scummvm/engines/hdb/ai-bots.cpp
2019-09-03 17:17:21 +02:00

3160 lines
91 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "hdb/hdb.h"
namespace HDB {
//-------------------------------------------------------------------
//
// OMNIBOT : This guy moves on a path and if he sees the player
// directly ahead, he will shoot at him
//
//-------------------------------------------------------------------
void aiOmniBotInit(AIEntity *e) {
if (e->value1 == 1)
e->aiAction = aiOmniBotMove;
else if (g_hdb->_ai->findPath(e))
e->aiAction = aiOmniBotAction;
}
void aiOmniBotInit2(AIEntity *e) {
e->standdownGfx[0] = e->movedownGfx[0];
e->standupGfx[0] = e->movedownGfx[0];
e->standleftGfx[0] = e->moveleftGfx[0];
e->standrightGfx[0] = e->moverightGfx[0];
e->standdownFrames = e->standupFrames = e->standleftFrames = e->standrightFrames = 1;
e->draw = g_hdb->_ai->getStandFrameDir(e);
}
void aiOmniBotMove(AIEntity *e) {
if (e->goalX)
g_hdb->_ai->animateEntity(e);
else
g_hdb->_ai->animEntFrames(e);
}
void aiOmniBotAction(AIEntity *e) {
AIEntity *p = g_hdb->_ai->getPlayer();
if (e->goalX) {
if (!e->sequence) {
g_hdb->_ai->animateEntity(e);
// Is the Player collding?
if (hitPlayer(e->x, e->y) && (p->level == e->level)) {
g_hdb->_ai->killPlayer(DEATH_FRIED);
return;
}
// Shoot player ?
if (onEvenTile(e->x, e->y) && g_hdb->getActionMode()) {
int xv = 0, yv = 0, result;
int shoot = 0;
AIEntity *omni;
// FIXME: Is reloading Player required here?
p = g_hdb->_ai->getPlayer();
// On same level/screen?
if ((e->level != p->level) || g_hdb->_ai->playerDead() || !e->onScreen)
return;
// Is Player in Line of Sight?
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->x < e->x && p->y == e->y) {
shoot = 1;
xv = -1;
}
break;
case DIR_RIGHT:
if (p->x > e->x && p->y == e->y) {
shoot = 1;
xv = 1;
}
break;
case DIR_NONE:
warning("aiOmniBotAction: DIR_NONE found");
break;
}
// If shoot = 1, take the shot
// (1) Check we're not shooting into a solid tile
// (2) Check we're not shooting into an Entity unless it's the player
AIEntity *hit = g_hdb->_ai->legalMoveOverWater(e->tileX+xv, e->tileY + yv, e->level, &result);
if (shoot && !hit && result) {
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);
omni->xVel = xv * kPlayerMoveSpeed * 2;
omni->yVel = yv * kPlayerMoveSpeed * 2;
if (g_hdb->_map->onScreen(e->tileX, e->tileY))
g_hdb->_sound->playSound(SND_OMNIBOT_FIRE);
if (!g_hdb->getActionMode()) {
omni->xVel >>= 1;
omni->yVel >>= 1;
}
e->sequence = 16;
}
}
}
} else {
g_hdb->_ai->findPath(e);
if (e->onScreen)
g_hdb->_sound->playSound(SND_OMNIBOT_AMBIENT);
}
if (e->sequence)
e->sequence--;
}
//-------------------------------------------------------------------
//
// OMNIBOT MISSILE : Used by the FOURFIRER and OMNIBOT, this deadly
// missile flies through the air, killing anything it hits
//
//-------------------------------------------------------------------
void aiOmniBotMissileInit(AIEntity *e) {
e->state = STATE_MOVEDOWN;
e->aiAction = aiOmniBotMissileAction;
}
void aiOmniBotMissileInit2(AIEntity *e) {
for (int i = 0; i < e->movedownFrames; i++)
e->moveleftGfx[i] = e->moverightGfx[i] = e->moveupGfx[i] = e->movedownGfx[i];
e->moveleftFrames = e->moverightFrames = e->moveupFrames = e->movedownFrames;
e->draw = e->movedownGfx[0];
}
void aiOmniBotMissileAction(AIEntity *e) {
AIEntity *p = g_hdb->_ai->getPlayer();
g_hdb->_ai->animEntFrames(e);
e->x += e->xVel;
e->y += e->yVel;
e->tileX = e->x / kTileWidth;
e->tileY = e->y / kTileHeight;
// Did we hit a solid wall?
int result;
AIEntity *hit = g_hdb->_ai->legalMoveOverWaterIgnore(e->tileX, e->tileY, e->level, &result, e);
if (hit || !result) {
g_hdb->_ai->addAnimateTarget(e->x, e->y, 0, 3, ANIM_FAST, false, false, "steam_puff_sit");
g_hdb->_ai->removeEntity(e);
}
// On Even tiles, check for hitting player
if (onEvenTile(e->x, e->y))
if (hitPlayer(e->x, e->y) && (p->level == e->level)) {
g_hdb->_ai->killPlayer(DEATH_NORMAL);
g_hdb->_ai->addAnimateTarget(e->x, e->y, 0, 3, ANIM_FAST, false, false, "steam_puff_sit");
g_hdb->_ai->removeEntity(e);
}
}
//-------------------------------------------------------------------
//
// TURNBOT : Moves straight ahead until it hits a wall, then turns
// right and continues.
//
//-------------------------------------------------------------------
void aiTurnBotInit(AIEntity *e) {
e->aiAction = aiTurnBotAction;
}
void aiTurnBotInit2(AIEntity *e) {
e->draw = g_hdb->_ai->getStandFrameDir(e);
}
void aiTurnBotChoose(AIEntity *e) {
int xvAhead[5] = { 9, 0, 0, -1, 1 }, yvAhead[5] = { 9, -1, 1, 0, 0 };
AIDir turnRight[5] = { DIR_NONE, DIR_RIGHT, DIR_LEFT, DIR_UP, DIR_DOWN };
AIState dirState[5] = { STATE_NONE, STATE_MOVEUP, STATE_MOVEDOWN, STATE_MOVELEFT, STATE_MOVERIGHT };
int xv, yv;
xv = xvAhead[e->dir];
yv = yvAhead[e->dir];
if (g_hdb->_map->getMapBGTileFlags(e->tileX + xv, e->tileY + yv) & (kFlagSolid | kFlagWater)) {
e->xVel = e->yVel = 0;
e->animFrame = 0;
e->animDelay = e->animCycle;
e->dir = turnRight[e->dir];
e->state = dirState[e->dir];
} else {
e->xVel = xv * kPlayerMoveSpeed;
e->yVel = yv * kPlayerMoveSpeed;
if (!g_hdb->getActionMode()) {
e->xVel >>= 1;
e->yVel >>= 1;
}
e->goalX = e->tileX + xv;
e->goalY = e->tileY + yv;
e->state = dirState[e->dir];
if (e->dir == DIR_DOWN)
e->animFrame = 3;
}
}
void aiTurnBotAction(AIEntity *e) {
if (e->goalX)
g_hdb->_ai->animateEntity(e);
else {
aiTurnBotChoose(e);
g_hdb->_ai->animateEntity(e);
if (e->onScreen)
g_hdb->_sound->playSound(SND_TURNBOT_TURN);
}
if (e->onScreen && onEvenTile(e->x, e->y) && g_hdb->_ai->checkPlayerCollision(e->x, e->y, 0) && !g_hdb->_ai->playerDead())
g_hdb->_ai->killPlayer(DEATH_NORMAL);
}
//-------------------------------------------------------------------
//
// SHOCKBOT : Moves on a path, electrifying all tiles surrounding it
// that are METAL. Will pause when changing directions.
//
//-------------------------------------------------------------------
void aiShockBotInit(AIEntity *e) {
g_hdb->_ai->findPath(e);
e->aiAction = aiShockBotAction;
e->animCycle = 0;
e->sequence = 0;
e->aiDraw = aiShockBotShock;
}
void aiShockBotInit2(AIEntity *e) {
e->standupFrames = e->standdownFrames = e->standleftFrames = e->standrightFrames =
e->moveupFrames = e->moverightFrames = e->moveleftFrames = e->movedownFrames;
for (int i = 0; i < e->movedownFrames; i++)
e->standupGfx[i] = e->standleftGfx[i] = e->standrightGfx[i] = e->standdownGfx[i] = e->moveupGfx[i] = e->moveleftGfx[i] = e->moverightGfx[i] = e->movedownGfx[i];
e->draw = g_hdb->_ai->getStandFrameDir(e);
}
void aiShockBotAction(AIEntity *e) {
if (e->goalX) {
if (!e->sequence) {
if (hitPlayer(e->x, e->y))
g_hdb->_ai->killPlayer(DEATH_SHOCKED);
g_hdb->_ai->animateEntity(e);
} else
g_hdb->_ai->animEntFrames(e);
} else {
g_hdb->_ai->findPath(e);
e->sequence = 20;
g_hdb->_ai->animEntFrames(e);
if (e->onScreen)
g_hdb->_sound->playSound(SND_SHOCKBOT_AMBIENT);
}
if (e->sequence)
e->sequence--;
}
void aiShockBotShock(AIEntity *e, int mx, int my) {
int offX[8] = { -1, 0, 1, 1, 1, 0, -1, -1 };
int offY[8] = { -1, -1, -1, 0, 1, 1, 1, 0 };
// Only on a exact tile boundary do we change the shocked tiles
// Start at top left and go around
if (g_hdb->_map->getMapBGTileFlags(e->tileX, e->tileY) & kFlagMetal)
e->special1Gfx[e->animFrame]->drawMasked(e->tileX * kTileWidth - mx, e->tileY * kTileHeight - my);
uint32 flags;
for (int i = 0; i < 8; i++) {
flags = g_hdb->_map->getMapBGTileFlags(e->tileX + offX[i], e->tileY + offY[i]);
if (flags & kFlagMetal) {
// Is the shocking tile onScreen?
if (g_hdb->_map->checkXYOnScreen((e->tileX + offX[i]) * kTileWidth, (e->tileY + offY[i]) * kTileHeight)) {
// Draw shocking tile animation
e->special1Gfx[e->animFrame]->drawMasked((e->tileX + offX[i])*kTileWidth - mx, (e->tileY + offY[i])*kTileHeight - my);
// Did the player get fried?
// Check every 4 frames
if (e->onScreen && !e->animFrame && g_hdb->_ai->checkPlayerTileCollision(e->tileX + offX[i], e->tileY + offY[i]) && !g_hdb->_ai->playerDead()) {
g_hdb->_ai->killPlayer(DEATH_SHOCKED);
return;
}
if (!e->animFrame && g_hdb->_map->boomBarrelExist(e->tileX + offX[i], e->tileY + offY[i])) {
AIEntity *e2 = g_hdb->_ai->findEntityType(AI_BOOMBARREL, e->tileX + offX[i], e->tileY + offY[i]);
aiBarrelExplode(e2);
}
}
}
}
}
//-------------------------------------------------------------------
//
// RIGHTBOT
//
// Rules: Follows the right-hand wall. That's it!
//
//-------------------------------------------------------------------
void aiRightBotInit(AIEntity *e) {
e->moveSpeed = kPlayerMoveSpeed;
if (!g_hdb->getActionMode())
e->moveSpeed >>= 1;
e->aiAction = aiRightBotAction;
}
void aiRightBotInit2(AIEntity *e) {
switch (e->dir) {
case DIR_UP:
e->draw = e->moveupGfx[0];
e->state = STATE_MOVEUP;
break;
case DIR_DOWN:
e->draw = e->movedownGfx[0];
e->state = STATE_MOVEDOWN;
break;
case DIR_LEFT:
e->draw = e->moveleftGfx[0];
e->state = STATE_MOVELEFT;
break;
case DIR_RIGHT:
e->draw = e->moverightGfx[0];
e->state = STATE_MOVERIGHT;
break;
case DIR_NONE:
warning("aiRightBotInit2: DIR_NONE found");
break;
}
}
void aiRightBotFindGoal(AIEntity *e) {
int xv, yv, xv2, yv2, xv3, yv3;
int bg, bg2, bg3;
AIEntity *e1, *e2, *e3, *p;
int hit, sx, sy, rotate;
int xvAhead[5] = { 9, 0, 0,-1, 1 }, yvAhead[5] = { 9,-1, 1, 0, 0 };
int xvAToR[5] = { 9, 1,-1,-1, 1 }, yvAToR[5] = { 9,-1, 1,-1, 1 };
int xvToR[5] = { 9, 1,-1, 0, 0 }, yvToR[5] = { 9, 0, 0,-1, 1 };
int xvToL[5] = { 9,-1, 1, 0, 0 }, yvToL[5] = { 9, 0, 0, 1,-1 };
p = g_hdb->_ai->getPlayer();
rotate = 0;
do {
xv = xvAhead[e->dir]; // Search Ahead
yv = yvAhead[e->dir];
xv2 = xvAToR[e->dir]; // Search Ahead and to the Right
yv2 = yvAToR[e->dir];
xv3 = xvToR[e->dir]; // Search to the Right
yv3 = yvToR[e->dir];
// Search until we hit a wall...or empty space to our right (and forward)
hit = 0;
sx = e->tileX;
sy = e->tileY;
while (!hit) {
bg = g_hdb->_map->getMapBGTileFlags(sx + xv, sy + yv) & (kFlagSolid | kFlagWater | kFlagSlime | kFlagSpecial);
e1 = g_hdb->_ai->findEntity(sx + xv, sy + yv);
if (e1 && e1 == p)
e1 = NULL;
bg2 = g_hdb->_map->getMapBGTileFlags(sx + xv2, sy + yv2) & (kFlagSolid | kFlagWater | kFlagSlime | kFlagSpecial);
e2 = g_hdb->_ai->findEntity(sx + xv2, sy + yv2);
if (e2 && e2 == p)
e2 = NULL;
bg3 = g_hdb->_map->getMapBGTileFlags(sx + xv3, sy + yv3) & (kFlagSolid | kFlagWater | kFlagSlime | kFlagSpecial);
e3 = g_hdb->_ai->findEntity(sx + xv3, sy + yv3);
if (e3 && e3 == p)
e3 = NULL;
// Okay to move forward?
if ((!bg && !e1) && (bg2 || e2 || bg3 || e3)) {
sx += xv;
sy += yv;
rotate = 0;
} else
hit = 1;
}
// Are we stuck in a corner?
if (sx == e->tileX && sy == e->tileY) {
sx = e->tileX;
sy = e->tileY;
rotate += 1;
// Need to check for turning RIGHT when we're in a corner
xv = xvToL[e->dir];
yv = yvToL[e->dir];
// Check Tile flags to our left and right
bg = g_hdb->_map->getMapBGTileFlags(sx + xv, sy + yv) & (kFlagSolid | kFlagWater | kFlagSlime | kFlagSpecial);
e1 = g_hdb->_ai->findEntity(sx + xv, sy + yv);
bg2 = g_hdb->_map->getMapBGTileFlags(sx + xv3, sy + yv3) & (kFlagSolid | kFlagWater | kFlagSlime | kFlagSpecial);
e2 = g_hdb->_ai->findEntity(sx + xv3, sy + yv3);
if (e1 && e1->type == AI_GUY)
e1 = NULL;
if (e2 && e2->type == AI_GUY)
e2 = NULL;
// Is tile to the right clear?
// Is tile to the left clear?
// If neither, go backwards
if (!bg2 && !e2) {
switch (e->dir) {
case DIR_UP: e->dir = DIR_RIGHT; break;
case DIR_DOWN: e->dir = DIR_LEFT; break;
case DIR_LEFT: e->dir = DIR_UP; break;
case DIR_RIGHT: e->dir = DIR_DOWN; break;
case DIR_NONE:
warning("aiRightBotFindGoal: DIR_NONE found");
}
} else if (!bg && !e1) {
switch (e->dir) {
case DIR_UP: e->dir = DIR_LEFT; break;
case DIR_DOWN: e->dir = DIR_RIGHT; break;
case DIR_LEFT: e->dir = DIR_DOWN; break;
case DIR_RIGHT: e->dir = DIR_UP; break;
case DIR_NONE:
warning("aiRightBotFindGoal: DIR_NONE found");
}
} else {
switch (e->dir) {
case DIR_UP: e->dir = DIR_DOWN; yv = 1; xv = 0; break;
case DIR_DOWN: e->dir = DIR_UP; yv = -1; xv = 0; break;
case DIR_LEFT: e->dir = DIR_RIGHT; yv = 0; xv = 1; break;
case DIR_RIGHT: e->dir = DIR_LEFT; yv = 0; xv = -1; break;
case DIR_NONE:
warning("aiRightBotFindGoal: DIR_NONE found");
}
sx += xv;
sy += yv;
rotate = 4;
}
}
} while (rotate >= 1 && rotate < 4);
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);
}
}
//-------------------------------------------------------------------
//
// PUSHBOT : Very simple, this guy goes forward and pushes anything in his
// path all the way until it can't go any further. Then, he turns 180
// degress and comes back until he can't go any further. Then... he
// turns 180 degrees and does it all over again!
//
//-------------------------------------------------------------------
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);
switch (e1->type) {
case AI_CRATE: g_hdb->_sound->playSound(SND_CRATE_SLIDE); break;
case AI_HEAVYBARREL: case AI_BOOMBARREL: g_hdb->_sound->playSound(SND_HEAVY_SLIDE); break;
case AI_LIGHTBARREL: g_hdb->_sound->playSound(SND_LIGHT_SLIDE); break;
default: break;
}
} 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);
}
}
//-------------------------------------------------------------------
//
// RAILRIDER : crazy green goopy dude -- he gives you rides on his
// special track!
//
//-------------------------------------------------------------------
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?
// fallthrough
// 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;
// fallthrough
// 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;
}
}
//-------------------------------------------------------------------
//
// MAINTBOT : This little fella likes to cause trouble! He just jubs
// around the map and looks for stuff to press. Touch him and you die.
//
//-------------------------------------------------------------------
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(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(3)) + 1;
e->dir = dirList[dir];
g_hdb->_ai->findPath(e);
if (e->onScreen)
g_hdb->_sound->playSound(whistles[g_hdb->_rnd->getRandomNumber(2)]);
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(2)]);
} else {
e->sequence = 64;
e->dir2 = e->dir;
e->value2 = 1;
return;
}
}
g_hdb->_ai->animateEntity(e);
}
}
//-------------------------------------------------------------------
//
// FOURFIRER : This bot turns and fires in the direction it's facing,
// but only if the player is visible
//
//-------------------------------------------------------------------
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);
}
}
//-------------------------------------------------------------------
//
// DEADEYE : Crazy attack dog with Chompie(tm) sounds! Will sit in one spot
// looking around, then run in a random direction and distance. If, while
// scanning, Deadeye sees the player, he goes nuts and attacks!
//
//-------------------------------------------------------------------
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(3) + 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(3)+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(3) + 1);
int walk = g_hdb->_rnd->getRandomNumber(4) + 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;
}
//-------------------------------------------------------------------
//
// LASER
//
//-------------------------------------------------------------------
void aiLaserInit(AIEntity *e) {
e->aiDraw = aiLaserDraw;
e->value1 = e->value2 = 0; // start & end of laser beam
}
void aiLaserInit2(AIEntity *e) {
e->draw = g_hdb->_ai->getStandFrameDir(e);
if (!g_hdb->_ai->_gfxLaserbeamUD[0]) {
char name[64];
int i;
for (i = 0; i < 4; i++) {
sprintf(name, FORCEFIELD_UD"0%d", i + 1);
g_hdb->_ai->_gfxLaserbeamUD[i] = g_hdb->_gfx->loadTile(name);
sprintf(name, FORCESPLASH_TOP"0%d", i + 1);
g_hdb->_ai->_gfxLaserbeamUDTop[i] = g_hdb->_gfx->loadTile(name);
sprintf(name, FORCESPLASH_BTM"0%d", i + 1);
g_hdb->_ai->_gfxLaserbeamUDBottom[i] = g_hdb->_gfx->loadTile(name);
sprintf(name, FORCEFIELD_LR"0%d", i + 1);
g_hdb->_ai->_gfxLaserbeamLR[i] = g_hdb->_gfx->loadTile(name);
sprintf(name, FORCESPLASH_LEFT"0%d", i + 1);
g_hdb->_ai->_gfxLaserbeamLRLeft[i] = g_hdb->_gfx->loadTile(name);
sprintf(name, FORCESPLASH_RIGHT"0%d", i + 1);
g_hdb->_ai->_gfxLaserbeamLRRight[i] = g_hdb->_gfx->loadTile(name);
}
}
}
void aiLaserAction(AIEntity *e) {
int xva[] = {9,0,0,-1,1}, yva[] = {9,-1,1,0,0};
int nx, ny, moveOK;
AIEntity *hit;
hit = e;
do {
if (hit->type != AI_DIVERTER) {
hit->int1 = xva[hit->dir];
hit->int2 = yva[hit->dir];
nx = hit->tileX;
ny = hit->tileY;
if (hit->dir == DIR_UP || hit->dir == DIR_DOWN)
hit->value1 = ny;
else
hit->value1 = nx;
} else {
nx = hit->tileX;
ny = hit->tileY;
// diverter is on y-plane?
if (hit->tileX == e->tileX) {
hit->value1 = nx;
hit->int2 = 0;
switch (hit->dir2) {
case DIR_UP: hit->int1 = 1; break;
case DIR_DOWN: hit->int1 = -1; break;
case DIR_LEFT: hit->int1 = -1; break;
case DIR_RIGHT: hit->int1 = 1; break;
case DIR_NONE: break;
}
} else {
// diverter is on x-plane
hit->value1 = ny;
hit->int1 = 0;
switch (hit->dir2) {
case DIR_UP: hit->int2 = 1; break;
case DIR_DOWN: hit->int2 = 1; break;
case DIR_LEFT: hit->int2 = -1; break;
case DIR_RIGHT: hit->int2 = -1; break;
case DIR_NONE: break;
}
}
}
e = hit;
//
// scan for all legal moves
//
do {
nx += e->int1;
ny += e->int2;
hit = g_hdb->_ai->legalMoveOverWater(nx, ny, e->level, &moveOK);
g_hdb->_map->setLaserBeam(nx, ny, 1);
if (hit && hit->type != AI_LASERBEAM) {
//
// hit player = death
//
if (hit == g_hdb->_ai->getPlayer() && onEvenTile(hit->x, hit->y) && !g_hdb->_ai->playerDead())
g_hdb->_ai->killPlayer(DEATH_FRIED);
else if (hit->type == AI_BOOMBARREL && hit->state != STATE_EXPLODING && onEvenTile(hit->x, hit->y)) {
// hit BOOM BARREL = explodes
aiBarrelExplode(hit);
aiBarrelBlowup(hit, nx, ny);
} else if (hit->type == AI_LIGHTBARREL || hit->type == AI_HEAVYBARREL || hit->type == AI_CRATE) {
// hit LIGHT/HEAVY BARREL = blocking
moveOK = 0;
} else if (hit->type == AI_DIVERTER) {
// hit a diverter?
moveOK = 0;
} else if (onEvenTile(hit->x, hit->y) && hit != g_hdb->_ai->getPlayer()) {
switch (hit->type) {
case AI_VORTEXIAN: // cannot kill Vortexians!
continue;
case AI_BOOMBARREL:
if (hit->state == STATE_EXPLODING)
continue;
break;
case AI_LASER:
g_hdb->_ai->_laserRescan = true;
break;
case ITEM_KEYCARD_WHITE:
case ITEM_KEYCARD_BLUE:
case ITEM_KEYCARD_RED:
case ITEM_KEYCARD_GREEN:
case ITEM_KEYCARD_PURPLE:
case ITEM_KEYCARD_BLACK:
case ITEM_CABKEY:
g_hdb->_window->centerTextOut("CARD DESTROYED!", 306, 5 * 60);
g_hdb->_sound->playSound(SND_QUEST_FAILED);
break;
default:
break;
}
g_hdb->_ai->removeEntity(hit);
g_hdb->_ai->addAnimateTarget(nx * kTileWidth,
ny * kTileHeight, 0, 3, ANIM_NORMAL, false, false, GROUP_EXPLOSION_BOOM_SIT);
g_hdb->_sound->playSound(SND_BARREL_EXPLODE);
}
}
} while (moveOK);
if (e->int2) {
e->value2 = ny;
// check for hitting the BACK of a Diverter. It stops the laser.
if (hit && hit->type == AI_DIVERTER) {
if (e->int2 < 0 && hit->state != STATE_DIVERTER_BL && hit->state != STATE_DIVERTER_BR)
hit = NULL;
else if (e->int2 > 0 && hit->state != STATE_DIVERTER_TL && hit->state != STATE_DIVERTER_TR)
hit = NULL;
}
} else {
e->value2 = nx;
// check for hitting the BACK of a Diverter. It stops the laser.
if (hit && hit->type == AI_DIVERTER) {
if (e->int1 < 0 && hit->state != STATE_DIVERTER_BR && hit->state != STATE_DIVERTER_TR)
hit = NULL;
else if (e->int1 > 0 && hit->state != STATE_DIVERTER_TL && hit->state != STATE_DIVERTER_BL)
hit = NULL;
}
}
} while (hit && hit->type == AI_DIVERTER);
}
void aiLaserDraw(AIEntity *e, int mx, int my) {
int i;
int frame = e->movedownFrames & 3;
int onScreen = 0;
switch (e->dir) {
case DIR_UP:
{
for (i = e->value1 - 1; i > e->value2; i--)
onScreen += g_hdb->_ai->_gfxLaserbeamUD[frame]->drawMasked(e->x - mx, i*kTileWidth - my);
onScreen += g_hdb->_ai->_gfxLaserbeamUDBottom[frame & 3]->drawMasked(e->x - mx, i*kTileWidth - my);
if (onScreen) {
g_hdb->_sound->playSoundEx(SND_LASER_LOOP, kLaserChannel, true);
g_hdb->_ai->_laserOnScreen = true;
}
}
break;
case DIR_DOWN:
{
for (i = e->value1 + 1; i < e->value2; i++)
onScreen += g_hdb->_ai->_gfxLaserbeamUD[frame]->drawMasked(e->x - mx, i*kTileWidth - my);
onScreen += g_hdb->_ai->_gfxLaserbeamUDBottom[frame]->drawMasked(e->x - mx, i*kTileWidth - my);
if (onScreen) {
g_hdb->_sound->playSoundEx(SND_LASER_LOOP, kLaserChannel, true);
g_hdb->_ai->_laserOnScreen = true;
}
}
break;
case DIR_LEFT:
{
for (i = e->value1 - 1; i > e->value2; i--)
onScreen += g_hdb->_ai->_gfxLaserbeamLR[frame]->drawMasked(i*kTileWidth - mx, e->y - my);
onScreen += g_hdb->_ai->_gfxLaserbeamLRRight[frame]->drawMasked(i*kTileWidth - mx, e->y - my);
if (onScreen) {
g_hdb->_sound->playSoundEx(SND_LASER_LOOP, kLaserChannel, true);
g_hdb->_ai->_laserOnScreen = true;
}
}
break;
case DIR_RIGHT:
{
for (i = e->value1 + 1; i < e->value2; i++)
onScreen += g_hdb->_ai->_gfxLaserbeamLR[frame]->drawMasked(i*kTileWidth - mx, e->y - my);
onScreen += g_hdb->_ai->_gfxLaserbeamLRLeft[frame]->drawMasked(i*kTileWidth - mx, e->y - my);
if (onScreen) {
g_hdb->_sound->playSoundEx(SND_LASER_LOOP, kLaserChannel, true);
g_hdb->_ai->_laserOnScreen = true;
}
}
break;
default:
break;
}
e->movedownFrames++;
}
//-------------------------------------------------------------------
//
// DIVERTER
//
//-------------------------------------------------------------------
void aiDiverterInit(AIEntity *e) {
e->aiDraw = aiDiverterDraw;
e->aiAction = aiDiverterAction;
e->moveSpeed = kPlayerMoveSpeed << 1;
e->dir2 = e->dir;
}
void aiDiverterInit2(AIEntity *e) {
e->movedownGfx[0] = e->standdownGfx[0];
e->moveupGfx[0] = e->standupGfx[0];
e->moveleftGfx[0] = e->standleftGfx[0];
e->moverightGfx[0] = e->standrightGfx[0];
e->movedownFrames =
e->moveupFrames =
e->moveleftFrames =
e->moverightFrames = 1;
// this is to handle loadgames...
AIDir d = e->dir2;
if (e->dir2 == DIR_NONE)
d = e->dir;
switch (d) {
case DIR_DOWN: e->state = STATE_DIVERTER_BL; e->draw = e->standdownGfx[0]; break;
case DIR_UP: e->state = STATE_DIVERTER_BR; e->draw = e->standupGfx[0]; break;
case DIR_LEFT: e->state = STATE_DIVERTER_TL; e->draw = e->standleftGfx[0]; break;
case DIR_RIGHT: e->state = STATE_DIVERTER_TR; e->draw = e->standrightGfx[0]; break;
case DIR_NONE: break;
}
g_hdb->_ai->_laserRescan = true;
}
void aiDiverterAction(AIEntity *e) {
if (e->goalX) {
g_hdb->_ai->animateEntity(e);
g_hdb->_ai->_laserRescan = true;
// have to reset the state because we might have been moved...
switch (e->dir2) {
case DIR_DOWN: e->state = STATE_DIVERTER_BL; e->draw = e->standdownGfx[0]; break;
case DIR_UP: e->state = STATE_DIVERTER_BR; e->draw = e->standupGfx[0]; break;
case DIR_LEFT: e->state = STATE_DIVERTER_TL; e->draw = e->standleftGfx[0]; break;
case DIR_RIGHT: e->state = STATE_DIVERTER_TR; e->draw = e->standrightGfx[0]; break;
case DIR_NONE: break;
}
}
}
void aiDiverterDraw(AIEntity *e, int mx, int my) {
int i;
if (!e->value1 && !e->value2)
return;
int frame = e->movedownFrames & 3;
int onScreen = 0;
switch (e->dir2) {
case DIR_UP:
if (e->tileY == e->value1 && e->int2) { // going down or right?
for (i = e->value1 + 1; i < e->value2; i++)
onScreen += g_hdb->_ai->_gfxLaserbeamUD[frame]->drawMasked(e->x - mx, i * kTileHeight - my);
onScreen += g_hdb->_ai->_gfxLaserbeamUDTop[frame]->drawMasked(e->x - mx, i * kTileHeight - my);
if (onScreen) {
g_hdb->_sound->playSoundEx(SND_LASER_LOOP, kLaserChannel, true);
g_hdb->_ai->_laserOnScreen = true;
}
} else {
for (i = e->value1 + 1; i < e->value2; i++)
onScreen += g_hdb->_ai->_gfxLaserbeamLR[frame]->drawMasked(i * kTileWidth - mx, e->y - my);
onScreen += g_hdb->_ai->_gfxLaserbeamLRLeft[frame]->drawMasked(i * kTileWidth - mx, e->y - my);
if (onScreen) {
g_hdb->_sound->playSoundEx(SND_LASER_LOOP, kLaserChannel, true);
g_hdb->_ai->_laserOnScreen = true;
}
}
break;
case DIR_DOWN:
if (e->tileY == e->value1 && e->int2) { // going down or left?
for (i = e->value1 + 1; i < e->value2; i++)
onScreen += g_hdb->_ai->_gfxLaserbeamUD[frame]->drawMasked(e->x - mx, i * kTileHeight - my);
onScreen += g_hdb->_ai->_gfxLaserbeamUDTop[frame]->drawMasked(e->x - mx, i * kTileHeight - my);
if (onScreen) {
g_hdb->_sound->playSoundEx(SND_LASER_LOOP, kLaserChannel, true);
g_hdb->_ai->_laserOnScreen = true;
}
} else {
for (i = e->value1 - 1; i > e->value2; i--)
onScreen += g_hdb->_ai->_gfxLaserbeamLR[frame]->drawMasked(i * kTileWidth - mx, e->y - my);
onScreen += g_hdb->_ai->_gfxLaserbeamLRRight[frame]->drawMasked(i * kTileWidth - mx, e->y - my);
if (onScreen) {
g_hdb->_sound->playSoundEx(SND_LASER_LOOP, kLaserChannel, true);
g_hdb->_ai->_laserOnScreen = true;
}
}
break;
case DIR_LEFT:
if (e->tileY == e->value1 && e->int2) { // going up or left?
for (i = e->value1 - 1; i > e->value2; i--)
onScreen += g_hdb->_ai->_gfxLaserbeamUD[frame]->drawMasked(e->x - mx, i * kTileHeight - my);
onScreen += g_hdb->_ai->_gfxLaserbeamUDBottom[frame]->drawMasked(e->x - mx, i * kTileHeight - my);
if (onScreen) {
g_hdb->_sound->playSoundEx(SND_LASER_LOOP, kLaserChannel, true);
g_hdb->_ai->_laserOnScreen = true;
}
} else {
for (i = e->value1 - 1; i > e->value2; i--)
onScreen += g_hdb->_ai->_gfxLaserbeamLR[frame]->drawMasked(i * kTileWidth - mx, e->y - my);
onScreen += g_hdb->_ai->_gfxLaserbeamLRRight[frame]->drawMasked(i * kTileWidth - mx, e->y - my);
if (onScreen) {
g_hdb->_sound->playSoundEx(SND_LASER_LOOP, kLaserChannel, true);
g_hdb->_ai->_laserOnScreen = true;
}
}
break;
case DIR_RIGHT:
if (e->tileY == e->value1 && e->int2) { // going up or right?
for (i = e->value1 - 1; i > e->value2; i--)
onScreen += g_hdb->_ai->_gfxLaserbeamUD[frame]->drawMasked(e->x - mx, i * kTileHeight - my);
onScreen += g_hdb->_ai->_gfxLaserbeamUDBottom[frame]->drawMasked(e->x - mx, i * kTileHeight - my);
if (onScreen) {
g_hdb->_sound->playSoundEx(SND_LASER_LOOP, kLaserChannel, true);
g_hdb->_ai->_laserOnScreen = true;
}
} else {
for (i = e->value1 + 1; i < e->value2; i++)
onScreen += g_hdb->_ai->_gfxLaserbeamLR[frame]->drawMasked(i * kTileWidth - mx, e->y - my);
onScreen += g_hdb->_ai->_gfxLaserbeamLRLeft[frame]->drawMasked(i * kTileWidth - mx, e->y - my);
if (onScreen) {
g_hdb->_sound->playSoundEx(SND_LASER_LOOP, kLaserChannel, true);
g_hdb->_ai->_laserOnScreen = true;
}
}
break;
case DIR_NONE:
break;
}
e->movedownFrames++;
}
//-------------------------------------------------------------------
//
// MEERKAT : nutty little groundhog dude that will bite Guy if he's on
// his mound. That blows 1-5 gems outta Guy!
//
//-------------------------------------------------------------------
void aiMeerkatInit(AIEntity *e) {
e->state = STATE_NONE;
e->sequence = 0;
if (e->value1 == 1) {
e->aiAction = aiMeerkatLookAround;
e->state = STATE_MEER_LOOK;
} else
e->aiAction = aiMeerkatAction;
}
void aiMeerkatInit2(AIEntity *e) {
// hidden at the start!
e->draw = NULL;
// make the looking around cycle better...
e->movedownGfx[3] = e->movedownGfx[1];
e->movedownFrames++;
}
void aiMeerkatDraw(AIEntity *e, int mx, int my) {
char word[3];
g_hdb->_window->getGemGfx()->drawMasked(e->value1 - mx, e->value2 - my, 255 - e->blinkFrames * 16);
g_hdb->_gfx->setCursor(e->value1 + 12 - mx, e->value2 - 8 - my);
word[2] = 0;
if (!e->special1Frames) {
word[0] = '0';
word[1] = 0;
} else {
word[0] = '-';
word[1] = '0' + e->special1Frames;
}
g_hdb->_gfx->drawText(word);
}
void aiMeerkatAction(AIEntity *e) {
AIEntity *p = g_hdb->_ai->getPlayer();
switch (e->sequence) {
// waiting to see the player
case 0:
if ((abs(p->tileX - e->tileX) <= 1 && p->tileY == e->tileY) ||
(abs(p->tileY - e->tileY) <= 1 && p->tileX == e->tileX)) {
e->sequence = 1;
e->state = STATE_MEER_MOVE;
e->animFrame = 0;
e->animCycle = 1;
e->animDelay = e->animCycle;
if (e->onScreen)
g_hdb->_sound->playSound(SND_MEERKAT_WARNING);
}
break;
// time to show the mound for a sec...
case 1:
g_hdb->_ai->animateEntity(e);
if (!e->animFrame && e->animDelay == e->animCycle)
e->sequence++;
if (e->sequence == 2) {
e->state = STATE_MEER_APPEAR;
e->animFrame = 0;
e->animDelay = e->animCycle;
if (e->onScreen)
g_hdb->_sound->playSound(SND_MEERKAT_APPEAR);
}
break;
// pop outta the dirt!
case 2:
g_hdb->_ai->animateEntity(e);
// done w/sequence?
if (!e->animFrame && e->animDelay == e->animCycle) {
e->sequence++;
e->state = STATE_MEER_LOOK;
e->animFrame = 0;
e->animCycle = 2;
e->animDelay = e->animCycle;
}
break;
// looking around...... time to bite the player!?
case 3:
case 4:
g_hdb->_ai->animateEntity(e);
if (!e->animFrame && e->animDelay == e->animCycle) {
e->sequence++;
if (e->sequence == 5)
e->state = STATE_MEER_DISAPPEAR;
}
if (g_hdb->_ai->checkPlayerTileCollision(e->tileX, e->tileY)) {
e->state = STATE_MEER_BITE;
e->sequence = 6;
e->animFrame = 0;
e->animDelay = e->animCycle;
if (e->onScreen)
g_hdb->_sound->playSound(SND_MEERKAT_BITE);
}
break;
// going back underground!
case 5:
g_hdb->_ai->animateEntity(e);
if (!e->animFrame && e->animDelay == e->animCycle) {
e->sequence = 0;;
e->state = STATE_NONE;
e->draw = NULL;
}
break;
// biting the player right now!
case 6:
g_hdb->_ai->animateEntity(e);
// hit the player?
if (g_hdb->_ai->checkPlayerTileCollision(e->tileX, e->tileY)) {
g_hdb->_ai->stopEntity(p);
g_hdb->_ai->setPlayerLock(true);
e->sequence = 7;
p->moveSpeed <<= 1;
if (g_hdb->_ai->findEntity(p->tileX, p->tileY + 1))
g_hdb->_ai->setEntityGoal(p, p->tileX, p->tileY - 1);
else
g_hdb->_ai->setEntityGoal(p, p->tileX, p->tileY + 1);
e->aiDraw = aiMeerkatDraw;
e->value1 = e->x;
e->value2 = e->y;
e->blinkFrames = 0; // index into movement table...
// figure # of gems to take
e->special1Frames = g_hdb->_rnd->getRandomNumber(4) + 1;
int amt = g_hdb->_ai->getGemAmount();
if (amt - e->special1Frames < 0)
e->special1Frames = amt;
// if we're in Puzzle Mode and there's no gems left, give one back
if (!g_hdb->getActionMode() && !(e->special1Frames - amt) && e->special1Frames)
e->special1Frames--;
amt -= e->special1Frames;
g_hdb->_ai->setGemAmount(amt);
}
// go back to looking?
if (!e->animFrame && e->animDelay == e->animCycle) {
e->sequence = 3;
e->state = STATE_MEER_LOOK;
e->animFrame = 0;
e->animDelay = e->animCycle;
}
break;
// waiting for player to blast backward
case 7:
g_hdb->_ai->animateEntity(e);
if (!p->goalX) {
p->moveSpeed = kPlayerMoveSpeed;
g_hdb->_ai->setPlayerLock(false);
e->sequence = 5;
e->state = STATE_MEER_DISAPPEAR;
e->animFrame = 0;
e->animDelay = e->animCycle;
}
break;
}
// blasting a gem outta Guy?
if (e->value1) {
int gem_xv[] = {0, 0,-2,-3,-4,-4,-3,-2,-2,-2,-2,-1,-1, 100};
int gem_yv[] = {-6,-5,-4,-3,-2,-1, 0, 0, 1, 2, 3, 4, 5, 100};
if (gem_xv[e->blinkFrames] == 100) {
e->value1 = 0;
e->aiDraw = NULL;
return;
}
e->value1 += gem_xv[e->blinkFrames];
e->value2 += gem_yv[e->blinkFrames];
e->blinkFrames++;
}
}
void aiMeerkatLookAround(AIEntity *e) {
g_hdb->_ai->animEntFrames(e);
}
//-------------------------------------------------------------------
//
// FATFROG : Just sits in place and blasts out his tongue if you're
// within range.
//
//-------------------------------------------------------------------
void aiFatFrogInit(AIEntity *e) {
e->aiAction = aiFatFrogAction;
}
void aiFatFrogInit2(AIEntity *e) {
e->draw = g_hdb->_ai->getStandFrameDir(e);
// load tongue tiles
switch (e->dir) {
case DIR_DOWN:
if (!g_hdb->_ai->_tileFroglickMiddleUD) {
g_hdb->_ai->_tileFroglickMiddleLR = g_hdb->_gfx->loadTile(TILE_FFTONGUE_UD_MIDDLE);
g_hdb->_ai->_tileFroglickWiggleUD[0] = g_hdb->_gfx->loadTile(TILE_FFTONGUE_UD_WIGGLE_L);
g_hdb->_ai->_tileFroglickWiggleUD[1] = g_hdb->_gfx->loadTile(TILE_FFTONGUE_UD_WIGGLE_M);
g_hdb->_ai->_tileFroglickWiggleUD[2] = g_hdb->_gfx->loadTile(TILE_FFTONGUE_UD_WIGGLE_R);
}
e->state = STATE_STANDDOWN;
break;
case DIR_LEFT:
if (!g_hdb->_ai->_tileFroglickMiddleLR)
g_hdb->_ai->_tileFroglickMiddleLR = g_hdb->_gfx->loadTile(TILE_FFTONGUE_LR_MIDDLE);
if (!g_hdb->_ai->_tileFroglickWiggleLeft[0]) {
g_hdb->_ai->_tileFroglickWiggleLeft[0] = g_hdb->_gfx->loadTile(TILE_FFTONGUE_L_WIGGLE_U);
g_hdb->_ai->_tileFroglickWiggleLeft[1] = g_hdb->_gfx->loadTile(TILE_FFTONGUE_L_WIGGLE_M);
g_hdb->_ai->_tileFroglickWiggleLeft[2] = g_hdb->_gfx->loadTile(TILE_FFTONGUE_L_WIGGLE_D);
}
e->state = STATE_STANDLEFT;
break;
case DIR_RIGHT:
if (!g_hdb->_ai->_tileFroglickMiddleLR)
g_hdb->_ai->_tileFroglickMiddleLR = g_hdb->_gfx->loadTile(TILE_FFTONGUE_LR_MIDDLE);
if (!g_hdb->_ai->_tileFroglickWiggleRight[0]) {
g_hdb->_ai->_tileFroglickWiggleRight[0] = g_hdb->_gfx->loadTile(TILE_FFTONGUE_R_WIGGLE_U);
g_hdb->_ai->_tileFroglickWiggleRight[1] = g_hdb->_gfx->loadTile(TILE_FFTONGUE_R_WIGGLE_M);
g_hdb->_ai->_tileFroglickWiggleRight[2] = g_hdb->_gfx->loadTile(TILE_FFTONGUE_R_WIGGLE_D);
}
e->state = STATE_STANDRIGHT;
break;
default:
break;
}
}
void aiFatFrogAction(AIEntity *e) {
AIEntity *p = g_hdb->_ai->getPlayer();
switch (e->state) {
//-------------------------------------------------------------------
// WAITING TO ATTACK
//-------------------------------------------------------------------
case STATE_STANDDOWN:
e->draw = e->standdownGfx[e->animFrame];
// is player within 2 tiles below fatfrog?
if (p->tileX == e->tileX && p->tileY - e->tileY < 3 && p->tileY > e->tileY) {
e->state = STATE_LICKDOWN;
e->animDelay = e->animCycle << 2;
e->animFrame = 0;
}
// cycle animation frames
if (e->animDelay-- > 0)
return;
e->animDelay = e->animCycle << 2;
e->animFrame++;
if (e->animFrame == e->standdownFrames)
e->animFrame = 0;
if (!g_hdb->_rnd->getRandomNumber(29) && e->onScreen)
g_hdb->_sound->playSound(SND_FROG_RIBBIT1);
break;
case STATE_STANDLEFT:
e->draw = e->standleftGfx[e->animFrame];
// is player within 2 tiles below fatfrog?
if (p->tileY == e->tileY && e->tileX - p->tileX < 3 && p->tileX < e->tileX) {
e->state = STATE_LICKLEFT;
e->animDelay = e->animCycle << 2;
e->animFrame = 0;
}
// cycle animation frames
if (e->animDelay-- > 0)
return;
e->animDelay = e->animCycle << 2;
e->animFrame++;
if (e->animFrame == e->standleftFrames)
e->animFrame = 0;
if (!g_hdb->_rnd->getRandomNumber(29) && e->onScreen)
g_hdb->_sound->playSound(SND_FROG_RIBBIT2);
break;
case STATE_STANDRIGHT:
e->draw = e->standrightGfx[e->animFrame];
// is player within 2 tiles below fatfrog?
if (p->tileY == e->tileY && p->tileX - e->tileX < 3 && p->tileX > e->tileX) {
e->state = STATE_LICKRIGHT;
e->animDelay = e->animCycle << 2;
e->animFrame = 0;
}
// cycle animation frames
if (e->animDelay-- > 0)
return;
e->animDelay = e->animCycle << 2;
e->animFrame++;
if (e->animFrame == e->standrightFrames)
e->animFrame = 0;
if (!g_hdb->_rnd->getRandomNumber(29) && e->onScreen)
g_hdb->_sound->playSound(SND_FROG_RIBBIT2);
break;
//-------------------------------------------------------------------
// LICK ATTACK
//-------------------------------------------------------------------
case STATE_LICKDOWN:
e->draw = e->movedownGfx[e->animFrame];
// ready to start licking?
if (e->animFrame == e->movedownFrames - 1 && !e->value1) {
e->value1 = 1;
e->aiDraw = aiFatFrogTongueDraw;
g_hdb->_sound->playSound(SND_FROG_LICK);
} else if (e->animFrame == e->movedownFrames - 1 && e->value1) {
// animate licking
// check player death
if (((p->tileX == e->tileX && p->tileY == e->tileY + 1) || // in front of frog + 1 tile!?
(e->value1 > 3 && p->tileX == e->tileX && p->tileY < e->tileY + 3)) && // in front of frog + 2 tiles!?
g_hdb->_ai->playerDead() == false)
g_hdb->_ai->killPlayer(DEATH_NORMAL);
e->value1++;
if (e->value1 == 14) {
e->animFrame = e->value1 = 0;
e->aiDraw = NULL;
e->state = STATE_STANDDOWN;
}
} else {
// animate pre-licking
// cycle animation frames
if (e->animDelay-- > 0)
return;
e->animDelay = e->animCycle;
e->animFrame++;
}
break;
case STATE_LICKLEFT:
e->draw = e->moveleftGfx[e->animFrame];
// ready to start licking?
if (e->animFrame == e->moveleftFrames - 1 && !e->value1) {
e->value1 = 1;
e->aiDraw = aiFatFrogTongueDraw;
g_hdb->_sound->playSound(SND_FROG_LICK);
} else if (e->animFrame == e->moveleftFrames - 1 && e->value1) {
// animate licking
// check player death
if (((p->tileY == e->tileY && p->tileX == e->tileX - 1) || // in front of frog + 1 tile!?
(e->value1 > 3 && p->tileY == e->tileY && p->tileX > e->tileX - 3)) && // in front of frog + 2 tiles!?
g_hdb->_ai->playerDead() == false)
g_hdb->_ai->killPlayer(DEATH_NORMAL);
e->value1++;
if (e->value1 == 14) {
e->animFrame = e->value1 = 0;
e->aiDraw = NULL;
e->state = STATE_STANDLEFT;
}
} else {
// animate pre-licking
// cycle animation frames
if (e->animDelay-- > 0)
return;
e->animDelay = e->animCycle;
e->animFrame++;
}
break;
case STATE_LICKRIGHT:
e->draw = e->moverightGfx[e->animFrame];
// ready to start licking?
if (e->animFrame == e->moverightFrames - 1 && !e->value1) {
e->value1 = 1;
e->aiDraw = aiFatFrogTongueDraw;
g_hdb->_sound->playSound(SND_FROG_LICK);
} else if (e->animFrame == e->moverightFrames - 1 && e->value1) {
// animate licking
// check player death
//
if (((p->tileY == e->tileY && p->tileX == e->tileX + 1) || // in front of frog + 1 tile!?
(e->value1 > 3 && p->tileY == e->tileY && p->tileX < e->tileX + 3)) && // in front of frog + 2 tiles!?
g_hdb->_ai->playerDead() == false)
g_hdb->_ai->killPlayer(DEATH_NORMAL);
e->value1++;
if (e->value1 == 14) {
e->animFrame = e->value1 = 0;
e->aiDraw = NULL;
e->state = STATE_STANDRIGHT;
}
} else {
// animate pre-licking
// cycle animation frames
if (e->animDelay-- > 0)
return;
e->animDelay = e->animCycle;
e->animFrame++;
}
break;
default:
// no op
break;
}
}
void aiFatFrogTongueDraw(AIEntity *e, int mx, int my) {
int nx, ny;
switch (e->state) {
case STATE_LICKDOWN:
switch (e->value1) {
case 1:
case 2:
case 3:
case 13:
case 14:
nx = e->x;
ny = e->y + 32;
g_hdb->_ai->_tileFroglickWiggleUD[1]->drawMasked(nx - mx, ny - my);
break;
case 4:
case 7:
case 10:
nx = e->x;
ny = e->y + 32;
g_hdb->_ai->_tileFroglickMiddleUD->drawMasked(nx - mx, ny - my);
g_hdb->_ai->_tileFroglickWiggleUD[0]->drawMasked(nx - mx, ny + 32 - my);
break;
case 5:
case 8:
case 11:
nx = e->x;
ny = e->y + 32;
g_hdb->_ai->_tileFroglickMiddleUD->drawMasked(nx - mx, ny - my);
g_hdb->_ai->_tileFroglickWiggleUD[1]->drawMasked(nx - mx, ny + 32 - my);
break;
case 6:
case 9:
case 12:
nx = e->x;
ny = e->y + 32;
g_hdb->_ai->_tileFroglickMiddleUD->drawMasked(nx - mx, ny - my);
g_hdb->_ai->_tileFroglickWiggleUD[2]->drawMasked(nx - mx, ny + 32 - my);
break;
}
break;
case STATE_LICKLEFT:
switch (e->value1) {
case 1:
case 2:
case 3:
case 13:
case 14:
nx = e->x - 32;
ny = e->y;
g_hdb->_ai->_tileFroglickWiggleLeft[1]->drawMasked(nx - mx, ny - my);
break;
case 4:
case 7:
case 10:
nx = e->x - 32;
ny = e->y;
g_hdb->_ai->_tileFroglickMiddleLR->drawMasked(nx - mx, ny - my);
g_hdb->_ai->_tileFroglickWiggleLeft[0]->drawMasked(nx - 32 - mx, ny - my);
break;
case 5:
case 8:
case 11:
nx = e->x - 32;
ny = e->y;
g_hdb->_ai->_tileFroglickMiddleLR->drawMasked(nx - mx, ny - my);
g_hdb->_ai->_tileFroglickWiggleLeft[1]->drawMasked(nx - 32 - mx, ny - my);
break;
case 6:
case 9:
case 12:
nx = e->x - 32;
ny = e->y;
g_hdb->_ai->_tileFroglickMiddleLR->drawMasked(nx - mx, ny - my);
g_hdb->_ai->_tileFroglickWiggleLeft[2]->drawMasked(nx - 32 - mx, ny - my);
break;
}
break;
case STATE_LICKRIGHT:
switch (e->value1) {
case 1:
case 2:
case 3:
case 13:
case 14:
nx = e->x + 32;
ny = e->y;
g_hdb->_ai->_tileFroglickWiggleRight[1]->drawMasked(nx - 32 - mx, ny - my);
break;
case 4:
case 7:
case 10:
nx = e->x + 32;
ny = e->y;
g_hdb->_ai->_tileFroglickMiddleLR->drawMasked(nx - mx, ny - my);
g_hdb->_ai->_tileFroglickWiggleRight[0]->drawMasked(nx + 32 - mx, ny - my);
break;
case 5:
case 8:
case 11:
nx = e->x + 32;
ny = e->y;
g_hdb->_ai->_tileFroglickMiddleLR->drawMasked(nx - mx, ny - my);
g_hdb->_ai->_tileFroglickWiggleRight[1]->drawMasked(nx + 32 - mx, ny - my);
break;
case 6:
case 9:
case 12:
nx = e->x + 32;
ny = e->y;
g_hdb->_ai->_tileFroglickMiddleLR->drawMasked(nx - mx, ny - my);
g_hdb->_ai->_tileFroglickWiggleRight[2]->drawMasked(nx + 32 - mx, ny - my);
break;
}
break;
default:
break;
}
}
//-------------------------------------------------------------------
//
// GOODFAIRY
//
//-------------------------------------------------------------------
void aiGoodFairyInit(AIEntity *e) {
e->aiAction = aiGoodFairyAction;
e->sequence = 20;
e->blinkFrames = e->goalX = 0;
}
void aiGoodFairyInit2(AIEntity *e) {
e->draw = g_hdb->_ai->getStandFrameDir(e);
}
void aiGoodFairyAction(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 xv, yv;
int result;
AIEntity *hit;
if (e->sequence) {
e->sequence--;
// look around...
switch (e->sequence) {
case 19:
e->state = STATE_MOVEDOWN;
break;
case 0:
{
// Create a GEM?
if (g_hdb->_rnd->getRandomNumber(99) > 98) {
int spawnOK;
// spawn a gem in a random direction
int d = g_hdb->_rnd->getRandomNumber(3) + 1;
xv = xvAhead[d];
yv = yvAhead[d];
e->sequence = 30;
e->state = STATE_MOVEDOWN;
// is something there already?
if ((g_hdb->_ai->findEntityType(AI_CRATE, e->tileX + xv, e->tileY + yv) != NULL) ||
(g_hdb->_ai->findEntityType(AI_LIGHTBARREL, e->tileX + xv, e->tileY + yv) != NULL))
return;
hit = g_hdb->_ai->legalMove(e->tileX + xv, e->tileY + yv, e->level, &spawnOK);
uint32 bg_flags = g_hdb->_map->getMapBGTileFlags(e->tileX + xv, e->tileY + yv);
if (hit || !spawnOK || (bg_flags & kFlagSpecial))
return;
g_hdb->_ai->spawn(ITEM_GEM_WHITE, e->dir, e->tileX + xv, e->tileY + yv, NULL, NULL, NULL, DIR_NONE, e->level, 0, 0, 1);
g_hdb->_ai->addAnimateTarget(e->x + xv * kTileWidth, e->y + yv * kTileHeight, 0, 3, ANIM_NORMAL, false, false, GEM_FLASH);
if (e->onScreen) {
g_hdb->_sound->playSound(SND_GET_GEM);
g_hdb->_sound->playSound(SND_GOOD_FAERIE_SPELL);
}
return;
}
int tries = 4;
do {
// pick a random direction, then a random # of tiles in that direction
int rnd = g_hdb->_rnd->getRandomNumber(3) + 1;
AIDir d = (AIDir)rnd;
int walk = g_hdb->_rnd->getRandomNumber(4) + 1;
AIEntity *p = g_hdb->_ai->getPlayer();
// if player is within 3 tiles, move closer
if (abs(p->tileX - e->tileX) < 3 && abs(p->tileY - e->tileY) < 3) {
if (abs(p->tileX - e->tileX) > abs(p->tileY - e->tileY)) {
testx:
if (p->tileX != e->tileX) {
if (p->tileX < e->tileX)
d = DIR_LEFT;
else
d = DIR_RIGHT;
} else if (p->tileY != e->tileY)
goto testy;
} else {
testy:
if (p->tileY != e->tileY) {
if (p->tileY <= e->tileY)
d = DIR_UP;
else
d = DIR_DOWN;
} else if (p->tileX != e->tileX)
goto testx;
}
}
// special case: if player is exactly 2 tiles away, move out of the way
if (abs(p->tileX - e->tileX) == 2 && p->tileY == e->tileY) {
int move_ok;
d = DIR_UP;
AIEntity *h = g_hdb->_ai->legalMoveOverWater(e->tileX, e->tileY - 1, e->level, &move_ok);
if (h || !move_ok)
d = DIR_DOWN;
} else if (abs(p->tileY - e->tileY) == 2 && p->tileX == e->tileX) {
int move_ok;
d = DIR_LEFT;
AIEntity *h = g_hdb->_ai->legalMoveOverWater(e->tileX - 1, e->tileY, e->level, &move_ok);
if (h || !move_ok)
d = DIR_RIGHT;
}
e->dir = d;
e->state = state[d];
xv = xvAhead[d] * walk;
if (e->tileX + xv < 1)
xv = -e->tileX + 1;
if (e->tileX + xv > g_hdb->_map->_width)
xv = g_hdb->_map->_width - e->tileX - 1;
yv = yvAhead[d] * walk;
if (e->tileY + yv < 1)
yv = -e->tileY + 1;
if (e->tileY + yv > g_hdb->_map->_height)
yv = g_hdb->_map->_height - e->tileY - 1;
e->value1 = xvAhead[d];
e->value2 = yvAhead[d];
e->moveSpeed = kPlayerMoveSpeed;
// make sure we can move over water & white gems, but not fg_hdb->_ai->y blockers and solids
hit = g_hdb->_ai->legalMoveOverWater(e->tileX + e->value1, e->tileY + e->value2, e->level, &result);
if (hit && ((hit->type == ITEM_GEM_WHITE) || (hit->type == AI_GUY)))
hit = NULL;
uint32 bg_flags = g_hdb->_map->getMapBGTileFlags(e->tileX + e->value1, e->tileY + e->value2);
if (result && !hit && !(bg_flags & kFlagSpecial)) {
g_hdb->_ai->setEntityGoal(e, e->tileX + xv, e->tileY + yv);
if (e->onScreen && !g_hdb->_rnd->getRandomNumber(29))
g_hdb->_sound->playSound(SND_GOOD_FAERIE_AMBIENT);
g_hdb->_ai->animateEntity(e);
return;
}
tries--; // don't lock the system if the fg_hdb->_ai->y is cornered
} while (!result && tries);
// couldn't find a place to move so just sit here for a sec & try agg_hdb->_ai->
e->dir = DIR_NONE;
e->state = STATE_MOVEDOWN;
e->sequence = 1;
e->value1 = e->value2 = e->xVel = e->yVel = 0;
}
}
g_hdb->_ai->animEntFrames(e);
return;
}
// in the process of moving around...
if (e->goalX) {
// did we run into a wall, entity, water, slime etc?
// if so, pick a new direction!
if (onEvenTile(e->x, e->y)) {
int index;
// did we hit a Fg_hdb->_ai->YSTONE??? if so - teleport the thing at the other end to here!
index = g_hdb->_ai->checkFairystones(e->tileX, e->tileY);
if (index >= 0) {
int sx, sy;
g_hdb->_ai->getFairystonesSrc(index, &sx, &sy);
hit = g_hdb->_ai->findEntity(sx, sy);
if (hit && (hit != g_hdb->_ai->getPlayer())) {
hit->tileX = e->tileX;
hit->tileY = e->tileY;
hit->x = hit->tileX * kTileWidth;
hit->y = hit->tileY * kTileHeight;
hit->goalX = hit->goalY = 0;
g_hdb->_ai->addAnimateTarget(e->x, e->y, 0, 7, ANIM_NORMAL, false, false, TELEPORT_FLASH);
g_hdb->_ai->addAnimateTarget(sx * kTileWidth, sy * kTileHeight, 0, 7, ANIM_NORMAL, false, false, TELEPORT_FLASH);
if (e->onScreen)
g_hdb->_sound->playSound(SND_TELEPORT);
if (hit->onScreen)
g_hdb->_sound->playSound(SND_TELEPORT);
}
}
// see if we're about to move to a bad spot, which means:
// (1) we're gonna hit a solid wall; ok to move over water/slime
// (2) ok to move thru white gems
// (3) cannot move thru SPECIAL flagged tiles (fg_hdb->_ai->y blockers)
hit = g_hdb->_ai->legalMoveOverWater(e->tileX + e->value1, e->tileY + e->value2, e->level, &result);
uint32 bg_flags = g_hdb->_map->getMapBGTileFlags(e->tileX + e->value1, e->tileY + e->value2);
if (!result || (hit && hit->type != ITEM_GEM_WHITE && hit->type != AI_GUY) || (bg_flags & kFlagSpecial)) {
g_hdb->_ai->stopEntity(e);
e->value1 = e->value2 = 0;
e->state = STATE_MOVEDOWN;
e->sequence = 20;
return;
}
}
g_hdb->_ai->animateEntity(e);
} else
// if not, start looking around!
e->sequence = 20;
}
//-------------------------------------------------------------------
//
// BADFAIRY
//
//-------------------------------------------------------------------
void aiBadFairyInit(AIEntity *e) {
e->aiAction = aiBadFairyAction;
e->sequence = 20;
e->blinkFrames = e->goalX = 0;
}
void aiBadFairyInit2(AIEntity *e) {
e->draw = g_hdb->_ai->getStandFrameDir(e);
}
void aiBadFairyAction(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 xv, yv;
int result;
AIEntity *hit;
if (e->sequence) {
e->sequence--;
// look around...
switch (e->sequence) {
case 19:
e->state = STATE_MOVEDOWN;
break;
case 0:
{
// Create a GATE PUDDLE?
if (e->onScreen && (g_hdb->_rnd->getRandomNumber(99) > 90) && g_hdb->getActionMode() && (g_hdb->_ai->getGatePuddles() < kMaxGatePuddles)) {
AIDir opposite[] = {DIR_NONE, DIR_DOWN, DIR_UP, DIR_RIGHT, DIR_LEFT};
if (e->onScreen)
g_hdb->_sound->playSound(SND_BADFAIRY_SPELL);
e->sequence = 30;
e->state = STATE_MOVEUP;
g_hdb->_ai->spawn(AI_GATEPUDDLE, opposite[e->dir], e->tileX, e->tileY, NULL, NULL, NULL, DIR_NONE, e->level, 0, 0, 1);
g_hdb->_ai->addAnimateTarget(e->x, e->y, 0, 7, ANIM_NORMAL, false, false, TELEPORT_FLASH);
g_hdb->_ai->addGatePuddle(1);
if (e->onScreen)
g_hdb->_sound->playSound(SND_GATEPUDDLE_SPAWN);
return;
}
int tries = 4;
do {
// pick a random direction, then a random # of tiles in that direction
int rnd = g_hdb->_rnd->getRandomNumber(3) + 1;
AIDir d = (AIDir)rnd;
int walk = g_hdb->_rnd->getRandomNumber(4) + 1;
AIEntity *p = g_hdb->_ai->getPlayer();
e->dir = d;
e->state = state[d];
xv = xvAhead[d] * walk;
if (e->tileX + xv < 1)
xv = -e->tileX + 1;
if (e->tileX + xv > g_hdb->_map->_width)
xv = g_hdb->_map->_width - e->tileX - 1;
yv = yvAhead[d] * walk;
if (e->tileY + yv < 1)
yv = -e->tileY + 1;
if (e->tileY + yv > g_hdb->_map->_height)
yv = g_hdb->_map->_height - e->tileY - 1;
e->value1 = xvAhead[d];
e->value2 = yvAhead[d];
e->moveSpeed = kPlayerMoveSpeed;
if (!g_hdb->getActionMode())
e->moveSpeed >>= 1;
hit = g_hdb->_ai->legalMoveOverWater(e->tileX + e->value1, e->tileY + e->value2, e->level, &result);
uint32 bg_flags = g_hdb->_map->getMapBGTileFlags(e->tileX + e->value1, e->tileY + e->value2);
if (hit == p && !g_hdb->_ai->playerDead()) {
g_hdb->_ai->killPlayer(DEATH_FRIED);
hit = NULL;
}
if (!hit && result && !(bg_flags & kFlagSpecial)) {
g_hdb->_ai->setEntityGoal(e, e->tileX + xv, e->tileY + yv);
g_hdb->_ai->animateEntity(e);
if (e->onScreen && !g_hdb->_rnd->getRandomNumber(19))
g_hdb->_sound->playSound(SND_BADFAIRY_AMBIENT);
return;
}
tries--; // don't lock the system if the player gets the fairy cornered
} while (!result && tries);
// couldn't find a place to move so just sit here for a sec & try again
e->dir = DIR_NONE;
e->state = STATE_MOVEDOWN;
e->sequence = 1;
e->value1 = e->value2 = e->xVel = e->yVel = 0;
}
}
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_FRIED);
g_hdb->_sound->playSound(SND_MBOT_DEATH);
return;
}
// did we run into a wall, entity, water, slime etc?
// if so, pick a new direction!
if (onEvenTile(e->x, e->y)) {
hit = g_hdb->_ai->legalMoveOverWater(e->tileX + e->value1, e->tileY + e->value2, e->level, &result);
uint32 bg_flags = g_hdb->_map->getMapBGTileFlags(e->tileX + e->value1, e->tileY + e->value2);
if (!result || (hit && hit->type != AI_GUY) || (bg_flags & kFlagSpecial)) {
g_hdb->_ai->stopEntity(e);
e->state = STATE_MOVEDOWN;
e->sequence = 20;
return;
}
}
g_hdb->_ai->animateEntity(e);
} else
// if not, start looking around!
e->sequence = 20;
}
//-------------------------------------------------------------------
//
// BADFAIRY's GATE PUDDLE!
//
//-------------------------------------------------------------------
void aiGatePuddleInit(AIEntity *e) {
e->aiAction = aiGatePuddleAction;
e->value1 = 50;
}
void aiGatePuddleInit2(AIEntity *e) {
}
void aiGatePuddleAction(AIEntity *e) {
int xva[5] = {9, 0, 0,-1, 1}, yva[5] = {9,-1, 1, 0, 0};
AIEntity *p = g_hdb->_ai->getPlayer();
if (e->goalX) {
g_hdb->_ai->animateEntity(e);
if (hitPlayer(e->x, e->y)) {
int i;
for (i = 0; i < kMaxTeleporters; i++) {
if (g_hdb->_ai->_teleporters[i].anim1 == 2) { // PANIC ZONE?
p->tileX = g_hdb->_ai->_teleporters[i].x1;
p->tileY = g_hdb->_ai->_teleporters[i].y1;
p->x = p->tileX * kTileWidth;
p->y = p->tileY * kTileHeight;
p->xVel = p->yVel = 0;
p->goalX = p->goalY = 0;
p->animFrame = 0;
p->drawXOff = p->drawYOff = 0;
p->dir = g_hdb->_ai->_teleporters[i].dir1;
p->level = g_hdb->_ai->_teleporters[i].level1;
g_hdb->_ai->addAnimateTarget(p->x, p->y, 0, 7, ANIM_NORMAL, false, false, TELEPORT_FLASH);
g_hdb->_sound->playSound(SND_TELEPORT);
g_hdb->_ai->clearWaypoints();
g_hdb->_window->startPanicZone();
g_hdb->_map->centerMapXY(p->x + 16, p->y + 16);
switch (p->dir) {
case DIR_UP:
g_hdb->_ai->setEntityGoal(p, p->tileX, p->tileY - 1);
break;
case DIR_DOWN:
g_hdb->_ai->setEntityGoal(p, p->tileX, p->tileY + 1);
break;
case DIR_LEFT:
g_hdb->_ai->setEntityGoal(p, p->tileX - 1, p->tileY);
break;
case DIR_RIGHT:
g_hdb->_ai->setEntityGoal(p, p->tileX + 1, p->tileY);
break;
case DIR_NONE:
break;
}
g_hdb->_ai->_playerEmerging = true;
break;
} else if (g_hdb->_ai->_teleporters[i].anim2 == 2) { // PANIC ZONE?
p->tileX = g_hdb->_ai->_teleporters[i].x2;
p->tileY = g_hdb->_ai->_teleporters[i].y2;
p->x = p->tileX * kTileWidth;
p->y = p->tileY * kTileHeight;
p->xVel = p->yVel = 0;
p->goalX = p->goalY = 0;
p->animFrame = 0;
p->drawXOff = p->drawYOff = 0;
p->dir = g_hdb->_ai->_teleporters[i].dir2;
p->level = g_hdb->_ai->_teleporters[i].level2;
g_hdb->_ai->addAnimateTarget(p->x, p->y, 0, 7, ANIM_NORMAL, false, false, TELEPORT_FLASH);
g_hdb->_sound->playSound(SND_TELEPORT);
g_hdb->_ai->clearWaypoints();
g_hdb->_window->startPanicZone();
g_hdb->_map->centerMapXY(p->x + 16, p->y + 16);
switch (p->dir) {
case DIR_UP:
g_hdb->_ai->setEntityGoal(p, p->tileX, p->tileY - 1);
break;
case DIR_DOWN:
g_hdb->_ai->setEntityGoal(p, p->tileX, p->tileY + 1);
break;
case DIR_LEFT:
g_hdb->_ai->setEntityGoal(p, p->tileX - 1, p->tileY);
break;
case DIR_RIGHT:
g_hdb->_ai->setEntityGoal(p, p->tileX + 1, p->tileY);
break;
case DIR_NONE:
break;
}
g_hdb->_ai->_playerEmerging = true;
break;
}
}
}
} else {
int rnd = g_hdb->_rnd->getRandomNumber(3) + 1;
int move_ok = 0, nx, ny;
e->dir = (AIDir)rnd;
nx = e->tileX + xva[e->dir];
ny = e->tileY + yva[e->dir];
AIEntity *hit = g_hdb->_ai->legalMoveOverWater(nx, ny, e->level, &move_ok);
if (hit == p)
hit = NULL;
if (!hit && move_ok) {
uint32 bg_flags = g_hdb->_map->getMapBGTileFlags(nx, ny);
// Gate Puddles can't go over METAL!!! It's in their genes...
if (!(bg_flags & kFlagMetal)) {
if (e->onScreen)
g_hdb->_sound->playSound(SND_GATEPUDDLE_AMBIENT);
g_hdb->_ai->setEntityGoal(e, nx, ny);
e->state = STATE_MOVEDOWN;
g_hdb->_ai->animateEntity(e);
}
}
// can only move 50 spaces or collisions
e->value1--;
if (!e->value1) {
g_hdb->_ai->addGatePuddle(-1);
g_hdb->_ai->addAnimateTarget(e->x, e->y, 0, 7, ANIM_NORMAL, false, false, TELEPORT_FLASH);
if (e->onScreen)
g_hdb->_sound->playSound(SND_GATEPUDDLE_DISSIPATE);
g_hdb->_ai->removeEntity(e);
}
}
}
//-------------------------------------------------------------------
//
// ICEPUFF : Little icy dude peeks out of the ground and pops up and
// throws a snowball at you if he sees you....then he blasts back
// into the snow and hides for a while....
//
// Variables used specially:
// value1, value2 : x,y of snowball
// dir2 : direction of snowball. DIR_NONE = no snowball
// sequence : timer for peeking
//
//-------------------------------------------------------------------
void aiIcePuffSnowballInit(AIEntity *e) {
// which direction are we throwing in? Load the graphic if we need to
switch (e->dir) {
case DIR_DOWN:
e->value1 = e->x + 12;
e->value2 = e->y + 32;
break;
case DIR_LEFT:
e->value1 = e->x - 4;
e->value2 = e->y + 16;
break;
case DIR_RIGHT:
e->value1 = e->x + 32;
e->value2 = e->y + 16;
break;
default:
break;
}
e->aiDraw = aiIcePuffSnowballDraw;
}
void aiIcePuffSnowballAction(AIEntity *e) {
int result, speed;
AIEntity *hit = NULL;
// check for hit BEFORE moving so snowball is closer to object
// NOTE: Need to do logic in this draw routine just in case the ICEPUFF gets stunned!
hit = g_hdb->_ai->legalMoveOverWater(e->value1 / kTileWidth, e->value2 / kTileHeight, e->level, &result);
if (hit && hit->type == AI_GUY && !g_hdb->_ai->playerDead()) {
g_hdb->_ai->killPlayer(DEATH_NORMAL);
g_hdb->_ai->addAnimateTarget(hit->x, hit->y, 0, 3, ANIM_NORMAL, false, false, GROUP_WATER_SPLASH_SIT);
result = 0; // fall thru...
}
// hit something solid - kill the snowball
if (!result) {
e->dir2 = DIR_NONE;
e->aiDraw = NULL;
return;
}
speed = kPlayerMoveSpeed;
if (!g_hdb->getActionMode())
speed >>= 1;
switch (e->dir2) {
case DIR_DOWN: e->value2 += speed; break;
case DIR_LEFT: e->value1 -= speed; break;
case DIR_RIGHT: e->value1 += speed; break;
default: break;
}
}
void aiIcePuffSnowballDraw(AIEntity *e, int mx, int my) {
// did we throw a snowball? make it move!
if (e->dir2 != DIR_NONE)
aiIcePuffSnowballAction(e);
switch (e->dir2) {
case DIR_DOWN:
if (!g_hdb->_ai->_icepSnowballGfxDown)
g_hdb->_ai->_icepSnowballGfxDown = g_hdb->_gfx->loadPic(ICEPUFF_SNOWBALL_DOWN);
g_hdb->_ai->_icepSnowballGfxDown->drawMasked(e->value1 - mx, e->value2 - my);
break;
case DIR_LEFT:
if (!g_hdb->_ai->_icepSnowballGfxLeft)
g_hdb->_ai->_icepSnowballGfxLeft = g_hdb->_gfx->loadPic(ICEPUFF_SNOWBALL_LEFT);
g_hdb->_ai->_icepSnowballGfxLeft->drawMasked(e->value1 - mx, e->value2 - my);
break;
case DIR_RIGHT:
if (!g_hdb->_ai->_icepSnowballGfxRight)
g_hdb->_ai->_icepSnowballGfxRight = g_hdb->_gfx->loadPic(ICEPUFF_SNOWBALL_RIGHT);
g_hdb->_ai->_icepSnowballGfxRight->drawMasked(e->value1 - mx, e->value2 - my);
break;
default:
break;
}
}
void aiIcePuffInit(AIEntity *e) {
// PEEK - but no head up yet
e->sequence = 30; // timed sequence for peeking
e->state = STATE_ICEP_PEEK; // start in PEEK mode
e->dir2 = DIR_NONE; // no snowball out
e->aiAction = aiIcePuffAction;
}
void aiIcePuffInit2(AIEntity *e) {
e->draw = e->blinkGfx[3]; // empty frame
}
void aiIcePuffAction(AIEntity *e) {
AIEntity *p = g_hdb->_ai->getPlayer();
switch (e->state) {
case STATE_ICEP_PEEK:
e->sequence--;
switch (e->sequence) {
case 20: e->draw = e->blinkGfx[0]; break; // underground
case 16: e->draw = e->blinkGfx[1]; break; // peek - looking
case 12: e->draw = e->blinkGfx[2]; break; // peek - blinking
case 8: e->draw = e->blinkGfx[1]; break; // peek - looking
case 4: e->draw = e->blinkGfx[0]; break; // peek - looking
case 3:
if (e->onScreen && !g_hdb->_rnd->getRandomNumber(5))
g_hdb->_sound->playSound(SND_ICEPUFF_WARNING);
break;
case 0: e->draw = e->blinkGfx[3]; // underground
e->sequence = 30;
break;
}
// can we see the player? (and no snowball is out)
if (e->sequence <= 20 && !g_hdb->_ai->playerDead() && e->onScreen) {
if (p->tileX == e->tileX && p->tileY > e->tileY && e->dir2 == DIR_NONE) {
e->dir = DIR_DOWN;
e->state = STATE_ICEP_APPEAR;
e->animFrame = 0;
if (e->onScreen)
g_hdb->_sound->playSound(SND_ICEPUFF_APPEAR);
} else if (p->tileY == e->tileY && e->dir2 == DIR_NONE) {
p->tileX < e->tileX ? e->dir = DIR_LEFT : e->dir = DIR_RIGHT;
e->state = STATE_ICEP_APPEAR;
e->animFrame = 0;
if (e->onScreen)
g_hdb->_sound->playSound(SND_ICEPUFF_APPEAR);
}
}
break;
case STATE_ICEP_APPEAR:
e->draw = e->standupGfx[e->animFrame];
// cycle animation frames
if (e->animDelay-- > 0)
return;
e->animDelay = e->animCycle;
e->animFrame++;
if (e->animFrame == e->standupFrames) {
e->animFrame = 0;
switch (e->dir) {
case DIR_DOWN: e->state = STATE_ICEP_THROWDOWN; g_hdb->_sound->playSound(SND_ICEPUFF_THROW); break;
case DIR_LEFT: e->state = STATE_ICEP_THROWLEFT;g_hdb->_sound->playSound(SND_ICEPUFF_THROW); break;
case DIR_RIGHT: e->state = STATE_ICEP_THROWRIGHT; g_hdb->_sound->playSound(SND_ICEPUFF_THROW); break;
default: break;
}
}
break;
case STATE_ICEP_THROWDOWN:
e->draw = e->standdownGfx[e->animFrame];
// cycle animation frames
if (e->animDelay-- > 0)
return;
e->animDelay = e->animCycle;
e->animFrame++;
if (e->animFrame == e->standdownFrames && e->state != STATE_ICEP_DISAPPEAR) {
e->dir2 = e->dir; // dir2 = direction snowball is moving
aiIcePuffSnowballInit(e); // throw it!
e->animFrame = 0;
e->state = STATE_ICEP_DISAPPEAR;
} else if (e->animFrame == e->special1Frames) {
e->state = STATE_ICEP_PEEK;
e->draw = e->blinkGfx[3];
e->sequence = g_hdb->_rnd->getRandomNumber(99) + 30;
}
break;
case STATE_ICEP_THROWLEFT:
e->draw = e->standleftGfx[e->animFrame];
// cycle animation frames
if (e->animDelay-- > 0)
return;
e->animDelay = e->animCycle;
e->animFrame++;
if (e->animFrame == e->standdownFrames && e->state != STATE_ICEP_DISAPPEAR) {
e->dir2 = e->dir; // dir2 = direction snowball is moving
aiIcePuffSnowballInit(e); // throw it!
e->animFrame = 0;
e->state = STATE_ICEP_DISAPPEAR;
} else if (e->animFrame == e->special1Frames) {
e->state = STATE_ICEP_PEEK;
e->draw = e->blinkGfx[3];
e->sequence = g_hdb->_rnd->getRandomNumber(99) + 30;
}
break;
case STATE_ICEP_THROWRIGHT:
e->draw = e->standrightGfx[e->animFrame];
// cycle animation frames
if (e->animDelay-- > 0)
return;
e->animDelay = e->animCycle;
e->animFrame++;
if (e->animFrame == e->standdownFrames && e->state != STATE_ICEP_DISAPPEAR) {
e->dir2 = e->dir; // dir2 = direction snowball is moving
aiIcePuffSnowballInit(e); // throw it!
e->animFrame = 0;
e->state = STATE_ICEP_DISAPPEAR;
} else if (e->animFrame == e->special1Frames) {
e->state = STATE_ICEP_PEEK;
e->draw = e->blinkGfx[3];
e->sequence = g_hdb->_rnd->getRandomNumber(99) + 30;
}
break;
case STATE_ICEP_DISAPPEAR:
e->draw = e->special1Gfx[e->animFrame];
default:
break;
}
}
//-------------------------------------------------------------------
//
// BUZZFLY : Simply flies around on paths.... kills you if you touch him.
// He pauses at corners, too.
//
//-------------------------------------------------------------------
void aiBuzzflyInit(AIEntity *e) {
e->aiAction = aiBuzzflyAction;
e->sequence = 0;
g_hdb->_ai->findPath(e);
}
void aiBuzzflyInit2(AIEntity *e) {
int i;
e->draw = g_hdb->_ai->getStandFrameDir(e);
for (i = 0; i < e->movedownFrames; i++)
{
e->standdownGfx[i] = e->movedownGfx[i];
e->standupGfx[i] = e->moveupGfx[i];
e->standleftGfx[i] = e->moveleftGfx[i];
e->standrightGfx[i] = e->moverightGfx[i];
}
e->standdownFrames = e->movedownFrames;
e->standupFrames = e->moveupFrames;
e->standleftFrames = e->moveleftFrames;
e->standrightFrames = e->moverightFrames;
}
void aiBuzzflyAction(AIEntity *e) {
if (!e->goalX) {
switch (e->sequence) {
case 0:
case 1:
case 2:
case 3:
case 4:
if (!e->animFrame && e->animDelay == e->animCycle)
e->sequence++;
e->draw = e->standdownGfx[e->animFrame];
// cycle animation frames
if (e->animDelay-- > 0)
return;
e->animDelay = e->animCycle;
e->animFrame++;
if (e->animFrame == e->standdownFrames)
e->animFrame = 0;
break;
case 5:
g_hdb->_ai->findPath(e);
if (e->onScreen)
g_hdb->_sound->playSound(SND_BUZZFLY_FLY);
e->sequence = 0;
}
} else {
g_hdb->_ai->animateEntity(e);
if (g_hdb->_ai->checkPlayerCollision(e->x, e->y, 6) && !g_hdb->_ai->playerDead()) {
g_hdb->_sound->playSound(SND_BUZZFLY_STING);
g_hdb->_ai->killPlayer(DEATH_GRABBED);
}
}
}
//-------------------------------------------------------------------
//
// DRAGON
//
//-------------------------------------------------------------------
void aiDragonInit(AIEntity *e) {
AIEntity *block;
e->state = STATE_STANDDOWN;
e->sequence = 0; // 0 = sleeping
e->aiAction = aiDragonAction;
e->aiDraw = aiDragonDraw;
e->animCycle = 10; // time between flaps
// need to save the dragon's coords and type in the blocking entity for gem-hit-blocking detection
block = spawnBlocking(e->tileX - 1, e->tileY, e->level);
block->value1 = (int)AI_DRAGON;
sprintf(block->luaFuncUse, "%03d%03d", e->tileX, e->tileY);
block = spawnBlocking(e->tileX + 1, e->tileY, e->level);
block->value1 = (int)AI_DRAGON;
sprintf(block->luaFuncUse, "%03d%03d", e->tileX, e->tileY);
block = spawnBlocking(e->tileX - 1, e->tileY - 1, e->level);
block->value1 = (int)AI_DRAGON;
sprintf(block->luaFuncUse, "%03d%03d", e->tileX, e->tileY);
block = spawnBlocking(e->tileX + 1, e->tileY - 1, e->level);
block->value1 = (int)AI_DRAGON;
sprintf(block->luaFuncUse, "%03d%03d", e->tileX, e->tileY);
block = spawnBlocking(e->tileX - 1, e->tileY - 2, e->level);
block->value1 = (int)AI_DRAGON;
sprintf(block->luaFuncUse, "%03d%03d", e->tileX, e->tileY);
block = spawnBlocking(e->tileX + 1, e->tileY - 2, e->level);
block->value1 = (int)AI_DRAGON;
sprintf(block->luaFuncUse, "%03d%03d", e->tileX, e->tileY);
}
void aiDragonInit2(AIEntity *e) {
e->draw = NULL;
if (!g_hdb->_ai->_gfxDragonAsleep) {
g_hdb->_ai->_gfxDragonAsleep = g_hdb->_gfx->loadPic(DRAGON_ASLEEP);
g_hdb->_ai->_gfxDragonFlap[0] = g_hdb->_gfx->loadPic(DRAGON_FLAP1);
g_hdb->_ai->_gfxDragonFlap[1] = g_hdb->_gfx->loadPic(DRAGON_FLAP2);
g_hdb->_ai->_gfxDragonBreathe[0] = g_hdb->_gfx->loadPic(DRAGON_BREATHE_START);
g_hdb->_ai->_gfxDragonBreathe[1] = g_hdb->_gfx->loadPic(DRAGON_BREATHING_1);
g_hdb->_ai->_gfxDragonBreathe[2] = g_hdb->_gfx->loadPic(DRAGON_BREATHING_2);
}
}
void aiDragonWake(AIEntity *e) {
e->sequence = 1; // woke up, start flapping and breathing!
e->animFrame = 0;
e->animDelay = e->animCycle;
}
void aiDragonUse(AIEntity *e) {
aiDragonWake(e);
}
void aiDragonAction(AIEntity *e) {
AIEntity *p = g_hdb->_ai->getPlayer();
switch (e->sequence) {
// Sleeping, waiting for the player to wake him up
case 0:
if (e->onScreen &&
p->tileX >= e->tileX - 1 &&
p->tileX <= e->tileX + 1 &&
p->tileY <= e->tileY + 1 &&
p->tileY >= e->tileY - 3) {
if ((p->state >= STATE_ATK_CLUB_UP &&
p->state <= STATE_ATK_SLUG_RIGHT) || g_hdb->_window->inPanicZone()) {
aiDragonWake(e);
if (e->onScreen)
g_hdb->_sound->playSound(SND_DRAGON_WAKE);
}
}
break;
// Woke up - flapping wings 3 times!
case 1:
e->animDelay--;
if (e->animDelay < 1) {
if (e->onScreen)
g_hdb->_sound->playSound(SND_DRAGON_WAKE);
e->animDelay = e->animCycle;
e->animFrame++;
if (e->animFrame >= 8) {
e->animFrame = 0;
e->sequence = 2;
e->animCycle = 2;
}
}
break;
// Start breathing fire!
case 2:
e->animDelay--;
if (e->onScreen)
g_hdb->_sound->playSound(SND_DRAGON_BREATHEFIRE);
if (e->animDelay < 1) {
e->animDelay = e->animCycle;
e->animFrame++;
if (e->animFrame >= 1) {
e->animFrame = 0;
e->sequence = 3;
e->animCycle = 2; // time between flaps
}
}
break;
// Breathing fire!
case 3:
{
if (hitPlayer(e->x, e->y + 32)) {
g_hdb->_ai->killPlayer(DEATH_FRIED);
return;
}
// whatever entity is in front of the dragon is gettin' USED!
AIEntity *hit = g_hdb->_ai->findEntity(e->tileX, e->tileY + 1);
if (hit) {
switch (hit->type) {
case AI_CHICKEN:
g_hdb->_ai->addAnimateTarget(hit->tileX * kTileWidth, hit->tileY * kTileHeight, 0, 2, ANIM_NORMAL, false, false, GROUP_ENT_CHICKEN_DIE);
g_hdb->_sound->playSound(SND_CHICKEN_DEATH);
g_hdb->_ai->removeEntity(hit);
e->sequence = 4;
break;
case AI_MAGIC_EGG:
case AI_ICE_BLOCK:
aiMagicEggUse(hit);
break;
default:
if (hit->aiUse)
hit->aiUse(hit);
if (hit->luaFuncUse[0])
g_hdb->_lua->callFunction(hit->luaFuncUse, 0);
}
}
e->animDelay--;
if (e->animDelay < 1) {
if (e->onScreen && !(e->animFrame & 7))
g_hdb->_sound->playSound(SND_DRAGON_BREATHEFIRE);
e->animDelay = e->animCycle;
e->animFrame++;
if (e->animFrame >= 30) {
e->animFrame = 0;
e->sequence = 4;
e->animCycle = 10; // time between flaps
}
}
}
break;
// Done burning - flapping wings 3 times
case 4:
e->animDelay--;
if (e->animDelay < 1) {
e->animDelay = e->animCycle;
e->animFrame++;
if (e->animFrame >= 8) {
e->animFrame = 0;
e->sequence = 0;
if (e->onScreen)
g_hdb->_sound->playSound(SND_DRAGON_FALLASLEEP);
}
}
break;
}
}
void aiDragonDraw(AIEntity *e, int mx, int my) {
switch (e->sequence) {
// sleeping
case 0:
g_hdb->_ai->_gfxDragonAsleep->drawMasked(e->x - 32 - mx, e->y - 96 - my);
break;
// flapping 3 times
case 1:
g_hdb->_ai->_gfxDragonFlap[e->animFrame & 1]->drawMasked(e->x - 32 - mx, e->y - 96 - my);
break;
// start breathing (very short)
case 2:
g_hdb->_ai->_gfxDragonBreathe[0]->drawMasked(e->x - 32 - mx, e->y - 96 - my);
break;
// breathing
case 3:
g_hdb->_ai->_gfxDragonBreathe[(e->animFrame & 1) + 1]->drawMasked(e->x - 32 - mx, e->y - 96 - my);
break;
// flapping 3 times
case 4:
g_hdb->_ai->_gfxDragonBreathe[e->animFrame & 1]->drawMasked(e->x - 32 - mx, e->y - 96 - my);
break;
}
}
} // End of Namespace