diff options
Diffstat (limited to 'engines/hdb')
-rw-r--r-- | engines/hdb/ai-bots.cpp | 52 |
1 files changed, 26 insertions, 26 deletions
diff --git a/engines/hdb/ai-bots.cpp b/engines/hdb/ai-bots.cpp index 15414778cf..90f74b962d 100644 --- a/engines/hdb/ai-bots.cpp +++ b/engines/hdb/ai-bots.cpp @@ -894,7 +894,7 @@ void aiMaintBotAction(AIEntity *e) { switch (e->sequence) { case 50: if (e->onScreen && !e->int1) { - if (g_hdb->_rnd->getRandomNumber(2) & 1) + if (g_hdb->_rnd->getRandomNumber(1)) g_hdb->_sound->playSound(SND_MBOT_HMMM2); else g_hdb->_sound->playSound(SND_MBOT_HMMM); @@ -974,11 +974,11 @@ void aiMaintBotAction(AIEntity *e) { break; // Decide direction and GO case 0: - int dir = (g_hdb->_rnd->getRandomNumber(4)) + 1; + int dir = (g_hdb->_rnd->getRandomNumber(3)) + 1; e->dir = dirList[dir]; g_hdb->_ai->findPath(e); if (e->onScreen) - g_hdb->_sound->playSound(whistles[g_hdb->_rnd->getRandomNumber(3)]); + g_hdb->_sound->playSound(whistles[g_hdb->_rnd->getRandomNumber(2)]); break; } } @@ -1009,7 +1009,7 @@ void aiMaintBotAction(AIEntity *e) { return; } else if (ar->type == 1) { g_hdb->_ai->findPath(e); - g_hdb->_sound->playSound(whistles[g_hdb->_rnd->getRandomNumber(3)]); + g_hdb->_sound->playSound(whistles[g_hdb->_rnd->getRandomNumber(2)]); } else { e->sequence = 64; e->dir2 = e->dir; @@ -1132,7 +1132,7 @@ void aiDeadEyeWalkInPlace(AIEntity *e) { case 30: case 20: case 10: - dir = (AIDir)(g_hdb->_rnd->getRandomNumber(4) + 1); + dir = (AIDir)(g_hdb->_rnd->getRandomNumber(3) + 1); s = state[dir]; e->dir = dir; e->state = s; @@ -1223,7 +1223,7 @@ void aiDeadEyeAction(AIEntity *e) { case 30: case 20: case 10: - dir = (AIDir)(g_hdb->_rnd->getRandomNumber(4)+1); + dir = (AIDir)(g_hdb->_rnd->getRandomNumber(3)+1); s = state[dir]; e->dir = dir; e->state = s; @@ -1237,8 +1237,8 @@ void aiDeadEyeAction(AIEntity *e) { break; case 0: // Pick a random direction and random number of tiles in that direction - dir = (AIDir)(g_hdb->_rnd->getRandomNumber(4) + 1); - int walk = g_hdb->_rnd->getRandomNumber(5) + 1; + dir = (AIDir)(g_hdb->_rnd->getRandomNumber(3) + 1); + int walk = g_hdb->_rnd->getRandomNumber(4) + 1; int xv, yv; e->dir = dir; @@ -1790,7 +1790,7 @@ void aiMeerkatAction(AIEntity *e) { e->blinkFrames = 0; // index into movement table... // figure # of gems to take - e->special1Frames = g_hdb->_rnd->getRandomNumber(5) + 1; + e->special1Frames = g_hdb->_rnd->getRandomNumber(4) + 1; int amt = g_hdb->_ai->getGemAmount(); if (amt - e->special1Frames < 0) e->special1Frames = amt; @@ -1918,7 +1918,7 @@ void aiFatFrogAction(AIEntity *e) { e->animFrame++; if (e->animFrame == e->standdownFrames) e->animFrame = 0; - if (!g_hdb->_rnd->getRandomNumber(30) && e->onScreen) + if (!g_hdb->_rnd->getRandomNumber(29) && e->onScreen) g_hdb->_sound->playSound(SND_FROG_RIBBIT1); break; @@ -1937,7 +1937,7 @@ void aiFatFrogAction(AIEntity *e) { e->animFrame++; if (e->animFrame == e->standleftFrames) e->animFrame = 0; - if (!g_hdb->_rnd->getRandomNumber(30) && e->onScreen) + if (!g_hdb->_rnd->getRandomNumber(29) && e->onScreen) g_hdb->_sound->playSound(SND_FROG_RIBBIT2); break; @@ -1956,7 +1956,7 @@ void aiFatFrogAction(AIEntity *e) { e->animFrame++; if (e->animFrame == e->standrightFrames) e->animFrame = 0; - if (!g_hdb->_rnd->getRandomNumber(30) && e->onScreen) + if (!g_hdb->_rnd->getRandomNumber(29) && e->onScreen) g_hdb->_sound->playSound(SND_FROG_RIBBIT2); break; @@ -2220,11 +2220,11 @@ void aiGoodFairyAction(AIEntity *e) { case 0: { // Create a GEM? - if (g_hdb->_rnd->getRandomNumber(100) > 98) { + if (g_hdb->_rnd->getRandomNumber(99) > 98) { int spawnOK; // spawn a gem in a random direction - int d = g_hdb->_rnd->getRandomNumber(4) + 1; + int d = g_hdb->_rnd->getRandomNumber(3) + 1; xv = xvAhead[d]; yv = yvAhead[d]; @@ -2251,9 +2251,9 @@ void aiGoodFairyAction(AIEntity *e) { int tries = 4; do { // pick a random direction, then a random # of tiles in that direction - int rnd = g_hdb->_rnd->getRandomNumber(4) + 1; + int rnd = g_hdb->_rnd->getRandomNumber(3) + 1; AIDir d = (AIDir)rnd; - int walk = g_hdb->_rnd->getRandomNumber(5) + 1; + int walk = g_hdb->_rnd->getRandomNumber(4) + 1; AIEntity *p = g_hdb->_ai->getPlayer(); // if player is within 3 tiles, move closer @@ -2319,7 +2319,7 @@ void aiGoodFairyAction(AIEntity *e) { uint32 bg_flags = g_hdb->_map->getMapBGTileFlags(e->tileX + e->value1, e->tileY + e->value2); if (result && !hit && !(bg_flags & kFlagSpecial)) { g_hdb->_ai->setEntityGoal(e, e->tileX + xv, e->tileY + yv); - if (e->onScreen && !g_hdb->_rnd->getRandomNumber(30)) + if (e->onScreen && !g_hdb->_rnd->getRandomNumber(29)) g_hdb->_sound->playSound(SND_GOOD_FAERIE_AMBIENT); g_hdb->_ai->animateEntity(e); return; @@ -2420,7 +2420,7 @@ void aiBadFairyAction(AIEntity *e) { case 0: { // Create a GATE PUDDLE? - if (e->onScreen && (g_hdb->_rnd->getRandomNumber(100) > 90) && g_hdb->getActionMode() && (g_hdb->_ai->getGatePuddles() < kMaxGatePuddles)) { + if (e->onScreen && (g_hdb->_rnd->getRandomNumber(99) > 90) && g_hdb->getActionMode() && (g_hdb->_ai->getGatePuddles() < kMaxGatePuddles)) { AIDir opposite[] = {DIR_NONE, DIR_DOWN, DIR_UP, DIR_RIGHT, DIR_LEFT}; if (e->onScreen) @@ -2439,9 +2439,9 @@ void aiBadFairyAction(AIEntity *e) { int tries = 4; do { // pick a random direction, then a random # of tiles in that direction - int rnd = g_hdb->_rnd->getRandomNumber(4) + 1; + int rnd = g_hdb->_rnd->getRandomNumber(3) + 1; AIDir d = (AIDir)rnd; - int walk = g_hdb->_rnd->getRandomNumber(5) + 1; + int walk = g_hdb->_rnd->getRandomNumber(4) + 1; AIEntity *p = g_hdb->_ai->getPlayer(); e->dir = d; @@ -2474,7 +2474,7 @@ void aiBadFairyAction(AIEntity *e) { if (!hit && result && !(bg_flags & kFlagSpecial)) { g_hdb->_ai->setEntityGoal(e, e->tileX + xv, e->tileY + yv); g_hdb->_ai->animateEntity(e); - if (e->onScreen && !g_hdb->_rnd->getRandomNumber(20)) + if (e->onScreen && !g_hdb->_rnd->getRandomNumber(19)) g_hdb->_sound->playSound(SND_BADFAIRY_AMBIENT); return; } @@ -2614,7 +2614,7 @@ void aiGatePuddleAction(AIEntity *e) { } } } else { - int rnd = g_hdb->_rnd->getRandomNumber(4) + 1; + int rnd = g_hdb->_rnd->getRandomNumber(3) + 1; int move_ok = 0, nx, ny; e->dir = (AIDir)rnd; @@ -2766,7 +2766,7 @@ void aiIcePuffAction(AIEntity *e) { 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)) + if (e->onScreen && !g_hdb->_rnd->getRandomNumber(5)) g_hdb->_sound->playSound(SND_ICEPUFF_WARNING); break; case 0: e->draw = e->blinkGfx[3]; // underground @@ -2829,7 +2829,7 @@ void aiIcePuffAction(AIEntity *e) { } else if (e->animFrame == e->special1Frames) { e->state = STATE_ICEP_PEEK; e->draw = e->blinkGfx[3]; - e->sequence = g_hdb->_rnd->getRandomNumber(100) + 30; + e->sequence = g_hdb->_rnd->getRandomNumber(99) + 30; } break; @@ -2850,7 +2850,7 @@ void aiIcePuffAction(AIEntity *e) { } else if (e->animFrame == e->special1Frames) { e->state = STATE_ICEP_PEEK; e->draw = e->blinkGfx[3]; - e->sequence = g_hdb->_rnd->getRandomNumber(100) + 30; + e->sequence = g_hdb->_rnd->getRandomNumber(99) + 30; } break; @@ -2871,7 +2871,7 @@ void aiIcePuffAction(AIEntity *e) { } else if (e->animFrame == e->special1Frames) { e->state = STATE_ICEP_PEEK; e->draw = e->blinkGfx[3]; - e->sequence = g_hdb->_rnd->getRandomNumber(100) + 30; + e->sequence = g_hdb->_rnd->getRandomNumber(99) + 30; } break; |