scummvm/engines/hdb/ai-funcs.cpp
2019-09-03 17:17:23 +02:00

2489 lines
64 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 {
AIEntity *AI::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) {
AIEntity *e = new AIEntity;
e->type = type;
e->dir = dir;
// Set Co-ordinates & Speed
e->x = x * kTileWidth;
e->tileX = x;
e->y = y * kTileHeight;
e->tileY = y;
e->moveSpeed = kPlayerMoveSpeed; // Default Speed
if (!g_hdb->getActionMode()) {
e->moveSpeed /= 2;
}
// Other variables
e->dir2 = dir2;
if (!level)
level = 1;
e->level = level;
e->value1 = value1;
e->value2 = value2;
e->animCycle = 2; // Game frames to wait before animating graphic frames
e->animDelay = e->animCycle;
e->animFrame = 0;
if (funcInit) {
strcpy(e->luaFuncInit, funcInit);
}
if (funcAction) {
strcpy(e->luaFuncAction, funcAction);
}
if (funcUse) {
strcpy(e->luaFuncUse, funcUse);
}
if (e->luaFuncInit[0] == '*')
e->luaFuncInit[0] = 0;
if (e->luaFuncAction[0] == '*')
e->luaFuncAction[0] = 0;
if (e->luaFuncUse[0] == '*')
e->luaFuncUse[0] = 0;
e->standdownFrames = e->standupFrames = e->standleftFrames = e->standrightFrames = 0;
e->movedownFrames = e->moveupFrames = e->moveleftFrames = e->moverightFrames = 0;
e->blinkFrames = 0;
if (!cacheEntGfx(e, (bool)callInit)) {
return NULL;
} else {
_ents->push_back(e);
}
return e;
}
bool AI::cacheEntGfx(AIEntity *e, bool init) {
int i = 0;
while (true) {
if (aiEntList[i].type == END_AI_TYPES) {
return false;
}
// Load Gfx for corresponding Entity
if (aiEntList[i].type == e->type) {
int j = 0;
AIStateDef *list = aiEntList[i].stateDef;
while (list[j].state != STATE_ENDSTATES) {
Common::Array<const char *> *gfxFiles = g_hdb->_fileMan->findFiles(list[j].name, TYPE_TILE32);
uint32 size;
if (gfxFiles->size() == 0)
warning("AI::cacheEntGfx: no files for %s", list[j].name);
for (Common::Array<const char *>::iterator it = gfxFiles->begin(); it != gfxFiles->end(); it++) {
size = g_hdb->_fileMan->getLength((*it), TYPE_TILE32);
if (g_hdb->_gfx->selectGfxType((*it))) {
Tile *gfx = g_hdb->_gfx->getTileGfx((*it), size);
switch (list[j].state) {
case STATE_STANDDOWN:
e->standdownGfx[e->standdownFrames] = gfx;
e->standdownFrames++;
break;
case STATE_STANDUP:
e->standupGfx[e->standupFrames] = gfx;
e->standupFrames++;
break;
case STATE_STANDLEFT:
e->standleftGfx[e->standleftFrames] = gfx;
e->standleftFrames++;
break;
case STATE_STANDRIGHT:
e->standrightGfx[e->standrightFrames] = gfx;
e->standrightFrames++;
break;
case STATE_BLINK:
e->blinkGfx[e->blinkFrames] = gfx;
e->blinkFrames++;
break;
case STATE_MOVEDOWN:
e->movedownGfx[e->movedownFrames] = gfx;
e->movedownFrames++;
break;
case STATE_MOVEUP:
e->moveupGfx[e->moveupFrames] = gfx;
e->moveupFrames++;
break;
case STATE_MOVELEFT:
e->moveleftGfx[e->moveleftFrames] = gfx;
e->moveleftFrames++;
break;
case STATE_MOVERIGHT:
e->moverightGfx[e->moverightFrames] = gfx;
e->moverightFrames++;
break;
// Special Player Frames
case STATE_PUSHDOWN:
_pushdownGfx[_pushdownFrames] = gfx;
_pushdownFrames++;
break;
case STATE_PUSHUP:
_pushupGfx[_pushupFrames] = gfx;
_pushupFrames++;
break;
case STATE_PUSHLEFT:
_pushleftGfx[_pushleftFrames] = gfx;
_pushleftFrames++;
break;
case STATE_PUSHRIGHT:
_pushrightGfx[_pushrightFrames] = gfx;
_pushrightFrames++;
break;
case STATE_GRABUP:
_getGfx[DIR_UP] = gfx; break;
case STATE_GRABDOWN:
_getGfx[DIR_DOWN] = gfx; break;
case STATE_GRABLEFT:
_getGfx[DIR_LEFT] = gfx; break;
case STATE_GRABRIGHT:
_getGfx[DIR_RIGHT] = gfx; break;
case STATE_ATK_STUN_UP:
_stunUpGfx[_stunUpFrames] = gfx;
_stunUpFrames++;
break;
case STATE_ATK_STUN_DOWN:
_stunDownGfx[_stunDownFrames] = gfx;
_stunDownFrames++;
break;
case STATE_ATK_STUN_LEFT:
_stunLeftGfx[_stunLeftFrames] = gfx;
_stunLeftFrames++;
break;
case STATE_ATK_STUN_RIGHT:
_stunRightGfx[_stunRightFrames] = gfx;
_stunRightFrames++;
break;
case STATE_ATK_SLUG_UP:
_slugUpGfx[_slugUpFrames] = gfx;
_slugUpFrames++;
break;
case STATE_ATK_SLUG_DOWN:
_slugDownGfx[_slugDownFrames] = gfx;
_slugDownFrames++;
break;
case STATE_ATK_SLUG_LEFT:
_slugLeftGfx[_slugLeftFrames] = gfx;
_slugLeftFrames++;
break;
case STATE_ATK_SLUG_RIGHT:
_slugRightGfx[_slugRightFrames] = gfx;
_slugRightFrames++;
break;
// Maintenance Bot
case STATE_USEUP:
e->standupGfx[4] = gfx;
break;
case STATE_USEDOWN:
e->standdownGfx[4] = gfx;
break;
case STATE_USELEFT:
e->standleftGfx[4] = gfx;
break;
case STATE_USERIGHT:
e->standrightGfx[4] = gfx;
break;
// Death & Dying for Player
case STATE_DYING:
_dyingGfx[_dyingFrames] = gfx;
_dyingFrames++;
break;
case STATE_GOODJOB:
_goodjobGfx = gfx;
break;
case STATE_HORRIBLE1:
_horrible1Gfx[_horrible1Frames] = gfx;
_horrible1Frames++;
break;
case STATE_HORRIBLE2:
_horrible2Gfx[_horrible2Frames] = gfx;
_horrible2Frames++;
break;
case STATE_HORRIBLE3:
_horrible3Gfx[_horrible3Frames] = gfx;
_horrible3Frames++;
break;
case STATE_HORRIBLE4:
_horrible4Gfx[_horrible4Frames] = gfx;
_horrible4Frames++;
break;
case STATE_PLUMMET:
_plummetGfx[_plummetFrames] = gfx;
_plummetFrames++;
break;
// floating frames - overwrite "standup" info
case STATE_FLOATING:
e->blinkGfx[e->blinkFrames] = gfx;
e->blinkFrames++;
break;
// melted frames - go in the special area (lightbarrels)
// shocking frames - go in the special1 area (shockbots)
// exploding frames, same
case STATE_MELTED:
case STATE_SHOCKING:
case STATE_EXPLODING:
e->special1Gfx[e->special1Frames] = gfx;
e->special1Frames++;
break;
// ICEPUFF spawning states
case STATE_ICEP_PEEK:
e->blinkGfx[e->blinkFrames] = gfx;
e->blinkFrames++;
break;
case STATE_ICEP_APPEAR:
e->standupGfx[e->standupFrames] = gfx;
e->standupFrames++;
break;
case STATE_ICEP_THROWDOWN:
e->standdownGfx[e->standdownFrames] = gfx;
e->standdownFrames++;
break;
case STATE_ICEP_THROWRIGHT:
e->standrightGfx[e->standrightFrames] = gfx;
e->standrightFrames++;
break;
case STATE_ICEP_THROWLEFT:
e->standleftGfx[e->standleftFrames] = gfx;
e->standleftFrames++;
break;
case STATE_ICEP_DISAPPEAR:
e->special1Gfx[e->special1Frames] = gfx;
e->special1Frames++;
break;
// FATFROG spawning states
case STATE_LICKDOWN:
e->movedownGfx[e->movedownFrames] = gfx;
e->movedownFrames++;
break;
case STATE_LICKLEFT:
e->moveleftGfx[e->moveleftFrames] = gfx;
e->moveleftFrames++;
break;
case STATE_LICKRIGHT:
e->moverightGfx[e->moverightFrames] = gfx;
e->moverightFrames++;
break;
// MEERKAT spawning states
case STATE_MEER_MOVE:
e->standdownGfx[e->standdownFrames] = gfx;
e->standdownFrames++;
break;
case STATE_MEER_APPEAR:
e->standleftGfx[e->standleftFrames] = gfx;
e->standleftFrames++;
break;
case STATE_MEER_BITE:
e->standrightGfx[e->standrightFrames] = gfx;
e->standrightFrames++;
break;
case STATE_MEER_DISAPPEAR:
e->standupGfx[e->standupFrames] = gfx;
e->standupFrames++;
break;
case STATE_MEER_LOOK:
e->movedownGfx[e->movedownFrames] = gfx;
e->movedownFrames++;
break;
// DIVERTER spawning states
case STATE_DIVERTER_BL:
e->standdownGfx[e->standdownFrames] = gfx;
e->standdownFrames++;
break;
case STATE_DIVERTER_BR:
e->standupGfx[e->standupFrames] = gfx;
e->standupFrames++;
break;
case STATE_DIVERTER_TL:
e->standleftGfx[e->standleftFrames] = gfx;
e->standleftFrames++;
break;
case STATE_DIVERTER_TR:
e->standrightGfx[e->standrightFrames] = gfx;
e->standrightFrames++;
break;
// DOLLY states
// angry[4] = standright[4]
// kissright[4]/kissleft[4] = standleft[8]
// panic[4]/laugh[4] = standdown[8]
// dollyuseright[5] = special1[5]
case STATE_ANGRY:
e->standrightGfx[e->standrightFrames] = gfx;
e->standrightFrames++;
break;
case STATE_KISSRIGHT:
e->standleftGfx[e->standleftFrames] = gfx;
e->standleftFrames++;
break;
case STATE_KISSLEFT:
e->standleftGfx[4 + e->int1] = gfx;
e->int1++;
break;
case STATE_PANIC:
e->standdownGfx[e->standdownFrames] = gfx;
e->standdownFrames++;
break;
case STATE_LAUGH:
e->standdownGfx[4 + e->value1] = gfx;
e->value1++;
break;
case STATE_DOLLYUSERIGHT:
e->special1Gfx[e->special1Frames] = gfx;
e->special1Frames++;
break;
// SARGE yelling
case STATE_YELL:
e->special1Gfx[e->special1Frames] = gfx;
e->special1Frames++;
break;
default:
// no op
break;
}
} else {
Picture *gfx = g_hdb->_gfx->getPicGfx((*it), size);
switch (list[j].state) {
case STATE_ATK_CLUB_UP:
_clubUpGfx[_clubUpFrames] = gfx;
_clubUpFrames++;
break;
case STATE_ATK_CLUB_DOWN:
_clubDownGfx[_clubDownFrames] = gfx;
_clubDownFrames++;
break;
case STATE_ATK_CLUB_LEFT:
_clubLeftGfx[_clubLeftFrames] = gfx;
_clubLeftFrames++;
break;
case STATE_ATK_CLUB_RIGHT:
_clubRightGfx[_clubRightFrames] = gfx;
_clubRightFrames++;
break;
default:
break;
}
}
}
j++;
delete gfxFiles;
}
e->aiInit = aiEntList[i].initFunc;
e->aiInit2 = aiEntList[i].initFunc2;
if (init) {
e->aiInit(e);
if (e->aiInit2) {
e->aiInit2(e);
}
if (e->luaFuncInit[0]) {
g_hdb->_lua->callFunction(e->luaFuncInit, 2);
const char *str1 = g_hdb->_lua->getStringOffStack();
const char *str2 = g_hdb->_lua->getStringOffStack();
if (str1) {
strcpy(e->entityName, str1);
}
if (str2) {
strcpy(e->printedName, str2);
}
}
} else {
if (e->aiInit2) {
e->aiInit2(e);
}
}
break; // Entity Initiated
}
i++;
}
return true;
}
// Stops the movement of an entity
void AI::stopEntity(AIEntity *e) {
if (e == _player) {
clearWaypoints();
// Reset Player speed
e->moveSpeed = kPlayerMoveSpeed;
}
// Reset animation
e->animFrame = 0;
// Align with tile boundaries
e->x = e->tileX * kTileWidth;
e->y = e->tileY * kTileHeight;
e->goalX = e->tileX;
e->goalY = e->tileY;
e->drawXOff = e->drawYOff = 0;
e->goalX = e->goalY = e->xVel = e->yVel = 0;
// Don't change the state of Diverters or Floating entities
switch (e->state) {
case STATE_FLOATLEFT:
case STATE_FLOATRIGHT:
case STATE_FLOATUP:
case STATE_FLOATDOWN:
e->state = STATE_FLOATING;
return;
default:
break;
}
if (e->type != AI_DIVERTER) {
switch (e->dir) {
case DIR_UP:
if (e->standupFrames)
e->state = STATE_STANDUP;
else
e->state = STATE_NONE;
break;
case DIR_DOWN:
if (e->standdownFrames)
e->state = STATE_STANDDOWN;
else
e->state = STATE_NONE;
break;
case DIR_LEFT:
if (e->standleftFrames)
e->state = STATE_STANDLEFT;
else
e->state = STATE_NONE;
break;
case DIR_RIGHT:
if (e->standrightFrames)
e->state = STATE_STANDRIGHT;
else
e->state = STATE_NONE;
break;
default:
break;
}
}
}
AIEntity *AI::locateEntity(const char *luaName) {
for (Common::Array<AIEntity *>::iterator it = _ents->begin(); it != _ents->end(); it++) {
if (Common::matchString((*it)->entityName, luaName)) {
return *it;
}
}
return NULL;
}
AIEntity *AI::findEntity(int x, int y) {
for (Common::Array<AIEntity *>::iterator it = _ents->begin(); it != _ents->end(); it++) {
if ((*it)->tileX == x && (*it)->tileY == y) {
return *it;
}
}
for (Common::Array<AIEntity *>::iterator it = _floats->begin(); it != _floats->end(); it++) {
if ((*it)->tileX == x && (*it)->tileY == y) {
return *it;
}
}
if (g_hdb->_map->laserBeamExist(x, y))
return &_dummyLaser;
return NULL;
}
AIEntity *AI::findEntityIgnore(int x, int y, AIEntity *ignore) {
for (Common::Array<AIEntity *>::iterator it = _ents->begin(); it != _ents->end(); it++) {
if ((*it)->tileX == x && (*it)->tileY == y && (*it) != ignore) {
return *it;
}
}
for (Common::Array<AIEntity *>::iterator it = _floats->begin(); it != _floats->end(); it++) {
if ((*it)->tileX == x && (*it)->tileY == y && (*it) != ignore) {
return *it;
}
}
if (g_hdb->_map->laserBeamExist(x, y) && ignore->type != AI_LASERBEAM)
return &_dummyLaser;
return NULL;
}
AIEntity *AI::findEntityType(AIType type, int x, int y) {
for (Common::Array<AIEntity *>::iterator it = _ents->begin(); it != _ents->end(); it++) {
if ((*it)->tileX == x && (*it)->tileY == y && (*it)->type == type) {
return *it;
}
}
for (Common::Array<AIEntity *>::iterator it = _floats->begin(); it != _floats->end(); it++) {
if ((*it)->tileX == x && (*it)->tileY == y && (*it)->type == type) {
return *it;
}
}
if (g_hdb->_map->laserBeamExist(x, y) && type == AI_LASERBEAM)
return &_dummyLaser;
return NULL;
}
void AI::getEntityXY(const char *entName, int *x, int *y) {
AIEntity *e;
HereT *h;
for (Common::Array<AIEntity *>::iterator it = _ents->begin(); it != _ents->end(); it++) {
e = *it;
if (e->entityName && !scumm_stricmp(entName, e->entityName)) {
*x = e->tileX;
*y = e->tileY;
return;
}
}
for (Common::Array<AIEntity *>::iterator jt = _floats->begin(); jt != _floats->end(); jt++) {
e = *jt;
if (e->entityName && !scumm_stricmp(entName, e->entityName)) {
*x = e->tileX;
*y = e->tileY;
return;
}
}
for (Common::Array<HereT *>::iterator kt = _hereList->begin(); kt != _hereList->end(); kt++) {
h = *kt;
if (!scumm_stricmp(entName, h->entName)) {
*x = h->x;
*y = h->y;
return;
}
}
}
bool AI::useLuaEntity(const char *initName) {
AIEntity *e;
for (Common::Array<AIEntity *>::iterator it = _ents->begin(); it != _ents->end(); it++) {
e = *it;
if (e->entityName && !scumm_stricmp(initName, e->entityName)) {
e->aiUse(e);
checkActionList(e, e->tileX, e->tileY, true);
if (e->luaFuncUse)
g_hdb->_lua->callFunction(e->luaFuncUse, 0);
return true;
}
}
// Check _actions list for activation as well
for (int i = 0; i < kMaxActions; i++) {
if (_actions[i].entityName && !scumm_stricmp(initName, _actions[i].entityName)) {
checkActionList(&_dummyPlayer, _actions[i].x1, _actions[i].y1, false);
checkActionList(&_dummyPlayer, _actions[i].x2, _actions[i].y2, false);
}
}
return false;
}
void AI::removeLuaEntity(const char *initName) {
AIEntity *e;
for (uint i = 0; i < _ents->size(); i++) {
e = _ents->operator[](i);
if (e->entityName && !scumm_stricmp(initName, e->entityName)) {
removeEntity(e);
i--;
}
}
}
void AI::animLuaEntity(const char *initName, AIState st) {
AIEntity *e;
for (Common::Array<AIEntity *>::iterator it = _ents->begin(); it != _ents->end(); it++) {
e = *it;
if (e->entityName && !scumm_stricmp(initName, e->entityName)) {
e->state = st;
e->animFrame = 0;
e->animDelay = e->animCycle;
}
}
}
void AI::setLuaAnimFrame(const char *initName, AIState st, int frame) {
AIEntity *e;
for (Common::Array<AIEntity *>::iterator it = _ents->begin(); it != _ents->end(); it++) {
e = *it;
if (e->entityName && !scumm_stricmp(initName, e->entityName)) {
e->state = st;
e->animFrame = frame;
e->animDelay = e->animCycle;
animEntFrames(e);
e->state = STATE_NONE;
}
}
}
int AI::checkForTouchplate(int x, int y) {
int tileIndex = g_hdb->_map->getMapBGTileIndex(x, y);
if (tileIndex == _touchplateOff || tileIndex == _templeTouchpOff)
return tileIndex;
return 0;
}
void AI::removeEntity(AIEntity *e) {
for (uint i = 0; i < _ents->size(); i++)
if (_ents->operator[](i) == e) {
delete _ents->operator[](i);
_ents->remove_at(i);
return;
}
}
void AI::setEntityGoal(AIEntity *e, int x, int y) {
int xv, yv;
e->xVel = e->yVel = 0;
xv = x - e->tileX;
if (xv < 0) {
e->xVel = -e->moveSpeed;
e->state = STATE_MOVELEFT;
e->dir = DIR_LEFT;
} else if (xv > 0) {
e->xVel = e->moveSpeed;
e->state = STATE_MOVERIGHT;
e->dir = DIR_RIGHT;
}
yv = y - e->tileY;
if (yv < 0) {
e->yVel = -e->moveSpeed;
e->state = STATE_MOVEUP;
e->dir = DIR_UP;
} else if (yv > 0) {
e->yVel = e->moveSpeed;
e->state = STATE_MOVEDOWN;
e->dir = DIR_DOWN;
}
if (e->type == AI_GUY && _playerRunning) {
e->xVel = e->xVel << 1;
e->yVel = e->yVel << 1;
}
e->goalX = x;
e->goalY = y;
e->animFrame = 0;
e->drawXOff = e->drawYOff = 0;
}
// Initializes each entity after map is loaded
void AI::initAllEnts() {
for (Common::Array<AIEntity *>::iterator it = _ents->begin(); it != _ents->end(); it++) {
(*it)->aiInit((*it));
if ((*it)->luaFuncInit[0]) {
if (g_hdb->_lua->callFunction((*it)->luaFuncInit, 2)) {
strcpy((*it)->entityName, g_hdb->_lua->getStringOffStack());
strcpy((*it)->printedName, g_hdb->_lua->getStringOffStack());
} else {
warning("'%s' doesn't exists", (*it)->luaFuncInit);
}
}
}
int i;
for (i = 0; i < _numInventory; i++) {
AIEntity *temp = &_inventory[i].ent;
// Clear out all ptrs in entity before writing
for (int j = 0; j < kMaxAnimFrames; j++) {
temp->blinkGfx[j] = NULL;
temp->movedownGfx[j] = NULL;
temp->moveupGfx[j] = NULL;
temp->moveleftGfx[j] = NULL;
temp->moverightGfx[j] = NULL;
temp->standdownGfx[j] = NULL;
temp->standupGfx[j] = NULL;
temp->standleftGfx[j] = NULL;
temp->standrightGfx[j] = NULL;
temp->special1Gfx[j] = NULL;
}
temp->blinkFrames = 0;
temp->movedownFrames = 0;
temp->moveupFrames = 0;
temp->moveleftFrames = 0;
temp->moverightFrames = 0;
temp->standdownFrames = 0;
temp->standupFrames = 0;
temp->standleftFrames = 0;
temp->standrightFrames = 0;
temp->draw = NULL;
temp->aiDraw = NULL;
temp->aiAction = temp->aiInit = temp->aiUse = NULL;
cacheEntGfx(temp, false);
}
for (i = 0; i < _numDeliveries; i++) {
_deliveries[i].itemGfx = g_hdb->_gfx->getTileGfx(_deliveries[i].itemGfxName, -1);
_deliveries[i].destGfx = g_hdb->_gfx->getTileGfx(_deliveries[i].destGfxName, -1);
}
// do a quick LaserScan to fill the laserbeam matrix!
laserScan();
}
void AI::killPlayer(Death method) {
int x = _player->x, y = _player->y;
stopEntity(_player);
_player->x = x;
_player->y = y;
_playerInvisible = false;
_playerDead = true;
g_hdb->_window->closeDialog();
g_hdb->_window->closeDialogChoice();
g_hdb->_window->stopPanicZone();
switch (method) {
case DEATH_NORMAL:
_player->state = STATE_DYING;
g_hdb->_sound->playSound(SND_GUY_DYING);
break;
case DEATH_FRIED:
_player->state = STATE_HORRIBLE1;
g_hdb->_sound->playSound(SND_GUY_FRIED);
break;
case DEATH_SHOCKED:
_player->state = STATE_HORRIBLE2;
g_hdb->_sound->playSound(SND_GUY_DYING);
g_hdb->_sound->playSound(SND_SHOCKBOT_SHOCK);
break;
case DEATH_GRABBED:
_player->state = STATE_HORRIBLE3;
g_hdb->_sound->playSound(SND_GUY_GRABBED);
break;
case DEATH_DROWNED:
_player->state = STATE_HORRIBLE4;
g_hdb->_sound->playSound(SND_GUY_DROWN);
break;
case DEATH_PANICZONE:
_player->state = STATE_DYING;
g_hdb->_sound->playSound(SND_PANIC_DEATH);
break;
case DEATH_PLUMMET:
_player->state = STATE_PLUMMET;
g_hdb->_sound->playSound(SND_GUY_PLUMMET);
break;
}
// sound.StopMusic();
if (!g_hdb->_sound->getMusicVolume())
g_hdb->_sound->playSound(SND_TRY_AGAIN);
}
void AI::stunEnemy(AIEntity *e, int time) {
int ns = 0;
if (e->stunnedWait)
ns = 1;
e->stunnedWait = g_hdb->getTimeSlice() + 1000 * time;
// Already stunned? If not, play sound
if (!ns)
switch (e->type) {
case AI_BUZZFLY:
g_hdb->_sound->playSound(SND_BUZZFLY_STUNNED);
break;
case AI_PUSHBOT:
g_hdb->_sound->playSound(SND_PUSHBOT_STUNNED);
break;
case AI_MEERKAT:
g_hdb->_sound->playSound(SND_MEERKAT_STUNNED);
break;
case AI_FATFROG:
g_hdb->_sound->playSound(SND_FATFROG_STUNNED);
break;
case AI_OMNIBOT:
case AI_SHOCKBOT:
case AI_LISTENBOT:
g_hdb->_sound->playSound(SND_ROBOT_STUNNED);
break;
case AI_GOODFAIRY:
g_hdb->_sound->playSound(SND_GOOD_FAERIE_STUNNED);
break;
case AI_BADFAIRY:
g_hdb->_sound->playSound(SND_BADFAIRY_STUNNED);
break;
case AI_ICEPUFF:
g_hdb->_sound->playSound(SND_ICEPUFF_STUNNED);
break;
case AI_RIGHTBOT:
g_hdb->_sound->playSound(SND_RIGHTBOT_STUNNED);
break;
case AI_BOOMBARREL:
g_hdb->_sound->playSound(SND_CLUB_HIT_METAL);
break;
case AI_CHICKEN:
g_hdb->_sound->playSound(SND_CHICKEN_DEATH);
// fallthrough
default:
warning("STUB: stunEnemy: MetalOrFleshSnd");
break;
}
}
/*
Note from original:
Moves the entity along toward its goal, sets current frame to draw
depending on its current state. Special checking is done for the
player in here to move him along his waypoints.
*/
void AI::animateEntity(AIEntity *e) {
int bgTileFlags, bgTileIndex;
int fgTileFlags;
bool result;
uint64 flags;
// Move entity if player is not dead
debug(9, "Before animateEntity, e->x: %d, e->y: %d", e->x, e->y);
debug(9, "Before animateEntity, e->tileX: %d, e->tileY: %d", e->tileX, e->tileY);
if (!_playerDead) {
e->x += e->xVel;
e->y += e->yVel;
e->tileX = e->x / kTileWidth;
e->tileY = e->y / kTileHeight;
debug(9, "After animateEntity, e->x: %d, e->y: %d", e->x, e->y);
debug(9, "After animateEntity, e->tileX: %d, e->tileY: %d", e->tileX, e->tileY);
}
// For non-players, check for trigger being hit
if (onEvenTile(e->x, e->y)) {
// Check if a trigger is hit
checkTriggerList(e->entityName, e->tileX, e->tileY);
/*
For Non-Players only
are we on a touchplate?
Barrels, Crates, Magic Egg & Ice Block ONLY
standing on a Touchplate will activate
something WHILE standing on it
*/
int bgtile;
switch (e->type) {
case AI_CRATE:
case AI_BOOMBARREL:
case AI_HEAVYBARREL:
case AI_LIGHTBARREL:
case AI_MAGIC_EGG:
case AI_ICE_BLOCK:
case AI_FROGSTATUE:
bgtile = g_hdb->_ai->checkForTouchplate(e->tileX, e->tileY);
if (bgtile && !e->touchpWait && e->touchpX != e->tileX && e->touchpY != e->tileY) {
if (g_hdb->_ai->checkActionList(e, e->tileX, e->tileY, false)) {
e->touchpTile = bgtile;
e->touchpX = e->tileX;
e->touchpY = e->tileY;
e->touchpWait = kPlayerTouchPWait;
}
}
_laserRescan = true;
break;
default:
break;
}
// Are we on ice?
bgTileFlags = g_hdb->_map->getMapBGTileFlags(e->tileX, e->tileY);
fgTileFlags = g_hdb->_map->getMapFGTileFlags(e->tileX, e->tileY);
if (e->level == 1 ? ((bgTileFlags & kFlagIce) == kFlagIce) : (((bgTileFlags & kFlagIce) == kFlagIce) && !(fgTileFlags & kFlagGrating))) {
int xva[] = {9, 0, 0, -1, 1}, yva[] = {9, -1, 1, 0, 0};
int nx, ny, moveOK = 0;
AIEntity *hit;
// Types allowed to slide on ice...
switch (e->type) {
case AI_GUY:
case AI_CHICKEN:
case AI_TURNBOT:
case AI_RIGHTBOT:
case AI_PUSHBOT:
case AI_CRATE:
case AI_LIGHTBARREL:
case AI_HEAVYBARREL:
case AI_BOOMBARREL:
case AI_MAGIC_EGG:
case AI_ICE_BLOCK:
case AI_DIVERTER:
e->moveSpeed = kPlayerMoveSpeed << 1;
nx = e->tileX + xva[e->dir];
ny = e->tileY + yva[e->dir];
hit = legalMove(nx, ny, e->level, &moveOK);
bgTileFlags = g_hdb->_map->getMapBGTileFlags(nx, ny);
if (hit)
switch (hit->type) {
case ITEM_GEM_WHITE:
case ITEM_GEM_BLUE:
case ITEM_GEM_GREEN:
case ITEM_GEM_RED:
case AI_GOODFAIRY:
case AI_BADFAIRY:
hit = NULL;
break;
default:
break;
}
if ((!hit && moveOK) || (bgTileFlags & kFlagPlayerDie))
setEntityGoal(e, nx, ny);
if (e == _player) {
_playerOnIce = true;
clearWaypoints();
}
break;
default:
break;
}
} else if (e == _player)
_playerOnIce = false;
/*
Player only
are we trying to walk into a solid tile?
first, let's make sure we're perfectly aligned on
a tile boundary before the check so we don't snap
the player back into position...
if we're on a waypoint, nevermind!
*/
if (e == _player) {
result = e->x == (e->goalX * kTileWidth) && e->y == (e->goalY * kTileWidth);
if (!result) {
int xv = 0, yv = 0;
switch (e->dir) {
case DIR_UP: yv = -1; break;
case DIR_DOWN: yv = 1; break;
case DIR_LEFT: xv = -1; break;
case DIR_RIGHT: xv = 1; break;
case DIR_NONE: break;
}
bgTileFlags = g_hdb->_map->getMapBGTileFlags(e->tileX + xv, e->tileY + yv);
fgTileFlags = g_hdb->_map->getMapFGTileFlags(e->tileX + xv, e->tileY + yv);
if ((bgTileFlags & kFlagSolid) && !(fgTileFlags & kFlagGrating))
stopEntity(e);
}
}
}
// If player, then scroll the screen with the player
if (e == _player && !_playerDead) {
if (!_cameraLock)
g_hdb->_map->centerMapXY(e->x + 16, e->y + 16);
// Check if player walked into teleporter
checkTeleportList(e, e->tileX, e->tileY);
// Check for bad tiles (DEATH)
int cx = (e->x + 16) / kTileWidth;
int cy = (e->y + 16) / kTileHeight;
bgTileFlags = g_hdb->_map->getMapBGTileFlags(cx, cy);
fgTileFlags = g_hdb->_map->getMapFGTileFlags(cx, cy);
if ((bgTileFlags & kFlagPlayerDie) && !(checkFloating(cx, cy)) && !(fgTileFlags & kFlagGrating)) {
if ((bgTileFlags & kFlagEnergyFloor) == kFlagEnergyFloor)
killPlayer(DEATH_SHOCKED);
else if (((bgTileFlags & kFlagPlasmaFloor) == kFlagPlasmaFloor) || ((bgTileFlags & kFlagRadFloor) == kFlagRadFloor))
killPlayer(DEATH_FRIED);
else
killPlayer(DEATH_NORMAL);
return;
}
// Check if player wants to stop
// If yes, sets last waypoint right in front of player
int xOff = 0, yOff = 0;
if (_numWaypoints > 1) {
switch (e->dir) {
case DIR_UP:
xOff = 0;
yOff = -1;
break;
case DIR_DOWN:
xOff = 0;
yOff = 1;
break;
case DIR_LEFT:
xOff = -1;
yOff = 0;
break;
case DIR_RIGHT:
xOff = 1;
yOff = 0;
break;
case DIR_NONE:
break;
}
if ((e->tileX + xOff == _waypoints[_numWaypoints - 1].x &&
e->tileY + yOff == _waypoints[_numWaypoints - 1].y) &&
e->level == _waypoints[_numWaypoints - 1].level) {
memset(&_waypoints[0], 0, sizeof(_waypoints));
_numWaypoints = 1;
_waypoints[0].x = e->tileX + xOff;
_waypoints[0].y = e->tileY + yOff;
_waypoints[0].level = e->level;
e->goalX = e->tileX + xOff;
e->goalY = e->tileY + yOff;
}
}
}
// Check for moving up/down stair levels
bgTileIndex = g_hdb->_map->getMapBGTileIndex(e->tileX, e->tileY);
bgTileFlags = g_hdb->_map->getMapBGTileFlags(e->tileX, e->tileY);
fgTileFlags = g_hdb->_map->getMapFGTileFlags(e->tileX, e->tileY);
if (bgTileFlags & kFlagStairTop)
e->level = 2;
else if (bgTileFlags & kFlagStairBot)
e->level = 1;
// Reached goal?
// Cinematic require less accuracy for NPCs
if (_cineActive && e != _player)
result = (abs(e->x - (e->goalX * kTileWidth)) <= abs(e->xVel)) && (abs(e->y - (e->goalY * kTileHeight)) <= abs(e->yVel));
else
result = (e->x == e->goalX * kTileWidth) && (e->y == e->goalY * kTileHeight);
if (result) {
// If player, this is a waypoint goal.
// Drop one waypoint from list
if (e == _player) {
removeFirstWaypoint();
_playerEmerging = false;
}
// If entity not player, stop it here
// If entity is player and no waypoints are left, stop it here
if (e != _player || (!_numWaypoints && e == _player)) {
e->tileX = e->goalX;
e->tileY = e->goalY;
uint16 buttons = g_hdb->_input->getButtons();
if (e == _player && (buttons & (kButtonUp | kButtonDown | kButtonLeft | kButtonRight))) {
int xva[] = {9, 0, 0, -1, 1}, yva[] = {9, -1, 1, 0, 0};
int nx, ny, result2;
if (e->state != STATE_PUSHRIGHT && e->state != STATE_PUSHLEFT && e->state != STATE_PUSHUP && e->state != STATE_PUSHDOWN) {
if (buttons & kButtonUp)
e->dir = DIR_UP;
else if (buttons & kButtonDown)
e->dir = DIR_DOWN;
else if (buttons & kButtonLeft)
e->dir = DIR_LEFT;
else if (buttons & kButtonRight)
e->dir = DIR_RIGHT;
nx = e->tileX + xva[e->dir];
ny = e->tileY + yva[e->dir];
AIEntity *hit = legalMove(nx, ny, e->level, &result2);
if (!hit && result2) {
switch (e->dir) {
case DIR_UP: e->goalY = ny; e->xVel = 0; e->yVel = -kPlayerMoveSpeed; e->state = STATE_MOVEUP; break;
case DIR_DOWN: e->goalY = ny; e->xVel = 0; e->yVel = kPlayerMoveSpeed; e->state = STATE_MOVEDOWN; break;
case DIR_LEFT: e->goalX = nx; e->yVel = 0; e->xVel = -kPlayerMoveSpeed; e->state = STATE_MOVELEFT; break;
case DIR_RIGHT: e->goalX = nx; e->yVel = 0; e->xVel = kPlayerMoveSpeed; e->state = STATE_MOVERIGHT; break;
case DIR_NONE: break;
}
if (_playerRunning) {
e->xVel = e->xVel << 1;
e->yVel = e->yVel << 1;
}
} else
stopEntity(e);
} else
stopEntity(e);
} else
stopEntity(e);
// Handle lasers after entity has stopped
switch (e->type) {
case AI_GUY:
case AI_CRATE:
case AI_LIGHTBARREL:
case AI_HEAVYBARREL:
case AI_BOOMBARREL:
case AI_MAGIC_EGG:
case AI_ICE_BLOCK:
case AI_DIVERTER:
if (g_hdb->_map->laserBeamExist(e->tileX, e->tileY))
_laserRescan = true;
break;
default:
break;
}
// Checking at the Destination
// Can this entity float and it is over-water
if (((flags = g_hdb->_map->getMapBGTileFlags(e->tileX, e->tileY)) & kFlagWater) && (e->type == AI_CRATE || e->type == AI_LIGHTBARREL || e->type == AI_BOOMBARREL || e->type == AI_HEAVYBARREL || e->type == AI_FROGSTATUE || e->type == AI_DIVERTER)) {
// On a grating and level2?
if ((g_hdb->_map->getMapFGTileFlags(e->tileX, e->tileY) & kFlagGrating) && e->level == 2) {
animEntFrames(e);
return;
}
// If it fell in slime
// If it is a light barrel on a melting floor
// If it is supposed to slide across the floor
// If it is being pushed on a floating entity, don't float it
if ((flags & kFlagSlime) == kFlagSlime) {
// unless its a Heavy Barrel in which case it floats in slime
if ((e->type == AI_CRATE || e->type == AI_HEAVYBARREL) && !checkFloating(e->tileX, e->tileY)) {
addAnimateTarget(e->x, e->y, 0, 3, ANIM_NORMAL, false, false, GROUP_SLIME_SPLASH_SIT);
floatEntity(e, STATE_FLOATING);
g_hdb->_sound->playSound(SND_SPLASH);
} else if (!checkFloating(e->tileX, e->tileY)) {
if (e->type == AI_BOOMBARREL) {
aiBarrelExplode(e);
aiBarrelBlowup(e, e->tileX, e->tileY);
return;
} else {
addAnimateTarget(e->x, e->y, 0, 3, ANIM_NORMAL, false, false, GROUP_STEAM_PUFF_SIT);
removeEntity(e);
g_hdb->_sound->playSound(SND_BARREL_MELTING);
}
}
} else if ((flags & kFlagLightMelt) && e->type == AI_LIGHTBARREL) {
if (!checkFloating(e->tileX, e->tileY)) {
addAnimateTarget(e->x, e->y, 0, 3, ANIM_NORMAL, false, false, GROUP_STEAM_PUFF_SIT);
floatEntity(e, STATE_MELTED);
g_hdb->_sound->playSound(SND_BARREL_MELTING);
}
} else if (flags & kFlagSlide) {
int xv = 0, yv = 0;
AIEntity *hit;
switch (e->dir) {
case DIR_UP: yv = -1; break;
case DIR_DOWN: yv = 1; break;
case DIR_LEFT: xv = -1; break;
case DIR_RIGHT: xv = 1; break;
case DIR_NONE: break;
}
hit = findEntityIgnore(e->tileX + xv, e->tileY + yv, &_dummyLaser);
if (!hit) {
e->state = STATE_SLIDING;
if ((flags & kFlagAnimFast) == kFlagAnimFast)
e->moveSpeed = kPlayerMoveSpeed << 1;
else if (flags & kFlagAnimSlow)
e->moveSpeed = kPlayerMoveSpeed >> 1;
setEntityGoal(e, e->tileX + xv, e->tileY + yv);
g_hdb->_sound->playSound(SND_LIGHT_SLIDE);
}
} else if (!checkFloating(e->tileX, e->tileY)) {
if (e->type == AI_BOOMBARREL || e->type == AI_HEAVYBARREL || e->type == AI_FROGSTATUE || e->type == AI_DIVERTER) {
// Make it disappear in the water
addAnimateTarget(e->x, e->y, 0, 3, ANIM_NORMAL, false, false, GROUP_WATER_SPLASH_SIT);
removeEntity(e);
g_hdb->_sound->playSound(SND_SPLASH);
return;
} else {
// Make it float and splash in water
addAnimateTarget(e->x, e->y, 0, 3, ANIM_NORMAL, false, false, GROUP_WATER_SPLASH_SIT);
floatEntity(e, STATE_FLOATING);
g_hdb->_sound->playSound(SND_SPLASH);
return;
}
// If it is floating downstream, keep moving it
if (flags & (kFlagPushRight | kFlagPushLeft | kFlagPushUp | kFlagPushDown)) {
int xv = 0, yv = 0;
AIState state;
if (flags & kFlagPushRight) {
e->dir = DIR_RIGHT;
xv = 1;
state = STATE_FLOATRIGHT;
} else if (flags & kFlagPushLeft) {
e->dir = DIR_LEFT;
xv = -1;
state = STATE_FLOATLEFT;
} else if (flags & kFlagPushUp) {
e->dir = DIR_UP;
yv = -1;
state = STATE_FLOATUP;
} else if (flags & kFlagPushDown) {
e->dir = DIR_DOWN;
yv = 1;
state = STATE_FLOATDOWN;
}
if (!checkFloating(e->tileX + xv, e->tileY + yv)) {
if ((flags & kFlagAnimFast) == kFlagAnimFast)
e->moveSpeed = kPlayerMoveSpeed << 1;
else if (flags & kFlagAnimMedium)
e->moveSpeed = kPlayerMoveSpeed;
else
e->moveSpeed = kPushMoveSpeed;
setEntityGoal(e, e->tileX + xv, e->tileY + yv);
e->state = state;
} else {
// Landed on a floatmove entity. Make it float really slow and then it'll speed up
uint32 flags2 = g_hdb->_map->getMapBGTileFlags(e->tileX + xv, e->tileY + yv);
if (!(flags2 & (kFlagPushRight | kFlagPushLeft | kFlagPushUp | kFlagPushDown))) {
floatEntity(e, STATE_FLOATING);
e->value1 = 0x666; // Don't move me ever again
return;
}
if (flags & kFlagPushRight) {
e->dir = DIR_RIGHT;
xv = 1;
state = STATE_FLOATRIGHT;
} else if (flags & kFlagPushLeft) {
e->dir = DIR_LEFT;
xv = -1;
state = STATE_FLOATLEFT;
} else if (flags & kFlagPushUp) {
e->dir = DIR_UP;
yv = -1;
state = STATE_FLOATUP;
} else if (flags & kFlagPushDown) {
e->dir = DIR_DOWN;
yv = 1;
state = STATE_FLOATDOWN;
}
e->moveSpeed = kPushMoveSpeed >> 1;
setEntityGoal(e, e->tileX + xv, e->tileY + yv);
e->state = state;
}
}
}
} else if (((flags = g_hdb->_map->getMapBGTileFlags(e->tileX, e->tileY)) & kFlagWater) && (e->type == AI_MAGIC_EGG || e->type == AI_ICE_BLOCK)) {
// And no foreground tile is there
if (g_hdb->_map->getMapFGTileIndex(e->tileX, e->tileY) < 0 && !checkFloating(e->tileX, e->tileY)) {
if ((flags & kFlagSlime) == kFlagSlime) {
// Evaporates in Slime
addAnimateTarget(e->x, e->y, 0, 3, ANIM_NORMAL, false, false, GROUP_STEAM_PUFF_SIT);
removeEntity(e);
g_hdb->_sound->playSound(SND_SPLASH);
return;
} else {
// Drowns in water
addAnimateTarget(e->x, e->y, 0, 3, ANIM_NORMAL, false, false, GROUP_WATER_SPLASH_SIT);
removeEntity(e);
g_hdb->_sound->playSound(SND_SPLASH);
return;
}
}
}
} else if (onEvenTile(e->x, e->y))
setEntityGoal(e, _waypoints[0].x, _waypoints[0].y);
}
animEntFrames(e);
}
void AI::animEntFrames(AIEntity *e) {
int max = 1;
// Set current graphic to draw
switch (e->state) {
case STATE_STANDDOWN:
e->draw = e->standdownGfx[0];
max = 1;
break;
case STATE_STANDUP:
e->draw = e->standupGfx[0];
max = 1;
break;
case STATE_STANDLEFT:
e->draw = e->standleftGfx[0];
max = 1;
break;
case STATE_STANDRIGHT:
e->draw = e->standrightGfx[0];
max = 1;
break;
case STATE_BLINK:
e->draw = e->blinkGfx[e->animFrame];
max = e->blinkFrames;
break;
case STATE_MOVEUP:
e->draw = e->moveupGfx[e->animFrame];
max = e->moveupFrames;
break;
case STATE_MOVEDOWN:
e->draw = e->movedownGfx[e->animFrame];
max = e->movedownFrames;
break;
case STATE_MOVELEFT:
e->draw = e->moveleftGfx[e->animFrame];
max = e->moveleftFrames;
break;
case STATE_MOVERIGHT:
e->draw = e->moverightGfx[e->animFrame];
max = e->moverightFrames;
break;
case STATE_PUSHDOWN:
e->draw = _pushdownGfx[e->animFrame];
max = _pushdownFrames;
break;
case STATE_PUSHUP:
e->draw = _pushupGfx[e->animFrame];
max = _pushupFrames;
break;
case STATE_PUSHLEFT:
e->draw = _pushleftGfx[e->animFrame];
max = _pushleftFrames;
break;
case STATE_PUSHRIGHT:
e->draw = _pushrightGfx[e->animFrame];
max = _pushrightFrames;
break;
case STATE_GRABUP:
e->draw = _getGfx[DIR_UP];
max = 1;
break;
case STATE_GRABDOWN:
e->draw = _getGfx[DIR_DOWN];
max = 1;
break;
case STATE_GRABLEFT:
e->draw = _getGfx[DIR_LEFT];
max = 1;
break;
case STATE_GRABRIGHT:
e->draw = _getGfx[DIR_RIGHT];
max = 1;
break;
case STATE_HORRIBLE1:
e->draw = _horrible1Gfx[e->animFrame];
max = _horrible1Frames;
if (e->animFrame == max - 1)
e->state = STATE_DEAD;
break;
case STATE_HORRIBLE2:
{
static int click = 0;
e->draw = _horrible2Gfx[e->animFrame];
max = _horrible2Frames;
click++;
if (click == 16) {
g_hdb->_sound->playSound(SND_SHOCKBOT_SHOCK);
click = 0;
}
break;
}
case STATE_HORRIBLE3:
{
static int click = 0;
e->draw = _horrible3Gfx[e->animFrame];
max = _horrible3Frames;
click++;
if (click == 32) {
g_hdb->_sound->playSound(SND_GUY_GRABBED);
click = 0;
}
break;
}
case STATE_HORRIBLE4:
e->draw = _horrible4Gfx[e->animFrame];
max = _horrible4Frames;
if (e->animFrame == max - 1)
e->state = STATE_DEAD;
break;
case STATE_PLUMMET:
e->draw = _plummetGfx[e->animFrame];
max = _plummetFrames;
if (e->animFrame == max - 1) {
e->state = STATE_NONE;
setPlayerInvisible(true);
}
break;
//
// maintenance bot uses stuff
//
case STATE_USEDOWN:
e->draw = e->standdownGfx[4];
return;
case STATE_USEUP:
e->draw = e->standupGfx[4];
return;
case STATE_USELEFT:
e->draw = e->standleftGfx[4];
return;
case STATE_USERIGHT:
e->draw = e->standrightGfx[4];
return;
//
// death!
//
case STATE_DYING:
e->draw = _dyingGfx[e->animFrame];
max = _dyingFrames;
if (e->animFrame == max - 1)
e->state = STATE_DEAD;
break;
case STATE_DEAD:
e->draw = _dyingGfx[_dyingFrames - 1];
max = _dyingFrames;
break;
case STATE_GOODJOB:
e->draw = _goodjobGfx;
max = 1;
break;
//
// floating stuff uses the "standup" frames for animating the float
//
case STATE_FLOATING:
case STATE_FLOATDOWN:
case STATE_FLOATUP:
case STATE_FLOATLEFT:
case STATE_FLOATRIGHT:
e->draw = e->blinkGfx[e->animFrame];
max = e->blinkFrames;
break;
case STATE_MELTED:
case STATE_EXPLODING:
e->draw = e->special1Gfx[e->animFrame];
max = e->special1Frames;
if (e->type == AI_BOOMBARREL) { // while exploding, call this function
aiBarrelExplodeSpread(e);
if (e->animFrame == max - 1) {
removeEntity(e);
return;
}
}
break;
//
// ICEPUFF states
//
case STATE_ICEP_PEEK:
e->draw = e->blinkGfx[e->animFrame];
max = e->blinkFrames;
break;
case STATE_ICEP_APPEAR:
e->draw = e->standupGfx[e->animFrame];
max = e->standupFrames;
break;
case STATE_ICEP_THROWDOWN:
e->draw = e->standdownGfx[e->animFrame];
max = e->standdownFrames;
break;
case STATE_ICEP_THROWRIGHT:
e->draw = e->standrightGfx[e->animFrame];
max = e->standrightFrames;
break;
case STATE_ICEP_THROWLEFT:
e->draw = e->standleftGfx[e->animFrame];
max = e->standleftFrames;
break;
case STATE_ICEP_DISAPPEAR:
e->draw = e->special1Gfx[e->animFrame];
max = e->special1Frames;
break;
//
// MEERKAT states
//
case STATE_MEER_MOVE:
e->draw = e->standdownGfx[e->animFrame];
max = e->standdownFrames;
break;
case STATE_MEER_APPEAR:
e->draw = e->standleftGfx[e->animFrame];
max = e->standleftFrames;
break;
case STATE_MEER_BITE:
e->draw = e->standrightGfx[e->animFrame];
max = e->standrightFrames;
break;
case STATE_MEER_DISAPPEAR:
e->draw = e->standupGfx[e->animFrame];
max = e->standupFrames;
break;
case STATE_MEER_LOOK:
e->draw = e->movedownGfx[e->animFrame];
max = e->movedownFrames;
break;
//
// DIVERTER spawning states
//
case STATE_DIVERTER_BL:
e->draw = e->standdownGfx[e->animFrame];
max = e->standdownFrames;
break;
case STATE_DIVERTER_BR:
e->draw = e->standupGfx[e->animFrame];
max = e->standupFrames;
break;
case STATE_DIVERTER_TL:
e->draw = e->standleftGfx[e->animFrame];
max = e->standleftFrames;
break;
case STATE_DIVERTER_TR:
e->draw = e->standrightGfx[e->animFrame];
max = e->standrightFrames;
break;
//
// DOLLY states
// angry[4] = standright[4]
// kissright[4]/kissleft[4] = standleft[8]
// panic[4]/laugh[4] = standdown[8]
// dollyuseright[5] = special1[5]
//
case STATE_ANGRY:
e->draw = e->standrightGfx[e->animFrame];
max = 2;
break;
case STATE_KISSRIGHT:
e->draw = e->standleftGfx[e->animFrame];
max = 4;
break;
case STATE_KISSLEFT:
e->draw = e->standleftGfx[e->animFrame + 4];
max = 4;
break;
case STATE_PANIC:
e->draw = e->standdownGfx[e->animFrame];
max = 2;
break;
case STATE_LAUGH:
e->draw = e->standdownGfx[e->animFrame + 4];
max = 2;
break;
case STATE_DOLLYUSERIGHT:
e->draw = e->special1Gfx[e->animFrame];
max = e->special1Frames;
break;
// SARGE yelling
case STATE_YELL:
e->draw = e->special1Gfx[e->animFrame];
max = e->special1Frames;
break;
default:
debug(9, "AI-FUNCS: animEntFrames: Unintended State for entity %s", AIType2Str(e->type));
break;
}
// Cycle animation frames
if (e->animDelay-- > 0)
return;
e->animDelay = e->animCycle;
e->animFrame++;
if (e->animFrame == max) {
e->animFrame = 0;
}
}
void AI::drawEnts(int x, int y, int w, int h) {
int debugFlag = g_hdb->getDebug();
static int stunAnim = 0;
static uint32 stunTimer = g_hdb->getTimeSlice();
// Draw Floating Entities
for (uint i = 0; i < _floats->size(); i++) {
AIEntity *e = _floats->operator[](i);
if (e->aiDraw) {
e->aiDraw(e, x, y);
}
if ((e->x > x - kTileWidth) && (e->x < x + w) && (e->y > y - kTileHeight) && (e->y < y + h)) {
e->draw->drawMasked(e->x - x + e->drawXOff, e->y - y + e->drawYOff);
e->onScreen = 1;
} else
e->onScreen = 0;
}
// Draw all other Ents
_numLevel2Ents = 0;
for (uint i = 0; i < _ents->size(); i++) {
AIEntity *e = _ents->operator[](i);
debugN(5, "AI::drawEnts: enity %s(%d) state %s(%d)...", AIType2Str(e->type), e->type, AIState2Str(e->state), e->state);
if (e->type == AI_LASER || e->type == AI_DIVERTER) {
if (e->aiDraw) {
if (e->level == 2 && _numLevel2Ents < kMaxLevel2Ents) {
_entsLevel2[_numLevel2Ents].aiDraw = e->aiDraw;
_entsLevel2[_numLevel2Ents].x = x;
_entsLevel2[_numLevel2Ents].y = y;
_entsLevel2[_numLevel2Ents].e = e;
_entsLevel2[_numLevel2Ents].stunnedWait = 0;
_numLevel2Ents++;
debugN(5, "not drawing1...");
} else {
e->aiDraw(e, x, y);
debugN(5, "drawing1...");
}
}
}
if ((e->x > x - kTileWidth) && (e->x < x + w) && (e->y > y - kTileHeight) && (e->y < y + h)) {
// If extra drawing func is present, call it
if (e->aiDraw && e->type != AI_LASER && e->type != AI_DIVERTER) {
if (e->level == 2 && _numLevel2Ents < kMaxLevel2Ents) {
_entsLevel2[_numLevel2Ents].aiDraw = e->aiDraw;
_entsLevel2[_numLevel2Ents].draw = e->draw;
_entsLevel2[_numLevel2Ents].x = x;
_entsLevel2[_numLevel2Ents].y = y;
_entsLevel2[_numLevel2Ents].e = e;
_entsLevel2[_numLevel2Ents].stunnedWait = 0;
_numLevel2Ents++;
debugN(5, "not drawing2...");
} else {
e->aiDraw(e, x, y);
debugN(5, "drawing2...");
}
}
switch (e->type) {
case AI_VORTEXIAN:
if (e->draw)
e->draw->drawMasked(e->x - x + e->drawXOff, e->y - y + e->drawYOff, e->value2 & 0xff);
break;
case AI_GUY: // Draw Player Last
break;
default:
if (e->level == 2 && _numLevel2Ents < kMaxLevel2Ents) {
_entsLevel2[_numLevel2Ents].aiDraw = NULL;
_entsLevel2[_numLevel2Ents].draw = e->draw;
_entsLevel2[_numLevel2Ents].x = e->x - x + e->drawXOff;
_entsLevel2[_numLevel2Ents].y = e->y - y + e->drawYOff;
_entsLevel2[_numLevel2Ents].e = NULL;
_entsLevel2[_numLevel2Ents].stunnedWait = e->stunnedWait;
_numLevel2Ents++;
debugN(5, "not trying to draw...");
} else {
debugN(5, "trying to draw...");
if (e->draw) {
debugN(5, "at %d %d", e->x, e->y);
e->draw->drawMasked(e->x - x + e->drawXOff, e->y - y + e->drawYOff);
} else if (debugFlag) {
_debugQMark->drawMasked(e->x - x, e->y - y);
} else {
debugN(5, "no draw function");
}
if (e->stunnedWait)
g_hdb->_ai->_stunnedGfx[stunAnim]->drawMasked(e->x - x, e->y - y);
}
break;
}
e->onScreen = 1;
} else {
e->onScreen = 0;
debugN(5, "not on screen");
}
debug(5, ""); // newline
}
if (stunTimer < g_hdb->getTimeSlice()) {
stunAnim = (stunAnim + 1) & 3;
stunTimer = g_hdb->getTimeSlice();
}
// Draw player last
if (_player && _player->level < 2 && !_playerInvisible && _player->draw) {
_player->draw->drawMasked(_player->x - x + _player->drawXOff, _player->y - y + _player->drawYOff);
}
}
void AI::drawLevel2Ents() {
int debugFlag = g_hdb->getDebug();
for (int i = 0; i < _numLevel2Ents; i++) {
// call custom drawing code?
if (_entsLevel2[i].aiDraw) {
debug(5, "AI::drawLevel2Ents: entity %s(%d) at %d,%d", AIType2Str(_entsLevel2[i].e->type), _entsLevel2[i].e->type, _entsLevel2[i].x, _entsLevel2[i].y);
_entsLevel2[i].aiDraw(_entsLevel2[i].e, _entsLevel2[i].x, _entsLevel2[i].y);
} else if (_entsLevel2[i].draw) {
debug(5, "AI::drawLevel2Ents: tile '%s' at %d,%d", _entsLevel2[i].draw->getName(), _entsLevel2[i].x, _entsLevel2[i].y);
_entsLevel2[i].draw->drawMasked(_entsLevel2[i].x, _entsLevel2[i].y);
} else if (debugFlag) {
_debugQMark->drawMasked(_entsLevel2[i].x, _entsLevel2[i].y );
}
if (_entsLevel2[i].stunnedWait)
g_hdb->_ai->_stunnedGfx[_stunAnim]->drawMasked(_entsLevel2[i].x , _entsLevel2[i].y);
}
// always draw the player last
if (_player && _player->level == 2 && !_playerInvisible) {
int x, y;
g_hdb->_map->getMapXY(&x, &y);
if (_player->draw)
_player->draw->drawMasked((_player->x - x) + _player->drawXOff, (_player->y - y) + _player->drawYOff);
}
if (_stunTimer < g_system->getMillis()) {
_stunAnim = (_stunAnim + 1) & 3;
_stunTimer = g_system->getMillis() + 100;
}
}
void AI::animGrabbing() {
if (_player->state == STATE_GRABUP ||
_player->state == STATE_GRABDOWN ||
_player->state == STATE_GRABLEFT ||
_player->state == STATE_GRABRIGHT)
return;
AIState s = STATE_NONE;
switch (_player->dir) {
case DIR_UP:
s = STATE_GRABUP;
_player->draw = _getGfx[DIR_UP];
break;
case DIR_DOWN:
s = STATE_GRABDOWN;
_player->draw = _getGfx[DIR_DOWN];
break;
case DIR_LEFT:
s = STATE_GRABLEFT;
_player->draw = _getGfx[DIR_LEFT];
break;
case DIR_RIGHT:
s = STATE_GRABRIGHT;
_player->draw = _getGfx[DIR_RIGHT];
break;
default:
warning("AI-FUNCS: animGrabbing: DIR_NONE found");
break;
}
_player->state = s;
_player->animFrame = 5;
}
void AI::entityFace(const char *luaName, int dir) {
AIEntity *e = locateEntity(luaName);
e->dir = (AIDir)dir;
switch (e->dir) {
case DIR_UP: e->state = STATE_STANDUP; break;
case DIR_DOWN: e->state = STATE_STANDDOWN; break;
case DIR_LEFT: e->state = STATE_STANDLEFT; break;
case DIR_RIGHT: e->state = STATE_STANDRIGHT; break;
case DIR_NONE: break;
}
}
void AI::moveEnts() {
static int frameDelay = kAnimFrameDelay;
static int startLaserSound = false;
AIEntity *e;
if (frameDelay-- > 0)
return;
frameDelay = kAnimFrameDelay;
// Call aiAction for Floating Entities
for (Common::Array<AIEntity *>::iterator it = _floats->begin(); it != _floats->end(); it++) {
if ((*it)->aiAction)
(*it)->aiAction((*it));
}
// Call aiAction for all other Entities
for (uint i = 0; i < _ents->size(); i++) {
e = _ents->operator[](i);
if (e->aiAction) {
// NPC Touchplate Counter
if (e != _player && e->touchpWait) {
e->touchpWait--;
if (!e->touchpWait) {
if (e->tileX == e->touchpX && e->tileY == e->touchpY && onEvenTile(e->x, e->y))
e->touchpWait = 1;
else {
checkActionList(e, e->touchpX, e->touchpY, false);
g_hdb->_map->setMapBGTileIndex(e->touchpX, e->touchpY, e->touchpTile);
e->touchpX = e->touchpY = e->touchpTile = 0;
}
}
}
// Stunned Entity Timer
if (!e->stunnedWait)
e->aiAction(e);
else {
if (e->stunnedWait < (int32)g_hdb->getTimeSlice())
e->stunnedWait = 0;
}
}
}
// if lasers need to rescan, do it here only
if (_laserRescan) {
_laserRescan = false;
laserScan();
}
// handle the constant laser looping sound channel
if (_laserOnScreen)
startLaserSound = true;
if (!_laserOnScreen && startLaserSound) {
startLaserSound = 0;
g_hdb->_sound->stopChannel(kLaserChannel);
}
}
bool AI::findPath(AIEntity *e) {
int x, y, xv = 0, yv = 0, max;
ArrowPath *here;
// Initial Pointing Direction to search in
x = e->tileX;
y = e->tileY;
here = findArrowPath(x, y);
// Only look for GO arrows at this first location
if (here && here->type == 1)
e->dir = here->dir;
switch (e->dir) {
case DIR_UP:
yv = -1;
break;
case DIR_DOWN:
yv = 1;
break;
case DIR_LEFT:
xv = -1;
break;
case DIR_RIGHT:
xv = 1;
break;
case DIR_NONE:
warning("findPath: DIR_NONE found");
break;
}
if (xv)
max = g_hdb->_map->_width;
else
max = g_hdb->_map->_height;
ArrowPath *arrowPath;
uint32 flags;
while (max--) {
arrowPath = findArrowPath(x + xv, y + yv);
if (arrowPath) {
setEntityGoal(e, arrowPath->tileX, arrowPath->tileY);
return true;
} else {
flags = g_hdb->_map->getMapBGTileFlags(x + xv, y + yv);
if (flags & kFlagSolid)
return false;
}
x += xv;
y += yv;
}
return false;
}
AIEntity *AI::legalMove(int tileX, int tileY, int level, int *result) {
uint32 bgFlags = g_hdb->_map->getMapBGTileFlags(tileX, tileY);
uint32 fgFlags = g_hdb->_map->getMapFGTileFlags(tileX, tileY);
AIEntity *hit = findEntity(tileX, tileY);
if (hit && hit->state != STATE_FLOATING) {
// If player and entity are not at the same level, are they on stairs?
if (hit->level != level) {
if (level == 1 && !(bgFlags & kFlagStairTop)) {
hit = NULL;
} else if (level == 2 && !(bgFlags & kFlagStairBot)) {
hit = NULL;
}
}
}
if (level == 1) {
if (bgFlags & kFlagSolid) {
*result = 0;
return hit;
}
if (bgFlags & (kFlagWater | kFlagSlime)) {
if (hit && hit->state == STATE_FLOATING) {
*result = 1;
return NULL;
} else
*result = 0;
return hit;
} else
*result = 1;
} else {
if (fgFlags & kFlagSolid) {
*result = 0;
return hit;
} else if (fgFlags & kFlagGrating) {
*result = 1;
return hit;
} else if (bgFlags & kFlagSolid) {
*result = 0;
return hit;
}
if (bgFlags & (kFlagWater | kFlagSlime | kFlagPlummet)) {
if (hit && hit->state == STATE_FLOATING) {
*result = 1;
return NULL;
} else
*result = 0;
return hit;
} else
*result = 1;
}
return hit;
}
AIEntity *AI::legalMoveOverWater(int tileX, int tileY, int level, int *result) {
uint32 bgFlags = g_hdb->_map->getMapBGTileFlags(tileX, tileY);
uint32 fgFlags = g_hdb->_map->getMapFGTileFlags(tileX, tileY);
AIEntity *hit = findEntity(tileX, tileY);
if (level == 1 ? (bgFlags & kFlagMonsterBlock) : (!(fgFlags &kFlagGrating) && ((fgFlags & kFlagSolid) || (bgFlags & kFlagMonsterBlock))))
*result = 0;
else
*result = 1;
return hit;
}
AIEntity *AI::legalMoveOverWaterIgnore(int tileX, int tileY, int level, int *result, AIEntity *ignore) {
uint32 bgFlags = g_hdb->_map->getMapBGTileFlags(tileX, tileY);
uint32 fgFlags = g_hdb->_map->getMapFGTileFlags(tileX, tileY);
AIEntity *hit = findEntityIgnore(tileX, tileY, ignore);
if (level == 1 ? (bgFlags & kFlagMonsterBlock) : (!(fgFlags &kFlagGrating) && ((fgFlags & kFlagSolid) || (bgFlags & kFlagMonsterBlock))))
*result = 0;
else
*result = 1;
return hit;
}
AIEntity *AI::playerCollision(int topBorder, int bottomBorder, int leftBorder, int rightBorder) {
AIEntity *e;
for (Common::Array<AIEntity *>::iterator it = _ents->begin(); it != _ents->end(); it++) {
e = *it;
if (e == _player || !e->onScreen)
continue;
if (e->x > (_player->x - 32 - leftBorder) && e->x < (_player->x + 32 + rightBorder) && e->y >(_player->y - 32 - topBorder) && e->y < (_player->y + 32 + bottomBorder))
return e;
}
return NULL;
}
bool AI::checkPlayerTileCollision(int x, int y) {
if (g_hdb->getDebug() == 2)
return false;
return (_player->tileX == x && _player->tileY == y);
}
bool AI::checkPlayerCollision(int x, int y, int border) {
if (g_hdb->getDebug() == 2 || !_player)
return false;
return (x > (_player->x - 32 + border) && x < (_player->x - 32 - border) && y >(_player->y - 32 + border) && y < (_player->y - 32 - border));
}
void AI::clearDiverters() {
AIEntity *e;
for (uint i = 0; i < _ents->size(); i++) {
e = _ents->operator[](i);
if (e->type == AI_DIVERTER)
e->value1 = e->value2 = 0;
}
}
void AI::laserScan() {
AIEntity *e;
clearDiverters();
g_hdb->_map->clearLaserBeams();
for (uint i = 0; i < _ents->size(); i++) {
e = _ents->operator[](i);
if (e->type == AI_LASER)
aiLaserAction(e);
}
}
void AI::floatEntity(AIEntity *e, AIState state) {
for (Common::Array<AIEntity *>::iterator it = _ents->begin(); it != _ents->end(); it++) {
if (e == *it) {
_floats->push_back(*it);
_ents->erase(it);
break;
}
}
e->state = state;
e->level = 1;
}
bool AI::checkFloating(int x, int y) {
for (Common::Array<AIEntity *>::iterator it = _floats->begin(); it != _floats->end(); it++) {
if ((*it)->tileX == x && (*it)->tileY == y)
return true;
}
return false;
}
// Check to see if we can get this entity
bool AI::getTableEnt(AIType type) {
switch (type) {
case ITEM_CELL:
case ITEM_ENV_WHITE:
case ITEM_ENV_RED:
case ITEM_ENV_BLUE:
case ITEM_ENV_GREEN:
case ITEM_TRANSCEIVER:
case ITEM_CLUB:
case ITEM_ROBOSTUNNER:
case ITEM_SLUGSLINGER:
case ITEM_MONKEYSTONE:
case ITEM_GOO_CUP:
case ITEM_TEACUP:
case ITEM_BURGER:
case ITEM_PDA:
case ITEM_BOOK:
case ITEM_CLIPBOARD:
case ITEM_NOTE:
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_SEED:
case ITEM_SODA:
case ITEM_SLICER:
case ITEM_DOLLYTOOL1:
case ITEM_DOLLYTOOL2:
case ITEM_DOLLYTOOL3:
case ITEM_DOLLYTOOL4:
return true;
default:
return false;
}
}
// Check to see if it's okay to move through this entity
bool AI::walkThroughEnt(AIType type) {
switch (type) {
case AI_VORTEXIAN:
case AI_MEERKAT:
case AI_GOODFAIRY:
case AI_BADFAIRY:
case AI_GATEPUDDLE:
case AI_BUZZFLY:
case AI_OMNIBOT:
case AI_PUSHBOT:
case AI_TURNBOT:
case AI_RIGHTBOT:
case ITEM_GEM_WHITE:
case ITEM_GEM_BLUE:
case ITEM_GEM_RED:
case ITEM_GEM_GREEN:
return true;
default:
return getTableEnt(type);
}
}
// Play special sound for every item you get
void AI::getItemSound(AIType type) {
warning("STUB: AI: getItemSound required");
}
void AI::lookAtEntity(AIEntity *e) {
lookAtXY(e->tileX, e->tileY);
}
// Change player direction to XY
void AI::lookAtXY(int x, int y) {
int distX, distY;
distX = abs(_player->tileX - x);
distY = abs(_player->tileY - y);
if (distX > distY) {
// X takes precedence
if (x < _player->tileX) {
_player->dir = DIR_LEFT;
} else if (x > _player->tileX) {
_player->dir = DIR_RIGHT;
} else if (y < _player->tileY) {
_player->dir = DIR_UP;
} else {
_player->dir = DIR_DOWN;
}
} else {
// Y takes precedence
if (y < _player->tileY) {
_player->dir = DIR_UP;
} else if (y > _player->tileY) {
_player->dir = DIR_DOWN;
} else if (x < _player->tileX) {
_player->dir = DIR_LEFT;
} else {
_player->dir = DIR_RIGHT;
}
}
switch (_player->dir) {
case DIR_UP:
_player->state = STATE_STANDUP;
_player->draw = _getGfx[DIR_UP];
break;
case DIR_DOWN:
_player->state = STATE_STANDDOWN;
_player->draw = _getGfx[DIR_DOWN];
break;
case DIR_LEFT:
_player->state = STATE_STANDLEFT;
_player->draw = _getGfx[DIR_LEFT];
break;
case DIR_RIGHT:
_player->state = STATE_STANDRIGHT;
_player->draw = _getGfx[DIR_RIGHT];
break;
default:
warning("AI-FUNCS: lookAtXY: DIR_NONE");
}
}
void AI::movePlayer(uint16 buttons) {
AIState stateList[] = {STATE_ATK_CLUB_UP, STATE_ATK_CLUB_DOWN, STATE_ATK_CLUB_LEFT, STATE_ATK_CLUB_RIGHT,
STATE_ATK_STUN_UP, STATE_ATK_STUN_DOWN, STATE_ATK_STUN_LEFT, STATE_ATK_STUN_RIGHT,
STATE_ATK_SLUG_UP, STATE_ATK_SLUG_DOWN, STATE_ATK_SLUG_LEFT, STATE_ATK_SLUG_RIGHT,
STATE_PUSHUP, STATE_PUSHDOWN, STATE_PUSHLEFT, STATE_PUSHRIGHT,
STATE_GRABUP, STATE_GRABDOWN, STATE_GRABLEFT, STATE_GRABRIGHT};
int xva[5] = {9, 0, 0,-1, 1};
int yva[5] = {9,-1, 1, 0, 0};
AIEntity *hit;
int xv = 0, yv = 0, nx, ny;
int attackable;
if (!_player)
return;
// If we're already attacking, don't do anything else
for (int i = 0; i < 20; i++) {
if (_player->state == stateList[i])
return;
}
// Just trying to put away a dialog?
if (buttons & kButtonB) {
if (g_hdb->_window->dialogActive()) {
g_hdb->_window->closeDialog();
return;
} else if (g_hdb->_window->dialogChoiceActive()) {
g_hdb->_window->closeDialogChoice();
return;
} else if (g_hdb->_window->msgBarActive()) {
g_hdb->_window->closeMsg();
return;
}
if (cinematicsActive() || _playerLock)
return;
// Are we trying to use something? An ACTION, AUTO, LUA?
nx = _player->tileX + xva[_player->dir];
ny = _player->tileY + yva[_player->dir];
hit = findEntity(nx, ny);
// the reason to check for no entity or an AI_NONE is because
// there's a possibility that an actual entity and a LUA entity
// can share the same spot, so we need to be able to deal with
// the real entity first, then the LUA entity.
if (!hit || (hit && hit->type == AI_NONE)) {
switch (_player->state) {
case STATE_STANDUP:
case STATE_STANDDOWN:
case STATE_STANDLEFT:
case STATE_STANDRIGHT:
if (checkForTouchplate(nx, ny))
break;
if (checkForTouchplate(nx, ny))
break;
if (checkActionList(_player, nx, ny, true))
return;
if (checkAutoList(_player, nx, ny))
return;
if (checkLuaList(_player, nx, ny))
return;
default:
break;
}
}
// Attackable Entity? (we're right up on it)
int amt = getGemAmount();
attackable = 0;
if (hit)
switch (hit->type) {
case AI_OMNIBOT:
case AI_TURNBOT:
case AI_SHOCKBOT:
case AI_RIGHTBOT:
case AI_PUSHBOT:
case AI_LISTENBOT:
case AI_MAINTBOT:
case AI_DEADEYE:
case AI_MEERKAT:
case AI_FATFROG:
case AI_GOODFAIRY:
case AI_BADFAIRY:
case AI_ICEPUFF:
case AI_BUZZFLY:
case AI_DRAGON:
case AI_NONE:
attackable = 1;
break;
default:
break;
}
if (g_hdb->getActionMode() && ((hit && attackable) || !hit)) {
// Attack
if (_weaponSelected != AI_NONE && onEvenTile(_player->x, _player->y)) {
switch (_weaponSelected) {
case ITEM_CLUB: {
AIState club[5] = {STATE_NONE, STATE_ATK_CLUB_UP, STATE_ATK_CLUB_DOWN, STATE_ATK_CLUB_LEFT, STATE_ATK_CLUB_RIGHT};
_player->state = club[_player->dir];
_player->animFrame = 0;
_player->animDelay = _player->animCycle;
g_hdb->_sound->playSound(SND_CLUB_MISS);
}
break;
case ITEM_ROBOSTUNNER: {
// it costs 1 gem to attack!
if (!amt) {
g_hdb->_sound->playSound(SND_CELLHOLDER_USE_REJECT);
g_hdb->_window->openMessageBar("Recharging...", 1);
setGemAmount(1);
return;
}
setGemAmount(amt - 1);
AIState stun[5] = {STATE_NONE, STATE_ATK_STUN_UP, STATE_ATK_STUN_DOWN, STATE_ATK_STUN_LEFT, STATE_ATK_STUN_RIGHT};
_player->state = stun[_player->dir];
_player->animFrame = 0;
_player->animDelay = _player->animCycle;
_player->sequence = 1;
}
break;
case ITEM_SLUGSLINGER: {
// it costs 1 gem to attack!
if (!amt) {
g_hdb->_sound->playSound(SND_CELLHOLDER_USE_REJECT);
g_hdb->_window->openMessageBar("Recharging...", 1);
setGemAmount(1);
return;
}
setGemAmount(amt - 1);
AIState slug[5] = {STATE_NONE, STATE_ATK_SLUG_UP, STATE_ATK_SLUG_DOWN, STATE_ATK_SLUG_LEFT, STATE_ATK_SLUG_RIGHT};
_player->state = slug[_player->dir];
_player->animFrame = 0;
_player->animDelay = _player->animCycle;
spawn(AI_SLUG_ATTACK, _player->dir, _player->tileX, _player->tileY,
NULL, NULL, NULL, DIR_NONE, _player->level, 0, 0, 1);
}
break;
default:
break;
} // switch
}
return;
}
// Puzzle Mode - throw a gem
// If this is the last gem, throw it and signal that it should come back
if (amt && (attackable || !hit)) {
xv = xva[_player->dir];
yv = yva[_player->dir];
nx = _player->tileX + xv;
ny = _player->tileY + yv;
spawn(AI_GEM_ATTACK, _player->dir, nx, ny, NULL, NULL, NULL, DIR_NONE, _player->level, amt == 1, 0, 1);
setGemAmount(amt - 1);
animGrabbing();
return;
}
// Are we trying to use this entity?
if (hit) {
g_hdb->useEntity(hit);
return;
}
} // if kButtonB
if (!onEvenTile(_player->x, _player->y))
return;
// Is the player dead or move-locked?
if (_player->state == STATE_DEAD || _playerLock || _playerEmerging)
return;
// Are we on a touchplate and trying to move within the waiting period
if (_player->touchpWait > kPlayerTouchPWait / 4)
return;
// Is a dialog active?
if (g_hdb->_window->dialogActive())
if (!cinematicsActive())
return;
// is a choice dialog active?
if (g_hdb->_window->dialogChoiceActive()) {
if (!cinematicsActive())
return;
}
// In a cinematic?
if (_playerLock || _numWaypoints)
return;
if (buttons & kButtonUp)
yv = -1;
else if (buttons & kButtonDown)
yv = 1;
else if (buttons & kButtonLeft)
xv = -1;
else if (buttons & kButtonRight)
xv = 1;
else if (buttons & kButtonB) {
playerUse();
return;
}
// Check if we can move there
nx = _player->tileX + xv;
if (!nx) // Don't allow moving to X-cooridinate 0
return;
ny = _player->tileY + yv;
int moveOK;
hit = legalMove(nx, ny, _player->level, &moveOK);
if (hit && walkThroughEnt(hit->type))
hit = NULL;
if (hit || !moveOK) {
lookAtXY(nx, ny);
stopEntity(_player);
return;
}
// Walk into Lua Entity?
if (checkLuaList(_player, nx, ny))
return;
if (buttons & (kButtonUp | kButtonDown | kButtonLeft | kButtonRight)) {
int temp = _player->animFrame;
if (_player->state != STATE_MOVELEFT && _player->state != STATE_MOVERIGHT && _player->state != STATE_MOVEUP && _player->state != STATE_MOVEDOWN)
temp = 0;
setEntityGoal(_player, nx, ny);
_player->animFrame = temp;
} else
setEntityGoal(_player, nx, ny);
}
void AI::playerUse() {
int xv[5] = {9, 0, 0,-1, 1};
int yv[5] = {9,-1, 1, 0, 0};
g_hdb->setTargetXY(kTileWidth * (_player->tileX + xv[_player->dir]), kTileWidth * (_player->tileY + yv[_player->dir]));
}
} // End of Namespace