mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-15 22:28:10 +00:00
1727 lines
46 KiB
C++
1727 lines
46 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "hdb/hdb.h"
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#include "hdb/menu.h"
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namespace HDB {
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void aiPlayerInit(AIEntity *e) {
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g_hdb->_ai->clearInventory();
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e->aiAction = aiPlayerAction;
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e->draw = g_hdb->_ai->getStandFrameDir(e);
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switch (e->dir) {
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case DIR_UP:
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e->state = STATE_STANDUP;
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break;
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case DIR_DOWN:
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e->state = STATE_STANDDOWN;
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break;
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case DIR_LEFT:
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e->state = STATE_STANDLEFT;
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break;
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case DIR_RIGHT:
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e->state = STATE_STANDRIGHT;
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break;
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case DIR_NONE:
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warning("AI-PLAYER: aiPlayerInit: DIR_NONE found");
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break;
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}
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e->moveSpeed = kPlayerMoveSpeed;
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strcpy(e->entityName, "player");
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g_hdb->_ai->assignPlayer(e);
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}
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void aiPlayerInit2(AIEntity *e) {
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if (!g_hdb->_ai->_clubUpGfx[0]) {
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g_hdb->_ai->_weaponSelGfx = g_hdb->_gfx->loadTile(TILE_WEAPON_EQUIPPED);
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g_hdb->_ai->_clubUpGfx[0] = g_hdb->_gfx->loadPic(CLUBUP1);
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g_hdb->_ai->_clubUpGfx[1] = g_hdb->_gfx->loadPic(CLUBUP2);
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g_hdb->_ai->_clubUpGfx[2] = g_hdb->_gfx->loadPic(CLUBUP3);
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g_hdb->_ai->_clubUpGfx[3] = g_hdb->_gfx->loadPic(CLUBUP3);
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g_hdb->_ai->_clubDownGfx[0] = g_hdb->_gfx->loadPic(CLUBDOWN1);
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g_hdb->_ai->_clubDownGfx[1] = g_hdb->_gfx->loadPic(CLUBDOWN2);
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g_hdb->_ai->_clubDownGfx[2] = g_hdb->_gfx->loadPic(CLUBDOWN3);
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g_hdb->_ai->_clubDownGfx[3] = g_hdb->_gfx->loadPic(CLUBDOWN3);
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g_hdb->_ai->_clubLeftGfx[0] = g_hdb->_gfx->loadPic(CLUBLEFT1);
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g_hdb->_ai->_clubLeftGfx[1] = g_hdb->_gfx->loadPic(CLUBLEFT2);
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g_hdb->_ai->_clubLeftGfx[2] = g_hdb->_gfx->loadPic(CLUBLEFT3);
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g_hdb->_ai->_clubLeftGfx[3] = g_hdb->_gfx->loadPic(CLUBLEFT3);
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g_hdb->_ai->_clubRightGfx[0] = g_hdb->_gfx->loadPic(CLUBRIGHT1);
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g_hdb->_ai->_clubRightGfx[1] = g_hdb->_gfx->loadPic(CLUBRIGHT2);
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g_hdb->_ai->_clubRightGfx[2] = g_hdb->_gfx->loadPic(CLUBRIGHT3);
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g_hdb->_ai->_clubRightGfx[3] = g_hdb->_gfx->loadPic(CLUBRIGHT3);
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g_hdb->_ai->_clubUpFrames = g_hdb->_ai->_clubDownFrames =
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g_hdb->_ai->_clubLeftFrames = g_hdb->_ai->_clubRightFrames = 4;
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g_hdb->_ai->_slugAttackGfx[0] = g_hdb->_gfx->loadPic(SLUG_SHOT1);
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g_hdb->_ai->_slugAttackGfx[1] = g_hdb->_gfx->loadPic(SLUG_SHOT2);
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g_hdb->_ai->_slugAttackGfx[2] = g_hdb->_gfx->loadPic(SLUG_SHOT3);
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g_hdb->_ai->_slugAttackGfx[3] = g_hdb->_gfx->loadPic(SLUG_SHOT4);
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int32 size = g_hdb->_fileMan->getLength("shock_spark_sit01", TYPE_TILE32);
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g_hdb->_ai->_stunLightningGfx[0] = g_hdb->_gfx->getTileGfx("shock_spark_sit01", size);
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size = g_hdb->_fileMan->getLength("shock_spark_sit02", TYPE_TILE32);
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g_hdb->_ai->_stunLightningGfx[1] = g_hdb->_gfx->getTileGfx("shock_spark_sit02", size);
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size = g_hdb->_fileMan->getLength("shock_spark_sit03", TYPE_TILE32);
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g_hdb->_ai->_stunLightningGfx[2] = g_hdb->_gfx->getTileGfx("shock_spark_sit03", size);
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size = g_hdb->_fileMan->getLength("shock_spark_sit04", TYPE_TILE32);
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g_hdb->_ai->_stunLightningGfx[3] = g_hdb->_gfx->getTileGfx("shock_spark_sit04", size);
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size = g_hdb->_fileMan->getLength("starstun_sit01", TYPE_TILE32);
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g_hdb->_ai->_stunnedGfx[0] = g_hdb->_gfx->getTileGfx("starstun_sit01", size);
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size = g_hdb->_fileMan->getLength("starstun_sit02", TYPE_TILE32);
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g_hdb->_ai->_stunnedGfx[1] = g_hdb->_gfx->getTileGfx("starstun_sit02", size);
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size = g_hdb->_fileMan->getLength("starstun_sit03", TYPE_TILE32);
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g_hdb->_ai->_stunnedGfx[2] = g_hdb->_gfx->getTileGfx("starstun_sit03", size);
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size = g_hdb->_fileMan->getLength("starstun_sit04", TYPE_TILE32);
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g_hdb->_ai->_stunnedGfx[3] = g_hdb->_gfx->getTileGfx("starstun_sit04", size);
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}
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e->draw = g_hdb->_ai->getStandFrameDir(e);
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}
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void aiPlayerAction(AIEntity *e) {
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AIState stand[5] = {STATE_NONE, STATE_STANDUP, STATE_STANDDOWN, STATE_STANDLEFT, STATE_STANDRIGHT};
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int xvAhead[5] = {9, 0, 0, -1, 1}, yvAhead[5] = {9, -1, 1, 0, 0};
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AIEntity *hit = NULL;
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// Draw the STUN lightning if it exists
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if (e->sequence) {
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e->aiDraw = aiPlayerDraw;
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g_hdb->_sound->playSound(SND_STUNNER_FIRE);
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hit = g_hdb->_ai->findEntity(e->tileX + xvAhead[e->dir], e->tileY + yvAhead[e->dir]);
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if (hit)
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switch (hit->type) {
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case AI_MEERKAT:
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if (hit->sequence > 2)
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g_hdb->_ai->stunEnemy(hit, 8);
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break;
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case AI_ICEPUFF:
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if (hit->state == STATE_ICEP_APPEAR || hit->state == STATE_ICEP_THROWDOWN || hit->state == STATE_ICEP_THROWLEFT || hit->state == STATE_ICEP_THROWRIGHT) {
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g_hdb->_ai->addAnimateTarget(hit->x, hit->y, 0, 3, ANIM_NORMAL, false, false, GROUP_STEAM_PUFF_SIT);
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g_hdb->_ai->stunEnemy(hit, 8);
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}
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break;
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case AI_BADFAIRY:
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case AI_GOODFAIRY:
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case AI_CHICKEN:
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case AI_OMNIBOT:
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case AI_TURNBOT:
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case AI_PUSHBOT:
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case AI_DEADEYE:
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case AI_FATFROG:
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case AI_BUZZFLY:
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case AI_MAINTBOT:
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case AI_RIGHTBOT:
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case AI_GATEPUDDLE:
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g_hdb->_ai->stunEnemy(hit, 8);
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break;
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default:
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debug(9, "STUB: stunEnemy: Play sound");
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break;
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}
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hit = g_hdb->_ai->findEntity(e->tileX + (xvAhead[e->dir] << 1), e->tileY + (yvAhead[e->dir] << 1));
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if (hit)
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switch (hit->type) {
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case AI_MEERKAT:
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if (hit->sequence > 2)
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g_hdb->_ai->stunEnemy(hit, 8);
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break;
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case AI_ICEPUFF:
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if (hit->state == STATE_ICEP_APPEAR || hit->state == STATE_ICEP_THROWDOWN || hit->state == STATE_ICEP_THROWLEFT || hit->state == STATE_ICEP_THROWRIGHT) {
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g_hdb->_ai->addAnimateTarget(hit->x, hit->y, 0, 3, ANIM_NORMAL, false, false, GROUP_STEAM_PUFF_SIT);
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g_hdb->_ai->stunEnemy(hit, 8);
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}
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break;
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case AI_BADFAIRY:
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case AI_GOODFAIRY:
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case AI_CHICKEN:
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case AI_OMNIBOT:
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case AI_TURNBOT:
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case AI_PUSHBOT:
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case AI_DEADEYE:
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case AI_FATFROG:
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case AI_BUZZFLY:
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case AI_MAINTBOT:
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case AI_RIGHTBOT:
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case AI_GATEPUDDLE:
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g_hdb->_ai->stunEnemy(hit, 8);
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break;
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default:
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debug(9, "STUB: stunEnemy: Play sound");
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break;
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}
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}
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int xOff[] = {0, 0, -8,-16};
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int yOff[] = {-8,-24,-16,-16};
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// If the player is supposed to animate for abit, check for it here
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switch (e->state) {
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case STATE_GRABUP:
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case STATE_GRABDOWN:
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case STATE_GRABLEFT:
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case STATE_GRABRIGHT:
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if (!e->animFrame--) {
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// Done with the Grabbing Animation, switch to standing
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switch (e->state) {
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case STATE_GRABUP: e->draw = e->standupGfx[0]; e->state = STATE_STANDUP; break;
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case STATE_GRABDOWN: e->draw = e->standdownGfx[0]; e->state = STATE_STANDDOWN; break;
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case STATE_GRABLEFT: e->draw = e->standleftGfx[0]; e->state = STATE_STANDLEFT; break;
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case STATE_GRABRIGHT: e->draw = e->standrightGfx[0]; e->state = STATE_STANDRIGHT; break;
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default:
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debug(9, "STUB: stunEnemy: Play sound");
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break;
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}
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e->animDelay = 1;
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e->animCycle = 1;
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}
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break;
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case STATE_ATK_CLUB_UP:
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case STATE_ATK_CLUB_DOWN:
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case STATE_ATK_CLUB_LEFT:
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case STATE_ATK_CLUB_RIGHT:
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g_hdb->_ai->setPlayerInvisible(true);
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e->aiDraw = aiPlayerDraw;
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e->drawXOff = xOff[e->state - STATE_ATK_CLUB_UP];
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e->drawYOff = yOff[e->state - STATE_ATK_CLUB_UP];
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switch (e->state) {
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case STATE_ATK_CLUB_UP: cycleFrames(e, g_hdb->_ai->_clubUpFrames); break;
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case STATE_ATK_CLUB_DOWN: cycleFrames(e, g_hdb->_ai->_clubDownFrames); break;
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case STATE_ATK_CLUB_LEFT: cycleFrames(e, g_hdb->_ai->_clubLeftFrames); break;
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case STATE_ATK_CLUB_RIGHT: cycleFrames(e, g_hdb->_ai->_clubRightFrames); break;
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default:
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debug(9, "STUB: stunEnemy: Play sound");
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break;
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}
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// Whack!
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if ((e->animFrame >= 1) && (e->animDelay == e->animCycle)) {
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switch (e->dir) {
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case DIR_UP: hit = g_hdb->_ai->playerCollision(32, 0, 16, 16); break;
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case DIR_DOWN: hit = g_hdb->_ai->playerCollision(0, 32, 16, 16); break;
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case DIR_LEFT: hit = g_hdb->_ai->playerCollision(16, 16, 32, 0); break;
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case DIR_RIGHT: hit = g_hdb->_ai->playerCollision(16, 16, 0, 32); break;
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default:
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warning("aiPlayerAction: DIR_NONE found");
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break;
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}
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if (hit && hit->level == e->level && !hit->stunnedWait) {
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switch (hit->type) {
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case AI_MEERKAT:
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if (hit->sequence > 2) // out of the ground?
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g_hdb->_ai->stunEnemy(hit, 2);
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break;
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case AI_ICEPUFF:
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if (hit->state == STATE_ICEP_APPEAR ||
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hit->state == STATE_ICEP_THROWDOWN ||
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hit->state == STATE_ICEP_THROWLEFT ||
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hit->state == STATE_ICEP_THROWRIGHT)
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g_hdb->_ai->stunEnemy(hit, 2);
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break;
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case AI_CHICKEN:
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g_hdb->_ai->addAnimateTarget(hit->x, hit->y, 0, 3, ANIM_NORMAL, false, false, GROUP_STEAM_PUFF_SIT);
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g_hdb->_ai->removeEntity(hit);
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break;
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case AI_BADFAIRY:
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case AI_GOODFAIRY:
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case AI_OMNIBOT:
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case AI_TURNBOT:
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case AI_PUSHBOT:
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case AI_DEADEYE:
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case AI_FATFROG:
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case AI_BUZZFLY:
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case AI_MAINTBOT:
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case AI_RIGHTBOT:
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case AI_SHOCKBOT:
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case AI_GATEPUDDLE:
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g_hdb->_ai->stunEnemy(hit, 2);
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warning("STUB: Play MetalorFlesh SND");
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break;
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default:
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break;
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}
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}
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}
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if ((!e->animFrame) && (e->animDelay == e->animCycle)) {
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e->state = stand[e->dir];
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e->aiDraw = NULL;
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switch (e->state) {
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case STATE_ATK_CLUB_UP: e->draw = e->standupGfx[0]; break;
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case STATE_ATK_CLUB_DOWN: e->draw = e->standdownGfx[0]; break;
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case STATE_ATK_CLUB_LEFT: e->draw = e->standleftGfx[0]; break;
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case STATE_ATK_CLUB_RIGHT: e->draw = e->standrightGfx[0]; break;
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default:
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debug(9, "STUB: stunEnemy: Play sound");
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break;
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}
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g_hdb->_ai->setPlayerInvisible(false);
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e->drawXOff = e->drawYOff = 0;
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}
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return;
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case STATE_ATK_STUN_UP:
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e->draw = g_hdb->_ai->_stunUpGfx[e->animFrame];
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cycleFrames(e, g_hdb->_ai->_stunUpFrames);
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if (!e->animFrame && e->animDelay == e->animCycle) {
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e->state = stand[e->dir];
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e->aiDraw = NULL;
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e->sequence = 0;
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}
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return;
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case STATE_ATK_STUN_DOWN:
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e->draw = g_hdb->_ai->_stunDownGfx[e->animFrame];
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cycleFrames(e, g_hdb->_ai->_stunDownFrames);
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if (!e->animFrame && e->animDelay == e->animCycle) {
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e->state = stand[e->dir];
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e->aiDraw = NULL;
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e->sequence = 0;
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}
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return;
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case STATE_ATK_STUN_LEFT:
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e->draw = g_hdb->_ai->_stunLeftGfx[e->animFrame];
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cycleFrames(e, g_hdb->_ai->_stunLeftFrames);
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if (!e->animFrame && e->animDelay == e->animCycle) {
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e->state = stand[e->dir];
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e->aiDraw = NULL;
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e->sequence = 0;
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}
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return;
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case STATE_ATK_STUN_RIGHT:
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e->draw = g_hdb->_ai->_stunRightGfx[e->animFrame];
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cycleFrames(e, g_hdb->_ai->_stunRightFrames);
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if (!e->animFrame && e->animDelay == e->animCycle) {
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e->state = stand[e->dir];
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e->aiDraw = NULL;
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e->sequence = 0;
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}
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return;
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case STATE_ATK_SLUG_UP:
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e->draw = g_hdb->_ai->_slugUpGfx[e->animFrame];
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cycleFrames(e, g_hdb->_ai->_slugUpFrames);
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if (!e->animFrame && e->animDelay == e->animCycle) {
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e->state = stand[e->dir];
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e->sequence = 0;
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}
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return;
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case STATE_ATK_SLUG_DOWN:
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e->draw = g_hdb->_ai->_slugDownGfx[e->animFrame];
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cycleFrames(e, g_hdb->_ai->_slugDownFrames);
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if (!e->animFrame && e->animDelay == e->animCycle) {
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e->state = stand[e->dir];
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e->sequence = 0;
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}
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return;
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case STATE_ATK_SLUG_LEFT:
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e->draw = g_hdb->_ai->_slugLeftGfx[e->animFrame];
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cycleFrames(e, g_hdb->_ai->_slugLeftFrames);
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if (!e->animFrame && e->animDelay == e->animCycle) {
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e->state = stand[e->dir];
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e->sequence = 0;
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}
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return;
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case STATE_ATK_SLUG_RIGHT:
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e->draw = g_hdb->_ai->_slugRightGfx[e->animFrame];
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cycleFrames(e, g_hdb->_ai->_slugRightFrames);
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if (!e->animFrame && e->animDelay == e->animCycle) {
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e->state = stand[e->dir];
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e->sequence = 0;
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}
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return;
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default:
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debug(9, "STUB: stunEnemy: Play sound");
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break;
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}
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// If the touchplate wait is on, keep it timing
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if (e->touchpWait) {
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e->touchpWait--;
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if (!e->touchpWait)
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e->touchpTile = -e->touchpTile;
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} else if (e->touchpTile < 0 && (e->touchpX != e->tileX || e->touchpY != e->tileY)) {
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g_hdb->_ai->checkActionList(e, e->touchpX, e->touchpY, false);
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g_hdb->_map->setMapBGTileIndex(e->touchpX, e->touchpY, -e->touchpTile);
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e->touchpX = e->touchpY = e->touchpTile = 0;
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}
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// If the player is moving somewhere, animate him
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int bgFlags, fgFlags;
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if (e->goalX) {
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if (onEvenTile(e->x, e->y)) {
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g_hdb->_ai->playerOnIce() ? g_hdb->_sound->playSound(SND_STEPS_ICE) : g_hdb->_sound->playSound(SND_FOOTSTEPS);
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// Did we just fall down a PLUMMET?
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bgFlags = g_hdb->_map->getMapBGTileFlags(e->tileX, e->tileY);
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fgFlags = g_hdb->_map->getMapFGTileFlags(e->tileX, e->tileY);
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if ((bgFlags & kFlagPlummet) && !(fgFlags & kFlagGrating) && !g_hdb->_ai->playerDead()) {
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g_hdb->_ai->killPlayer(DEATH_PLUMMET);
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g_hdb->_ai->animEntFrames(e);
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return;
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}
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}
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g_hdb->_ai->animateEntity(e);
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} else {
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// Sometimes the fading stays black
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if (!g_hdb->_ai->cinematicsActive() && g_hdb->_gfx->isFadeStaying())
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g_hdb->_gfx->turnOffFade();
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// Did we just fall down a PLUMMET?
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bgFlags = g_hdb->_map->getMapBGTileFlags(e->tileX, e->tileY);
|
|
fgFlags = g_hdb->_map->getMapFGTileFlags(e->tileX, e->tileY);
|
|
if ((bgFlags & kFlagPlummet) && !(fgFlags & kFlagGrating) && !g_hdb->_ai->playerDead()) {
|
|
g_hdb->_ai->killPlayer(DEATH_PLUMMET);
|
|
g_hdb->_ai->animEntFrames(e);
|
|
return;
|
|
}
|
|
|
|
// Standing on a TouchPlate will activate something WHILE standing on it
|
|
int bgTile = g_hdb->_ai->checkForTouchplate(e->tileX, e->tileY);
|
|
if (bgTile && !e->touchpWait && !e->touchpTile) {
|
|
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;
|
|
g_hdb->_ai->stopEntity(e);
|
|
}
|
|
}
|
|
g_hdb->_ai->animEntFrames(e);
|
|
}
|
|
}
|
|
|
|
void aiPlayerDraw(AIEntity *e, int mx, int my) {
|
|
switch (e->state) {
|
|
case STATE_ATK_CLUB_UP:
|
|
g_hdb->_ai->_clubUpGfx[e->animFrame]->drawMasked(e->x + e->drawXOff - mx, e->y + e->drawYOff - my);
|
|
break;
|
|
case STATE_ATK_CLUB_DOWN:
|
|
g_hdb->_ai->_clubDownGfx[e->animFrame]->drawMasked(e->x + e->drawXOff - mx, e->y + e->drawYOff - my);
|
|
break;
|
|
case STATE_ATK_CLUB_LEFT:
|
|
g_hdb->_ai->_clubLeftGfx[e->animFrame]->drawMasked(e->x + e->drawXOff - mx, e->y + e->drawYOff - my);
|
|
break;
|
|
case STATE_ATK_CLUB_RIGHT:
|
|
g_hdb->_ai->_clubRightGfx[e->animFrame]->drawMasked(e->x + e->drawXOff - mx, e->y + e->drawYOff - my);
|
|
break;
|
|
default:
|
|
warning("AI-PLAYER: aiPlayerDraw: Unintended State");
|
|
break;
|
|
}
|
|
|
|
if (e->sequence) {
|
|
static int frame = 0;
|
|
switch (e->dir) {
|
|
case DIR_UP:
|
|
g_hdb->_ai->_stunLightningGfx[frame]->drawMasked(e->x - mx, e->y - 32 - my);
|
|
g_hdb->_ai->_stunLightningGfx[frame]->drawMasked(e->x - mx, e->y - 64 - my);
|
|
break;
|
|
case DIR_DOWN:
|
|
g_hdb->_ai->_stunLightningGfx[frame]->drawMasked(e->x - mx, e->y + 32 - my);
|
|
g_hdb->_ai->_stunLightningGfx[frame]->drawMasked(e->x - mx, e->y + 64 - my);
|
|
break;
|
|
case DIR_LEFT:
|
|
g_hdb->_ai->_stunLightningGfx[frame]->drawMasked(e->x - 32 - mx, e->y - my);
|
|
g_hdb->_ai->_stunLightningGfx[frame]->drawMasked(e->x - 64 - mx, e->y - my);
|
|
break;
|
|
case DIR_RIGHT:
|
|
g_hdb->_ai->_stunLightningGfx[frame]->drawMasked(e->x + 32 - mx, e->y - my);
|
|
g_hdb->_ai->_stunLightningGfx[frame]->drawMasked(e->x + 64 - mx, e->y - my);
|
|
break;
|
|
case DIR_NONE:
|
|
warning("AI-PLAYER: aiPlayerDraw: DIR_NONE found");
|
|
break;
|
|
}
|
|
|
|
frame = (frame + 1) & 3;
|
|
}
|
|
}
|
|
|
|
void aiGemAttackInit(AIEntity *e) {
|
|
int xv[5] = {9, 0, 0, -1, 1}, yv[5] = {9, -1, 1, 0, 0};
|
|
e->moveSpeed = kPlayerMoveSpeed << 1;
|
|
g_hdb->_ai->setEntityGoal(e, e->tileX + xv[e->dir], e->tileY + yv[e->dir]);
|
|
e->state = STATE_MOVEDOWN; // so it will draw & animate
|
|
e->sequence = 0; // flying out at something
|
|
e->aiAction = aiGemAttackAction;
|
|
e->draw = e->movedownGfx[0];
|
|
g_hdb->_sound->playSound(SND_GEM_THROW);
|
|
}
|
|
|
|
void aiGemAttackAction(AIEntity *e) {
|
|
int xv[5] = {9, 0, 0, -1, 1}, yv[5] = {9, -1, 1, 0, 0};
|
|
AIEntity *hit;
|
|
int result;
|
|
|
|
switch (e->sequence) {
|
|
// flying out at something
|
|
case 0:
|
|
if (e->goalX)
|
|
g_hdb->_ai->animateEntity(e);
|
|
else {
|
|
g_hdb->_ai->checkActionList(e, e->tileX, e->tileY, false);
|
|
g_hdb->_ai->checkAutoList(e, e->tileX, e->tileY);
|
|
|
|
hit = g_hdb->_ai->findEntityIgnore(e->tileX, e->tileY, e);
|
|
uint32 bgFlags = g_hdb->_map->getMapBGTileFlags(e->tileX, e->tileY);
|
|
uint32 fgFlags = g_hdb->_map->getMapFGTileFlags(e->tileX, e->tileY);
|
|
result = (e->level == 1 ? (bgFlags & (kFlagSolid)) : !(fgFlags & kFlagGrating) && (bgFlags & (kFlagSolid)));
|
|
if (hit) {
|
|
switch (hit->type) {
|
|
case AI_CHICKEN:
|
|
g_hdb->_ai->addAnimateTarget(hit->x, hit->y, 0, 3, ANIM_NORMAL, false, false, GROUP_STEAM_PUFF_SIT);
|
|
g_hdb->_ai->removeEntity(hit);
|
|
g_hdb->_sound->playSound(SND_CHICKEN_BAGAWK);
|
|
break;
|
|
case AI_BADFAIRY:
|
|
g_hdb->_ai->stunEnemy(hit, 2);
|
|
g_hdb->_ai->addAnimateTarget(hit->x, hit->y, 0, 3, ANIM_NORMAL, false, false, GEM_FLASH);
|
|
break;
|
|
case AI_NONE:
|
|
if (hit->value1 == (int)AI_DRAGON) {
|
|
// pull dragon's coords out of "lua_func_use" string.
|
|
char num1[4], num2[4];
|
|
memset(num1, 0, 4);
|
|
memset(num2, 0, 4);
|
|
memcpy(num1, hit->luaFuncUse, 3);
|
|
memcpy(num2, hit->luaFuncUse + 3, 3);
|
|
|
|
g_hdb->_sound->playSound(SND_CLUB_HIT_FLESH);
|
|
AIEntity *found = g_hdb->_ai->findEntity(atoi(num1), atoi(num2));
|
|
if (found)
|
|
aiDragonWake(found);
|
|
}
|
|
g_hdb->_ai->addAnimateTarget(e->x, e->y, 0, 3, ANIM_NORMAL, false, false, GEM_FLASH);
|
|
g_hdb->_sound->playSound(SND_INV_SELECT);
|
|
break;
|
|
case AI_DRAGON:
|
|
g_hdb->_sound->playSound(SND_CLUB_HIT_FLESH);
|
|
aiDragonWake(hit);
|
|
// fallthrough
|
|
default:
|
|
g_hdb->_ai->addAnimateTarget(e->x, e->y, 0, 3, ANIM_NORMAL, false, false, GEM_FLASH);
|
|
g_hdb->_sound->playSound(SND_CLUB_HIT_FLESH);
|
|
}
|
|
if (e->value1)
|
|
e->sequence = 1;
|
|
else
|
|
g_hdb->_ai->removeEntity(e); // bye bye!
|
|
return;
|
|
} else if (result) { // hit a wall
|
|
g_hdb->_ai->addAnimateTarget(e->x, e->y, 0, 3, ANIM_NORMAL, false, false, GEM_FLASH);
|
|
g_hdb->_sound->playSound(SND_INV_SELECT);
|
|
// come back to daddy?
|
|
if (e->value1)
|
|
e->sequence = 1;
|
|
else {
|
|
g_hdb->_ai->removeEntity(e);
|
|
return;
|
|
}
|
|
} else {
|
|
g_hdb->_ai->setEntityGoal(e, e->tileX + xv[e->dir], e->tileY + yv[e->dir]);
|
|
e->state = STATE_MOVEDOWN; // so it will draw & animate
|
|
}
|
|
g_hdb->_ai->animateEntity(e);
|
|
}
|
|
break;
|
|
// coming back to daddy?
|
|
case 1:
|
|
AIEntity *p = g_hdb->_ai->getPlayer();
|
|
if (e->x < p->x)
|
|
e->x++;
|
|
else
|
|
e->x--;
|
|
|
|
if (e->y < p->y)
|
|
e->y++;
|
|
else
|
|
e->y--;
|
|
|
|
if (abs(e->x - p->x) < 4 && abs(e->y - p->y) < 4)
|
|
{
|
|
int amt = g_hdb->_ai->getGemAmount();
|
|
g_hdb->_ai->setGemAmount(amt + 1);
|
|
g_hdb->_ai->addAnimateTarget(e->x, e->y, 0, 3, ANIM_NORMAL, false, false, GEM_FLASH);
|
|
g_hdb->_ai->removeEntity(e);
|
|
g_hdb->_sound->playSound(SND_GET_GEM);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
void aiChickenAction(AIEntity *e) {
|
|
static int delay = 64;
|
|
|
|
if (g_hdb->_map->checkEntOnScreen(e) && !delay) {
|
|
g_hdb->_sound->playSound(SND_CHICKEN_AMBIENT);
|
|
delay = g_hdb->_rnd->getRandomNumber(127) + 160;
|
|
aiChickenUse(e);
|
|
}
|
|
|
|
if (delay)
|
|
delay--;
|
|
|
|
if (e->goalX)
|
|
g_hdb->_ai->animateEntity(e);
|
|
else
|
|
g_hdb->_ai->animEntFrames(e);
|
|
}
|
|
|
|
void aiChickenUse(AIEntity *e) {
|
|
g_hdb->_sound->playSound(SND_CHICKEN_BAGAWK);
|
|
}
|
|
|
|
void aiChickenInit(AIEntity *e) {
|
|
e->aiUse = aiChickenUse;
|
|
e->aiAction = aiChickenAction;
|
|
}
|
|
|
|
void aiChickenInit2(AIEntity *e) {
|
|
e->draw = e->standdownGfx[0];
|
|
}
|
|
|
|
void aiDollyInit(AIEntity *e) {
|
|
e->moveSpeed = kPlayerMoveSpeed >> 1;
|
|
e->aiAction = aiGenericAction;
|
|
}
|
|
|
|
void aiDollyInit2(AIEntity *e) {
|
|
e->draw = e->movedownGfx[0];
|
|
}
|
|
|
|
void aiSergeantInit(AIEntity *e) {
|
|
e->moveSpeed = kPlayerMoveSpeed >> 1;
|
|
if (e->value1)
|
|
e->aiAction = aiSergeantAction;
|
|
}
|
|
|
|
void aiSergeantInit2(AIEntity *e) {
|
|
e->draw = g_hdb->_ai->getStandFrameDir(e);
|
|
}
|
|
|
|
void aiSergeantAction(AIEntity *e) {
|
|
if (e->goalX) {
|
|
g_hdb->_sound->playSound(SND_FOOTSTEPS);
|
|
g_hdb->_ai->animateEntity(e);
|
|
} else
|
|
g_hdb->_ai->animEntFrames(e);
|
|
}
|
|
|
|
void aiSpacedudeInit(AIEntity *e) {
|
|
e->moveSpeed = kPlayerMoveSpeed >> 1;
|
|
if (e->value1)
|
|
e->aiAction = aiGenericAction;
|
|
}
|
|
|
|
void aiSpacedudeInit2(AIEntity *e) {
|
|
e->standdownFrames = 1;
|
|
e->standdownGfx[0] = e->movedownGfx[0];
|
|
e->standupFrames = 1;
|
|
e->standupGfx[0] = e->moveupGfx[0];
|
|
e->standleftFrames = 1;
|
|
e->standleftGfx[0] = e->moveleftGfx[0];
|
|
e->standrightFrames = 1;
|
|
e->standrightGfx[0] = e->moverightGfx[0];
|
|
e->draw = g_hdb->_ai->getStandFrameDir(e);
|
|
}
|
|
|
|
void aiCrateAction(AIEntity *e) {
|
|
// if crate isn't moving somewhere, don't move it
|
|
if (!e->goalX) {
|
|
// crate is stopped in the water... should it continue downstream?
|
|
// not if it's marked by the Number of the Beast!
|
|
if (e->state == STATE_FLOATING) {
|
|
if (e->value1 != 0x666) {
|
|
int flags = g_hdb->_map->getMapBGTileFlags(e->tileX, e->tileY);
|
|
if (flags & (kFlagPushRight | kFlagPushLeft | kFlagPushUp | kFlagPushDown)) {
|
|
g_hdb->_ai->setEntityGoal(e, e->tileX, e->tileY);
|
|
g_hdb->_ai->animateEntity(e);
|
|
} else
|
|
g_hdb->_ai->animEntFrames(e);
|
|
} else
|
|
g_hdb->_ai->animEntFrames(e);
|
|
}
|
|
return;
|
|
}
|
|
|
|
g_hdb->_ai->animateEntity(e);
|
|
}
|
|
|
|
void aiCrateInit2(AIEntity *e) {
|
|
// point all crate move frames to the standing one
|
|
e->movedownFrames =
|
|
e->moveleftFrames =
|
|
e->moverightFrames =
|
|
e->moveupFrames = 1;
|
|
|
|
e->movedownGfx[0] =
|
|
e->moveupGfx[0] =
|
|
e->moveleftGfx[0] =
|
|
e->moverightGfx[0] = e->standdownGfx[0];
|
|
|
|
e->draw = e->standdownGfx[0]; // standing frame - doesn't move
|
|
}
|
|
|
|
void aiCrateInit(AIEntity *e) {
|
|
e->moveSpeed = kPushMoveSpeed;
|
|
e->aiAction = aiCrateAction;
|
|
e->value1 = 0;
|
|
}
|
|
|
|
void aiBarrelLightAction(AIEntity *e) {
|
|
if (!e->goalX) {
|
|
if (e->state == STATE_FLOATING)
|
|
g_hdb->_ai->animEntFrames(e);
|
|
return;
|
|
}
|
|
|
|
g_hdb->_ai->animateEntity(e);
|
|
}
|
|
|
|
void aiBarrelLightInit2(AIEntity *e) {
|
|
// point all light barrel move frames to the standing one
|
|
e->movedownFrames =
|
|
e->moveleftFrames =
|
|
e->moverightFrames =
|
|
e->moveupFrames = 1;
|
|
|
|
e->movedownGfx[0] =
|
|
e->moveupGfx[0] =
|
|
e->moveleftGfx[0] =
|
|
e->moverightGfx[0] = e->standdownGfx[0];
|
|
|
|
e->draw = e->standdownGfx[0]; // standing frame - doesn't move
|
|
}
|
|
|
|
void aiBarrelLightInit(AIEntity *e) {
|
|
e->moveSpeed = kPushMoveSpeed;
|
|
e->aiAction = aiBarrelLightAction;
|
|
}
|
|
|
|
void aiBarrelHeavyAction(AIEntity *e) {
|
|
if (!e->goalX) {
|
|
if (e->state == STATE_FLOATING)
|
|
g_hdb->_ai->animEntFrames(e);
|
|
return;
|
|
}
|
|
|
|
g_hdb->_ai->animateEntity(e);
|
|
}
|
|
|
|
void aiBarrelHeavyInit2(AIEntity *e) {
|
|
// point all heavy barrel move frames to the standing one
|
|
e->movedownFrames =
|
|
e->moveleftFrames =
|
|
e->moverightFrames =
|
|
e->moveupFrames = 1;
|
|
|
|
e->movedownGfx[0] =
|
|
e->moveupGfx[0] =
|
|
e->moveleftGfx[0] =
|
|
e->moverightGfx[0] = e->standdownGfx[0];
|
|
|
|
e->draw = e->standdownGfx[0]; // standing frame - doesn't move
|
|
}
|
|
|
|
void aiBarrelHeavyInit(AIEntity *e) {
|
|
e->moveSpeed = kPushMoveSpeed;
|
|
e->aiAction = aiBarrelHeavyAction;
|
|
}
|
|
|
|
void aiBarrelExplode(AIEntity *e) {
|
|
e->state = STATE_EXPLODING;
|
|
e->animDelay = e->animCycle;
|
|
e->animFrame = 0;
|
|
g_hdb->_sound->playSound(SND_BARREL_EXPLODE);
|
|
g_hdb->_map->setBoomBarrel(e->tileX, e->tileY, 0);
|
|
}
|
|
|
|
void aiBarrelExplodeInit(AIEntity *e) {
|
|
e->moveSpeed = kPushMoveSpeed;
|
|
e->aiAction = aiBarrelExplodeAction;
|
|
g_hdb->_map->setBoomBarrel(e->tileX, e->tileY, 1);
|
|
}
|
|
|
|
void aiBarrelExplodeInit2(AIEntity *e) {
|
|
// point all exploding barrel MOVE frames to the standing one
|
|
e->blinkFrames =
|
|
e->movedownFrames =
|
|
e->moveleftFrames =
|
|
e->moverightFrames =
|
|
e->moveupFrames = 1;
|
|
|
|
e->blinkGfx[0] =
|
|
e->movedownGfx[0] =
|
|
e->moveupGfx[0] =
|
|
e->moveleftGfx[0] =
|
|
e->moverightGfx[0] = e->standdownGfx[0];
|
|
|
|
e->draw = e->standdownGfx[0]; // standing frame - doesn't move
|
|
}
|
|
|
|
void aiBarrelExplodeAction(AIEntity *e) {
|
|
if (e->goalX)
|
|
g_hdb->_ai->animateEntity(e);
|
|
else if (e->state == STATE_EXPLODING)
|
|
g_hdb->_ai->animEntFrames(e);
|
|
}
|
|
|
|
void aiBarrelExplodeSpread(AIEntity *e) {
|
|
AIEntity *e2;
|
|
int x = e->tileX;
|
|
int y = e->tileY;
|
|
int xv, yv;
|
|
int index = e->animFrame;
|
|
int xv1[4] = {-1, 1, -1, 0};
|
|
int yv1[4] = {-1, -1, 0, -1};
|
|
int xv2[4] = {1, 0, 1, -1};
|
|
int yv2[4] = {0, 1, 1, 1};
|
|
|
|
// are we just starting an explosion ring?
|
|
if (e->animDelay != e->animCycle)
|
|
return;
|
|
|
|
// the animation frame is the index into which set of 2 explosions to spawn
|
|
xv = xv1[index];
|
|
yv = yv1[index];
|
|
|
|
// explosion 1: check to see if we can explode (non-solid tile)
|
|
// if so, spawn it and mark it in the explosion matrix
|
|
if (!(g_hdb->_map->getMapBGTileFlags(x + xv, y + yv) & kFlagSolid) && !g_hdb->_map->explosionExist(x + xv, y + yv)) {
|
|
aiBarrelBlowup(e, x + xv, y + yv);
|
|
// are we blowing up on another BOOMBARREL? if so, start it exploding.
|
|
e2 = g_hdb->_ai->findEntity(x + xv, y + yv);
|
|
if (e2 && e2->state != STATE_EXPLODING) {
|
|
switch (e2->type) {
|
|
case AI_GUY:
|
|
g_hdb->_ai->killPlayer(DEATH_FRIED);
|
|
break;
|
|
case AI_BOOMBARREL:
|
|
aiBarrelExplode(e2);
|
|
break;
|
|
case AI_OMNIBOT:
|
|
case AI_TURNBOT:
|
|
case AI_SHOCKBOT:
|
|
case AI_RIGHTBOT:
|
|
case AI_PUSHBOT:
|
|
case AI_RAILRIDER:
|
|
case AI_MAINTBOT:
|
|
case AI_DEADEYE:
|
|
case AI_FATFROG:
|
|
case AI_ICEPUFF:
|
|
case AI_MEERKAT:
|
|
case AI_BUZZFLY:
|
|
case AI_GOODFAIRY:
|
|
case AI_GATEPUDDLE:
|
|
case AI_BADFAIRY:
|
|
g_hdb->_ai->addAnimateTarget(x * kTileWidth,
|
|
y * kTileHeight, 0, 3, ANIM_NORMAL, false, false, GROUP_EXPLOSION_BOOM_SIT);
|
|
if (e2->type != AI_LASERBEAM)
|
|
g_hdb->_ai->removeEntity(e2);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
xv = xv2[index];
|
|
yv = yv2[index];
|
|
|
|
// explosion 2: check to see if we can explode (non-solid tile)
|
|
// if so, spawn it and mark it in the explosion matrix
|
|
|
|
if (!(g_hdb->_map->getMapBGTileFlags(x + xv, y + yv) & kFlagSolid) && !g_hdb->_map->explosionExist(x + xv, y + yv)) {
|
|
aiBarrelBlowup(e, x + xv, y + yv);
|
|
// are we blowing up on another BOOMBARREL? if so, start it exploding.
|
|
e2 = g_hdb->_ai->findEntity(x + xv, y + yv);
|
|
if (e2 && e2->state != STATE_EXPLODING) {
|
|
switch (e2->type) {
|
|
case AI_GUY:
|
|
g_hdb->_ai->killPlayer(DEATH_FRIED);
|
|
break;
|
|
case AI_BOOMBARREL:
|
|
aiBarrelExplode(e2);
|
|
break;
|
|
case AI_OMNIBOT:
|
|
case AI_TURNBOT:
|
|
case AI_SHOCKBOT:
|
|
case AI_RIGHTBOT:
|
|
case AI_PUSHBOT:
|
|
case AI_RAILRIDER:
|
|
case AI_MAINTBOT:
|
|
case AI_DEADEYE:
|
|
case AI_FATFROG:
|
|
case AI_ICEPUFF:
|
|
case AI_MEERKAT:
|
|
case AI_BUZZFLY:
|
|
case AI_GOODFAIRY:
|
|
case AI_GATEPUDDLE:
|
|
case AI_BADFAIRY:
|
|
g_hdb->_ai->addAnimateTarget(x * kTileWidth,
|
|
y * kTileHeight, 0, 3, ANIM_NORMAL, false, false, GROUP_EXPLOSION_BOOM_SIT);
|
|
if (e2->type != AI_LASERBEAM)
|
|
g_hdb->_ai->removeEntity(e2);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void aiBarrelExplosionEnd(int x, int y) {
|
|
g_hdb->_map->setExplosion(x, y, 0);
|
|
}
|
|
|
|
void aiBarrelBlowup(AIEntity *e, int x, int y) {
|
|
g_hdb->_ai->addAnimateTarget(x * kTileWidth,
|
|
y * kTileHeight, 0, 3, ANIM_NORMAL, false, false, GROUP_EXPLOSION_BOOM_SIT);
|
|
g_hdb->_map->setExplosion(x, y, 1);
|
|
g_hdb->_ai->addCallback(AI_BARREL_EXPLOSION_END, x, y, e->animCycle * 4);
|
|
}
|
|
|
|
void aiScientistInit(AIEntity *e) {
|
|
e->moveSpeed = kPlayerMoveSpeed >> 1;
|
|
if (g_hdb->_ai->findPath(e))
|
|
e->aiAction = aiGenericAction;
|
|
else if (e->value1)
|
|
e->aiAction = aiGenericAction;
|
|
}
|
|
|
|
void aiScientistInit2(AIEntity *e) {
|
|
e->draw = g_hdb->_ai->getStandFrameDir(e);
|
|
}
|
|
|
|
void aiSlugAttackAction(AIEntity *e) {
|
|
int xv[5] = {9, 0, 0, -1, 1}, yv[5] = {9, -1, 1, 0, 0};
|
|
AIEntity *hit;
|
|
int result;
|
|
|
|
if (e->goalX)
|
|
g_hdb->_ai->animateEntity(e);
|
|
|
|
g_hdb->_ai->checkActionList(e, e->tileX, e->tileY, false);
|
|
g_hdb->_ai->checkAutoList(e, e->tileX, e->tileY);
|
|
|
|
hit = g_hdb->_ai->findEntityIgnore(e->tileX, e->tileY, e);
|
|
if (hit && hit->type == AI_GUY)
|
|
hit = NULL;
|
|
|
|
// don't hit anything you can walk through...
|
|
if (hit && true == g_hdb->_ai->getTableEnt(hit->type))
|
|
hit = NULL;
|
|
|
|
// don't hit floating stuff
|
|
if (hit && hit->state == STATE_FLOATING)
|
|
hit = NULL;
|
|
|
|
uint32 bg_flags = g_hdb->_map->getMapBGTileFlags(e->tileX, e->tileY);
|
|
uint32 fg_flags = g_hdb->_map->getMapFGTileFlags(e->tileX, e->tileY);
|
|
result = (e->level == 1 ? (bg_flags & (kFlagSolid)) : !(fg_flags & kFlagGrating) && (bg_flags & (kFlagSolid)));
|
|
if (hit) {
|
|
g_hdb->_sound->playSound(SND_SLUG_HIT);
|
|
warning("STUB: Play MetalOrFleshSnd");
|
|
switch (hit->type) {
|
|
case AI_MEERKAT:
|
|
if (hit->sequence > 2) { // out of the ground?
|
|
g_hdb->_ai->addAnimateTarget(hit->x, hit->y, 0, 3, ANIM_NORMAL, false, false, GROUP_STEAM_PUFF_SIT);
|
|
g_hdb->_ai->stunEnemy(hit, 8);
|
|
} else {
|
|
g_hdb->_ai->setEntityGoal(e, e->tileX + xv[e->dir], e->tileY + yv[e->dir]);
|
|
e->state = STATE_MOVEDOWN; // so it will draw & animate
|
|
g_hdb->_ai->animateEntity(e);
|
|
return;
|
|
}
|
|
break;
|
|
case AI_ICEPUFF:
|
|
if (hit->state == STATE_ICEP_APPEAR ||
|
|
hit->state == STATE_ICEP_THROWDOWN ||
|
|
hit->state == STATE_ICEP_THROWLEFT ||
|
|
hit->state == STATE_ICEP_THROWRIGHT) {
|
|
g_hdb->_ai->addAnimateTarget(hit->x, hit->y, 0, 3, ANIM_NORMAL, false, false, GROUP_STEAM_PUFF_SIT);
|
|
g_hdb->_ai->stunEnemy(hit, 8);
|
|
} else {
|
|
g_hdb->_ai->setEntityGoal(e, e->tileX + xv[e->dir], e->tileY + yv[e->dir]);
|
|
e->state = STATE_MOVEDOWN; // so it will draw & animate
|
|
g_hdb->_ai->animateEntity(e);
|
|
return;
|
|
}
|
|
break;
|
|
case AI_OMNIBOT:
|
|
case AI_TURNBOT:
|
|
case AI_SHOCKBOT:
|
|
case AI_RIGHTBOT:
|
|
case AI_PUSHBOT:
|
|
case AI_LISTENBOT:
|
|
case AI_MAINTBOT:
|
|
case AI_FATFROG:
|
|
case AI_BADFAIRY:
|
|
case AI_BUZZFLY:
|
|
g_hdb->_ai->addAnimateTarget(e->x, e->y, 0, 3, ANIM_NORMAL, false, false, GROUP_STEAM_PUFF_SIT);
|
|
g_hdb->_ai->stunEnemy(hit, 8);
|
|
break;
|
|
|
|
case AI_CHICKEN:
|
|
g_hdb->_ai->addAnimateTarget(hit->x, hit->y, 0, 3, ANIM_NORMAL, false, false, GROUP_STEAM_PUFF_SIT);
|
|
g_hdb->_ai->removeEntity(hit);
|
|
break;
|
|
case AI_BOOMBARREL:
|
|
g_hdb->_sound->playSound(SND_CLUB_HIT_METAL);
|
|
aiBarrelExplode(hit);
|
|
aiBarrelBlowup(hit, hit->tileX, hit->tileY);
|
|
break;
|
|
// ACTION MODE entities go away - except the FOURFIRER
|
|
case AI_GATEPUDDLE:
|
|
g_hdb->_ai->addAnimateTarget(e->x, e->y, 0, 7, ANIM_NORMAL, false, false, TELEPORT_FLASH);
|
|
g_hdb->_ai->removeEntity(hit);
|
|
g_hdb->_sound->playSound(SND_TELEPORT);
|
|
break;
|
|
case AI_DEADEYE:
|
|
g_hdb->_ai->addAnimateTarget(e->tileX * kTileWidth,
|
|
e->tileY * kTileHeight, 0, 3, ANIM_NORMAL, false, false, GROUP_EXPLOSION_BOOM_SIT);
|
|
g_hdb->_ai->removeEntity(hit);
|
|
g_hdb->_sound->playSound(SND_BARREL_EXPLODE);
|
|
break;
|
|
|
|
case AI_NONE:
|
|
if (hit->value1 == (int)AI_DRAGON) {
|
|
// pull dragon's coords out of "lua_func_use" string.
|
|
char num1[4], num2[4];
|
|
memset(num1, 0, 4);
|
|
memset(num2, 0, 4);
|
|
memcpy(num1, hit->luaFuncUse, 3);
|
|
memcpy(num2, hit->luaFuncUse + 3, 3);
|
|
|
|
g_hdb->_sound->playSound(SND_CLUB_HIT_FLESH);
|
|
AIEntity *found = g_hdb->_ai->findEntity(atoi(num1), atoi(num2));
|
|
if (found)
|
|
aiDragonWake(found);
|
|
g_hdb->_ai->addAnimateTarget(e->x, e->y, 0, 3, ANIM_NORMAL, false, false, GEM_FLASH);
|
|
}
|
|
break;
|
|
case AI_DRAGON:
|
|
aiDragonWake(hit);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
g_hdb->_ai->removeEntity(e); // bye bye!
|
|
return;
|
|
} else if (result) { // hit a wall
|
|
g_hdb->_sound->playSound(SND_SLUG_HIT);
|
|
g_hdb->_ai->addAnimateTarget(e->x, e->y, 0, 3, ANIM_NORMAL, false, false, GROUP_STEAM_PUFF_SIT);
|
|
g_hdb->_ai->removeEntity(e);
|
|
} else {
|
|
g_hdb->_ai->setEntityGoal(e, e->tileX + xv[e->dir], e->tileY + yv[e->dir]);
|
|
e->state = STATE_MOVEDOWN; // so it will draw & animate
|
|
g_hdb->_ai->animateEntity(e);
|
|
}
|
|
}
|
|
|
|
void aiSlugAttackDraw(AIEntity *e, int mx, int my) {
|
|
g_hdb->_ai->_slugAttackGfx[e->animFrame]->drawMasked(e->x - mx + 8, e->y - my + 8);
|
|
}
|
|
|
|
void aiSlugAttackInit(AIEntity *e) {
|
|
int xv[5] = {9, 0, 0, -1, 1}, yv[5] = {9, -1, 1, 0, 0};
|
|
e->moveSpeed = kPlayerMoveSpeed << 1;
|
|
g_hdb->_ai->setEntityGoal(e, e->tileX + xv[e->dir], e->tileY + yv[e->dir]);
|
|
e->draw = NULL; // use custom draw function
|
|
e->aiDraw = aiSlugAttackDraw;
|
|
e->state = STATE_MOVEDOWN; // so it will draw & animate
|
|
e->aiAction = aiSlugAttackAction;
|
|
g_hdb->_sound->playSound(SND_SLUG_FIRE);
|
|
}
|
|
|
|
void aiSlugAttackInit2(AIEntity *e) {
|
|
e->movedownFrames = 4;
|
|
}
|
|
|
|
void aiDeadWorkerInit(AIEntity *e) {
|
|
}
|
|
|
|
void aiDeadWorkerInit2(AIEntity *e) {
|
|
e->draw = e->standdownGfx[0];
|
|
}
|
|
|
|
void aiWorkerInit(AIEntity *e) {
|
|
if (e->value1)
|
|
e->aiAction = aiGenericAction;
|
|
e->moveSpeed = kPlayerMoveSpeed >> 1;
|
|
}
|
|
|
|
void aiWorkerInit2(AIEntity *e) {
|
|
e->draw = g_hdb->_ai->getStandFrameDir(e);
|
|
}
|
|
|
|
void aiAccountantInit(AIEntity *e) {
|
|
}
|
|
|
|
void aiAccountantInit2(AIEntity *e) {
|
|
e->draw = g_hdb->_ai->getStandFrameDir(e);
|
|
}
|
|
|
|
void aiFrogStatueInit(AIEntity *e) {
|
|
e->moveSpeed = kPushMoveSpeed;
|
|
e->aiAction = aiFrogStatueAction;
|
|
}
|
|
|
|
void aiFrogStatueInit2(AIEntity *e) {
|
|
// point all frog statue MOVE frames to the standing one
|
|
e->blinkFrames =
|
|
e->movedownFrames =
|
|
e->moveleftFrames =
|
|
e->moverightFrames =
|
|
e->moveupFrames = 1;
|
|
|
|
e->blinkGfx[0] =
|
|
e->movedownGfx[0] =
|
|
e->moveupGfx[0] =
|
|
e->moveleftGfx[0] =
|
|
e->moverightGfx[0] = e->standdownGfx[0];
|
|
|
|
e->draw = e->standdownGfx[0]; // standing frame - doesn't move
|
|
}
|
|
|
|
void aiFrogStatueAction(AIEntity *e) {
|
|
// if frog statue isn't moving somewhere, don't move it
|
|
if (!e->goalX)
|
|
return;
|
|
|
|
g_hdb->_ai->animateEntity(e);
|
|
}
|
|
|
|
void aiRoboStunnerAction(AIEntity *e) {
|
|
aiAnimateStanddown(e, 1);
|
|
aiGetItemAction(e);
|
|
}
|
|
|
|
void aiRoboStunnerInit(AIEntity *e) {
|
|
e->aiAction = aiRoboStunnerAction;
|
|
strcpy(e->printedName, "Robostunner");
|
|
}
|
|
|
|
void aiRoboStunnerInit2(AIEntity *e) {
|
|
e->draw = e->standdownGfx[0];
|
|
}
|
|
|
|
void aiClubInit(AIEntity *e) {
|
|
strcpy(e->printedName, "Creature Clubber");
|
|
e->aiAction = aiGetItemAction;
|
|
}
|
|
|
|
void aiClubInit2(AIEntity *e) {
|
|
e->draw = e->standdownGfx[0];
|
|
}
|
|
|
|
void aiSlugSlingerInit(AIEntity *e) {
|
|
strcpy(e->printedName, "Slugslinger");
|
|
e->aiAction = aiGetItemAction;
|
|
}
|
|
|
|
void aiSlugSlingerInit2(AIEntity *e) {
|
|
e->draw = e->standdownGfx[0];
|
|
}
|
|
|
|
void aiEnvelopeGreenInit(AIEntity *e) {
|
|
strcpy(e->printedName, "Green envelope");
|
|
e->aiAction = aiGetItemAction;
|
|
}
|
|
|
|
void aiEnvelopeGreenInit2(AIEntity *e) {
|
|
e->draw = e->standdownGfx[0];
|
|
}
|
|
|
|
void aiGemBlueInit(AIEntity *e) {
|
|
e->aiAction = aiGemAction;
|
|
}
|
|
|
|
void aiGemBlueInit2(AIEntity *e) {
|
|
e->draw = e->standdownGfx[0];
|
|
}
|
|
|
|
void aiGemRedInit(AIEntity *e) {
|
|
e->aiAction = aiGemAction;
|
|
}
|
|
|
|
void aiGemRedInit2(AIEntity *e) {
|
|
e->draw = e->standdownGfx[0];
|
|
}
|
|
|
|
void aiGemGreenInit(AIEntity *e) {
|
|
e->aiAction = aiGemAction;
|
|
}
|
|
|
|
void aiGemGreenInit2(AIEntity *e) {
|
|
e->draw = e->standdownGfx[0];
|
|
}
|
|
|
|
void aiTeaCupInit(AIEntity *e) {
|
|
strcpy(e->printedName, "a Teacup");
|
|
e->aiAction = aiGetItemAction;
|
|
}
|
|
|
|
void aiTeaCupInit2(AIEntity *e) {
|
|
e->draw = e->standdownGfx[0];
|
|
}
|
|
|
|
void aiCookieInit(AIEntity *e) {
|
|
strcpy(e->printedName, "a Cookie");
|
|
e->aiAction = aiGetItemAction;
|
|
}
|
|
|
|
void aiCookieInit2(AIEntity *e) {
|
|
e->draw = e->standdownGfx[0];
|
|
}
|
|
|
|
void aiBurgerInit(AIEntity *e) {
|
|
strcpy(e->printedName, "a Burger");
|
|
e->aiAction = aiGetItemAction;
|
|
}
|
|
|
|
void aiBurgerInit2(AIEntity *e) {
|
|
e->draw = e->standdownGfx[0];
|
|
}
|
|
|
|
void aiBookInit(AIEntity *e) {
|
|
strcpy(e->printedName, "a Book");
|
|
e->aiAction = aiGetItemAction;
|
|
}
|
|
|
|
void aiBookInit2(AIEntity *e) {
|
|
e->draw = e->standdownGfx[0];
|
|
}
|
|
|
|
void aiClipboardInit(AIEntity *e) {
|
|
strcpy(e->printedName, "a Clipboard");
|
|
e->aiAction = aiGetItemAction;
|
|
}
|
|
|
|
void aiClipboardInit2(AIEntity *e) {
|
|
e->draw = e->standdownGfx[0];
|
|
}
|
|
|
|
void aiNoteInit(AIEntity *e) {
|
|
strcpy(e->printedName, "a Note");
|
|
e->aiAction = aiGetItemAction;
|
|
}
|
|
|
|
void aiNoteInit2(AIEntity *e) {
|
|
e->draw = e->standdownGfx[0];
|
|
}
|
|
|
|
void aiKeycardWhiteInit(AIEntity *e) {
|
|
strcpy(e->printedName, "a White keycard");
|
|
e->aiAction = aiGetItemAction;
|
|
}
|
|
|
|
void aiKeycardWhiteInit2(AIEntity *e) {
|
|
e->draw = e->standdownGfx[0];
|
|
}
|
|
|
|
void aiKeycardBlueInit(AIEntity *e) {
|
|
strcpy(e->printedName, "a Blue keycard");
|
|
e->aiAction = aiGetItemAction;
|
|
}
|
|
|
|
void aiKeycardBlueInit2(AIEntity *e) {
|
|
e->draw = e->standdownGfx[0];
|
|
}
|
|
|
|
void aiKeycardRedInit(AIEntity *e) {
|
|
strcpy(e->printedName, "a Red keycard");
|
|
e->aiAction = aiGetItemAction;
|
|
}
|
|
|
|
void aiKeycardRedInit2(AIEntity *e) {
|
|
e->draw = e->standdownGfx[0];
|
|
}
|
|
|
|
void aiKeycardGreenInit(AIEntity *e) {
|
|
strcpy(e->printedName, "a Green keycard");
|
|
e->aiAction = aiGetItemAction;
|
|
}
|
|
|
|
void aiKeycardGreenInit2(AIEntity *e) {
|
|
e->draw = e->standdownGfx[0];
|
|
}
|
|
|
|
void aiKeycardPurpleInit(AIEntity *e) {
|
|
strcpy(e->printedName, "a Purple keycard");
|
|
e->aiAction = aiGetItemAction;
|
|
}
|
|
|
|
void aiKeycardPurpleInit2(AIEntity *e) {
|
|
e->draw = e->standdownGfx[0];
|
|
}
|
|
|
|
void aiKeycardBlackInit(AIEntity *e) {
|
|
strcpy(e->printedName, "a Black keycard");
|
|
e->aiAction = aiGetItemAction;
|
|
}
|
|
|
|
void aiKeycardBlackInit2(AIEntity *e) {
|
|
e->draw = e->standdownGfx[0];
|
|
}
|
|
|
|
void aiSeedInit(AIEntity *e) {
|
|
strcpy(e->printedName, "some Henscratch");
|
|
e->aiAction = aiGetItemAction;
|
|
}
|
|
|
|
void aiSeedInit2(AIEntity *e) {
|
|
e->draw = e->standdownGfx[0];
|
|
}
|
|
|
|
void aiSodaInit(AIEntity *e) {
|
|
strcpy(e->printedName, "a Dr. Frostee");
|
|
e->aiAction = aiGetItemAction;
|
|
}
|
|
|
|
void aiSodaInit2(AIEntity *e) {
|
|
e->draw = e->standdownGfx[0];
|
|
}
|
|
|
|
void aiDollyTool1Init(AIEntity *e) {
|
|
strcpy(e->printedName, "Dolly's Wrench");
|
|
e->aiAction = aiGetItemAction;
|
|
}
|
|
|
|
void aiDollyTool1Init2(AIEntity *e) {
|
|
e->draw = e->standdownGfx[0];
|
|
}
|
|
|
|
void aiDollyTool2Init(AIEntity *e) {
|
|
strcpy(e->printedName, "Dolly's Torch");
|
|
e->aiAction = aiGetItemAction;
|
|
}
|
|
|
|
void aiDollyTool2Init2(AIEntity *e) {
|
|
e->draw = e->standdownGfx[0];
|
|
}
|
|
|
|
void aiDollyTool3Init(AIEntity *e) {
|
|
strcpy(e->printedName, "Dolly's EMF Resonator");
|
|
e->aiAction = aiGetItemAction;
|
|
}
|
|
|
|
void aiDollyTool3Init2(AIEntity *e) {
|
|
e->draw = e->standdownGfx[0];
|
|
}
|
|
|
|
void aiDollyTool4Init(AIEntity *e) {
|
|
strcpy(e->printedName, "Dolly's Toolbox");
|
|
e->aiAction = aiGetItemAction;
|
|
}
|
|
|
|
void aiDollyTool4Init2(AIEntity *e) {
|
|
e->draw = e->standdownGfx[0];
|
|
}
|
|
|
|
void aiRouterInit(AIEntity *e) {
|
|
strcpy(e->printedName, "a Computer Router");
|
|
e->aiAction = aiGetItemAction;
|
|
}
|
|
|
|
void aiRouterInit2(AIEntity *e) {
|
|
e->draw = e->standdownGfx[0];
|
|
}
|
|
|
|
void aiSlicerInit(AIEntity *e) {
|
|
strcpy(e->printedName, "a Pizza Slicer");
|
|
e->aiAction = aiGetItemAction;
|
|
}
|
|
|
|
void aiSlicerInit2(AIEntity *e) {
|
|
e->draw = e->standdownGfx[0];
|
|
}
|
|
|
|
void aiPackageInit(AIEntity *e) {
|
|
strcpy(e->printedName, "a Package");
|
|
e->aiAction = aiGetItemAction;
|
|
}
|
|
|
|
void aiPackageInit2(AIEntity *e) {
|
|
e->draw = e->standdownGfx[0];
|
|
}
|
|
|
|
void aiMagicEggAction(AIEntity *e) {
|
|
// if magic egg isn't moving somewhere, don't move it
|
|
if (!e->goalX)
|
|
return;
|
|
|
|
g_hdb->_ai->animateEntity(e);
|
|
}
|
|
|
|
void aiMagicEggInit(AIEntity *e) {
|
|
e->moveSpeed = kPushMoveSpeed;
|
|
e->aiAction = aiMagicEggAction;
|
|
}
|
|
|
|
void aiMagicEggInit2(AIEntity *e) {
|
|
// point all magic egg move frames to the standing one
|
|
e->movedownFrames =
|
|
e->moveleftFrames =
|
|
e->moverightFrames =
|
|
e->moveupFrames = 1;
|
|
|
|
e->movedownGfx[0] =
|
|
e->moveupGfx[0] =
|
|
e->moveleftGfx[0] =
|
|
e->moverightGfx[0] = e->standdownGfx[0];
|
|
|
|
e->draw = e->standdownGfx[0]; // standing frame - doesn't move
|
|
}
|
|
|
|
void aiMagicEggUse(AIEntity *e) {
|
|
if (!scumm_strnicmp(e->luaFuncAction, "ai_", 3) || !scumm_strnicmp(e->luaFuncAction, "item_", 5)) {
|
|
int i = 0;
|
|
AIEntity *spawned = NULL;
|
|
while (aiEntList[i].type != END_AI_TYPES) {
|
|
if (!scumm_stricmp(aiEntList[i].luaName, e->luaFuncAction)) {
|
|
spawned = g_hdb->_ai->spawn(aiEntList[i].type, e->dir, e->tileX, e->tileY, NULL, NULL, NULL, DIR_NONE, e->level, 0, 0, 1);
|
|
break;
|
|
}
|
|
i++;
|
|
}
|
|
if (spawned) {
|
|
g_hdb->_ai->addAnimateTarget(e->tileX * kTileWidth,
|
|
e->tileY * kTileHeight, 0, 3, ANIM_NORMAL, false, false, GROUP_EXPLOSION_BOOM_SIT);
|
|
g_hdb->_sound->playSound(SND_BARREL_EXPLODE);
|
|
g_hdb->_ai->removeEntity(e);
|
|
}
|
|
}
|
|
}
|
|
|
|
void aiIceBlockAction(AIEntity *e) {
|
|
// if ice block isn't moving somewhere, don't move it
|
|
if (!e->goalX)
|
|
return;
|
|
|
|
g_hdb->_ai->animateEntity(e);
|
|
}
|
|
|
|
void aiIceBlockInit(AIEntity *e) {
|
|
e->moveSpeed = kPushMoveSpeed;
|
|
e->aiAction = aiIceBlockAction;
|
|
}
|
|
|
|
void aiIceBlockInit2(AIEntity *e) {
|
|
// point all ice block move frames to the standing one
|
|
e->movedownFrames =
|
|
e->moveleftFrames =
|
|
e->moverightFrames =
|
|
e->moveupFrames = 1;
|
|
|
|
e->movedownGfx[0] =
|
|
e->moveupGfx[0] =
|
|
e->moveleftGfx[0] =
|
|
e->moverightGfx[0] = e->standdownGfx[0];
|
|
|
|
e->draw = e->standdownGfx[0]; // standing frame - doesn't move
|
|
}
|
|
|
|
void aiCabKeyInit(AIEntity *e) {
|
|
strcpy(e->printedName, "a Cabinet key");
|
|
}
|
|
|
|
void aiCabKeyInit2(AIEntity *e) {
|
|
e->draw = e->standdownGfx[0];
|
|
}
|
|
|
|
void aiItemChickenInit(AIEntity *e) {
|
|
strcpy(e->printedName, "Cooper's chicken");
|
|
}
|
|
|
|
void aiItemChickenInit2(AIEntity *e) {
|
|
e->draw = e->standdownGfx[0];
|
|
}
|
|
|
|
void aiPdaInit(AIEntity *e) {
|
|
strcpy(e->printedName, "a P.D.A.");
|
|
e->aiAction = aiGetItemAction;
|
|
}
|
|
|
|
void aiPdaInit2(AIEntity *e) {
|
|
e->draw = e->standdownGfx[0];
|
|
}
|
|
|
|
#if 0
|
|
void aiCellUse(AIEntity *e) {
|
|
g_hdb->_window->openMessageBar("You got the Energy Cell!", kMsgDelay);
|
|
}
|
|
#endif
|
|
|
|
void aiCellInit2(AIEntity *e) {
|
|
e->draw = e->standdownGfx[0];
|
|
}
|
|
|
|
void aiCellInit(AIEntity *e) {
|
|
strcpy(e->printedName, "Energy Cell");
|
|
e->aiAction = aiGetItemAction;
|
|
}
|
|
|
|
void aiEnvelopeWhiteInit(AIEntity *e) {
|
|
strcpy(e->printedName, "White envelope");
|
|
e->aiAction = aiGetItemAction;
|
|
}
|
|
|
|
void aiEnvelopeWhiteInit2(AIEntity *e) {
|
|
e->draw = e->standdownGfx[0];
|
|
}
|
|
|
|
void aiEnvelopeBlueInit(AIEntity *e) {
|
|
strcpy(e->printedName, "Blue envelope");
|
|
e->aiAction = aiGetItemAction;
|
|
}
|
|
|
|
void aiEnvelopeBlueInit2(AIEntity *e) {
|
|
e->draw = e->standdownGfx[0];
|
|
}
|
|
|
|
void aiEnvelopeRedInit(AIEntity *e) {
|
|
strcpy(e->printedName, "Red envelope");
|
|
e->aiAction = aiGetItemAction;
|
|
}
|
|
|
|
void aiEnvelopeRedInit2(AIEntity *e) {
|
|
e->draw = e->standdownGfx[0];
|
|
}
|
|
|
|
void aiTransceiverInit(AIEntity *e) {
|
|
e->aiAction = aiTransceiverAction;
|
|
strcpy(e->printedName, "Transceiver");
|
|
}
|
|
|
|
void aiTransceiverInit2(AIEntity *e) {
|
|
e->draw = e->standdownGfx[0];
|
|
}
|
|
|
|
void aiTransceiverAction(AIEntity *e) {
|
|
aiAnimateStanddown(e, 5);
|
|
if (e->onScreen)
|
|
aiGetItemAction(e);
|
|
}
|
|
|
|
#if 0
|
|
void aiTransceiverUse(AIEntity *e) {
|
|
g_hdb->_window->openMessageBar("You got the Transceiver!", kMsgDelay);
|
|
}
|
|
#endif
|
|
|
|
char monkBuff[32];
|
|
|
|
void aiMonkeystoneInit(AIEntity *e) {
|
|
e->aiUse = aiMonkeystoneUse;
|
|
e->aiAction = aiMonkeystoneAction;
|
|
}
|
|
|
|
void aiMonkeystoneAction(AIEntity *e) {
|
|
if (!e->onScreen)
|
|
return;
|
|
|
|
AIEntity *p = g_hdb->_ai->getPlayer();
|
|
if (abs(p->x - e->x) < 16 && abs(p->y - e->y) < 16 && e->level == p->level) {
|
|
if (e->luaFuncUse[0])
|
|
g_hdb->_lua->callFunction(e->luaFuncUse, 0);
|
|
|
|
g_hdb->_ai->addToInventory(e);
|
|
aiMonkeystoneUse(NULL);
|
|
}
|
|
}
|
|
|
|
void aiMonkeystoneInit2(AIEntity *e) {
|
|
e->draw = e->standdownGfx[0];
|
|
}
|
|
|
|
void aiMonkeystoneUse(AIEntity *e) {
|
|
int val = g_hdb->_ai->getMonkeystoneAmount();
|
|
sprintf(monkBuff, "You have %d Monkeystone", val);
|
|
if (val > 1)
|
|
strcat(monkBuff, "s");
|
|
strcat(monkBuff, "!");
|
|
g_hdb->_sound->playSound(SND_GET_MONKEYSTONE);
|
|
g_hdb->_window->openMessageBar(monkBuff, kMsgDelay);
|
|
|
|
// have we unlocked a secret star(tm)???
|
|
if (val == 7) {
|
|
g_hdb->_window->openMessageBar("Red Star is Ready!", kMsgDelay * 2);
|
|
g_hdb->setStarsMonkeystone7(STARS_MONKEYSTONE_7);
|
|
g_hdb->_menu->writeConfig();
|
|
g_hdb->_gfx->turnOnBonusStars(0);
|
|
}
|
|
if (val == 14) {
|
|
g_hdb->_window->openMessageBar("Green Star is GO!", kMsgDelay * 2);
|
|
g_hdb->setStarsMonkeystone14(STARS_MONKEYSTONE_14);
|
|
g_hdb->_menu->writeConfig();
|
|
g_hdb->_gfx->turnOnBonusStars(1);
|
|
}
|
|
if (val == 21) {
|
|
g_hdb->_window->openMessageBar("Blue Star is Born!", kMsgDelay * 2);
|
|
g_hdb->setStarsMonkeystone21(STARS_MONKEYSTONE_21);
|
|
g_hdb->_menu->writeConfig();
|
|
g_hdb->_gfx->turnOnBonusStars(2);
|
|
}
|
|
}
|
|
|
|
void aiGemAction(AIEntity *e) {
|
|
AIEntity *p;
|
|
int tolerance;
|
|
|
|
e->animFrame++;
|
|
if (e->animFrame >= e->standdownFrames) {
|
|
e->animFrame = 0;
|
|
|
|
// every 4th frame, check for player collision &
|
|
// add to inventory if it happens
|
|
p = g_hdb->_ai->getPlayer();
|
|
tolerance = 16;
|
|
if (g_hdb->_ai->playerRunning())
|
|
tolerance = 24;
|
|
|
|
if (e->onScreen && abs(p->x - e->x) < tolerance && abs(p->y - e->y) < tolerance && e->level == p->level) {
|
|
g_hdb->_ai->addAnimateTarget(e->x, e->y, 0, 3, ANIM_NORMAL, false, false, GEM_FLASH);
|
|
g_hdb->_ai->addToInventory(e);
|
|
g_hdb->_sound->playSound(SND_GET_GEM);
|
|
return;
|
|
}
|
|
}
|
|
e->draw = e->standdownGfx[e->animFrame];
|
|
}
|
|
|
|
void aiGemWhiteInit(AIEntity *e) {
|
|
e->aiAction = aiGemAction;
|
|
}
|
|
|
|
void aiGemWhiteInit2(AIEntity *e) {
|
|
e->draw = e->standdownGfx[0];
|
|
}
|
|
|
|
void aiGooCupUse(AIEntity *e) {
|
|
g_hdb->_window->openMessageBar("Got a... cup of goo.", kMsgDelay);
|
|
}
|
|
|
|
void aiGooCupInit(AIEntity *e) {
|
|
e->aiUse = aiGooCupUse;
|
|
e->aiAction = aiGetItemAction;
|
|
}
|
|
|
|
void aiGooCupInit2(AIEntity *e) {
|
|
e->draw = e->standdownGfx[0];
|
|
}
|
|
|
|
void aiVortexianAction(AIEntity *e) {
|
|
// anim the alpha blending : down to 32, up to 180, back down...
|
|
e->value2 += e->value1;
|
|
if ((e->value2 & 0xff) > 128) {
|
|
e->value2 = (e->value2 & 0xff00) | 128;
|
|
e->value1 = -e->value1;
|
|
} else if ((e->value2 & 0xff) < 32) {
|
|
e->value2 = (e->value2 & 0xff00) | 32;
|
|
e->value1 = -e->value1;
|
|
}
|
|
|
|
// anim the shape
|
|
e->animFrame++;
|
|
if (e->animFrame >= e->standdownFrames) {
|
|
e->animFrame = 0;
|
|
|
|
// every 4th frame, check for player collision &
|
|
// do an autosave
|
|
AIEntity *p = g_hdb->_ai->getPlayer();
|
|
if (abs(p->x - e->x) < 4 && abs(p->y - e->y) < 4) {
|
|
if (!(e->value2 & 0xff00)) {
|
|
// let's make sure we don't autosave every frikken second!
|
|
e->value2 |= 0xff00;
|
|
|
|
g_hdb->saveWhenReady(kAutoSaveSlot);
|
|
g_hdb->_window->openMessageBar("Saving progress at Vortexian...", 1);
|
|
}
|
|
} else
|
|
e->value2 &= 0x00ff;
|
|
}
|
|
e->draw = e->standdownGfx[e->animFrame];
|
|
}
|
|
|
|
void aiVortexianUse(AIEntity *e) {
|
|
}
|
|
|
|
void aiVortexianInit(AIEntity *e) {
|
|
e->aiUse = aiVortexianUse;
|
|
e->aiAction = aiVortexianAction;
|
|
e->value1 = 5;
|
|
e->value2 = 128;
|
|
}
|
|
|
|
void aiVortexianInit2(AIEntity *e) {
|
|
e->draw = e->standdownGfx[0];
|
|
}
|
|
|
|
void aiNoneInit(AIEntity *e) {
|
|
}
|
|
|
|
// Utility Functions
|
|
void aiAnimateStanddown(AIEntity *e, int speed) {
|
|
if (e->value2-- > 0)
|
|
return;
|
|
e->value2 = speed;
|
|
|
|
if (e->type == AI_GUY && e->animFrame > 0)
|
|
e->value2 = 0;
|
|
e->draw = e->standdownGfx[e->animFrame];
|
|
e->animFrame++;
|
|
if (e->animFrame >= e->standdownFrames)
|
|
e->animFrame = 0;
|
|
}
|
|
|
|
void aiGenericAction(AIEntity *e) {
|
|
if (!e->goalX)
|
|
g_hdb->_ai->findPath(e);
|
|
else if (onEvenTile(e->x, e->y))
|
|
g_hdb->_sound->playSound(SND_FOOTSTEPS);
|
|
g_hdb->_ai->animateEntity(e);
|
|
}
|
|
|
|
void aiGetItemAction(AIEntity *e) {
|
|
if (!e->onScreen)
|
|
return;
|
|
|
|
AIEntity *p = g_hdb->_ai->getPlayer();
|
|
if (abs(p->x - e->x) < 16 && abs(p->y - e->y) < 16 && e->level == p->level) {
|
|
if (e->aiUse)
|
|
e->aiUse(e);
|
|
if (e->luaFuncUse[0])
|
|
g_hdb->_lua->callFunction(e->luaFuncUse, 0);
|
|
|
|
g_hdb->_ai->getItemSound(e->type);
|
|
g_hdb->_ai->addToInventory(e);
|
|
}
|
|
}
|
|
|
|
} // End of Namespace
|