelay-- < 1 ) \
|
|
{ \
|
|
e->animDelay = e->animCycle; \
|
|
e->animFrame++; \
|
|
if ( e->animFrame >= max ) \
|
|
e->animFrame = 0; \
|
|
} \
|
|
}
|
|
#define spawnBlocking(x, y, level) g_hdb->_ai->spawn(AI_NONE, DIR_NONE, x, y, NULL, NULL, NULL, DIR_NONE, level, 0, 0, 0)
|
|
|
|
class AI {
|
|
public:
|
|
AI();
|
|
~AI();
|
|
|
|
void init();
|
|
void clearPersistent();
|
|
void restartSystem();
|
|
const char *funcLookUp(void(*function)(AIEntity *e));
|
|
FuncPtr funcLookUp(const char *function);
|
|
void save(Common::OutSaveFile *out);
|
|
void loadSaveFile(Common::InSaveFile *in);
|
|
void initAnimInfo();
|
|
|
|
// Entity Functions
|
|
AIEntity *spawn(AIType type, AIDir dir, int x, int y, const char *funcInit, const char *funcAction, const char *funcUse, AIDir dir2, int level, int value1, int value2, int callInit);
|
|
bool cacheEntGfx(AIEntity *e, bool initFlag);
|
|
void stopEntity(AIEntity *e);
|
|
AIEntity *locateEntity(const char *luaName);
|
|
AIEntity *findEntity(int x, int y);
|
|
AIEntity *findEntityIgnore(int x, int y, AIEntity *ignore);
|
|
AIEntity *findEntityType(AIType type, int x, int y);
|
|
void getEntityXY(const char *entName, int *x, int *y);
|
|
bool useLuaEntity(const char *initName);
|
|
void removeLuaEntity(const char *initName);
|
|
void animLuaEntity(const char *initName, AIState st);
|
|
void setLuaAnimFrame(const char *initName, AIState st, int frame);
|
|
int checkForTouchplate(int x, int y);
|
|
void removeEntity(AIEntity *e);
|
|
void setEntityGoal(AIEntity *e, int x, int y);
|
|
void initAllEnts();
|
|
void killPlayer(Death method);
|
|
void stunEnemy(AIEntity *e, int time);
|
|
int metalOrFleshSND(AIEntity *e);
|
|
int tileDistance(AIEntity *e1, AIEntity *e2) {
|
|
return abs(e1->tileX - e2->tileX) + abs(e1->tileY - e2->tileY);
|
|
}
|
|
|
|
void animateEntity(AIEntity *e);
|
|
void animEntFrames(AIEntity *e);
|
|
void drawEnts(int x, int y, int w, int h);
|
|
void drawLevel2Ents();
|
|
void animGrabbing();
|
|
void entityFace(const char *luaName, int dir);
|
|
|
|
void moveEnts();
|
|
|
|
bool findPath(AIEntity *e);
|
|
AIEntity *legalMove(int tileX, int tileY, int level, int *result);
|
|
AIEntity *legalMoveOverWater(int tileX, int tileY, int level, int *result);
|
|
AIEntity *legalMoveOverWaterIgnore(int tileX, int tileY, int level, int *result, AIEntity *ignore);
|
|
void addAnimateTarget(int x, int y, int start, int end, AnimSpeed speed, bool killAuto, bool inMap, const char *tileName);
|
|
void animateTargets();
|
|
|
|
void addBridgeExtend(int x, int y, int bridgeType);
|
|
void animateBridges();
|
|
void addToFairystones(int index, int tileX, int tileY, int sourceOrDest);
|
|
int checkFairystones(int tileX, int tileY);
|
|
void getFairystonesSrc(int index, int *tileX, int *tileY) {
|
|
*tileX = _fairystones[index].srcX;
|
|
*tileY = _fairystones[index].srcY;
|
|
}
|
|
|
|
AIEntity *playerCollision(int topBorder, int bottomBorder, int leftBorder, int rightBorder);
|
|
bool checkPlayerTileCollision(int x, int y);
|
|
bool checkPlayerCollision(int x, int y, int border);
|
|
void clearDiverters();
|
|
void laserScan();
|
|
|
|
// List functions
|
|
void addToActionList(int actionIndex, int x, int y, char *funcLuaInit, char *funcLuaUse);
|
|
bool checkActionList(AIEntity *e, int x, int y, bool lookAndGrab);
|
|
void addToHereList(const char *entName, int x, int y);
|
|
HereT *findHere(int x, int y);
|
|
void addToAutoList(int x, int y, const char *luaFuncInit, const char *luaFuncUse);
|
|
void autoDeactivate(int x, int y);
|
|
bool activateAction(AIEntity *e, int x, int y, int targetX, int targetY);
|
|
bool checkAutoList(AIEntity *e, int x, int y);
|
|
bool autoActive(int x, int y);
|
|
void addCallback(CallbackType type, int x, int y, int delay);
|
|
void processCallbackList();
|
|
void addToLuaList(int x, int y, int value1, int value2, char *luaFuncInit, char *luaFuncAction, char *luaFuncUse);
|
|
bool checkLuaList(AIEntity *e, int x, int y);
|
|
bool luaExistAtXY(int x, int y);
|
|
void addToTeleportList(int teleIndex, int x, int y, int dir, int level, int anim, int usable, const char *luaFuncUse);
|
|
bool checkTeleportList(AIEntity *e, int x, int y);
|
|
bool findTeleporterDest(int tileX, int tileY, SingleTele *info);
|
|
void addToPathList(int x, int y, int type, AIDir dir);
|
|
ArrowPath *findArrowPath(int x, int y);
|
|
void addToTriggerList(char *luaFuncInit, char *luaFuncUse, int x, int y, int value1, int value2, char *id);
|
|
bool checkTriggerList(char *entName, int x, int y);
|
|
void killTrigger(const char *id);
|
|
|
|
void floatEntity(AIEntity *e, AIState state);
|
|
bool checkFloating(int x, int y);
|
|
|
|
bool getTableEnt(AIType type);
|
|
bool walkThroughEnt(AIType type);
|
|
void getItemSound(AIType type);
|
|
void lookAtEntity(AIEntity *e);
|
|
|
|
// Player Functions
|
|
|
|
void movePlayer(uint16 buttons);
|
|
void playerUse();
|
|
void setPlayerWeapon(AIType w, Tile *gfx) {
|
|
_weaponSelected = w;
|
|
_weaponGfx = gfx;
|
|
}
|
|
AIType getPlayerWeapon() {
|
|
return _weaponSelected;
|
|
}
|
|
Tile *getPlayerWeaponGfx() {
|
|
return _weaponGfx;
|
|
}
|
|
Tile *getPlayerWeaponSelGfx() {
|
|
return _weaponSelGfx;
|
|
}
|
|
|
|
AIEntity *getPlayer() {
|
|
if (!_player)
|
|
return &_dummyPlayer;
|
|
return _player;
|
|
}
|
|
|
|
void getPlayerXY(int *x, int *y) {
|
|
if (_player) {
|
|
*x = _player->x;
|
|
*y = _player->y;
|
|
} else {
|
|
*x = *y = 0;
|
|
}
|
|
}
|
|
|
|
void setPlayerXY(int x, int y) {
|
|
if (_player) {
|
|
_player->x = x;
|
|
_player->tileX = x / kTileWidth;
|
|
_player->y = y;
|
|
_player->tileY = y / kTileHeight;
|
|
_player->xVel = _player->yVel = 0;
|
|
}
|
|
}
|
|
|
|
void assignPlayer(AIEntity *p) {
|
|
_player = p;
|
|
}
|
|
|
|
bool playerDead() {
|
|
return _playerDead;
|
|
}
|
|
|
|
bool playerOnIce() {
|
|
return _playerOnIce;
|
|
}
|
|
|
|
bool playerLocked() {
|
|
return _playerLock;
|
|
}
|
|
|
|
void setPlayerLock(bool status) {
|
|
_playerLock = status;
|
|
}
|
|
|
|
void setPlayerInvisible(bool status) {
|
|
_playerInvisible = status;
|
|
}
|
|
|
|
bool playerRunning() {
|
|
return _playerRunning;
|
|
}
|
|
|
|
void togglePlayerRunning() {
|
|
_playerRunning = !_playerRunning;
|
|
}
|
|
|
|
// Cinematic Functions
|
|
bool cinematicsActive() {
|
|
return _cineActive;
|
|
}
|
|
bool cineAbortable() {
|
|
return _cineAbortable;
|
|
}
|
|
void processCines();
|
|
void cineCleanup();
|
|
void cineAbort();
|
|
void cineAddToBlitList(const char *id, Picture *pic, int x, int y, bool masked);
|
|
Picture *cineFindInBlitList(const char *name);
|
|
void cineRemoveFromBlitList(const char *name);
|
|
void cineAddToFreeList(Picture *pic);
|
|
void cineFreeGfx();
|
|
void cineStart(bool abortable, const char *abortFunc);
|
|
void cineStop(const char *funcNext);
|
|
void cineStartMap(const char *mapName);
|
|
void cineLockPlayer();
|
|
void cineUnlockPlayer();
|
|
void cineSetCamera(int x, int y);
|
|
void cineResetCamera();
|
|
void cineMoveCamera(int x, int y, int speed);
|
|
void cineWait(int seconds);
|
|
void cineWaitUntilDone();
|
|
void cineSetEntity(const char *entName, int x, int y, int level);
|
|
void cineMoveEntity(const char *entName, int x, int y, int level, int speed);
|
|
void cineSpawnEntity(AIType t, AIDir d, int x, int y, const char *func_init, const char *func_action,
|
|
const char *func_use, AIDir d2, int level, int value1, int value2);
|
|
void cineRemoveEntity(const char *entName);
|
|
void cineAnimEntity(const char *entName, AIState state, int loop);
|
|
void cineSetAnimFrame(const char *entName, AIState state, int frame);
|
|
void cineEntityFace(const char *luaName, double dir);
|
|
void cineDialog(const char *title, const char *string, int seconds);
|
|
void cineTextOut(const char *text, int x, int y, int timer);
|
|
void cineCenterTextOut(const char *text, int y, int timer);
|
|
void cineDrawPic(const char *id, const char *pic, int x, int y);
|
|
void cineDrawMaskedPic(const char *id, const char *pic, int x, int y);
|
|
void cineMovePic(const char *id, const char *pic, int x1, int y1, int x2, int y2, int speed);
|
|
void cineMoveMaskedPic(const char *id, const char *pic, int x1, int y1, int x2, int y2, int speed);
|
|
void cineUse(const char *entName);
|
|
void cinePlaySound(int index);
|
|
void cinePlayVoice(int index, int actor);
|
|
void cineFadeIn(bool isBlack, int steps);
|
|
void cineFadeOut(bool isBlack, int steps);
|
|
void cineClearForeground(int x, int y);
|
|
void cineSetBackground(int x, int y, int index);
|
|
void cineSetForeground(int x, int y, int index);
|
|
void cineFunction(const char *func);
|
|
|
|
// Waypoint & Movement Functions
|
|
void lookAtXY(int x, int y);
|
|
void addWaypoint(int px, int py, int x, int y, int level);
|
|
void removeFirstWaypoint();
|
|
void clearWaypoints();
|
|
bool traceStraightPath(int x1, int y1, int *x2, int *y2, int *lvl);
|
|
Tile *getStandFrameDir(AIEntity *e);
|
|
void drawWayPoints();
|
|
int waypointsLeft() {
|
|
return _numWaypoints;
|
|
}
|
|
|
|
// Inventory Functions
|
|
bool addToInventory(AIEntity *e);
|
|
void purgeInventory();
|
|
void clearInventory();
|
|
int getInvAmount() {
|
|
return _numInventory;
|
|
}
|
|
int getGemAmount() {
|
|
return _numGems;
|
|
}
|
|
int getMonkeystoneAmount() {
|
|
return _numMonkeystones;
|
|
}
|
|
int getGooCupAmount() {
|
|
return _numGooCups;
|
|
}
|
|
void setGemAmount(int amt) {
|
|
_numGems = amt;
|
|
}
|
|
int getInvMax() {
|
|
return _numInventory;
|
|
}
|
|
AIType getInvItemType(int which) {
|
|
return _inventory[which].ent.type;
|
|
}
|
|
Tile *getInvItemGfx(int which) {
|
|
return _inventory[which].ent.standdownGfx[0];
|
|
}
|
|
|
|
AIEntity *getInvItem(int which);
|
|
int queryInventory(const char *string);
|
|
bool removeInvItem(const char *string, int amount);
|
|
int queryInventoryType(AIType which);
|
|
int queryInventoryTypeSlot(AIType which);
|
|
bool removeInvItemType(AIType which, int amount);
|
|
bool addItemToInventory(AIType type, int amount, const char *funcInit, const char *funcAction, const char *funcUse);
|
|
void keepInvItem(AIType type);
|
|
void printYouGotMsg(const char *name);
|
|
|
|
// Delivery Functions
|
|
void newDelivery(const char *itemTextName, const char *itemGfxName, const char *destTextName, const char *destGfxName, const char *id);
|
|
int getDeliveriesAmount() {
|
|
return _numDeliveries;
|
|
}
|
|
DlvEnt *getDeliveryItem(int which) {
|
|
return &_deliveries[which];
|
|
}
|
|
bool completeDelivery(const char *id);
|
|
|
|
// Gate Puddles
|
|
int _gatePuddles;
|
|
void addGatePuddle(int amount) {
|
|
_gatePuddles += amount;
|
|
}
|
|
int getGatePuddles() {
|
|
return _gatePuddles;
|
|
}
|
|
|
|
// Platform-Specific Constants
|
|
int _youGotY;
|
|
|
|
// Player Variables
|
|
bool _playerDead;
|
|
bool _playerInvisible; // While on RailRider for example
|
|
bool _playerOnIce;
|
|
bool _playerEmerging;
|
|
bool _playerRunning;
|
|
|
|
uint16 _pushupFrames;
|
|
Tile *_pushupGfx[kMaxAnimFrames];
|
|
|
|
uint16 _pushdownFrames;
|
|
Tile *_pushdownGfx[kMaxAnimFrames];
|
|
|
|
uint16 _pushleftFrames;
|
|
Tile *_pushleftGfx[kMaxAnimFrames];
|
|
|
|
uint16 _pushrightFrames;
|
|
Tile *_pushrightGfx[kMaxAnimFrames];
|
|
|
|
Tile *_getGfx[5]; // only 1 frame in each direction (+1 for DIR_NONE at start)
|
|
|
|
uint16 _dyingFrames;
|
|
Tile *_dyingGfx[kMaxDeathFrames];
|
|
|
|
Tile *_goodjobGfx; // only 1 frame
|
|
|
|
uint16 _horrible1Frames;
|
|
Tile *_horrible1Gfx[kMaxDeathFrames];
|
|
uint16 _horrible2Frames;
|
|
Tile *_horrible2Gfx[kMaxDeathFrames];
|
|
uint16 _horrible3Frames;
|
|
Tile *_horrible3Gfx[kMaxDeathFrames];
|
|
uint16 _horrible4Frames;
|
|
Tile *_horrible4Gfx[kMaxDeathFrames];
|
|
uint16 _plummetFrames;
|
|
Tile *_plummetGfx[kMaxDeathFrames];
|
|
|
|
uint16 _clubUpFrames;
|
|
Picture *_clubUpGfx[kMaxAnimFrames];
|
|
uint16 _clubDownFrames;
|
|
Picture *_clubDownGfx[kMaxAnimFrames];
|
|
uint16 _clubLeftFrames;
|
|
Picture *_clubLeftGfx[kMaxAnimFrames];
|
|
uint16 _clubRightFrames;
|
|
Picture *_clubRightGfx[kMaxAnimFrames];
|
|
|
|
uint16 _stunUpFrames;
|
|
Tile *_stunUpGfx[kMaxAnimFrames];
|
|
uint16 _stunDownFrames;
|
|
Tile *_stunDownGfx[kMaxAnimFrames];
|
|
uint16 _stunLeftFrames;
|
|
Tile *_stunLeftGfx[kMaxAnimFrames];
|
|
uint16 _stunRightFrames;
|
|
Tile *_stunRightGfx[kMaxAnimFrames];
|
|
Tile *_stunLightningGfx[kMaxAnimFrames];
|
|
Tile *_stunnedGfx[kMaxAnimFrames];
|
|
|
|
uint16 _slugUpFrames;
|
|
Tile *_slugUpGfx[kMaxAnimFrames];
|
|
uint16 _slugDownFrames;
|
|
Tile *_slugDownGfx[kMaxAnimFrames];
|
|
uint16 _slugLeftFrames;
|
|
Tile *_slugLeftGfx[kMaxAnimFrames];
|
|
uint16 _slugRightFrames;
|
|
Tile *_slugRightGfx[kMaxAnimFrames];
|
|
|
|
uint16 _slugAttackFrames;
|
|
Picture *_slugAttackGfx[kMaxAnimFrames];
|
|
|
|
Tile *_weaponSelGfx;
|
|
Tile *_weaponGfx;
|
|
AIType _weaponSelected;
|
|
|
|
// Player Resources and Deliveries
|
|
|
|
int _numGems;
|
|
int _numGooCups;
|
|
int _numMonkeystones;
|
|
|
|
// Special Tiles that are usable
|
|
// These variables hold the tile-indices set
|
|
// in ai-init.cpp
|
|
|
|
int _useSwitchOff; // the door opening switch
|
|
int _useSwitchOn; // state, when opened
|
|
int _useHolderEmpty; // cell holding switch
|
|
int _useHolderFull; // state, when full
|
|
int _useSwitch2Off; // another switch
|
|
int _useSwitch2On; // state, when opened
|
|
int _useMailsorter; // mailsorter entity
|
|
int _useAskcomp; // askcomp entitiy
|
|
int _useTeleporter; // teleporter entity
|
|
int _useHandswitchOn; // 2-sided handswitch
|
|
int _useHandswitchOff; // 2-sided handswitch
|
|
|
|
int _targetDoorN; // horz SILVER door
|
|
int _targetDoorP; // horz BLUE door
|
|
int _targetDoorS; // horz RED door
|
|
int _targetDoorNv; // vert SILVER door
|
|
int _targetDoorPv; // vert BLUE door
|
|
int _targetDoorSv; // vert RED door
|
|
|
|
int _targetDoor2N; // horz SILVER door
|
|
int _targetDoor2P; // horz BLUE door
|
|
int _targetDoor2S; // horz RED door
|
|
int _targetDoor2Nv; // vert SILVER door
|
|
int _targetDoor2Pv; // vert BLUE door
|
|
int _targetDoor2Sv; // vert RED door
|
|
|
|
int _target2DoorN; // horz SILVER door
|
|
int _target2DoorP; // horz BLUE door
|
|
int _target2DoorS; // horz RED door
|
|
int _target2DoorNv; // vert SILVER door
|
|
int _target2DoorPv; // vert BLUE door
|
|
int _target2DoorSv; // vert RED door
|
|
|
|
int _target3DoorN; // horz SILVER door
|
|
int _target3DoorP; // horz BLUE door
|
|
int _target3DoorS; // horz RED door
|
|
int _target3DoorNv; // vert SILVER door
|
|
int _target3DoorPv; // vert BLUE door
|
|
int _target3DoorSv; // vert RED door
|
|
|
|
int _targetBridgeU; // bridge extending UP
|
|
int _targetBridgeD; // bridge extending DOWN
|
|
int _targetBridgeL; // bridge extending LEFT
|
|
int _targetBridgeR; // bridge extending RIGHT
|
|
|
|
int _targetBridgeMidLR; // bridge grating plank LEFT/RIGHT
|
|
int _targetBridgeMidUD; // bridge grating plank UP/DOWN
|
|
int _touchplateOn; // touchplate ON
|
|
int _touchplateOff;
|
|
int _templeTouchpOn; // touchplate ON
|
|
int _templeTouchpOff;
|
|
int _blockpole; // blockpole
|
|
|
|
int _kcHolderWhiteOff; // keycard holders
|
|
int _kcHolderWhiteOn;
|
|
int _kcHolderBlueOff;
|
|
int _kcHolderBlueOn;
|
|
int _kcHolderRedOff;
|
|
int _kcHolderRedOn;
|
|
int _kcHolderGreenOff;
|
|
int _kcHolderGreenOn;
|
|
int _kcHolderPurpleOff;
|
|
int _kcHolderPurpleOn;
|
|
int _kcHolderBlackOff;
|
|
int _kcHolderBlackOn;
|
|
|
|
AIEntLevel2 _entsLevel2[kMaxLevel2Ents];
|
|
int _numLevel2Ents;
|
|
|
|
InvEnt _inventory[kMaxInventory];
|
|
int _numInventory;
|
|
|
|
DlvEnt _deliveries[kMaxDeliveries];
|
|
int _numDeliveries;
|
|
|
|
Waypoint _waypoints[kMaxWaypoints];
|
|
int _numWaypoints;
|
|
Tile *_waypointGfx[4]; // Animating waypoint gfx
|
|
Tile *_debugQMark;
|
|
|
|
LuaT _luaList[kMaxLuaEnts];
|
|
int _numLuaList;
|
|
|
|
ActionInfo _actions[kMaxActions];
|
|
|
|
TeleInfo _teleporters[kMaxTeleporters];
|
|
int _numTeleporters;
|
|
// Virtual Player
|
|
AIEntity _dummyPlayer, _dummyLaser;
|
|
bool _laserRescan, _laserOnScreen;
|
|
|
|
AutoAction _autoActions[kMaxAutoActions];
|
|
|
|
Callback _callbacks[kMaxCallbacks];
|
|
|
|
Fairystone _fairystones[kMaxFairystones];
|
|
|
|
Bridge _bridges[kMaxBridges];
|
|
int _numBridges;
|
|
|
|
Common::Array<ArrowPath *> *_arrowPaths;
|
|
Common::Array<HereT *> *_hereList;
|
|
Common::Array<Trigger *> *_triggerList;
|
|
|
|
// Cinematic Variables
|
|
Common::Array<CineCommand *> _cine;
|
|
|
|
Picture *_cineFreeList[kMaxCineGfx];
|
|
int _numCineFreeList;
|
|
|
|
CineBlit *_cineBlitList[kMaxCineGfx];
|
|
int _numCineBlitList;
|
|
|
|
int _stunAnim;
|
|
uint32 _stunTimer;
|
|
|
|
// Bots Gfx
|
|
|
|
Picture *_icepSnowballGfxDown; // ICEPUFF's snowball moving down
|
|
Picture *_icepSnowballGfxLeft; // ICEPUFF's snowball moving left
|
|
Picture *_icepSnowballGfxRight; // ICEPUFF's snowball moving right
|
|
|
|
Tile *_tileFroglickMiddleUD;
|
|
Tile *_tileFroglickWiggleUD[3];
|
|
Tile *_tileFroglickMiddleLR;
|
|
Tile *_tileFroglickWiggleLeft[3];
|
|
Tile *_tileFroglickWiggleRight[3];
|
|
|
|
Picture *_gfxDragonAsleep;
|
|
Picture *_gfxDragonFlap[2];
|
|
Picture *_gfxDragonBreathe[3];
|
|
|
|
Tile *_gfxLaserbeamUD[4];
|
|
Tile *_gfxLaserbeamUDTop[4];
|
|
Tile *_gfxLaserbeamUDBottom[4];
|
|
Tile *_gfxLaserbeamLR[4];
|
|
Tile *_gfxLaserbeamLRLeft[4];
|
|
Tile *_gfxLaserbeamLRRight[4];
|
|
|
|
private:
|
|
|
|
// Action Functions
|
|
|
|
// Checks for the existence of a closed/open door
|
|
bool isClosedDoor(int x, int y);
|
|
bool isOpenDoor(int x, int y);
|
|
|
|
// MAIN FUNCTION : handles all animation of targeted tiles & changing the state of the "switch"
|
|
bool useTarget(int x, int y, int targetX, int targetY, int newTile, int *worked);
|
|
|
|
// Black Door Switch
|
|
bool useSwitch(AIEntity *e, int x, int y, int targetX, int targetY, int onTile);
|
|
bool useSwitchOn(AIEntity *e, int x, int y, int targetX, int targetY, int offTile);
|
|
bool useSwitch2(AIEntity *e, int x, int y, int targetX, int targetY);
|
|
|
|
// Colored Keycard Switch
|
|
bool useLockedSwitch(AIEntity *e, int x, int y, int targetX, int targetY, int onTile, AIType item, const char *keyerror);
|
|
bool useLockedSwitchOn(AIEntity *e, int x, int y, int targetX, int targetY, int offTile, AIType item);
|
|
|
|
// Purple Cell Holder Switch
|
|
bool useCellHolder(AIEntity *e, int x, int y, int targetX, int targetY);
|
|
|
|
// Touchplate
|
|
bool useTouchplate(AIEntity *e, int x, int y, int targetX, int targetY, int type);
|
|
bool useTouchplateOn(AIEntity *e, int x, int y, int targetX, int targetY, int type);
|
|
|
|
// Normal Door
|
|
bool useDoorOpenClose(AIEntity *e, int x, int y);
|
|
bool useAutoDoorOpenClose(AIEntity *e, int x, int y);
|
|
|
|
// Any Type Door
|
|
bool useDoorOpenCloseBot(AIEntity *e, int x, int y);
|
|
|
|
Common::Array<AIEntity *> *_ents;
|
|
Common::Array<AIEntity *> *_floats;
|
|
Common::Array<AnimTarget *> _animTargets;
|
|
AIEntity *_player;
|
|
|
|
// Cinematics Variables
|
|
bool _cineAbortable;
|
|
bool _cineAborted;
|
|
const char *_cineAbortFunc;
|
|
bool _cineActive;
|
|
bool _playerLock;
|
|
bool _cameraLock;
|
|
double _cameraX, _cameraY;
|
|
|
|
};
|
|
|
|
const char *AIType2Str(AIType v);
|
|
const char *AIState2Str(AIState v);
|
|
|
|
} // End of Namespace
|
|
|
|
#endif // !HDB_AI_H
|