diff options
Diffstat (limited to 'engines/hdb')
-rw-r--r-- | engines/hdb/ai-funcs.cpp | 307 |
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])); } |