diff options
-rw-r--r-- | engines/hdb/ai-bots.cpp | 222 |
1 files changed, 211 insertions, 11 deletions
diff --git a/engines/hdb/ai-bots.cpp b/engines/hdb/ai-bots.cpp index b66dad0843..daee785918 100644 --- a/engines/hdb/ai-bots.cpp +++ b/engines/hdb/ai-bots.cpp @@ -2002,16 +2002,224 @@ void aiGatePuddleAction(AIEntity *e) { } } +void aiIcePuffSnowballInit(AIEntity *e) { + // which direction are we throwing in? Load the graphic if we need to + switch (e->dir) { + case DIR_DOWN: + e->value1 = e->x + 12; + e->value2 = e->y + 32; + break; + case DIR_LEFT: + e->value1 = e->x - 4; + e->value2 = e->y + 16; + break; + case DIR_RIGHT: + e->value1 = e->x + 32; + e->value2 = e->y + 16; + break; + default: + break; + } + e->aiDraw = aiIcePuffSnowballDraw; +} + void aiIcePuffSnowballAction(AIEntity *e) { - warning("STUB: AI: aiIcePuffSnowballAction required"); + int result, speed; + AIEntity *hit = NULL; + + // check for hit BEFORE moving so snowball is closer to object + // NOTE: Need to do logic in this draw routine just in case the ICEPUFF gets stunned! + hit = g_hdb->_ai->legalMoveOverWater(e->value1 / kTileWidth, e->value2 / kTileHeight, e->level, &result); + if (hit && hit->type == AI_GUY && !g_hdb->_ai->playerDead()) { + g_hdb->_ai->killPlayer(DEATH_NORMAL); + g_hdb->_ai->addAnimateTarget(hit->x, hit->y, 0, 3, ANIM_NORMAL, false, false, GROUP_WATER_SPLASH_SIT); + result = 0; // fall thru... + } + + // hit something solid - kill the snowball + if (!result) { + e->dir2 = DIR_NONE; + e->aiDraw = NULL; + return; + } + + speed = kPlayerMoveSpeed; + if (!g_hdb->getActionMode()) + speed >>= 1; + + switch (e->dir2) { + case DIR_DOWN: e->value2 += speed; break; + case DIR_LEFT: e->value1 -= speed; break; + case DIR_RIGHT: e->value1 += speed; break; + default: break; + } } void aiIcePuffSnowballDraw(AIEntity *e, int mx, int my) { - warning("STUB: AI: aiIcePuffSnowballDraw required"); + // did we throw a snowball? make it move! + if (e->dir2 != DIR_NONE) + aiIcePuffSnowballAction(e); + + switch (e->dir2) { + case DIR_DOWN: + if (!g_hdb->_ai->_icepSnowballGfxDown) + g_hdb->_ai->_icepSnowballGfxDown = g_hdb->_gfx->loadPic(ICEPUFF_SNOWBALL_DOWN); + g_hdb->_ai->_icepSnowballGfxDown->drawMasked(e->value1 - mx, e->value2 - my); + break; + case DIR_LEFT: + if (!g_hdb->_ai->_icepSnowballGfxLeft) + g_hdb->_ai->_icepSnowballGfxLeft = g_hdb->_gfx->loadPic(ICEPUFF_SNOWBALL_LEFT); + g_hdb->_ai->_icepSnowballGfxLeft->drawMasked(e->value1 - mx, e->value2 - my); + break; + case DIR_RIGHT: + if (!g_hdb->_ai->_icepSnowballGfxRight) + g_hdb->_ai->_icepSnowballGfxRight = g_hdb->_gfx->loadPic(ICEPUFF_SNOWBALL_RIGHT); + g_hdb->_ai->_icepSnowballGfxRight->drawMasked(e->value1 - mx, e->value2 - my); + break; + default: + break; + } +} + +void aiIcePuffInit(AIEntity *e) { + // PEEK - but no head up yet + e->sequence = 30; // timed sequence for peeking + e->state = STATE_ICEP_PEEK; // start in PEEK mode + e->dir2 = DIR_NONE; // no snowball out + e->aiAction = aiIcePuffAction; +} + +void aiIcePuffInit2(AIEntity *e) { + e->draw = e->blinkGfx[3]; // empty frame } void aiIcePuffAction(AIEntity *e) { - warning("STUB: AI: aiIcePuffAction required"); + AIEntity *p = g_hdb->_ai->getPlayer(); + + switch (e->state) { + case STATE_ICEP_PEEK: + e->sequence--; + switch (e->sequence) { + case 20: e->draw = e->blinkGfx[0]; break; // underground + case 16: e->draw = e->blinkGfx[1]; break; // peek - looking + case 12: e->draw = e->blinkGfx[2]; break; // peek - blinking + case 8: e->draw = e->blinkGfx[1]; break; // peek - looking + case 4: e->draw = e->blinkGfx[0]; break; // peek - looking + case 3: + if (e->onScreen && !g_hdb->_rnd->getRandomNumber(6)) + g_hdb->_sound->playSound(SND_ICEPUFF_WARNING); + break; + case 0: e->draw = e->blinkGfx[3]; // underground + e->sequence = 30; + break; + } + + // can we see the player? (and no snowball is out) + if (e->sequence <= 20 && !g_hdb->_ai->playerDead() && e->onScreen) { + if (p->tileX == e->tileX && p->tileY > e->tileY && e->dir2 == DIR_NONE) { + e->dir = DIR_DOWN; + e->state = STATE_ICEP_APPEAR; + e->animFrame = 0; + if (e->onScreen) + g_hdb->_sound->playSound(SND_ICEPUFF_APPEAR); + } else if (p->tileY == e->tileY && e->dir2 == DIR_NONE) { + p->tileX < e->tileX ? e->dir = DIR_LEFT : e->dir = DIR_RIGHT; + e->state = STATE_ICEP_APPEAR; + e->animFrame = 0; + if (e->onScreen) + g_hdb->_sound->playSound(SND_ICEPUFF_APPEAR); + } + } + break; + + case STATE_ICEP_APPEAR: + e->draw = e->standupGfx[e->animFrame]; + + // cycle animation frames + if (e->animDelay-- > 0) + return; + e->animDelay = e->animCycle; + + e->animFrame++; + if (e->animFrame == e->standupFrames) { + e->animFrame = 0; + switch (e->dir) { + case DIR_DOWN: e->state = STATE_ICEP_THROWDOWN; g_hdb->_sound->playSound(SND_ICEPUFF_THROW); break; + case DIR_LEFT: e->state = STATE_ICEP_THROWLEFT;g_hdb->_sound->playSound(SND_ICEPUFF_THROW); break; + case DIR_RIGHT: e->state = STATE_ICEP_THROWRIGHT; g_hdb->_sound->playSound(SND_ICEPUFF_THROW); break; + default: break; + } + } + break; + + case STATE_ICEP_THROWDOWN: + e->draw = e->standdownGfx[e->animFrame]; + + // cycle animation frames + if (e->animDelay-- > 0) + return; + e->animDelay = e->animCycle; + + e->animFrame++; + if (e->animFrame == e->standdownFrames && e->state != STATE_ICEP_DISAPPEAR) { + e->dir2 = e->dir; // dir2 = direction snowball is moving + aiIcePuffSnowballInit(e); // throw it! + e->animFrame = 0; + e->state = STATE_ICEP_DISAPPEAR; + } else if (e->animFrame == e->special1Frames) { + e->state = STATE_ICEP_PEEK; + e->draw = e->blinkGfx[3]; + e->sequence = g_hdb->_rnd->getRandomNumber(100) + 30; + } + break; + + case STATE_ICEP_THROWLEFT: + e->draw = e->standleftGfx[e->animFrame]; + + // cycle animation frames + if (e->animDelay-- > 0) + return; + e->animDelay = e->animCycle; + + e->animFrame++; + if (e->animFrame == e->standdownFrames && e->state != STATE_ICEP_DISAPPEAR) { + e->dir2 = e->dir; // dir2 = direction snowball is moving + aiIcePuffSnowballInit(e); // throw it! + e->animFrame = 0; + e->state = STATE_ICEP_DISAPPEAR; + } else if (e->animFrame == e->special1Frames) { + e->state = STATE_ICEP_PEEK; + e->draw = e->blinkGfx[3]; + e->sequence = g_hdb->_rnd->getRandomNumber(100) + 30; + } + break; + + case STATE_ICEP_THROWRIGHT: + e->draw = e->standrightGfx[e->animFrame]; + + // cycle animation frames + if (e->animDelay-- > 0) + return; + e->animDelay = e->animCycle; + + e->animFrame++; + if (e->animFrame == e->standdownFrames && e->state != STATE_ICEP_DISAPPEAR) { + e->dir2 = e->dir; // dir2 = direction snowball is moving + aiIcePuffSnowballInit(e); // throw it! + e->animFrame = 0; + e->state = STATE_ICEP_DISAPPEAR; + } else if (e->animFrame == e->special1Frames) { + e->state = STATE_ICEP_PEEK; + e->draw = e->blinkGfx[3]; + e->sequence = g_hdb->_rnd->getRandomNumber(100) + 30; + } + break; + + case STATE_ICEP_DISAPPEAR: + e->draw = e->special1Gfx[e->animFrame]; + default: + break; + } } void aiBuzzflyAction(AIEntity *e) { @@ -2050,14 +2258,6 @@ void aiFatFrogInit2(AIEntity *e) { warning("STUB: AI: aiFatFrogInit2 required"); } -void aiIcePuffInit(AIEntity *e) { - warning("STUB: AI: aiIcePuffInit required"); -} - -void aiIcePuffInit2(AIEntity *e) { - warning("STUB: AI: aiIcePuffInit2 required"); -} - void aiBuzzflyInit(AIEntity *e) { warning("STUB: AI: aiBuzzflyInit required"); } |