mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-16 06:39:17 +00:00
462 lines
12 KiB
C++
462 lines
12 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/ai.h"
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#include "hdb/gfx.h"
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#include "hdb/map.h"
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#include "hdb/sound.h"
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namespace HDB {
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void AI::addWaypoint(int px, int py, int x, int y, int level) {
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// at the max yet?
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if (_numWaypoints >= kMaxWaypoints || (playerOnIce() && _player->goalX))
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return;
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// first, let's see if this is a duplicate waypoint
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int i;
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for (i = 0; i < _numWaypoints; i++)
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if (_waypoints[i].x == x && _waypoints[i].y == y)
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return;
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// check to make sure the path is clear...
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// if it's not, don't add to waypoint list!
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// The destination x,y might be modified, so
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// we'll pass in the address to them...
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int nx = x;
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int ny = y;
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if (!_numWaypoints) {
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// if player is already moving and this is the first waypoint, forget it.
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// player is using the keyboard and must be fully stopped before laying
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// the first waypoint
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if (_player->goalX)
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return;
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// trace from player to new spot
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// return value of 0 only means a diagonal was selected!
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if (!traceStraightPath(px, py, &nx, &ny, &level)) {
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int tx, ty, tx2, ty2;
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// it didn't work, so player is probably trying some diagonal movement.
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// let's break it down into two waypoints: one horz, one vert
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tx = nx;
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ty = py;
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tx2 = nx;
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ty2 = ny;
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int lvl1, lvl2;
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lvl1 = lvl2 = level;
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if (traceStraightPath(px, py, &tx, &ty, &lvl1)) {
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if (tx != nx || ty != py)
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goto newpath;
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traceStraightPath(tx, ty, &tx2, &ty2, &lvl2);
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if (tx2 != nx || ty2 != ny)
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goto newpath;
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_waypoints[_numWaypoints].x = tx;
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_waypoints[_numWaypoints].y = ty;
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_waypoints[_numWaypoints].level = lvl1;
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_numWaypoints++;
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_waypoints[_numWaypoints].x = nx;
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_waypoints[_numWaypoints].y = ny;
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_waypoints[_numWaypoints].level = lvl2;
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_numWaypoints++;
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g_hdb->_sound->playSound(SND_MENU_SLIDER);
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if (onEvenTile(_player->x, _player->y))
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setEntityGoal(_player, tx, ty);
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} else {
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newpath:
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tx = px;
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ty = ny;
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tx2 = nx;
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ty2 = ny;
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lvl1 = lvl2 = level;
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if (traceStraightPath(px, py, &tx, &ty, &lvl1)) {
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if (tx != px || ty != ny)
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return;
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traceStraightPath(tx, ty, &nx, &ny, &lvl2);
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if (tx2 != nx || ty2 != ny)
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return;
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_waypoints[_numWaypoints].x = tx;
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_waypoints[_numWaypoints].y = ty;
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_waypoints[_numWaypoints].level = lvl1;
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_numWaypoints++;
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_waypoints[_numWaypoints].x = nx;
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_waypoints[_numWaypoints].y = ny;
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_waypoints[_numWaypoints].level = lvl2;
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_numWaypoints++;
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g_hdb->_sound->playSound(SND_MENU_SLIDER);
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if (onEvenTile(_player->x, _player->y))
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setEntityGoal(_player, tx, ty);
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}
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}
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return;
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}
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// create a waypoint @ the player x,y? NO!
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if ((nx != px || ny != py) && onEvenTile(_player->x, _player->y))
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setEntityGoal(_player, nx, ny);
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else
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return;
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} else {
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// trace from last waypoint to new spot
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level = _waypoints[_numWaypoints - 1].level;
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if (!traceStraightPath(_waypoints[_numWaypoints - 1].x, _waypoints[_numWaypoints - 1].y, &nx, &ny, &level)) {
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int tx, ty, tx2, ty2;
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// it didn't work, so player is probably trying some diagonal movement.
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// let's break it down into two waypoints: one horz, one vert
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px = _waypoints[_numWaypoints - 1].x;
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py = _waypoints[_numWaypoints - 1].y;
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level = _waypoints[_numWaypoints - 1].level;
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tx = nx;
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ty = py;
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tx2 = nx;
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ty2 = ny;
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int lvl1, lvl2;
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lvl1 = lvl2 = level;
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if (traceStraightPath(px, py, &tx, &ty, &lvl1)) {
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if (tx != nx || ty != py)
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goto newpath2;
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traceStraightPath(tx, ty, &tx2, &ty2, &lvl2);
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if (tx2 != nx || ty2 != ny)
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goto newpath2;
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if (_numWaypoints < kMaxWaypoints) {
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_waypoints[_numWaypoints].x = tx;
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_waypoints[_numWaypoints].y = ty;
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_waypoints[_numWaypoints].level = lvl1;
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_numWaypoints++;
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g_hdb->_sound->playSound(SND_MENU_SLIDER);
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}
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if (_numWaypoints < kMaxWaypoints) {
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_waypoints[_numWaypoints].x = nx;
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_waypoints[_numWaypoints].y = ny;
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_waypoints[_numWaypoints].level = lvl2;
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_numWaypoints++;
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g_hdb->_sound->playSound(SND_MENU_SLIDER);
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}
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} else {
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newpath2:
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tx = px;
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ty = ny;
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tx2 = nx;
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ty2 = ny;
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lvl1 = lvl2 = level;
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if (traceStraightPath(px, py, &tx, &ty, &lvl1)) {
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if (tx != px || ty != ny)
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return;
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traceStraightPath(tx, ty, &nx, &ny, &lvl2);
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if (tx2 != nx || ty2 != ny)
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return;
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if (_numWaypoints < kMaxWaypoints) {
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_waypoints[_numWaypoints].x = tx;
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_waypoints[_numWaypoints].y = ty;
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_waypoints[_numWaypoints].level = lvl1;
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_numWaypoints++;
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g_hdb->_sound->playSound(SND_MENU_SLIDER);
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}
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if (_numWaypoints < kMaxWaypoints) {
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_waypoints[_numWaypoints].x = nx;
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_waypoints[_numWaypoints].y = ny;
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_waypoints[_numWaypoints].level = lvl2;
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_numWaypoints++;
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g_hdb->_sound->playSound(SND_MENU_SLIDER);
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}
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}
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}
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return;
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}
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// create a waypoint @ the player x,y? NO!
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if (nx == px && ny == py)
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return;
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// make sure potential waypoint isn't on other waypoints!
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for (i = 0; i < _numWaypoints; i++)
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if (_waypoints[i].x == nx && _waypoints[i].y == ny)
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return;
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}
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if (_numWaypoints < kMaxWaypoints) {
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_waypoints[_numWaypoints].x = nx;
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_waypoints[_numWaypoints].y = ny;
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_waypoints[_numWaypoints].level = level;
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_numWaypoints++;
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g_hdb->_sound->playSound(SND_MENU_SLIDER);
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}
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}
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void AI::removeFirstWaypoint() {
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if (!_numWaypoints)
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return;
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int i;
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for (i = 0; i < _numWaypoints; i++) {
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_waypoints[i] = _waypoints[i + 1];
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}
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_waypoints[i].x = 0;
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_waypoints[i].y = 0;
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_waypoints[i].level = 0;
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_numWaypoints--;
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}
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void AI::clearWaypoints() {
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memset(&_waypoints[0], 0, sizeof(_waypoints));
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_numWaypoints = 0;
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}
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bool AI::traceStraightPath(int x1, int y1, int *x2, int *y2, int *level) {
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// this checks to make sure we're only going vert or horz
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if (x1 != *x2 && y1 != *y2)
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return false;
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// this sets a -1, 0, or 1 step value
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int xVel = *x2 - x1;
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if (xVel < 0)
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xVel = -1;
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if (xVel > 0)
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xVel = 1;
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int yVel = *y2 - y1;
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if (yVel < 0)
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yVel = -1;
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if (yVel > 0)
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yVel = 1;
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AIEntity *e;
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while (1) {
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// clear tile ahead?
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bool entOK = false;
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bool ok = false;
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uint32 flags = g_hdb->_map->getMapBGTileFlags(x1, y1);
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if (flags & kFlagStairTop)
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*level = 2;
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else if (flags & kFlagStairBot)
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*level = 1;
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// Floor level 1
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if (*level < 2) {
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ok = !(flags & (kFlagPlayerBlock | kFlagMonsterBlock));
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// if it's blocking, is it rad or plasma? (might be melted stuff on it)
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if (!ok) {
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ok = ((flags & kFlagPlasmaFloor) == kFlagPlasmaFloor) +
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((flags & kFlagRadFloor) == kFlagRadFloor);
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e = findEntity(x1, y1);
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if (e && g_hdb->_ai->walkThroughEnt(e->type))
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entOK = true;
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else if (ok && e && (e->state == STATE_FLOATING || e->state == STATE_MELTED || e == _player))
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entOK = ok = true;
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else
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ok = false;
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} else if (ok &&
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((flags & kFlagWater) == kFlagWater ||
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(flags & kFlagSlime) == kFlagSlime)) {
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// if it's non-blocking, is there water or slime?
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e = findEntity(x1, y1);
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if (e && g_hdb->_ai->walkThroughEnt(e->type))
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entOK = true;
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else
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if (e && (e->state == STATE_FLOATING || e->state == STATE_MELTED || e == _player))
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entOK = ok = true;
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else
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ok = false;
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}
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} else {
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// Floor level 2
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if (g_hdb->_map->getMapFGTileIndex(x1, y1) >= 0) // is there a foregnd tile? its flags take precedence on Level 2
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ok = !(g_hdb->_map->getMapFGTileFlags(x1, y1) & (kFlagPlayerBlock | kFlagMonsterBlock));
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else {
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flags = g_hdb->_map->getMapBGTileFlags(x1, y1);
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ok = !(flags & (kFlagPlayerBlock | kFlagMonsterBlock));
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// if it's blocking, is it rad or plasma? (might be melted stuff on it)
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if (!ok) {
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ok = ((flags & kFlagPlasmaFloor) == kFlagPlasmaFloor) +
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((flags & kFlagRadFloor) == kFlagRadFloor);
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e = findEntity(x1, y1);
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if (e && g_hdb->_ai->walkThroughEnt(e->type))
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entOK = true;
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else if (ok && e && (e->state == STATE_FLOATING || e->state == STATE_MELTED || e == _player))
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entOK = ok = true;
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else
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ok = false;
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} else if (ok &&
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((flags & kFlagWater) == kFlagWater ||
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(flags & kFlagSlime) == kFlagSlime)) {
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// if it's non-blocking, is there water or slime?
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e = findEntity(x1, y1);
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if (e && g_hdb->_ai->walkThroughEnt(e->type))
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entOK = true;
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else
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if (e && (e->state == STATE_FLOATING || e->state == STATE_MELTED || e == _player))
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entOK = ok = true;
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else
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ok = false;
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}
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}
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}
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if (ok) {
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e = findEntity(x1, y1);
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if (e == _player)
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e = NULL;
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else if (g_hdb->_map->laserBeamExist(x1, y1)) {
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*x2 = x1 - xVel;
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*y2 = y1 - yVel;
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return true;
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} else if (e && (e->level != _player->level) && (g_hdb->_map->getMapFGTileFlags(e->tileX, e->tileY) & kFlagGrating)) {
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// on the same level????
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entOK = 1;
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}
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if (e && !entOK) {
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if (g_hdb->_ai->walkThroughEnt(e->type)) {
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// yes! are we at desired location?
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if (x1 == *x2 && y1 == *y2)
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return true;
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} else {
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// solid tile! back up one and return!
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*x2 = x1 - xVel;
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*y2 = y1 - yVel;
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return true;
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}
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} else if (x1 == *x2 && y1 == *y2) {
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// yes! are we at desired location?
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return true;
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}
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} else {
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// solid tile! back up one and return!
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*x2 = x1 - xVel;
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*y2 = y1 - yVel;
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return true;
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}
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x1 += xVel;
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y1 += yVel;
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}
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return true;
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}
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Tile *AI::getStandFrameDir(AIEntity *e) {
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switch (e->dir) {
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case DIR_DOWN:
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if (e->standdownFrames)
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return e->standdownGfx[0];
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else if (e->movedownFrames)
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return e->movedownGfx[0];
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break;
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case DIR_UP:
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if (e->standupFrames)
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return e->standupGfx[0];
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else if (e->moveupFrames)
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return e->moveupGfx[0];
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break;
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case DIR_LEFT:
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if (e->standleftFrames)
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return e->standleftGfx[0];
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else if (e->moveleftFrames)
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return e->moveleftGfx[0];
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break;
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case DIR_RIGHT:
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if (e->standrightFrames)
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return e->standrightGfx[0];
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else if (e->moverightFrames)
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return e->moverightGfx[0];
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break;
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case DIR_NONE:
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break;
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}
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return e->standdownGfx[0];
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}
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void AI::drawWayPoints() {
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static int anim = 0;
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static uint32 delay = g_hdb->getTimeSlice();
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static int alpha = 255;
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static int aVel = -4;
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int mapX, mapY;
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g_hdb->_map->getMapXY(&mapX, &mapY);
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for (int i = 0; i < _numWaypoints; i++) {
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int x = _waypoints[i].x * kTileWidth;
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int y = _waypoints[i].y * kTileHeight;
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if (x > mapX - 32 && (x < (mapX + g_hdb->_screenWidth)) &&
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y > mapY - 32 && (y < (mapY + g_hdb->_screenHeight)))
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_waypointGfx[anim]->drawMasked(x - mapX, y - mapY, alpha);
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}
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// vary the alpha blending
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alpha = (alpha + aVel);
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if (alpha < 64) {
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alpha = 64;
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aVel = -aVel;
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}
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if (alpha > 200) {
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alpha = 200;
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aVel = -aVel;
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}
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// don't animate every single game frame...
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if (delay > g_hdb->getTimeSlice())
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return;
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delay = g_hdb->getTimeSlice() + 100;
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// cycle the waypoint gfx animation
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anim++;
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if (anim == 4)
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anim = 0;
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}
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} // End of Namespace
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