diff options
Diffstat (limited to 'engines')
-rw-r--r-- | engines/hdb/ai-bots.cpp | 89 |
1 files changed, 53 insertions, 36 deletions
diff --git a/engines/hdb/ai-bots.cpp b/engines/hdb/ai-bots.cpp index cf7a799348..3db6cd3be2 100644 --- a/engines/hdb/ai-bots.cpp +++ b/engines/hdb/ai-bots.cpp @@ -2326,7 +2326,6 @@ void aiGoodFairyAction(AIEntity *e) { static const int yvAhead[5] = {9,-1, 1, 0, 0}; int result; - AIEntity *hit; if (e->sequence) { e->sequence--; @@ -2352,7 +2351,7 @@ void aiGoodFairyAction(AIEntity *e) { (g_hdb->_ai->findEntityType(AI_LIGHTBARREL, e->tileX + xv, e->tileY + yv) != NULL)) return; int spawnOK; - hit = g_hdb->_ai->legalMove(e->tileX + xv, e->tileY + yv, e->level, &spawnOK); + AIEntity *hit = g_hdb->_ai->legalMove(e->tileX + xv, e->tileY + yv, e->level, &spawnOK); uint32 bg_flags = g_hdb->_map->getMapBGTileFlags(e->tileX + xv, e->tileY + yv); if (hit || !spawnOK || (bg_flags & kFlagSpecial)) return; @@ -2431,7 +2430,7 @@ void aiGoodFairyAction(AIEntity *e) { e->moveSpeed = kPlayerMoveSpeed; // make sure we can move over water & white gems, but not fg_hdb->_ai->y blockers and solids - hit = g_hdb->_ai->legalMoveOverWater(e->tileX + e->value1, e->tileY + e->value2, e->level, &result); + AIEntity *hit = g_hdb->_ai->legalMoveOverWater(e->tileX + e->value1, e->tileY + e->value2, e->level, &result); if (hit && ((hit->type == ITEM_GEM_WHITE) || (hit->type == AI_GUY))) hit = NULL; uint32 bg_flags = g_hdb->_map->getMapBGTileFlags(e->tileX + e->value1, e->tileY + e->value2); @@ -2461,14 +2460,12 @@ void aiGoodFairyAction(AIEntity *e) { // did we run into a wall, entity, water, slime etc? // if so, pick a new direction! if (onEvenTile(e->x, e->y)) { - - int index; // did we hit a Fg_hdb->_ai->YSTONE??? if so - teleport the thing at the other end to here! - index = g_hdb->_ai->checkFairystones(e->tileX, e->tileY); + int index = g_hdb->_ai->checkFairystones(e->tileX, e->tileY); if (index >= 0) { int sx, sy; g_hdb->_ai->getFairystonesSrc(index, &sx, &sy); - hit = g_hdb->_ai->findEntity(sx, sy); + AIEntity *hit = g_hdb->_ai->findEntity(sx, sy); if (hit && (hit != g_hdb->_ai->getPlayer())) { hit->tileX = e->tileX; hit->tileY = e->tileY; @@ -2488,7 +2485,7 @@ void aiGoodFairyAction(AIEntity *e) { // (1) we're gonna hit a solid wall; ok to move over water/slime // (2) ok to move thru white gems // (3) cannot move thru SPECIAL flagged tiles (fg_hdb->_ai->y blockers) - hit = g_hdb->_ai->legalMoveOverWater(e->tileX + e->value1, e->tileY + e->value2, e->level, &result); + AIEntity *hit = g_hdb->_ai->legalMoveOverWater(e->tileX + e->value1, e->tileY + e->value2, e->level, &result); uint32 bg_flags = g_hdb->_map->getMapBGTileFlags(e->tileX + e->value1, e->tileY + e->value2); if (!result || (hit && hit->type != ITEM_GEM_WHITE && hit->type != AI_GUY) || (bg_flags & kFlagSpecial)) { g_hdb->_ai->stopEntity(e); @@ -2499,9 +2496,10 @@ void aiGoodFairyAction(AIEntity *e) { } } g_hdb->_ai->animateEntity(e); - } else + } else { // if not, start looking around! e->sequence = 20; + } } //------------------------------------------------------------------- @@ -2872,7 +2870,8 @@ void aiIcePuffInit(AIEntity *e) { } void aiIcePuffInit2(AIEntity *e) { - e->draw = e->blinkGfx[3]; // empty frame + // empty frame + e->draw = e->blinkGfx[3]; } void aiIcePuffAction(AIEntity *e) { @@ -2882,16 +2881,28 @@ void aiIcePuffAction(AIEntity *e) { 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: + case 20: // underground + e->draw = e->blinkGfx[0]; + break; + case 16: // peek - looking + e->draw = e->blinkGfx[1]; + break; + case 12: // peek - blinking + e->draw = e->blinkGfx[2]; + break; + case 8: // peek - looking + e->draw = e->blinkGfx[1]; + break; + case 4: // peek - looking + e->draw = e->blinkGfx[0]; + break; + case 3: if (e->onScreen && !g_hdb->_rnd->getRandomNumber(5)) g_hdb->_sound->playSound(SND_ICEPUFF_WARNING); break; - case 0: e->draw = e->blinkGfx[3]; // underground + case 0: + // underground + e->draw = e->blinkGfx[3]; e->sequence = 30; break; } @@ -2954,8 +2965,10 @@ void aiIcePuffAction(AIEntity *e) { 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! + // dir2 = direction snowball is moving + e->dir2 = e->dir; + // throw it! + aiIcePuffSnowballInit(e); e->animFrame = 0; e->state = STATE_ICEP_DISAPPEAR; } else if (e->animFrame == e->special1Frames) { @@ -2975,8 +2988,10 @@ void aiIcePuffAction(AIEntity *e) { 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! + // dir2 = direction snowball is moving + e->dir2 = e->dir; + // throw it! + aiIcePuffSnowballInit(e); e->animFrame = 0; e->state = STATE_ICEP_DISAPPEAR; } else if (e->animFrame == e->special1Frames) { @@ -2996,8 +3011,10 @@ void aiIcePuffAction(AIEntity *e) { 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! + // dir2 = direction snowball is moving + e->dir2 = e->dir; + // throw it! + aiIcePuffSnowballInit(e); e->animFrame = 0; e->state = STATE_ICEP_DISAPPEAR; } else if (e->animFrame == e->special1Frames) { @@ -3030,8 +3047,7 @@ void aiBuzzflyInit(AIEntity *e) { void aiBuzzflyInit2(AIEntity *e) { e->draw = g_hdb->_ai->getStandFrameDir(e); - for (int i = 0; i < e->movedownFrames; i++) - { + for (int i = 0; i < e->movedownFrames; i++) { e->standdownGfx[i] = e->movedownGfx[i]; e->standupGfx[i] = e->moveupGfx[i]; e->standleftGfx[i] = e->moveleftGfx[i]; @@ -3092,7 +3108,7 @@ void aiDragonInit(AIEntity *e) { e->sequence = 0; // 0 = sleeping e->aiAction = aiDragonAction; e->aiDraw = aiDragonDraw; - e->animCycle = 10; // time between flaps + e->animCycle = 10; // time between flaps // need to save the dragon's coords and type in the blocking entity for gem-hit-blocking detection AIEntity *block = spawnBlocking(e->tileX - 1, e->tileY, e->level); @@ -3128,7 +3144,8 @@ void aiDragonInit2(AIEntity *e) { } void aiDragonWake(AIEntity *e) { - e->sequence = 1; // woke up, start flapping and breathing! + // woke up, start flapping and breathing! + e->sequence = 1; e->animFrame = 0; e->animDelay = e->animCycle; } @@ -3141,7 +3158,7 @@ void aiDragonAction(AIEntity *e) { AIEntity *p = g_hdb->_ai->getPlayer(); switch (e->sequence) { - // Sleeping, waiting for the player to wake him up + // Sleeping, waiting for the player to wake him up case 0: if (e->onScreen && p->tileX >= e->tileX - 1 && @@ -3157,7 +3174,7 @@ void aiDragonAction(AIEntity *e) { } break; - // Woke up - flapping wings 3 times! + // Woke up - flapping wings 3 times! case 1: e->animDelay--; @@ -3174,7 +3191,7 @@ void aiDragonAction(AIEntity *e) { } break; - // Start breathing fire! + // Start breathing fire! case 2: e->animDelay--; @@ -3192,7 +3209,7 @@ void aiDragonAction(AIEntity *e) { break; - // Breathing fire! + // Breathing fire! case 3: { if (hitPlayer(e->x, e->y + 32)) { @@ -3260,23 +3277,23 @@ void aiDragonAction(AIEntity *e) { void aiDragonDraw(AIEntity *e, int mx, int my) { switch (e->sequence) { - // sleeping + // sleeping case 0: g_hdb->_ai->_gfxDragonAsleep->drawMasked(e->x - 32 - mx, e->y - 96 - my); break; - // flapping 3 times + // 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) + // start breathing (very short) case 2: g_hdb->_ai->_gfxDragonBreathe[0]->drawMasked(e->x - 32 - mx, e->y - 96 - my); break; - // breathing + // breathing case 3: g_hdb->_ai->_gfxDragonBreathe[(e->animFrame & 1) + 1]->drawMasked(e->x - 32 - mx, e->y - 96 - my); break; - // flapping 3 times + // flapping 3 times case 4: g_hdb->_ai->_gfxDragonBreathe[e->animFrame & 1]->drawMasked(e->x - 32 - mx, e->y - 96 - my); break; |