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author | Nipun Garg | 2019-06-27 02:15:09 +0530 |
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committer | Eugene Sandulenko | 2019-09-03 17:17:01 +0200 |
commit | 407c1913cc6f2327ee0721a5daa8c80b8dd8f98b (patch) | |
tree | c5a005a2555929ad514699ca1d4bb2557dbb58e0 /engines/hdb | |
parent | d3c2c935a52d59a088feaa82a3ac46fc356c8267 (diff) | |
download | scummvm-rg350-407c1913cc6f2327ee0721a5daa8c80b8dd8f98b.tar.gz scummvm-rg350-407c1913cc6f2327ee0721a5daa8c80b8dd8f98b.tar.bz2 scummvm-rg350-407c1913cc6f2327ee0721a5daa8c80b8dd8f98b.zip |
HDB: Replace booleans with macro function
Diffstat (limited to 'engines/hdb')
-rw-r--r-- | engines/hdb/ai-bots.cpp | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/engines/hdb/ai-bots.cpp b/engines/hdb/ai-bots.cpp index f7c6cbce12..b86cd4a324 100644 --- a/engines/hdb/ai-bots.cpp +++ b/engines/hdb/ai-bots.cpp @@ -53,7 +53,7 @@ void aiOmniBotAction(AIEntity *e) { if (!e->sequence) { g_hdb->_ai->animateEntity(e); // Is the Player collding? - if (e->onScreen && (p->level = e->level) && g_hdb->_ai->checkPlayerCollision(e->x, e->y, 4) && !g_hdb->_ai->playerDead()) { + if (hitPlayer(e->x, e->y) && (p->level == e->level)) { g_hdb->_ai->killPlayer(DEATH_FRIED); return; } @@ -162,7 +162,7 @@ void aiOmniBotMissileAction(AIEntity *e) { // On Even tiles, check for hitting player if (onEvenTile(e->x, e->y)) - if (e->onScreen && (p->level == e->level) && g_hdb->_ai->checkPlayerCollision(e->x, e->y, 4) && !g_hdb->_ai->playerDead()) { + if (hitPlayer(e->x, e->y) && (p->level == e->level)) { g_hdb->_ai->killPlayer(DEATH_NORMAL); g_hdb->_ai->addAnimateTarget(e->x, e->y, 0, 3, ANIM_FAST, false, false, "steam_puff_sit"); g_hdb->_ai->removeEntity(e); @@ -241,7 +241,7 @@ void aiShockBotInit2(AIEntity *e) { void aiShockBotAction(AIEntity *e) { if (e->goalX) { if (!e->sequence) { - if (e->onScreen && g_hdb->_ai->checkPlayerCollision(e->x, e->y, 4) && !g_hdb->_ai->playerDead()) + if (hitPlayer(e->x, e->y)) g_hdb->_ai->killPlayer(DEATH_SHOCKED); g_hdb->_ai->animateEntity(e); } else @@ -488,10 +488,10 @@ void aiPushBotAction(AIEntity *e) { if (e->goalX) { g_hdb->_ai->animateEntity(e); - if (e->onScreen && g_hdb->_ai->checkPlayerCollision(e->x, e->y, 4) && !g_hdb->_ai->playerDead()) + if (hitPlayer(e->x, e->y)) g_hdb->_ai->killPlayer(DEATH_NORMAL); } else { - if (e->onScreen && g_hdb->_ai->checkPlayerCollision(e->x, e->y, 4) && !g_hdb->_ai->playerDead()) + if (hitPlayer(e->x, e->y)) g_hdb->_ai->killPlayer(DEATH_NORMAL); // Where to go next @@ -916,7 +916,7 @@ void aiMaintBotAction(AIEntity *e) { // Moving already, keep going if (e->goalX) { g_hdb->_ai->animateEntity(e); - if (e->onScreen && g_hdb->_ai->checkPlayerCollision(e->x, e->y, 4) && !g_hdb->_ai->playerDead()) { + if (hitPlayer(e->x, e->y)) { g_hdb->_ai->killPlayer(DEATH_GRABBED); warning("STUB: aiMaintBotAction: Play SND_MBOT_DEATH"); } |