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-rw-r--r--engines/hdb/ai-funcs.cpp307
1 files changed, 149 insertions, 158 deletions
diff --git a/engines/hdb/ai-funcs.cpp b/engines/hdb/ai-funcs.cpp
index aa0876ff4f..1aee3405f4 100644
--- a/engines/hdb/ai-funcs.cpp
+++ b/engines/hdb/ai-funcs.cpp
@@ -46,9 +46,8 @@ AIEntity *AI::spawn(AIType type, AIDir dir, int x, int y, const char *funcInit,
e->y = y * kTileHeight;
e->tileY = y;
e->moveSpeed = kPlayerMoveSpeed; // Default Speed
- if (!g_hdb->getActionMode()) {
+ if (!g_hdb->getActionMode())
e->moveSpeed /= 2;
- }
// Other variables
e->dir2 = dir2;
@@ -61,15 +60,14 @@ AIEntity *AI::spawn(AIType type, AIDir dir, int x, int y, const char *funcInit,
e->animDelay = e->animCycle;
e->animFrame = 0;
- if (funcInit) {
+ if (funcInit)
strcpy(e->luaFuncInit, funcInit);
- }
- if (funcAction) {
+
+ if (funcAction)
strcpy(e->luaFuncAction, funcAction);
- }
- if (funcUse) {
+
+ if (funcUse)
strcpy(e->luaFuncUse, funcUse);
- }
if (e->luaFuncInit[0] == '*')
e->luaFuncInit[0] = 0;
@@ -82,11 +80,10 @@ AIEntity *AI::spawn(AIType type, AIDir dir, int x, int y, const char *funcInit,
e->movedownFrames = e->moveupFrames = e->moveleftFrames = e->moverightFrames = 0;
e->blinkFrames = 0;
- if (!cacheEntGfx(e, (bool)callInit)) {
+ if (!cacheEntGfx(e, (bool)callInit))
return NULL;
- } else {
+ else
_ents->push_back(e);
- }
return e;
}
@@ -94,9 +91,8 @@ AIEntity *AI::spawn(AIType type, AIDir dir, int x, int y, const char *funcInit,
bool AI::cacheEntGfx(AIEntity *e, bool init) {
int i = 0;
while (true) {
- if (aiEntList[i].type == END_AI_TYPES) {
+ if (aiEntList[i].type == END_AI_TYPES)
return false;
- }
// Load Gfx for corresponding Entity
if (aiEntList[i].type == e->type) {
@@ -173,13 +169,17 @@ bool AI::cacheEntGfx(AIEntity *e, bool init) {
_pushrightFrames++;
break;
case STATE_GRABUP:
- _getGfx[DIR_UP] = gfx; break;
+ _getGfx[DIR_UP] = gfx;
+ break;
case STATE_GRABDOWN:
- _getGfx[DIR_DOWN] = gfx; break;
+ _getGfx[DIR_DOWN] = gfx;
+ break;
case STATE_GRABLEFT:
- _getGfx[DIR_LEFT] = gfx; break;
+ _getGfx[DIR_LEFT] = gfx;
+ break;
case STATE_GRABRIGHT:
- _getGfx[DIR_RIGHT] = gfx; break;
+ _getGfx[DIR_RIGHT] = gfx;
+ break;
case STATE_ATK_STUN_UP:
_stunUpGfx[_stunUpFrames] = gfx;
@@ -427,26 +427,22 @@ bool AI::cacheEntGfx(AIEntity *e, bool init) {
e->aiInit2 = aiEntList[i].initFunc2;
if (init) {
e->aiInit(e);
- if (e->aiInit2) {
+ if (e->aiInit2)
e->aiInit2(e);
- }
+
if (e->luaFuncInit[0]) {
g_hdb->_lua->callFunction(e->luaFuncInit, 2);
const char *str1 = g_hdb->_lua->getStringOffStack();
const char *str2 = g_hdb->_lua->getStringOffStack();
- if (str1) {
+ if (str1)
strcpy(e->entityName, str1);
- }
- if (str2) {
+
+ if (str2)
strcpy(e->printedName, str2);
- }
- }
- } else {
- if (e->aiInit2) {
- e->aiInit2(e);
}
- }
+ } else if (e->aiInit2)
+ e->aiInit2(e);
break; // Entity Initiated
}
@@ -523,24 +519,21 @@ void AI::stopEntity(AIEntity *e) {
AIEntity *AI::locateEntity(const char *luaName) {
for (Common::Array<AIEntity *>::iterator it = _ents->begin(); it != _ents->end(); ++it) {
- if (Common::matchString((*it)->entityName, luaName)) {
+ if (Common::matchString((*it)->entityName, luaName))
return *it;
- }
}
return NULL;
}
AIEntity *AI::findEntity(int x, int y) {
for (Common::Array<AIEntity *>::iterator it = _ents->begin(); it != _ents->end(); ++it) {
- if ((*it)->tileX == x && (*it)->tileY == y) {
+ if ((*it)->tileX == x && (*it)->tileY == y)
return *it;
- }
}
for (Common::Array<AIEntity *>::iterator it = _floats->begin(); it != _floats->end(); ++it) {
- if ((*it)->tileX == x && (*it)->tileY == y) {
+ if ((*it)->tileX == x && (*it)->tileY == y)
return *it;
- }
}
if (g_hdb->_map->laserBeamExist(x, y))
@@ -551,15 +544,13 @@ AIEntity *AI::findEntity(int x, int y) {
AIEntity *AI::findEntityIgnore(int x, int y, AIEntity *ignore) {
for (Common::Array<AIEntity *>::iterator it = _ents->begin(); it != _ents->end(); ++it) {
- if ((*it)->tileX == x && (*it)->tileY == y && (*it) != ignore) {
+ if ((*it)->tileX == x && (*it)->tileY == y && (*it) != ignore)
return *it;
- }
}
for (Common::Array<AIEntity *>::iterator it = _floats->begin(); it != _floats->end(); ++it) {
- if ((*it)->tileX == x && (*it)->tileY == y && (*it) != ignore) {
+ if ((*it)->tileX == x && (*it)->tileY == y && (*it) != ignore)
return *it;
- }
}
if (g_hdb->_map->laserBeamExist(x, y) && ignore->type != AI_LASERBEAM)
@@ -570,15 +561,13 @@ AIEntity *AI::findEntityIgnore(int x, int y, AIEntity *ignore) {
AIEntity *AI::findEntityType(AIType type, int x, int y) {
for (Common::Array<AIEntity *>::iterator it = _ents->begin(); it != _ents->end(); ++it) {
- if ((*it)->tileX == x && (*it)->tileY == y && (*it)->type == type) {
+ if ((*it)->tileX == x && (*it)->tileY == y && (*it)->type == type)
return *it;
- }
}
for (Common::Array<AIEntity *>::iterator it = _floats->begin(); it != _floats->end(); ++it) {
- if ((*it)->tileX == x && (*it)->tileY == y && (*it)->type == type) {
+ if ((*it)->tileX == x && (*it)->tileY == y && (*it)->type == type)
return *it;
- }
}
if (g_hdb->_map->laserBeamExist(x, y) && type == AI_LASERBEAM)
@@ -588,11 +577,8 @@ AIEntity *AI::findEntityType(AIType type, int x, int y) {
}
void AI::getEntityXY(const char *entName, int *x, int *y) {
- AIEntity *e;
- HereT *h;
-
for (Common::Array<AIEntity *>::iterator it = _ents->begin(); it != _ents->end(); ++it) {
- e = *it;
+ AIEntity *e = *it;
if (e->entityName && !scumm_stricmp(entName, e->entityName)) {
*x = e->tileX;
*y = e->tileY;
@@ -601,7 +587,7 @@ void AI::getEntityXY(const char *entName, int *x, int *y) {
}
for (Common::Array<AIEntity *>::iterator jt = _floats->begin(); jt != _floats->end(); ++jt) {
- e = *jt;
+ AIEntity *e = *jt;
if (e->entityName && !scumm_stricmp(entName, e->entityName)) {
*x = e->tileX;
*y = e->tileY;
@@ -610,7 +596,7 @@ void AI::getEntityXY(const char *entName, int *x, int *y) {
}
for (Common::Array<HereT *>::iterator kt = _hereList->begin(); kt != _hereList->end(); ++kt) {
- h = *kt;
+ HereT *h = *kt;
if (!scumm_stricmp(entName, h->entName)) {
*x = h->x;
*y = h->y;
@@ -684,12 +670,13 @@ int AI::checkForTouchplate(int x, int y) {
}
void AI::removeEntity(AIEntity *e) {
- for (uint i = 0; i < _ents->size(); i++)
+ for (uint i = 0; i < _ents->size(); i++) {
if (_ents->operator[](i) == e) {
delete _ents->operator[](i);
_ents->remove_at(i);
return;
}
+ }
}
void AI::setEntityGoal(AIEntity *e, int x, int y) {
@@ -736,9 +723,8 @@ void AI::initAllEnts() {
if (g_hdb->_lua->callFunction((*it)->luaFuncInit, 2)) {
strcpy((*it)->entityName, g_hdb->_lua->getStringOffStack());
strcpy((*it)->printedName, g_hdb->_lua->getStringOffStack());
- } else {
+ } else
warning("'%s' doesn't exists", (*it)->luaFuncInit);
- }
}
}
@@ -836,11 +822,7 @@ void AI::killPlayer(Death method) {
}
void AI::stunEnemy(AIEntity *e, int time) {
- int ns = 0;
-
- if (e->stunnedWait)
- ns = 1;
-
+ bool ns = (e->stunnedWait != 0);
e->stunnedWait = g_hdb->getTimeSlice() + 1000 * time;
// Already stunned? If not, play sound
@@ -897,9 +879,7 @@ void AI::animateEntity(AIEntity *e) {
static const int xva[5] = {9, 0, 0, -1, 1};
static const int yva[5] = {9, -1, 1, 0, 0};
- int bgTileFlags, bgTileIndex;
- int fgTileFlags;
- bool result;
+ int bgTileFlags, fgTileFlags;
// Move entity if player is not dead
debug(9, "Before animateEntity, e->x: %d, e->y: %d", e->x, e->y);
@@ -925,7 +905,6 @@ void AI::animateEntity(AIEntity *e) {
standing on a Touchplate will activate
something WHILE standing on it
*/
- int bgtile;
switch (e->type) {
case AI_CRATE:
case AI_BOOMBARREL:
@@ -934,16 +913,18 @@ void AI::animateEntity(AIEntity *e) {
case AI_MAGIC_EGG:
case AI_ICE_BLOCK:
case AI_FROGSTATUE:
- bgtile = g_hdb->_ai->checkForTouchplate(e->tileX, e->tileY);
- if (bgtile && !e->touchpWait && e->touchpX != e->tileX && e->touchpY != e->tileY) {
- if (g_hdb->_ai->checkActionList(e, e->tileX, e->tileY, false)) {
- e->touchpTile = bgtile;
- e->touchpX = e->tileX;
- e->touchpY = e->tileY;
- e->touchpWait = kPlayerTouchPWait;
+ {
+ int bgtile = g_hdb->_ai->checkForTouchplate(e->tileX, e->tileY);
+ if (bgtile && !e->touchpWait && e->touchpX != e->tileX && e->touchpY != e->tileY) {
+ if (g_hdb->_ai->checkActionList(e, e->tileX, e->tileY, false)) {
+ e->touchpTile = bgtile;
+ e->touchpX = e->tileX;
+ e->touchpY = e->tileY;
+ e->touchpWait = kPlayerTouchPWait;
+ }
}
+ _laserRescan = true;
}
- _laserRescan = true;
break;
default:
break;
@@ -1013,7 +994,7 @@ void AI::animateEntity(AIEntity *e) {
if we're on a waypoint, nevermind!
*/
if (e == _player) {
- result = e->x == (e->goalX * kTileWidth) && e->y == (e->goalY * kTileWidth);
+ bool result = e->x == (e->goalX * kTileWidth) && e->y == (e->goalY * kTileWidth);
if (!result) {
int xv = 0, yv = 0;
switch (e->dir) {
@@ -1095,9 +1076,9 @@ void AI::animateEntity(AIEntity *e) {
}
// Check for moving up/down stair levels
- bgTileIndex = g_hdb->_map->getMapBGTileIndex(e->tileX, e->tileY);
+ int bgTileIndex = g_hdb->_map->getMapBGTileIndex(e->tileX, e->tileY); // CHECKME: unused?
bgTileFlags = g_hdb->_map->getMapBGTileFlags(e->tileX, e->tileY);
- fgTileFlags = g_hdb->_map->getMapFGTileFlags(e->tileX, e->tileY);
+ fgTileFlags = g_hdb->_map->getMapFGTileFlags(e->tileX, e->tileY); // CHECKME: unused?
if (bgTileFlags & kFlagStairTop)
e->level = 2;
else if (bgTileFlags & kFlagStairBot)
@@ -1105,6 +1086,7 @@ void AI::animateEntity(AIEntity *e) {
// Reached goal?
// Cinematic require less accuracy for NPCs
+ bool result;
if (_cineActive && e != _player)
result = (abs(e->x - (e->goalX * kTileWidth)) <= abs(e->xVel)) && (abs(e->y - (e->goalY * kTileHeight)) <= abs(e->yVel));
else
@@ -1125,7 +1107,6 @@ void AI::animateEntity(AIEntity *e) {
e->tileY = e->goalY;
uint16 buttons = g_hdb->_input->getButtons();
-
if (e == _player && (buttons & (kButtonUp | kButtonDown | kButtonLeft | kButtonRight))) {
if (e->state != STATE_PUSHRIGHT && e->state != STATE_PUSHLEFT && e->state != STATE_PUSHUP && e->state != STATE_PUSHDOWN) {
if (buttons & kButtonUp)
@@ -1179,9 +1160,9 @@ void AI::animateEntity(AIEntity *e) {
// Checking at the Destination
- uint64 flags;
+ uint64 flags = g_hdb->_map->getMapBGTileFlags(e->tileX, e->tileY);
// Can this entity float and it is over-water
- if (((flags = g_hdb->_map->getMapBGTileFlags(e->tileX, e->tileY)) & kFlagWater) && (e->type == AI_CRATE || e->type == AI_LIGHTBARREL || e->type == AI_BOOMBARREL || e->type == AI_HEAVYBARREL || e->type == AI_FROGSTATUE || e->type == AI_DIVERTER)) {
+ if ((flags & kFlagWater) && (e->type == AI_CRATE || e->type == AI_LIGHTBARREL || e->type == AI_BOOMBARREL || e->type == AI_HEAVYBARREL || e->type == AI_FROGSTATUE || e->type == AI_DIVERTER)) {
// On a grating and level2?
if ((g_hdb->_map->getMapFGTileFlags(e->tileX, e->tileY) & kFlagGrating) && e->level == 2) {
animEntFrames(e);
@@ -1218,17 +1199,25 @@ void AI::animateEntity(AIEntity *e) {
}
} else if (flags & kFlagSlide) {
int xv = 0, yv = 0;
- AIEntity *hit;
switch (e->dir) {
- case DIR_UP: yv = -1; break;
- case DIR_DOWN: yv = 1; break;
- case DIR_LEFT: xv = -1; break;
- case DIR_RIGHT: xv = 1; break;
- case DIR_NONE: break;
+ case DIR_UP:
+ yv = -1;
+ break;
+ case DIR_DOWN:
+ yv = 1;
+ break;
+ case DIR_LEFT:
+ xv = -1;
+ break;
+ case DIR_RIGHT:
+ xv = 1;
+ break;
+ case DIR_NONE:
+ break;
}
- hit = findEntityIgnore(e->tileX + xv, e->tileY + yv, &_dummyLaser);
+ AIEntity *hit = findEntityIgnore(e->tileX + xv, e->tileY + yv, &_dummyLaser);
if (!hit) {
e->state = STATE_SLIDING;
if ((flags & kFlagAnimFast) == kFlagAnimFast)
@@ -1346,6 +1335,8 @@ void AI::animateEntity(AIEntity *e) {
}
void AI::animEntFrames(AIEntity *e) {
+ static int click = 0;
+
int max = 1;
// Set current graphic to draw
switch (e->state) {
@@ -1427,7 +1418,6 @@ void AI::animEntFrames(AIEntity *e) {
break;
case STATE_HORRIBLE2:
{
- static int click = 0;
e->draw = _horrible2Gfx[e->animFrame];
max = _horrible2Frames;
click++;
@@ -1439,7 +1429,6 @@ void AI::animEntFrames(AIEntity *e) {
}
case STATE_HORRIBLE3:
{
- static int click = 0;
e->draw = _horrible3Gfx[e->animFrame];
max = _horrible3Frames;
click++;
@@ -1516,7 +1505,8 @@ void AI::animEntFrames(AIEntity *e) {
case STATE_EXPLODING:
e->draw = e->special1Gfx[e->animFrame];
max = e->special1Frames;
- if (e->type == AI_BOOMBARREL) { // while exploding, call this function
+ if (e->type == AI_BOOMBARREL) {
+ // while exploding, call this function
aiBarrelExplodeSpread(e);
if (e->animFrame == max - 1) {
removeEntity(e);
@@ -1642,26 +1632,24 @@ void AI::animEntFrames(AIEntity *e) {
// Cycle animation frames
if (e->animDelay-- > 0)
return;
- e->animDelay = e->animCycle;
+ e->animDelay = e->animCycle;
e->animFrame++;
- if (e->animFrame == max) {
+ if (e->animFrame == max)
e->animFrame = 0;
- }
}
void AI::drawEnts(int x, int y, int w, int h) {
-
- int debugFlag = g_hdb->getDebug();
static int stunAnim = 0;
static uint32 stunTimer = g_hdb->getTimeSlice();
+ int debugFlag = g_hdb->getDebug();
+
// Draw Floating Entities
for (uint i = 0; i < _floats->size(); i++) {
AIEntity *e = _floats->operator[](i);
- if (e->aiDraw) {
+ if (e->aiDraw)
e->aiDraw(e, x, y);
- }
if ((e->x > x - kTileWidth) && (e->x < x + w) && (e->y > y - kTileHeight) && (e->y < y + h)) {
e->draw->drawMasked(e->x - x + e->drawXOff, e->y - y + e->drawYOff);
@@ -1736,11 +1724,10 @@ void AI::drawEnts(int x, int y, int w, int h) {
debugN(5, "at %d %d", e->x, e->y);
e->draw->drawMasked(e->x - x + e->drawXOff, e->y - y + e->drawYOff);
- } else if (debugFlag) {
+ } else if (debugFlag)
_debugQMark->drawMasked(e->x - x, e->y - y);
- } else {
+ else
debugN(5, "no draw function");
- }
if (e->stunnedWait)
g_hdb->_ai->_stunnedGfx[stunAnim]->drawMasked(e->x - x, e->y - y);
@@ -1761,9 +1748,8 @@ void AI::drawEnts(int x, int y, int w, int h) {
}
// Draw player last
- if (_player && _player->level < 2 && !_playerInvisible && _player->draw) {
+ if (_player && _player->level < 2 && !_playerInvisible && _player->draw)
_player->draw->drawMasked(_player->x - x + _player->drawXOff, _player->y - y + _player->drawYOff);
- }
}
void AI::drawLevel2Ents() {
@@ -1779,9 +1765,8 @@ void AI::drawLevel2Ents() {
debug(5, "AI::drawLevel2Ents: tile '%s' at %d,%d", _entsLevel2[i].draw->getName(), _entsLevel2[i].x, _entsLevel2[i].y);
_entsLevel2[i].draw->drawMasked(_entsLevel2[i].x, _entsLevel2[i].y);
- } else if (debugFlag) {
+ } else if (debugFlag)
_debugQMark->drawMasked(_entsLevel2[i].x, _entsLevel2[i].y );
- }
if (_entsLevel2[i].stunnedWait)
g_hdb->_ai->_stunnedGfx[_stunAnim]->drawMasked(_entsLevel2[i].x , _entsLevel2[i].y);
@@ -1842,18 +1827,26 @@ void AI::entityFace(const char *luaName, int dir) {
e->dir = (AIDir)dir;
switch (e->dir) {
- case DIR_UP: e->state = STATE_STANDUP; break;
- case DIR_DOWN: e->state = STATE_STANDDOWN; break;
- case DIR_LEFT: e->state = STATE_STANDLEFT; break;
- case DIR_RIGHT: e->state = STATE_STANDRIGHT; break;
- case DIR_NONE: break;
+ case DIR_UP:
+ e->state = STATE_STANDUP;
+ break;
+ case DIR_DOWN:
+ e->state = STATE_STANDDOWN;
+ break;
+ case DIR_LEFT:
+ e->state = STATE_STANDLEFT;
+ break;
+ case DIR_RIGHT:
+ e->state = STATE_STANDRIGHT;
+ break;
+ case DIR_NONE:
+ break;
}
}
void AI::moveEnts() {
static int frameDelay = kAnimFrameDelay;
- static int startLaserSound = false;
- AIEntity *e;
+ static bool startLaserSound = false;
if (frameDelay-- > 0)
return;
@@ -1868,7 +1861,7 @@ void AI::moveEnts() {
// Call aiAction for all other Entities
for (uint i = 0; i < _ents->size(); i++) {
- e = _ents->operator[](i);
+ AIEntity *e = _ents->operator[](i);
if (e->aiAction) {
// NPC Touchplate Counter
if (e != _player && e->touchpWait) {
@@ -1886,10 +1879,8 @@ void AI::moveEnts() {
// Stunned Entity Timer
if (!e->stunnedWait)
e->aiAction(e);
- else {
- if (e->stunnedWait < (int32)g_hdb->getTimeSlice())
- e->stunnedWait = 0;
- }
+ else if (e->stunnedWait < (int32)g_hdb->getTimeSlice())
+ e->stunnedWait = 0;
}
}
@@ -1903,23 +1894,21 @@ void AI::moveEnts() {
if (_laserOnScreen)
startLaserSound = true;
if (!_laserOnScreen && startLaserSound) {
- startLaserSound = 0;
+ startLaserSound = false;
g_hdb->_sound->stopChannel(kLaserChannel);
}
}
bool AI::findPath(AIEntity *e) {
- int x, y, xv = 0, yv = 0, max;
- ArrowPath *here;
-
// Initial Pointing Direction to search in
- x = e->tileX;
- y = e->tileY;
- here = findArrowPath(x, y);
+ int x = e->tileX;
+ int y = e->tileY;
+ ArrowPath *here = findArrowPath(x, y);
// Only look for GO arrows at this first location
if (here && here->type == 1)
e->dir = here->dir;
+ int xv = 0, yv = 0;
switch (e->dir) {
case DIR_UP:
yv = -1;
@@ -1938,6 +1927,7 @@ bool AI::findPath(AIEntity *e) {
break;
}
+ int max;
if (xv)
max = g_hdb->_map->_width;
else
@@ -1968,11 +1958,10 @@ AIEntity *AI::legalMove(int tileX, int tileY, int level, int *result) {
if (hit && hit->state != STATE_FLOATING) {
// If player and entity are not at the same level, are they on stairs?
if (hit->level != level) {
- if (level == 1 && !(bgFlags & kFlagStairTop)) {
+ if (level == 1 && !(bgFlags & kFlagStairTop))
hit = NULL;
- } else if (level == 2 && !(bgFlags & kFlagStairBot)) {
+ else if (level == 2 && !(bgFlags & kFlagStairBot))
hit = NULL;
- }
}
}
@@ -2025,6 +2014,7 @@ AIEntity *AI::legalMoveOverWater(int tileX, int tileY, int level, int *result) {
*result = 0;
else
*result = 1;
+
return hit;
}
@@ -2037,6 +2027,7 @@ AIEntity *AI::legalMoveOverWaterIgnore(int tileX, int tileY, int level, int *res
*result = 0;
else
*result = 1;
+
return hit;
}
@@ -2045,6 +2036,7 @@ AIEntity *AI::playerCollision(int topBorder, int bottomBorder, int leftBorder, i
AIEntity *e = *it;
if (e == _player || !e->onScreen)
continue;
+
if (e->x > (_player->x - 32 - leftBorder) && e->x < (_player->x + 32 + rightBorder) && e->y >(_player->y - 32 - topBorder) && e->y < (_player->y + 32 + bottomBorder))
return e;
}
@@ -2179,33 +2171,29 @@ void AI::lookAtEntity(AIEntity *e) {
// Change player direction to XY
void AI::lookAtXY(int x, int y) {
- int distX, distY;
-
- distX = abs(_player->tileX - x);
- distY = abs(_player->tileY - y);
+ int distX = abs(_player->tileX - x);
+ int distY = abs(_player->tileY - y);
if (distX > distY) {
// X takes precedence
- if (x < _player->tileX) {
+ if (x < _player->tileX)
_player->dir = DIR_LEFT;
- } else if (x > _player->tileX) {
+ else if (x > _player->tileX)
_player->dir = DIR_RIGHT;
- } else if (y < _player->tileY) {
+ else if (y < _player->tileY)
_player->dir = DIR_UP;
- } else {
+ else
_player->dir = DIR_DOWN;
- }
} else {
// Y takes precedence
- if (y < _player->tileY) {
+ if (y < _player->tileY)
_player->dir = DIR_UP;
- } else if (y > _player->tileY) {
+ else if (y > _player->tileY)
_player->dir = DIR_DOWN;
- } else if (x < _player->tileX) {
+ else if (x < _player->tileX)
_player->dir = DIR_LEFT;
- } else {
+ else
_player->dir = DIR_RIGHT;
- }
}
switch (_player->dir) {
@@ -2231,15 +2219,16 @@ void AI::lookAtXY(int x, int y) {
}
void AI::movePlayer(uint16 buttons) {
- AIState stateList[] = {STATE_ATK_CLUB_UP, STATE_ATK_CLUB_DOWN, STATE_ATK_CLUB_LEFT, STATE_ATK_CLUB_RIGHT,
- STATE_ATK_STUN_UP, STATE_ATK_STUN_DOWN, STATE_ATK_STUN_LEFT, STATE_ATK_STUN_RIGHT,
- STATE_ATK_SLUG_UP, STATE_ATK_SLUG_DOWN, STATE_ATK_SLUG_LEFT, STATE_ATK_SLUG_RIGHT,
- STATE_PUSHUP, STATE_PUSHDOWN, STATE_PUSHLEFT, STATE_PUSHRIGHT,
- STATE_GRABUP, STATE_GRABDOWN, STATE_GRABLEFT, STATE_GRABRIGHT};
- int xva[5] = {9, 0, 0,-1, 1};
- int yva[5] = {9,-1, 1, 0, 0};
- AIEntity *hit;
- int xv = 0, yv = 0, nx, ny;
+ static const AIState stateList[] = {
+ STATE_ATK_CLUB_UP, STATE_ATK_CLUB_DOWN, STATE_ATK_CLUB_LEFT, STATE_ATK_CLUB_RIGHT,
+ STATE_ATK_STUN_UP, STATE_ATK_STUN_DOWN, STATE_ATK_STUN_LEFT, STATE_ATK_STUN_RIGHT,
+ STATE_ATK_SLUG_UP, STATE_ATK_SLUG_DOWN, STATE_ATK_SLUG_LEFT, STATE_ATK_SLUG_RIGHT,
+ STATE_PUSHUP, STATE_PUSHDOWN, STATE_PUSHLEFT, STATE_PUSHRIGHT,
+ STATE_GRABUP, STATE_GRABDOWN, STATE_GRABLEFT, STATE_GRABRIGHT
+ };
+
+ static const int xva[5] = {9, 0, 0,-1, 1};
+ static const int yva[5] = {9,-1, 1, 0, 0};
if (!_player)
return;
@@ -2267,9 +2256,9 @@ void AI::movePlayer(uint16 buttons) {
return;
// Are we trying to use something? An ACTION, AUTO, LUA?
- nx = _player->tileX + xva[_player->dir];
- ny = _player->tileY + yva[_player->dir];
- hit = findEntity(nx, ny);
+ int nx = _player->tileX + xva[_player->dir];
+ int ny = _player->tileY + yva[_player->dir];
+ AIEntity *hit = findEntity(nx, ny);
// the reason to check for no entity or an AI_NONE is because
// there's a possibility that an actual entity and a LUA entity
@@ -2283,7 +2272,7 @@ void AI::movePlayer(uint16 buttons) {
case STATE_STANDRIGHT:
if (checkForTouchplate(nx, ny))
break;
-
+ // TODO: CHECKME - Uselessly redundant call - nx and ny are not modified by the call
if (checkForTouchplate(nx, ny))
break;
if (checkActionList(_player, nx, ny, true))
@@ -2299,7 +2288,7 @@ void AI::movePlayer(uint16 buttons) {
// Attackable Entity? (we're right up on it)
int amt = getGemAmount();
- int attackable = 0;
+ bool attackable = false;
if (hit)
switch (hit->type) {
case AI_OMNIBOT:
@@ -2318,7 +2307,7 @@ void AI::movePlayer(uint16 buttons) {
case AI_BUZZFLY:
case AI_DRAGON:
case AI_NONE:
- attackable = 1;
+ attackable = true;
break;
default:
break;
@@ -2385,8 +2374,8 @@ void AI::movePlayer(uint16 buttons) {
// If this is the last gem, throw it and signal that it should come back
if (amt && (attackable || !hit)) {
- xv = xva[_player->dir];
- yv = yva[_player->dir];
+ int xv = xva[_player->dir];
+ int yv = yva[_player->dir];
nx = _player->tileX + xv;
ny = _player->tileY + yv;
@@ -2415,9 +2404,10 @@ void AI::movePlayer(uint16 buttons) {
return;
// Is a dialog active?
- if (g_hdb->_window->dialogActive())
+ if (g_hdb->_window->dialogActive()) {
if (!cinematicsActive())
return;
+ }
// is a choice dialog active?
if (g_hdb->_window->dialogChoiceActive()) {
@@ -2429,6 +2419,7 @@ void AI::movePlayer(uint16 buttons) {
if (_playerLock || _numWaypoints)
return;
+ int xv = 0, yv = 0;
if (buttons & kButtonUp)
yv = -1;
else if (buttons & kButtonDown)
@@ -2443,13 +2434,13 @@ void AI::movePlayer(uint16 buttons) {
}
// Check if we can move there
- nx = _player->tileX + xv;
- if (!nx) // Don't allow moving to X-cooridinate 0
+ int nx = _player->tileX + xv;
+ if (!nx) // Don't allow moving to X-coordinate 0
return;
- ny = _player->tileY + yv;
+ int ny = _player->tileY + yv;
int moveOK;
- hit = legalMove(nx, ny, _player->level, &moveOK);
+ AIEntity *hit = legalMove(nx, ny, _player->level, &moveOK);
if (hit && walkThroughEnt(hit->type))
hit = NULL;
@@ -2474,8 +2465,8 @@ void AI::movePlayer(uint16 buttons) {
}
void AI::playerUse() {
- int xv[5] = {9, 0, 0,-1, 1};
- int yv[5] = {9,-1, 1, 0, 0};
+ static const int xv[5] = {9, 0, 0,-1, 1};
+ static const int yv[5] = {9,-1, 1, 0, 0};
g_hdb->setTargetXY(kTileWidth * (_player->tileX + xv[_player->dir]), kTileWidth * (_player->tileY + yv[_player->dir]));
}