diff options
-rw-r--r-- | engines/hdb/ai-bots.cpp | 210 |
1 files changed, 192 insertions, 18 deletions
diff --git a/engines/hdb/ai-bots.cpp b/engines/hdb/ai-bots.cpp index a64e230881..f9f648638a 100644 --- a/engines/hdb/ai-bots.cpp +++ b/engines/hdb/ai-bots.cpp @@ -2283,12 +2283,202 @@ void aiBuzzflyAction(AIEntity *e) { } } +void aiDragonInit(AIEntity *e) { + AIEntity *block; + + e->state = STATE_STANDDOWN; + e->sequence = 0; // 0 = sleeping + e->aiAction = aiDragonAction; + e->aiDraw = aiDragonDraw; + e->animCycle = 10; // time between flaps + + // need to save the dragon's coords and type in the blocking entity for gem-hit-blocking detection + block = spawnBlocking(e->tileX - 1, e->tileY, e->level); + block->value1 = (int)AI_DRAGON; + sprintf(block->luaFuncUse, "%03d%03d", e->tileX, e->tileY); + block = spawnBlocking(e->tileX + 1, e->tileY, e->level); + block->value1 = (int)AI_DRAGON; + sprintf(block->luaFuncUse, "%03d%03d", e->tileX, e->tileY); + block = spawnBlocking(e->tileX - 1, e->tileY - 1, e->level); + block->value1 = (int)AI_DRAGON; + sprintf(block->luaFuncUse, "%03d%03d", e->tileX, e->tileY); + block = spawnBlocking(e->tileX + 1, e->tileY - 1, e->level); + block->value1 = (int)AI_DRAGON; + sprintf(block->luaFuncUse, "%03d%03d", e->tileX, e->tileY); + block = spawnBlocking(e->tileX - 1, e->tileY - 2, e->level); + block->value1 = (int)AI_DRAGON; + sprintf(block->luaFuncUse, "%03d%03d", e->tileX, e->tileY); + block = spawnBlocking(e->tileX + 1, e->tileY - 2, e->level); + block->value1 = (int)AI_DRAGON; + sprintf(block->luaFuncUse, "%03d%03d", e->tileX, e->tileY); +} + +void aiDragonInit2(AIEntity *e) { + e->draw = NULL; + if (!g_hdb->_ai->_gfxDragonAsleep) { + g_hdb->_ai->_gfxDragonAsleep = g_hdb->_gfx->loadPic(DRAGON_ASLEEP); + g_hdb->_ai->_gfxDragonFlap[0] = g_hdb->_gfx->loadPic(DRAGON_FLAP1); + g_hdb->_ai->_gfxDragonFlap[1] = g_hdb->_gfx->loadPic(DRAGON_FLAP2); + g_hdb->_ai->_gfxDragonBreathe[0] = g_hdb->_gfx->loadPic(DRAGON_BREATHE_START); + g_hdb->_ai->_gfxDragonBreathe[1] = g_hdb->_gfx->loadPic(DRAGON_BREATHING_1); + g_hdb->_ai->_gfxDragonBreathe[2] = g_hdb->_gfx->loadPic(DRAGON_BREATHING_2); + } +} + +void aiDragonWake(AIEntity *e) { + e->sequence = 1; // woke up, start flapping and breathing! + e->animFrame = 0; + e->animDelay = e->animCycle; +} + +void aiDragonUse(AIEntity *e) { + aiDragonWake(e); +} + void aiDragonAction(AIEntity *e) { - warning("STUB: AI: aiDragonAction required"); + AIEntity *p = g_hdb->_ai->getPlayer(); + + switch (e->sequence) { + // Sleeping, waiting for the player to wake him up + case 0: + if (e->onScreen && + p->tileX >= e->tileX - 1 && + p->tileX <= e->tileX + 1 && + p->tileY <= e->tileY + 1 && + p->tileY >= e->tileY - 3) { + if ((p->state >= STATE_ATK_CLUB_UP && + p->state <= STATE_ATK_SLUG_RIGHT) || g_hdb->_window->inPanicZone()) { + aiDragonWake(e); + if (e->onScreen) + g_hdb->_sound->playSound(SND_DRAGON_WAKE); + } + } + break; + + // Woke up - flapping wings 3 times! + case 1: + e->animDelay--; + + if (e->animDelay < 1) { + if (e->onScreen) + g_hdb->_sound->playSound(SND_DRAGON_WAKE); + e->animDelay = e->animCycle; + e->animFrame++; + if (e->animFrame >= 8) { + e->animFrame = 0; + e->sequence = 2; + e->animCycle = 2; + } + } + break; + + // Start breathing fire! + case 2: + e->animDelay--; + + if (e->onScreen) + g_hdb->_sound->playSound(SND_DRAGON_BREATHEFIRE); + if (e->animDelay < 1) { + e->animDelay = e->animCycle; + e->animFrame++; + if (e->animFrame >= 1) { + e->animFrame = 0; + e->sequence = 3; + e->animCycle = 2; // time between flaps + } + } + + break; + + // Breathing fire! + case 3: + { + if (hitPlayer(e->x, e->y + 32)) { + g_hdb->_ai->killPlayer(DEATH_FRIED); + return; + } + + // whatever entity is in front of the dragon is gettin' USED! + AIEntity *hit = g_hdb->_ai->findEntity(e->tileX, e->tileY + 1); + if (hit) { + switch (hit->type) { + case AI_CHICKEN: + g_hdb->_ai->addAnimateTarget(hit->tileX * kTileWidth, hit->tileY * kTileHeight, 0, 2, ANIM_NORMAL, false, false, GROUP_ENT_CHICKEN_DIE); + g_hdb->_sound->playSound(SND_CHICKEN_DEATH); + g_hdb->_ai->removeEntity(hit); + e->sequence = 4; + break; + case AI_MAGIC_EGG: + case AI_ICE_BLOCK: + aiMagicEggUse(hit); + break; + default: + if (hit->aiUse) + hit->aiUse(hit); + if (hit->luaFuncUse[0]) + g_hdb->_lua->callFunction(hit->luaFuncUse, 0); + } + } + + e->animDelay--; + + if (e->animDelay < 1) { + if (e->onScreen && !(e->animFrame & 7)) + g_hdb->_sound->playSound(SND_DRAGON_BREATHEFIRE); + + e->animDelay = e->animCycle; + e->animFrame++; + if (e->animFrame >= 30) { + e->animFrame = 0; + e->sequence = 4; + e->animCycle = 10; // time between flaps + } + } + } + + break; + + // Done burning - flapping wings 3 times + case 4: + e->animDelay--; + + if (e->animDelay < 1) { + e->animDelay = e->animCycle; + e->animFrame++; + if (e->animFrame >= 8) { + e->animFrame = 0; + e->sequence = 0; + if (e->onScreen) + g_hdb->_sound->playSound(SND_DRAGON_FALLASLEEP); + } + } + break; + } } void aiDragonDraw(AIEntity *e, int mx, int my) { - warning("STUB: AI: aiDragonDraw required"); + switch (e->sequence) { + // sleeping + case 0: + g_hdb->_ai->_gfxDragonAsleep->drawMasked(e->x - 32 - mx, e->y - 96 - my); + break; + // flapping 3 times + case 1: + g_hdb->_ai->_gfxDragonFlap[e->animFrame & 1]->drawMasked(e->x - 32 - mx, e->y - 96 - my); + break; + // start breathing (very short) + case 2: + g_hdb->_ai->_gfxDragonBreathe[0]->drawMasked(e->x - 32 - mx, e->y - 96 - my); + break; + // breathing + case 3: + g_hdb->_ai->_gfxDragonBreathe[(e->animFrame & 1) + 1]->drawMasked(e->x - 32 - mx, e->y - 96 - my); + break; + // flapping 3 times + case 4: + g_hdb->_ai->_gfxDragonBreathe[e->animFrame & 1]->drawMasked(e->x - 32 - mx, e->y - 96 - my); + break; + } } void aiListenBotInit(AIEntity *e) { @@ -2315,20 +2505,4 @@ void aiFatFrogInit2(AIEntity *e) { warning("STUB: AI: aiFatFrogInit2 required"); } -void aiDragonInit(AIEntity *e) { - warning("STUB: AI: aiDragonInit required"); -} - -void aiDragonInit2(AIEntity *e) { - warning("STUB: AI: aiDragonInit2 required"); -} - -void aiDragonWake(AIEntity *e) { - warning("STUB: AI: aiDragonWake required"); -} - -void aiDragonUse(AIEntity *e) { - warning("STUB: AI: aiDragonUse required"); -} - } // End of Namespace |