scummvm/engines/hdb/ai-lists.cpp
2021-12-26 18:48:43 +01:00

865 lines
27 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
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "hdb/hdb.h"
#include "hdb/ai.h"
#include "hdb/ai-player.h"
#include "hdb/file-manager.h"
#include "hdb/gfx.h"
#include "hdb/lua-script.h"
#include "hdb/map.h"
#include "hdb/sound.h"
#include "hdb/window.h"
namespace HDB {
/*
Adds a tile to an animation list
*/
void AI::addAnimateTarget(int x, int y, int start, int end, AnimSpeed speed, bool killAuto, bool inMap, const char *tileName) {
AnimTarget *at = new AnimTarget;
at->x = x;
at->y = y;
at->start = start;
at->end = end;
at->killAuto = killAuto; // Doesn't actually kill it, deactivates it
// Set animCycle and animFrame as per speed
switch (speed) {
case ANIM_SLOW:
at->animCycle = 10;
at->animFrame = 10;
break;
case ANIM_NORMAL:
default:
at->animCycle = 6;
at->animFrame = 6;
break;
case ANIM_FAST:
at->animCycle = 2;
at->animFrame = 2;
break;
}
// Set +1/-1 for tile anim direction
if ((end - start) > 0)
at->vel = 1;
else
at->vel = -1;
// Set Info if this is not an inMap animation
at->inMap = inMap;
if (!inMap) {
char name[32];
for (int i = start; i <= end; i++) {
if (i < 10)
snprintf(name, 32, "%s0%d", tileName, i + 1);
else
snprintf(name, 32, "%s%d", tileName, i + 1);
uint32 size = g_hdb->_fileMan->getLength(name, TYPE_TILE32);
at->gfxList[i] = g_hdb->_gfx->getTileGfx(name, size);
}
}
// Insert in the beginning
_animTargets.insert_at(0, at);
}
/*
Animate _animTargets
Called every frame
*/
void AI::animateTargets() {
int mx, my;
g_hdb->_map->getMapXY(&mx, &my);
for (uint i = 0; i < _animTargets.size(); i++) {
AnimTarget *at = _animTargets[i];
debug(9, "AnimTarget #%i: at: at->x: %d, at->y: %d, at->start: %d, at->end: %d, at->vel: %d", i, at->x, at->y, at->start, at->end, at->vel);
// Draw Non-map stuff every frame
if (!at->inMap)
// FIXME: Out of bounds reference to gfxList
at->gfxList[at->start]->drawMasked(at->x - mx, at->y - my);
// Frame Timer
if (at->animFrame-- < 1) {
at->animFrame = at->animCycle;
if (at->inMap) {
// Animate Map Tiles
int layer = 0; // BG layer
if (!(at->start == g_hdb->_map->getMapBGTileIndex(at->x, at->y)))
layer = 1;
// Change Tile Anim
at->start += at->vel;
// Set it back in map
if (!layer)
g_hdb->_map->setMapBGTileIndex(at->x, at->y, at->start);
else
g_hdb->_map->setMapFGTileIndex(at->x, at->y, at->start);
} else {
// Animate non-map tiles
at->start++;
}
// Animation Finished ?
if (at->start == at->end) {
if (at->killAuto)
autoDeactivate(at->x, at->y);
delete _animTargets[i];
_animTargets.remove_at(i);
i--;
continue;
}
}
}
}
void AI::addBridgeExtend(int x, int y, int bridgeType) {
if (_numBridges >= kMaxBridges)
return;
if (bridgeType == _targetBridgeU)
_bridges[_numBridges].dir = DIR_UP;
else if (bridgeType == _targetBridgeD)
_bridges[_numBridges].dir = DIR_DOWN;
else if (bridgeType == _targetBridgeL)
_bridges[_numBridges].dir = DIR_LEFT;
else if (bridgeType == _targetBridgeR)
_bridges[_numBridges].dir = DIR_RIGHT;
_bridges[_numBridges].delay = 5;
_bridges[_numBridges].x = x;
_bridges[_numBridges].y = y;
_bridges[_numBridges].anim = 0;
if (g_hdb->_map->onScreen(_bridges[_numBridges].x, _bridges[_numBridges].y))
g_hdb->_sound->playSound(SND_BRIDGE_START);
_numBridges++;
}
void AI::animateBridges() {
// out quick!
if (!_numBridges)
return;
for (int i = 0; i < _numBridges; i++) {
if (_bridges[i].delay-- > 0)
continue;
_bridges[i].delay = 5;
bool done = false;
int xv = 0;
int yv = 0;
switch (_bridges[i].dir) {
case DIR_UP:
g_hdb->_map->setMapFGTileIndex(_bridges[i].x, _bridges[i].y, _targetBridgeU + _bridges[i].anim);
_bridges[i].anim++;
if (_bridges[i].anim > 2) {
g_hdb->_map->setMapFGTileIndex(_bridges[i].x, _bridges[i].y, _targetBridgeMidUD);
yv = -1;
done = true;
}
break;
case DIR_DOWN:
g_hdb->_map->setMapFGTileIndex(_bridges[i].x, _bridges[i].y, _targetBridgeD + _bridges[i].anim);
_bridges[i].anim++;
if (_bridges[i].anim > 2) {
g_hdb->_map->setMapFGTileIndex(_bridges[i].x, _bridges[i].y, _targetBridgeMidUD);
yv = 1;
done = true;
}
break;
case DIR_LEFT:
g_hdb->_map->setMapFGTileIndex(_bridges[i].x, _bridges[i].y, _targetBridgeL + _bridges[i].anim);
_bridges[i].anim++;
if (_bridges[i].anim > 2) {
g_hdb->_map->setMapFGTileIndex(_bridges[i].x, _bridges[i].y, _targetBridgeMidLR);
xv = -1;
done = true;
}
break;
case DIR_RIGHT:
g_hdb->_map->setMapFGTileIndex(_bridges[i].x, _bridges[i].y, _targetBridgeR + _bridges[i].anim);
_bridges[i].anim++;
if (_bridges[i].anim > 2) {
g_hdb->_map->setMapFGTileIndex(_bridges[i].x, _bridges[i].y, _targetBridgeMidLR);
xv = 1;
done = true;
}
break;
case DIR_NONE:
default:
break;
}
// is this bridge done extending one chunk?
if (done) {
if (g_hdb->_map->onScreen(_bridges[i].x, _bridges[i].y))
g_hdb->_sound->playSound(SND_BRIDGE_EXTEND);
_bridges[i].anim = 0;
_bridges[i].x += xv;
_bridges[i].y += yv;
int tileIndex = g_hdb->_map->getMapFGTileIndex(_bridges[i].x, _bridges[i].y);
uint32 flags = g_hdb->_map->getMapBGTileFlags(_bridges[i].x, _bridges[i].y);
if (!flags || (flags & kFlagMetal) || tileIndex >= 0 || (flags & kFlagSolid)) {
if (g_hdb->_map->onScreen(_bridges[i].x, _bridges[i].y))
g_hdb->_sound->playSound(SND_BRIDGE_END);
// TODO: CHECKME - Using i as an index looks very wrong as the for statement uses j.
// This results in copying multiple times the same data
for (int j = 0; j < _numBridges - 1; j++)
memcpy(&_bridges[i], &_bridges[i + 1], sizeof(Bridge));
_numBridges--;
}
}
}
}
void AI::addToFairystones(int index, int tileX, int tileY, int sourceOrDest) {
if (!sourceOrDest) {
_fairystones[index].srcX = tileX;
_fairystones[index].srcY = tileY;
} else {
_fairystones[index].destX = tileX;
_fairystones[index].destY = tileY;
}
}
int AI::checkFairystones(int tileX, int tileY) {
for (int i = 0; i < kMaxFairystones; i++) {
if (_fairystones[i].destX == tileX && _fairystones[i].destY == tileY)
return i;
}
return -1;
}
// Add an action location to the list of possible actions
// Each action must be paired with another of the same number
void AI::addToActionList(int actionIndex, int x, int y, char *luaFuncInit, char *luaFuncUse) {
if (!_actions[actionIndex].x1) {
_actions[actionIndex].x1 = x;
_actions[actionIndex].y1 = y;
if (luaFuncInit[0] != '*')
Common::strlcpy(_actions[actionIndex].luaFuncInit, luaFuncInit, 32);
if (luaFuncUse[0] != '*')
Common::strlcpy(_actions[actionIndex].luaFuncUse, luaFuncUse, 32);
if (_actions[actionIndex].luaFuncInit[0]) {
g_hdb->_lua->callFunction(_actions[actionIndex].luaFuncInit, 2);
Common::strlcpy(_actions[actionIndex].entityName, g_hdb->_lua->getStringOffStack(), 32);
Common::strlcpy(_actions[actionIndex].entityName, g_hdb->_lua->getStringOffStack(), 32);
}
return;
}
if (!_actions[actionIndex].x2) {
_actions[actionIndex].x2 = x;
_actions[actionIndex].y2 = y;
if (luaFuncInit[0] != '*')
Common::strlcpy(_actions[actionIndex].luaFuncInit, luaFuncInit, 32);
if (luaFuncUse[0] != '*')
Common::strlcpy(_actions[actionIndex].luaFuncUse, luaFuncUse, 32);
if (_actions[actionIndex].luaFuncInit[0]) {
g_hdb->_lua->callFunction(_actions[actionIndex].luaFuncInit, 2);
Common::strlcpy(_actions[actionIndex].entityName, g_hdb->_lua->getStringOffStack(), 32);
Common::strlcpy(_actions[actionIndex].entityName, g_hdb->_lua->getStringOffStack(), 32);
}
return;
}
warning("Adding a 3rd action to ACTION-%d is illegal", actionIndex);
}
// Checks if the location passed-in matches an action pair.
// If so, activate it if possible. Returns TRUE for finding pair.
bool AI::checkActionList(AIEntity *e, int x, int y, bool lookAndGrab) {
for (int i = 0; i < kMaxActions; i++) {
if ((_actions[i].x1 == x && _actions[i].y1 == y) || (_actions[i].x2 == x && _actions[i].y2 == y)) {
int targetX = _actions[i].x2;
int targetY = _actions[i].y2;
bool success;
// Choose target co-ordinates
if (x == targetX && y == targetY) {
targetX = _actions[i].x1;
targetY = _actions[i].y1;
}
// Is this an actual switch?
uint32 flags = g_hdb->_map->getMapFGTileFlags(x, y);
if (!flags)
flags = g_hdb->_map->getMapBGTileFlags(x, y);
if (!(flags & kFlagSolid) && (_player->tileX != x && _player->tileY != y))
return false;
// Closing on something?
if (findEntity(targetX, targetY))
return false;
success = activateAction(e, x, y, targetX, targetY);
// If successful, remove action from list
if (success) {
_actions[i].x1 = _actions[i].y1 = _actions[i].x2 = _actions[i].y2 = 0;
// Call Lua Use function if it exists
if (_actions[i].luaFuncUse[0]) {
g_hdb->_lua->callFunction(_actions[i].luaFuncUse, 0);
}
} else if (e == _player && !checkForTouchplate(x, y))
addWaypoint(e->tileX, e->tileY, x, y, e->level);
if (lookAndGrab && e == _player) {
lookAtXY(x, y);
animGrabbing();
}
return true;
}
}
return false;
}
void AI::addToHereList(const char *entName, int x, int y) {
HereT *h = new HereT;
Common::strlcpy(h->entName, entName, 32);
h->x = x;
h->y = y;
_hereList->push_back(h);
}
HereT *AI::findHere(int x, int y) {
for (Common::Array<HereT *>::iterator it = _hereList->begin(); it != _hereList->end(); ++it) {
if ((*it)->x == x && (*it)->y == y)
return *it;
}
return nullptr;
}
void AI::addToAutoList(int x, int y, const char *luaFuncInit, const char *luaFuncUse) {
for (int i = 0; i < kMaxAutoActions; i++) {
if (!_autoActions[i].x) {
_autoActions[i].x = x;
_autoActions[i].y = y;
_autoActions[i].activated = false;
if (luaFuncInit[0] != '*')
Common::strlcpy(&_autoActions[i].luaFuncInit[0], luaFuncInit, 32);
if (luaFuncUse[0] != '*')
Common::strlcpy(&_autoActions[i].luaFuncUse[0], luaFuncUse, 32);
if (_autoActions[i].luaFuncInit[0]) {
g_hdb->_lua->callFunction(_autoActions[i].luaFuncInit, 2);
const char *get = g_hdb->_lua->getStringOffStack();
if (!get)
return;
Common::strlcpy(&_autoActions[i].entityName[0], get, 32);
get = g_hdb->_lua->getStringOffStack();
if (!get)
return;
Common::strlcpy(&_autoActions[i].entityName[0], get, 32);
}
return;
}
}
}
void AI::autoDeactivate(int x, int y) {
for (int i = 0; i < kMaxAutoActions; i++) {
if (_autoActions[i].x == x && _autoActions[i].y == y) {
_autoActions[i].activated = false;
return;
}
}
}
bool AI::activateAction(AIEntity *e, int x, int y, int targetX, int targetY) {
bool success = false;
int tileIndex = g_hdb->_map->getMapFGTileIndex(x, y);
// If FG tile invisivle or grating, ignore if
int fgFlags = g_hdb->_map->getMapFGTileFlags(x, y);
if (fgFlags & (kFlagInvisible | kFlagGrating))
tileIndex = -1;
if (tileIndex < 0)
tileIndex = g_hdb->_map->getMapBGTileIndex(x, y);
// Check which tile is going to activate
if (tileIndex == _useSwitchOff || tileIndex == _useSwitchOff + 1)
success = useSwitch(e, x, y, targetX, targetY, _useSwitchOn);
else if (tileIndex == _useSwitchOn)
success = useSwitchOn(e, x, y, targetX, targetY, _useSwitchOff);
//-------------------------------------------------------------------
else if (tileIndex == _useHandswitchOff || tileIndex == _useHandswitchOff + 1)
success = useSwitch(e, x, y, targetX, targetY, _useHandswitchOn);
else if (tileIndex == _useHandswitchOn)
success = useSwitchOn(e, x, y, targetX, targetY, _useHandswitchOff);
//-------------------------------------------------------------------
else if (tileIndex == _kcHolderWhiteOff || tileIndex == _kcHolderWhiteOff + 1)
success = useLockedSwitch(e, x, y, targetX, targetY, _kcHolderWhiteOn, ITEM_KEYCARD_WHITE, "I need a White Keycard.");
else if (tileIndex == _kcHolderWhiteOn)
success = useLockedSwitchOn(e, x, y, targetX, targetY, _kcHolderWhiteOff, ITEM_KEYCARD_WHITE);
else if (tileIndex == _kcHolderBlueOff || tileIndex == _kcHolderBlueOff + 1)
success = useLockedSwitch(e, x, y, targetX, targetY, _kcHolderBlueOn, ITEM_KEYCARD_BLUE, "I need a Blue Keycard.");
else if (tileIndex == _kcHolderBlueOn)
success = useLockedSwitchOn(e, x, y, targetX, targetY, _kcHolderBlueOff, ITEM_KEYCARD_BLUE);
else if (tileIndex == _kcHolderRedOff || tileIndex == _kcHolderRedOff + 1)
success = useLockedSwitch(e, x, y, targetX, targetY, _kcHolderRedOn, ITEM_KEYCARD_RED, "I need a Red Keycard.");
else if (tileIndex == _kcHolderRedOn)
success = useLockedSwitchOn(e, x, y, targetX, targetY, _kcHolderRedOff, ITEM_KEYCARD_RED);
else if (tileIndex == _kcHolderGreenOff || tileIndex == _kcHolderGreenOff + 1)
success = useLockedSwitch(e, x, y, targetX, targetY, _kcHolderGreenOn, ITEM_KEYCARD_GREEN, "I need a Green Keycard.");
else if (tileIndex == _kcHolderGreenOn)
success = useLockedSwitchOn(e, x, y, targetX, targetY, _kcHolderGreenOff, ITEM_KEYCARD_GREEN);
else if (tileIndex == _kcHolderPurpleOff || tileIndex == _kcHolderPurpleOff + 1)
success = useLockedSwitch(e, x, y, targetX, targetY, _kcHolderPurpleOn, ITEM_KEYCARD_PURPLE, "I need a Purple Keycard.");
else if (tileIndex == _kcHolderPurpleOn)
success = useLockedSwitchOn(e, x, y, targetX, targetY, _kcHolderPurpleOff, ITEM_KEYCARD_PURPLE);
else if (tileIndex == _kcHolderBlackOff || tileIndex == _kcHolderBlackOff + 1)
success = useLockedSwitch(e, x, y, targetX, targetY, _kcHolderBlackOn, ITEM_KEYCARD_BLACK, "I need a Black Keycard.");
else if (tileIndex == _kcHolderBlackOn)
success = useLockedSwitchOn(e, x, y, targetX, targetY, _kcHolderBlackOff, ITEM_KEYCARD_BLACK);
//-------------------------------------------------------------------
else if (tileIndex == _useSwitch2Off || tileIndex == _useSwitch2Off + 1)
success = useSwitch2(e, x, y, targetX, targetY);
else if (tileIndex == _useHolderEmpty || tileIndex == _useHolderEmpty + 1)
success = useCellHolder(e, x, y, targetX, targetY);
//-------------------------------------------------------------------
else if (tileIndex == _targetDoorN || tileIndex == _targetDoorN + 3)
success = useAutoDoorOpenClose(e, x, y);
else if (tileIndex == _targetDoorP || tileIndex == _targetDoorP + 3)
success = useDoorOpenCloseBot(e, x, y);
else if (tileIndex == _targetDoorS || tileIndex == _targetDoorS + 3)
success = useDoorOpenCloseBot(e, x, y);
else if (tileIndex == _targetDoorNv || tileIndex == _targetDoorNv + 3)
success = useAutoDoorOpenClose(e, x, y);
else if (tileIndex == _targetDoorPv || tileIndex == _targetDoorPv + 3)
success = useDoorOpenCloseBot(e, x, y);
else if (tileIndex == _targetDoorSv || tileIndex == _targetDoorSv + 3)
success = useDoorOpenCloseBot(e, x, y);
//-------------------------------------------------------------------
else if (tileIndex == _targetDoorN || tileIndex == _targetDoor2N + 3)
success = useAutoDoorOpenClose(e, x, y);
else if (tileIndex == _targetDoorP || tileIndex == _targetDoor2P + 3)
success = useDoorOpenCloseBot(e, x, y);
else if (tileIndex == _targetDoorS || tileIndex == _targetDoor2S + 3)
success = useDoorOpenCloseBot(e, x, y);
else if (tileIndex == _targetDoorNv || tileIndex == _targetDoor2Nv + 3)
success = useAutoDoorOpenClose(e, x, y);
else if (tileIndex == _targetDoorPv || tileIndex == _targetDoor2Pv + 3)
success = useDoorOpenCloseBot(e, x, y);
else if (tileIndex == _targetDoorSv || tileIndex == _targetDoor2Sv + 3)
success = useDoorOpenCloseBot(e, x, y);
//-------------------------------------------------------------------
else if (tileIndex == _touchplateOff)
success = useTouchplate(e, x, y, targetX, targetY, _touchplateOn);
else if (tileIndex == _touchplateOn)
success = useTouchplateOn(e, x, y, targetX, targetY, _touchplateOff);
else if (tileIndex == _templeTouchpOff)
success = useTouchplate(e, x, y, targetX, targetY, _templeTouchpOn);
else if (tileIndex == _templeTouchpOn)
success = useTouchplateOn(e, x, y, targetX, targetY, _templeTouchpOff);
return success;
}
bool AI::checkAutoList(AIEntity *e, int x, int y) {
for (int i = 0; i < kMaxAutoActions; i++) {
if (_autoActions[i].x == x && _autoActions[i].y == y && !_autoActions[i].activated) {
debug(1, "Activating action for Entity: %s, x: %d, y: %d", e->entityName, x, y);
bool success = activateAction(e, x, y, 0, 0);
_autoActions[i].activated = true;
if (success && _autoActions[i].luaFuncUse[0])
g_hdb->_lua->callFunction(_autoActions[i].luaFuncUse, 0);
if (e == _player) {
lookAtXY(x, y);
animGrabbing();
}
return true;
}
}
return false;
}
bool AI::autoActive(int x, int y) {
for (int i = 0; i < kMaxAutoActions; i++) {
if (_autoActions[i].x == x && _autoActions[i].y == y) {
if (!_autoActions[i].activated)
return false;
return true;
}
}
return false;
}
CallbackDef allCallbacks[] = {
{NO_FUNCTION, nullptr},
{AI_BARREL_EXPLOSION_END, aiBarrelExplosionEnd},
{CALLBACK_DOOR_OPEN_CLOSE, callbackDoorOpenClose},
{CALLBACK_AUTODOOR_OPEN_CLOSE, callbackAutoDoorOpenClose},
{CALLBACK_END, nullptr}
};
void AI::addCallback(CallbackType type, int x, int y, int delay) {
for (int i = kMaxCallbacks - 1; i >= 0; i--)
if (_callbacks[i].type == NO_FUNCTION) {
_callbacks[i].type = type;
_callbacks[i].x = x;
_callbacks[i].y = y;
_callbacks[i].delay = delay;
return;
}
}
void AI::processCallbackList() {
for (int i = 0; i < kMaxCallbacks; i++)
if (_callbacks[i].type != NO_FUNCTION) {
if (_callbacks[i].delay) {
_callbacks[i].delay--;
return;
}
allCallbacks[_callbacks[i].type].function(_callbacks[i].x, _callbacks[i].y);
_callbacks[i].type = NO_FUNCTION;
_callbacks[i].x = _callbacks[i].y = 0;
return;
}
}
void AI::addToLuaList(int x, int y, int value1, int value2, char *luaFuncInit, char *luaFuncAction, char *luaFuncUse) {
for (int i = 0; i < kMaxLuaEnts; i++) {
if (!_luaList[i].luaFuncInit[0] && !_luaList[i].luaFuncAction[0] && !_luaList[i].luaFuncUse[0]) {
_luaList[i].x = x;
_luaList[i].y = y;
_luaList[i].value1 = value1;
_luaList[i].value2 = value2;
Common::strlcpy(_luaList[i].luaFuncInit, luaFuncInit, 32);
if (luaFuncInit[0] == '*')
_luaList[i].luaFuncInit[0] = 0;
Common::strlcpy(_luaList[i].luaFuncAction, luaFuncAction, 32);
if (luaFuncAction[0] == '*')
_luaList[i].luaFuncAction[0] = 0;
Common::strlcpy(_luaList[i].luaFuncUse, luaFuncUse, 32);
if (luaFuncUse[0] == '*')
_luaList[i].luaFuncUse[0] = 0;
_numLuaList++;
if (_luaList[i].luaFuncInit[0])
g_hdb->_lua->invokeLuaFunction(luaFuncInit, x, y, value1, value2);
spawnBlocking(x, y, 1);
return;
}
}
}
bool AI::checkLuaList(AIEntity *e, int x, int y) {
for (int i = 0; i < _numLuaList; i++) {
if (_luaList[i].x == x && _luaList[i].y == y && _luaList[i].luaFuncUse[0]) {
if (e == _player) {
lookAtXY(x, y);
animGrabbing();
}
g_hdb->_lua->invokeLuaFunction(_luaList[i].luaFuncUse, _luaList[i].x, _luaList[i].y, _luaList[i].value1, _luaList[i].value2);
return true;
}
}
return false;
}
bool AI::luaExistAtXY(int x, int y) {
for (int i = 0; i < _numLuaList; i++) {
if (_luaList[i].x == x && _luaList[i].y == y && _luaList[i].luaFuncUse[0]) {
return true;
}
}
return false;
}
void AI::addToTeleportList(int teleIndex, int x, int y, int dir, int level, int anim, int usable, const char *luaFuncUse) {
if (!level)
level = 1;
if (!_teleporters[teleIndex].x1) {
_teleporters[teleIndex].x1 = x;
_teleporters[teleIndex].y1 = y;
_teleporters[teleIndex].dir1 = (AIDir)dir;
_teleporters[teleIndex].level1 = level;
_teleporters[teleIndex].anim1 = anim;
_teleporters[teleIndex].usable1 = usable;
Common::strlcpy(_teleporters[teleIndex].luaFuncUse1, luaFuncUse, 32);
if (_teleporters[teleIndex].luaFuncUse1[0] == '*')
_teleporters[teleIndex].luaFuncUse1[0] = 0;
_numTeleporters++;
return;
}
if (!_teleporters[teleIndex].x2) {
_teleporters[teleIndex].x2 = x;
_teleporters[teleIndex].y2 = y;
_teleporters[teleIndex].dir2 = (AIDir)dir;
_teleporters[teleIndex].level2 = level;
_teleporters[teleIndex].anim2 = anim;
_teleporters[teleIndex].usable2 = usable;
Common::strlcpy(_teleporters[teleIndex].luaFuncUse2, luaFuncUse, 32);
if (_teleporters[teleIndex].luaFuncUse2[0] == '*')
_teleporters[teleIndex].luaFuncUse2[0] = 0;
_numTeleporters++;
return;
}
warning("addToTeleporterList: Adding a 3rd teleporter is illegal");
}
bool AI::findTeleporterDest(int tileX, int tileY, SingleTele *info) {
for (int i = 0; i < _numTeleporters; i++) {
if ((_teleporters[i].x1 == tileX) && (_teleporters[i].y1 == tileY)) {
info->anim = _teleporters[i].anim2;
info->x = _teleporters[i].x2;
info->y = _teleporters[i].y2;
info->dir = _teleporters[i].dir2;
info->level = _teleporters[i].level2;
info->usable = _teleporters[i].usable2;
return true;
}
if ((_teleporters[i].x2 == tileX) && (_teleporters[i].y2 == tileY)) {
info->anim = _teleporters[i].anim1;
info->x = _teleporters[i].x1;
info->y = _teleporters[i].y1;
info->dir = _teleporters[i].dir1;
info->level = _teleporters[i].level1;
info->usable = _teleporters[i].usable1;
return true;
}
}
return false;
}
bool AI::checkTeleportList(AIEntity *e, int x, int y) {
for (int i = 0; i < kMaxTeleporters; i++) {
if ((_teleporters[i].x1 == x && _teleporters[i].y1 == y) || (_teleporters[i].x2 == x && _teleporters[i].y2 == y)) {
int targetX = _teleporters[i].x1;
int targetY = _teleporters[i].y1;
int targetX2 = _teleporters[i].x2;
int targetY2 = _teleporters[i].y2;
//AIDir dir1 = _teleporters[i].dir1;
AIDir dir2 = _teleporters[i].dir2;
//int level1 = _teleporters[i].level1;
int level2 = _teleporters[i].level2;
int usable1 = _teleporters[i].usable1;
//int usable2 = _teleporters[i].usable2;
int anim1 = _teleporters[i].anim1;
int anim2 = _teleporters[i].anim2;
//const char *luaFuncUse1 = _teleporters[i].luaFuncUse1;
const char *luaFuncUse2 = _teleporters[i].luaFuncUse2;
// Choose which set of co-ordinates is the target
if (x != targetX || y != targetY) {
targetX = _teleporters[i].x2;
targetY = _teleporters[i].y2;
targetX2 = _teleporters[i].x1;
targetY2 = _teleporters[i].y1;
//dir1 = _teleporters[i].dir2;
dir2 = _teleporters[i].dir1;
//level1 = _teleporters[i].level2;
level2 = _teleporters[i].level1;
usable1 = _teleporters[i].usable2;
//usable2 = _teleporters[i].usable1;
anim1 = _teleporters[i].anim2;
anim2 = _teleporters[i].anim1;
//luaFuncUse1 = _teleporters[i].luaFuncUse2;
luaFuncUse2 = _teleporters[i].luaFuncUse1;
}
// We must be exactly on the teleporter
if (abs(targetX*kTileWidth - e->x) > 2 || abs(targetY*kTileHeight - e->y) > 2)
return false;
// Can this teleporter be used?
if (usable1)
return false;
// Move Entity to new Spot, then walk forward one tile
e->tileX = targetX2;
e->tileY = targetY2;
e->x = targetX2 * kTileWidth;
e->y = targetY2 * kTileHeight;
e->xVel = e->yVel = 0;
e->goalX = e->goalY = 0;
e->animFrame = 0;
e->drawXOff = e->drawYOff = 0;
e->dir = dir2;
e->level = level2;
if (luaFuncUse2[0])
g_hdb->_lua->callFunction(luaFuncUse2, 0);
e->draw = e->standdownGfx[0];
if (e == _player) {
clearWaypoints();
}
switch (e->dir) {
case DIR_UP:
setEntityGoal(e, e->tileX, e->tileY - 1);
break;
case DIR_DOWN:
setEntityGoal(e, e->tileX, e->tileY + 1);
break;
case DIR_LEFT:
setEntityGoal(e, e->tileX - 1, e->tileY);
break;
case DIR_RIGHT:
setEntityGoal(e, e->tileX + 1, e->tileY);
break;
case DIR_NONE:
default:
break;
}
g_hdb->_map->centerMapXY(e->x + 16, e->y + 16);
// Start up Teleport flash animation only if value1 is set to 1
if (anim1 == 1 || anim2 == 2) {
addAnimateTarget(e->x, e->y, 0, 7, ANIM_NORMAL, false, false, "teleporter_flash_sit");
g_hdb->_sound->playSound(SND_TELEPORT);
}
// PANIC ZONE Teleports?
if (anim2 >= 2)
g_hdb->_window->startPanicZone();
else
g_hdb->_window->stopPanicZone();
// Is there an attack gem still floating around?
for (Common::Array<AIEntity *>::iterator it = _ents->begin(); it != _ents->end(); ++it) {
if ((*it)->type == AI_GEM_ATTACK) {
int amt = getGemAmount();
setGemAmount(amt + 1);
removeEntity(*it);
break;
}
}
_playerEmerging = true;
return true;
}
}
return false;
}
void AI::addToPathList(int x, int y, int type, AIDir dir) {
ArrowPath *arrowPath = new ArrowPath;
arrowPath->type = type;
arrowPath->tileX = x;
arrowPath->tileY = y;
arrowPath->dir = dir;
_arrowPaths->push_back(arrowPath);
}
ArrowPath *AI::findArrowPath(int x, int y) {
for (Common::Array<ArrowPath *>::iterator it = _arrowPaths->begin(); it != _arrowPaths->end(); ++it) {
if ((*it)->tileX == x && (*it)->tileY == y)
return *it;
}
return nullptr;
}
void AI::addToTriggerList(char *luaFuncInit, char *luaFuncUse, int x, int y, int value1, int value2, char *id) {
Trigger *t = new Trigger;
_triggerList->push_back(t);
Common::strlcpy(t->id, id, 32);
t->x = x;
t->y = y;
t->value1 = value1;
t->value2 = value2;
if (luaFuncInit[0] != '*')
Common::strlcpy(t->luaFuncInit, luaFuncInit, 32);
if (luaFuncUse[0] != '*')
Common::strlcpy(t->luaFuncUse, luaFuncUse, 32);
if (!t->luaFuncUse[0])
g_hdb->_window->openMessageBar("Trigger without USE!", 10);
if (t->luaFuncInit[0]) {
g_hdb->_lua->pushFunction(t->luaFuncInit);
g_hdb->_lua->pushInt(x);
g_hdb->_lua->pushInt(y);
g_hdb->_lua->pushInt(value1);
g_hdb->_lua->pushInt(value2);
g_hdb->_lua->call(4, 0);
}
}
bool AI::checkTriggerList(char *entName, int x, int y) {
for (Common::Array<Trigger *>::iterator it = _triggerList->begin(); it != _triggerList->end(); ++it) {
Trigger *t = *it;
if (t->x == x && t->y == y) {
if (!t->luaFuncUse[0])
return false;
g_hdb->_lua->pushFunction(t->luaFuncUse);
g_hdb->_lua->pushString(entName);
g_hdb->_lua->pushInt(t->x);
g_hdb->_lua->pushInt(t->y);
g_hdb->_lua->pushInt(t->value1);
g_hdb->_lua->pushInt(t->value2);
g_hdb->_lua->call(5, 0);
return true;
}
}
return false;
}
void AI::killTrigger(const char *id) {
for (uint i = 0; i < _triggerList->size(); i++) {
if (!scumm_stricmp(id, _triggerList->operator[](i)->id)) {
_triggerList->remove_at(i);
i--;
}
}
}
} // End of Namespace