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author | Nipun Garg | 2019-07-06 01:25:27 +0530 |
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committer | Eugene Sandulenko | 2019-09-03 17:17:13 +0200 |
commit | 0ca3f5bd7fd12657182a1cc75e93ba93f6e677f0 (patch) | |
tree | e34f88b7be26549b300698b53d487302afd40f1f /engines | |
parent | 7caca5d2d099fd7b8e16779c8531ba5c8b5afe79 (diff) | |
download | scummvm-rg350-0ca3f5bd7fd12657182a1cc75e93ba93f6e677f0.tar.gz scummvm-rg350-0ca3f5bd7fd12657182a1cc75e93ba93f6e677f0.tar.bz2 scummvm-rg350-0ca3f5bd7fd12657182a1cc75e93ba93f6e677f0.zip |
HDB: Add Bots splitter-comments
Diffstat (limited to 'engines')
-rw-r--r-- | engines/hdb/ai-bots.cpp | 144 |
1 files changed, 144 insertions, 0 deletions
diff --git a/engines/hdb/ai-bots.cpp b/engines/hdb/ai-bots.cpp index 2168395729..fafeadc0d1 100644 --- a/engines/hdb/ai-bots.cpp +++ b/engines/hdb/ai-bots.cpp @@ -24,6 +24,13 @@ namespace HDB { +//------------------------------------------------------------------- +// +// OMNIBOT : This guy moves on a path and if he sees the player +// directly ahead, he will shoot at him +// +//------------------------------------------------------------------- + void aiOmniBotInit(AIEntity *e) { if (e->value1 == 1) e->aiAction = aiOmniBotMove; @@ -129,6 +136,13 @@ void aiOmniBotAction(AIEntity *e) { e->sequence--; } +//------------------------------------------------------------------- +// +// OMNIBOT MISSILE : Used by the FOURFIRER and OMNIBOT, this deadly +// missile flies through the air, killing anything it hits +// +//------------------------------------------------------------------- + void aiOmniBotMissileInit(AIEntity *e) { e->state = STATE_MOVEDOWN; e->aiAction = aiOmniBotMissileAction; @@ -169,6 +183,13 @@ void aiOmniBotMissileAction(AIEntity *e) { } } +//------------------------------------------------------------------- +// +// TURNBOT : Moves straight ahead until it hits a wall, then turns +// right and continues. +// +//------------------------------------------------------------------- + void aiTurnBotInit(AIEntity *e) { e->aiAction = aiTurnBotAction; } @@ -220,6 +241,13 @@ void aiTurnBotAction(AIEntity *e) { g_hdb->_ai->killPlayer(DEATH_NORMAL); } +//------------------------------------------------------------------- +// +// SHOCKBOT : Moves on a path, electrifying all tiles surrounding it +// that are METAL. Will pause when changing directions. +// +//------------------------------------------------------------------- + void aiShockBotInit(AIEntity *e) { g_hdb->_ai->findPath(e); e->aiAction = aiShockBotAction; @@ -291,6 +319,14 @@ void aiShockBotShock(AIEntity *e, int mx, int my) { } } +//------------------------------------------------------------------- +// +// RIGHTBOT +// +// Rules: Follows the right-hand wall. That's it! +// +//------------------------------------------------------------------- + void aiRightBotInit(AIEntity *e) { e->moveSpeed = kPlayerMoveSpeed; if (!g_hdb->getActionMode()) @@ -468,6 +504,15 @@ void aiRightBotAction(AIEntity *e) { } } +//------------------------------------------------------------------- +// +// PUSHBOT : Very simple, this guy goes forward and pushes anything in his +// path all the way until it can't go any further. Then, he turns 180 +// degress and comes back until he can't go any further. Then... he +// turns 180 degrees and does it all over again! +// +//------------------------------------------------------------------- + void aiPushBotInit(AIEntity *e) { if (e->value1 != 1) e->aiAction = aiPushBotAction; @@ -566,6 +611,13 @@ void aiPushBotAction(AIEntity *e) { } } +//------------------------------------------------------------------- +// +// RAILRIDER : crazy green goopy dude -- he gives you rides on his +// special track! +// +//------------------------------------------------------------------- + void aiRailRiderInit(AIEntity *e) { if (e->type == AI_RAILRIDER_ON) { // On the tracks already - spawn RED arrow @@ -804,6 +856,13 @@ void aiRailRiderOnAction(AIEntity *e) { } } +//------------------------------------------------------------------- +// +// MAINTBOT : This little fella likes to cause trouble! He just jubs +// around the map and looks for stuff to press. Touch him and you die. +// +//------------------------------------------------------------------- + void aiMaintBotInit(AIEntity *e) { // value1 field determines whether the "MMM!" sound plays // 1 means NO @@ -962,6 +1021,13 @@ void aiMaintBotAction(AIEntity *e) { } } +//------------------------------------------------------------------- +// +// FOURFIRER : This bot turns and fires in the direction it's facing, +// but only if the player is visible +// +//------------------------------------------------------------------- + void aiFourFirerInit(AIEntity *e) { e->value1 = 0; e->aiAction = aiFourFirerAction; @@ -1032,6 +1098,14 @@ void aiFourFirerAction(AIEntity *e) { } } +//------------------------------------------------------------------- +// +// DEADEYE : Crazy attack dog with Chompie(tm) sounds! Will sit in one spot +// looking around, then run in a random direction and distance. If, while +// scanning, Deadeye sees the player, he goes nuts and attacks! +// +//------------------------------------------------------------------- + void aiDeadEyeInit(AIEntity *e) { e->sequence = 64; e->blinkFrames = e->goalX = 0; @@ -1223,6 +1297,12 @@ void aiDeadEyeAction(AIEntity *e) { e->sequence = 64; } +//------------------------------------------------------------------- +// +// LASER +// +//------------------------------------------------------------------- + void aiLaserInit(AIEntity *e) { e->aiDraw = aiLaserDraw; e->value1 = e->value2 = 0; // start & end of laser beam @@ -1433,6 +1513,12 @@ void aiLaserDraw(AIEntity *e, int mx, int my) { e->movedownFrames++; } +//------------------------------------------------------------------- +// +// DIVERTER +// +//------------------------------------------------------------------- + void aiDiverterInit(AIEntity *e) { e->aiDraw = aiDiverterDraw; e->aiAction = aiDiverterAction; @@ -1571,6 +1657,13 @@ void aiDiverterDraw(AIEntity *e, int mx, int my) { e->movedownFrames++; } +//------------------------------------------------------------------- +// +// MEERKAT : nutty little groundhog dude that will bite Guy if he's on +// his mound. That blows 1-5 gems outta Guy! +// +//------------------------------------------------------------------- + void aiMeerkatInit(AIEntity *e) { e->state = STATE_NONE; e->sequence = 0; @@ -1753,6 +1846,13 @@ void aiMeerkatLookAround(AIEntity *e) { g_hdb->_ai->animEntFrames(e); } +//------------------------------------------------------------------- +// +// FATFROG : Just sits in place and blasts out his tongue if you're +// within range. +// +//------------------------------------------------------------------- + void aiFatFrogInit(AIEntity *e) { e->aiAction = aiFatFrogAction; } @@ -2084,6 +2184,12 @@ void aiFatFrogTongueDraw(AIEntity *e, int mx, int my) { } } +//------------------------------------------------------------------- +// +// GOODFAIRY +// +//------------------------------------------------------------------- + void aiGoodFairyInit(AIEntity *e) { e->aiAction = aiGoodFairyAction; e->sequence = 20; @@ -2278,6 +2384,12 @@ void aiGoodFairyAction(AIEntity *e) { e->sequence = 20; } +//------------------------------------------------------------------- +// +// BADFAIRY +// +//------------------------------------------------------------------- + void aiBadFairyInit(AIEntity *e) { e->aiAction = aiBadFairyAction; e->sequence = 20; @@ -2405,6 +2517,12 @@ void aiBadFairyAction(AIEntity *e) { e->sequence = 20; } +//------------------------------------------------------------------- +// +// BADFAIRY's GATE PUDDLE! +// +//------------------------------------------------------------------- + void aiGatePuddleInit(AIEntity *e) { e->aiAction = aiGatePuddleAction; e->value1 = 50; @@ -2529,6 +2647,19 @@ void aiGatePuddleAction(AIEntity *e) { } } +//------------------------------------------------------------------- +// +// ICEPUFF : Little icy dude peeks out of the ground and pops up and +// throws a snowball at you if he sees you....then he blasts back +// into the snow and hides for a while.... +// +// Variables used specially: +// value1, value2 : x,y of snowball +// dir2 : direction of snowball. DIR_NONE = no snowball +// sequence : timer for peeking +// +//------------------------------------------------------------------- + void aiIcePuffSnowballInit(AIEntity *e) { // which direction are we throwing in? Load the graphic if we need to switch (e->dir) { @@ -2749,6 +2880,13 @@ void aiIcePuffAction(AIEntity *e) { } } +//------------------------------------------------------------------- +// +// BUZZFLY : Simply flies around on paths.... kills you if you touch him. +// He pauses at corners, too. +// +//------------------------------------------------------------------- + void aiBuzzflyInit(AIEntity *e) { e->aiAction = aiBuzzflyAction; e->sequence = 0; @@ -2810,6 +2948,12 @@ void aiBuzzflyAction(AIEntity *e) { } } +//------------------------------------------------------------------- +// +// DRAGON +// +//------------------------------------------------------------------- + void aiDragonInit(AIEntity *e) { AIEntity *block; |