/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #include "hdb/hdb.h" namespace HDB { void aiOmniBotInit(AIEntity *e) { if (e->value1 == 1) e->aiAction = aiOmniBotMove; else if (g_hdb->_ai->findPath(e)) e->aiAction = aiOmniBotAction; } void aiOmniBotInit2(AIEntity *e) { e->standdownGfx[0] = e->movedownGfx[0]; e->standupGfx[0] = e->movedownGfx[0]; e->standleftGfx[0] = e->moveleftGfx[0]; e->standrightGfx[0] = e->moverightGfx[0]; e->standdownFrames = e->standupFrames = e->standleftFrames = e->standrightFrames = 1; e->draw = g_hdb->_ai->getStandFrameDir(e); } void aiOmniBotMove(AIEntity *e) { if (e->goalX) g_hdb->_ai->animateEntity(e); else g_hdb->_ai->animEntFrames(e); } void aiOmniBotAction(AIEntity *e) { AIEntity *p = g_hdb->_ai->getPlayer(); if (e->goalX) { if (!e->sequence) { g_hdb->_ai->animateEntity(e); // Is the Player collding? if (hitPlayer(e->x, e->y) && (p->level == e->level)) { g_hdb->_ai->killPlayer(DEATH_FRIED); return; } // Shoot player ? if (onEvenTile(e->x, e->y) && g_hdb->getActionMode()) { int xv = 0, yv = 0, result; int shoot = 0; AIEntity *omni; // FIXME: Is reloading Player required here? p = g_hdb->_ai->getPlayer(); // On same level/screen? if ((e->level != p->level) || g_hdb->_ai->playerDead() || !e->onScreen) return; // Is Player in Line of Sight? switch (e->dir) { case DIR_UP: if (p->x == e->x && p->y < e->y) { shoot = 1; yv = -1; } break; case DIR_DOWN: if (p->x == e->x && p->y > e->y) { shoot = 1; yv = 1; } break; case DIR_LEFT: if (p->x < e->x && p->y == e->y) { shoot = 1; xv = -1; } break; case DIR_RIGHT: if (p->x > e->x && p->y == e->y) { shoot = 1; xv = 1; } break; case DIR_NONE: warning("aiOmniBotAction: DIR_NONE found"); break; } // If shoot = 1, take the shot // (1) Check we're not shooting into a solid tile // (2) Check we're not shooting into an Entity unless it's the player AIEntity *hit = g_hdb->_ai->legalMoveOverWater(e->tileX+xv, e->tileY + yv, e->level, &result); if (shoot && !hit && result) { omni = g_hdb->_ai->spawn(AI_OMNIBOT_MISSILE, e->dir, e->tileX + xv, e->tileY + yv, NULL, NULL, NULL, DIR_NONE, e->level, 0, 0, 1); omni->xVel = xv * kPlayerMoveSpeed * 2; omni->yVel = yv * kPlayerMoveSpeed * 2; if (g_hdb->_map->onScreen(e->tileX, e->tileY)) g_hdb->_sound->playSound(SND_OMNIBOT_FIRE); if (!g_hdb->getActionMode()) { omni->xVel >>= 1; omni->yVel >>= 1; } e->sequence = 16; } } } } else { g_hdb->_ai->findPath(e); if (e->onScreen) g_hdb->_sound->playSound(SND_OMNIBOT_AMBIENT); } if (e->sequence) e->sequence--; } void aiOmniBotMissileInit(AIEntity *e) { e->state = STATE_MOVEDOWN; e->aiAction = aiOmniBotMissileAction; } void aiOmniBotMissileInit2(AIEntity *e) { for (int i = 0; i < e->movedownFrames; i++) e->moveleftGfx[i] = e->moverightGfx[i] = e->moveupGfx[i] = e->movedownGfx[i]; e->moveleftFrames = e->moverightFrames = e->moveupFrames = e->movedownFrames; e->draw = e->movedownGfx[0]; } void aiOmniBotMissileAction(AIEntity *e) { AIEntity *p = g_hdb->_ai->getPlayer(); g_hdb->_ai->animEntFrames(e); e->x += e->xVel; e->y += e->yVel; e->tileX = e->x / kTileWidth; e->tileY = e->y / kTileHeight; // Did we hit a solid wall? int result; AIEntity *hit = g_hdb->_ai->legalMoveOverWaterIgnore(e->tileX, e->tileY, e->level, &result, e); if (hit || !result) { g_hdb->_ai->addAnimateTarget(e->x, e->y, 0, 3, ANIM_FAST, false, false, "steam_puff_sit"); g_hdb->_ai->removeEntity(e); } // On Even tiles, check for hitting player if (onEvenTile(e->x, e->y)) if (hitPlayer(e->x, e->y) && (p->level == e->level)) { g_hdb->_ai->killPlayer(DEATH_NORMAL); g_hdb->_ai->addAnimateTarget(e->x, e->y, 0, 3, ANIM_FAST, false, false, "steam_puff_sit"); g_hdb->_ai->removeEntity(e); } } void aiTurnBotInit(AIEntity *e) { e->aiAction = aiTurnBotAction; } void aiTurnBotInit2(AIEntity *e) { e->draw = g_hdb->_ai->getStandFrameDir(e); } void aiTurnBotChoose(AIEntity *e) { int xvAhead[5] = { 9, 0, 0, -1, 1 }, yvAhead[5] = { 9, -1, 1, 0, 0 }; AIDir turnRight[5] = { DIR_NONE, DIR_RIGHT, DIR_LEFT, DIR_UP, DIR_DOWN }; AIState dirState[5] = { STATE_NONE, STATE_MOVEUP, STATE_MOVEDOWN, STATE_MOVELEFT, STATE_MOVERIGHT }; int xv, yv; xv = xvAhead[e->dir]; yv = yvAhead[e->dir]; if (g_hdb->_map->getMapBGTileFlags(e->tileX + xv, e->tileY + yv) & (kFlagSolid | kFlagWater)) { e->xVel = e->yVel = 0; e->animFrame = 0; e->animDelay = e->animCycle; e->dir = turnRight[e->dir]; e->state = dirState[e->dir]; } else { e->xVel = xv * kPlayerMoveSpeed; e->yVel = yv * kPlayerMoveSpeed; if (!g_hdb->getActionMode()) { e->xVel >>= 1; e->yVel >>= 1; } e->goalX = e->tileX + xv; e->goalY = e->tileY + yv; e->state = dirState[e->dir]; if (e->dir == DIR_DOWN) e->animFrame = 3; } } void aiTurnBotAction(AIEntity *e) { if (e->goalX) g_hdb->_ai->animateEntity(e); else { aiTurnBotChoose(e); g_hdb->_ai->animateEntity(e); if (e->onScreen) g_hdb->_sound->playSound(SND_TURNBOT_TURN); } if (e->onScreen && onEvenTile(e->x, e->y) && g_hdb->_ai->checkPlayerCollision(e->x, e->y, 0) && !g_hdb->_ai->playerDead()) g_hdb->_ai->killPlayer(DEATH_NORMAL); } void aiShockBotInit(AIEntity *e) { g_hdb->_ai->findPath(e); e->aiAction = aiShockBotAction; e->animCycle = 0; e->sequence = 0; e->aiDraw = aiShockBotShock; } void aiShockBotInit2(AIEntity *e) { e->standupFrames = e->standdownFrames = e->standleftFrames = e->standrightFrames = e->moveupFrames = e->moverightFrames = e->moveleftFrames = e->movedownFrames; for (int i = 0; i < e->movedownFrames; i++) e->standupGfx[i] = e->standleftGfx[i] = e->standrightGfx[i] = e->standdownGfx[i] = e->moveupGfx[i] = e->moveleftGfx[i] = e->moverightGfx[i] = e->movedownGfx[i]; e->draw = g_hdb->_ai->getStandFrameDir(e); } void aiShockBotAction(AIEntity *e) { if (e->goalX) { if (!e->sequence) { if (hitPlayer(e->x, e->y)) g_hdb->_ai->killPlayer(DEATH_SHOCKED); g_hdb->_ai->animateEntity(e); } else g_hdb->_ai->animEntFrames(e); } else { g_hdb->_ai->findPath(e); e->sequence = 20; g_hdb->_ai->animEntFrames(e); if (e->onScreen) g_hdb->_sound->playSound(SND_SHOCKBOT_AMBIENT); } if (e->sequence) e->sequence--; } void aiShockBotShock(AIEntity *e, int mx, int my) { int offX[8] = { -1, 0, 1, 1, 1, 0, -1, -1 }; int offY[8] = { -1, -1, -1, 0, 1, 1, 1, 0 }; // Only on a exact tile boundary do we change the shocked tiles // Start at top left and go around if (g_hdb->_map->getMapBGTileFlags(e->tileX, e->tileY) & kFlagMetal) e->special1Gfx[e->animFrame]->drawMasked(e->tileX * kTileWidth - mx, e->tileY * kTileHeight - my); uint32 flags; for (int i = 0; i < 8; i++) { flags = g_hdb->_map->getMapBGTileFlags(e->tileX + offX[i], e->tileY + offY[i]); if (flags & kFlagMetal) { // Is the shocking tile onScreen? if (g_hdb->_map->checkXYOnScreen((e->tileX + offX[i]) * kTileWidth, (e->tileY + offY[i]) * kTileHeight)) { // Draw shocking tile animation e->special1Gfx[e->animFrame]->drawMasked((e->tileX + offX[i])*kTileWidth - mx, (e->tileY + offY[i])*kTileHeight - my); // Did the player get fried? // Check every 4 frames if (e->onScreen && !e->animFrame && g_hdb->_ai->checkPlayerTileCollision(e->tileX + offX[i], e->tileY + offY[i]) && !g_hdb->_ai->playerDead()) { g_hdb->_ai->killPlayer(DEATH_SHOCKED); return; } if (!e->animFrame && g_hdb->_map->boomBarrelExist(e->tileX + offX[i], e->tileY + offY[i])) { AIEntity *e2 = g_hdb->_ai->findEntityType(AI_BOOMBARREL, e->tileX + offX[i], e->tileY + offY[i]); aiBarrelExplode(e2); } } } } } void aiRightBotInit(AIEntity *e) { e->moveSpeed = kPlayerMoveSpeed; if (!g_hdb->getActionMode()) e->moveSpeed >>= 1; e->aiAction = aiRightBotAction; } void aiRightBotInit2(AIEntity *e) { switch (e->dir) { case DIR_UP: e->draw = e->moveupGfx[0]; e->state = STATE_MOVEUP; break; case DIR_DOWN: e->draw = e->movedownGfx[0]; e->state = STATE_MOVEDOWN; break; case DIR_LEFT: e->draw = e->moveleftGfx[0]; e->state = STATE_MOVELEFT; break; case DIR_RIGHT: e->draw = e->moverightGfx[0]; e->state = STATE_MOVERIGHT; break; case DIR_NONE: warning("aiRightBotInit2: DIR_NONE found"); break; } } void aiRightBotFindGoal(AIEntity *e) { int xv, yv, xv2, yv2, xv3, yv3; int bg, bg2, bg3; AIEntity *e1, *e2, *e3, *p; int hit, sx, sy, rotate; int xvAhead[5] = { 9, 0, 0,-1, 1 }, yvAhead[5] = { 9,-1, 1, 0, 0 }; int xvAToR[5] = { 9, 1,-1,-1, 1 }, yvAToR[5] = { 9,-1, 1,-1, 1 }; int xvToR[5] = { 9, 1,-1, 0, 0 }, yvToR[5] = { 9, 0, 0,-1, 1 }; int xvToL[5] = { 9,-1, 1, 0, 0 }, yvToL[5] = { 9, 0, 0, 1,-1 }; p = g_hdb->_ai->getPlayer(); rotate = 0; do { xv = xvAhead[e->dir]; // Search Ahead yv = yvAhead[e->dir]; xv2 = xvAToR[e->dir]; // Search Ahead and to the Right yv2 = yvAToR[e->dir]; xv3 = xvToR[e->dir]; // Search to the Right yv3 = yvToR[e->dir]; // Search until we hit a wall...or empty space to our right (and forward) hit = 0; sx = e->tileX; sy = e->tileY; while (!hit) { bg = g_hdb->_map->getMapBGTileFlags(sx + xv, sy + yv) & (kFlagSolid | kFlagWater | kFlagSlime | kFlagSpecial); e1 = g_hdb->_ai->findEntity(sx + xv, sy + yv); if (e1 && e1 == p) e1 = NULL; bg2 = g_hdb->_map->getMapBGTileFlags(sx + xv2, sy + yv2) & (kFlagSolid | kFlagWater | kFlagSlime | kFlagSpecial); e2 = g_hdb->_ai->findEntity(sx + xv2, sy + yv2); if (e2 && e2 == p) e2 = NULL; bg3 = g_hdb->_map->getMapBGTileFlags(sx + xv3, sy + yv3) & (kFlagSolid | kFlagWater | kFlagSlime | kFlagSpecial); e3 = g_hdb->_ai->findEntity(sx + xv3, sy + yv3); if (e3 && e3 == p) e3 = NULL; // Okay to move forward? if ((!bg && !e1) && (bg2 || e2 || bg3 || e3)) { sx += xv; sy += yv; rotate = 0; } else hit = 1; } // Are we stuck in a corner? if (sx == e->tileX && sy == e->tileY) { sx = e->tileX; sy = e->tileY; rotate += 1; // Need to check for turning RIGHT when we're in a corner xv = xvToL[e->dir]; yv = yvToL[e->dir]; // Check Tile flags to our left and right bg = g_hdb->_map->getMapBGTileFlags(sx + xv, sy + yv) & (kFlagSolid | kFlagWater | kFlagSlime | kFlagSpecial); e1 = g_hdb->_ai->findEntity(sx + xv, sy + yv); bg2 = g_hdb->_map->getMapBGTileFlags(sx + xv3, sy + yv3) & (kFlagSolid | kFlagWater | kFlagSlime | kFlagSpecial); e2 = g_hdb->_ai->findEntity(sx + xv3, sy + yv3); if (e1 && e1->type == AI_GUY) e1 = NULL; if (e2 && e2->type == AI_GUY) e2 = NULL; // Is tile to the right clear? // Is tile to the left clear? // If neither, go backwards if (!bg2 && !e2) { switch (e->dir) { case DIR_UP: e->dir = DIR_RIGHT; break; case DIR_DOWN: e->dir = DIR_LEFT; break; case DIR_LEFT: e->dir = DIR_UP; break; case DIR_RIGHT: e->dir = DIR_DOWN; break; case DIR_NONE: warning("aiRightBotFindGoal: DIR_NONE found"); } } else if (!bg && !e1) { switch (e->dir) { case DIR_UP: e->dir = DIR_LEFT; break; case DIR_DOWN: e->dir = DIR_RIGHT; break; case DIR_LEFT: e->dir = DIR_DOWN; break; case DIR_RIGHT: e->dir = DIR_UP; break; case DIR_NONE: warning("aiRightBotFindGoal: DIR_NONE found"); } } else { switch (e->dir) { case DIR_UP: e->dir = DIR_DOWN; yv = 1; xv = 0; break; case DIR_DOWN: e->dir = DIR_UP; yv = -1; xv = 0; break; case DIR_LEFT: e->dir = DIR_RIGHT; yv = 0; xv = 1; break; case DIR_RIGHT: e->dir = DIR_LEFT; yv = 0; xv = -1; break; case DIR_NONE: warning("aiRightBotFindGoal: DIR_NONE found"); } sx += xv; sy += yv; rotate = 4; } } } while (rotate >= 1 && rotate < 4); switch (e->dir) { case DIR_UP: e->state = STATE_MOVEUP; break; case DIR_DOWN: e->state = STATE_MOVEDOWN; break; case DIR_LEFT: e->state = STATE_MOVELEFT; break; case DIR_RIGHT: e->state = STATE_MOVERIGHT; break; case DIR_NONE: warning("aiRightBotFindGoal: DIR_NONE found"); break; } e->goalX = sx; e->goalY = sy; e->xVel = xv * e->moveSpeed; e->yVel = yv * e->moveSpeed; if (e->onScreen) g_hdb->_sound->playSound(SND_RIGHTBOT_TURN); } void aiRightBotAction(AIEntity *e) { AIEntity *p = g_hdb->_ai->getPlayer(); if (e->goalX) { if (e->onScreen && g_hdb->_ai->checkPlayerCollision(e->x, e->y, 0) && p->state != STATE_DEAD && p->level == e->level && !g_hdb->_ai->playerDead()) g_hdb->_ai->killPlayer(DEATH_NORMAL); g_hdb->_ai->animateEntity(e); } else { aiRightBotFindGoal(e); g_hdb->_ai->animEntFrames(e); } } void aiPushBotInit(AIEntity *e) { if (e->value1 != 1) e->aiAction = aiPushBotAction; } void aiPushBotInit2(AIEntity *e) { e->draw = g_hdb->_ai->getStandFrameDir(e); } void aiPushBotAction(AIEntity *e) { AIState moveState[5] = { STATE_NONE, STATE_MOVEUP, STATE_MOVEDOWN, STATE_MOVELEFT, STATE_MOVERIGHT }; int xvAhead[5] = { 9, 0, 0,-1, 1 }, yvAhead[5] = { 9,-1, 1, 0, 0 }; AIDir oneEighty[5] = { DIR_NONE, DIR_DOWN, DIR_UP, DIR_RIGHT, DIR_LEFT }; uint32 bgFlags, fgFlags; int nx, ny, nx2, ny2, result; AIEntity *e1 = NULL, *e2; if (e->goalX) { g_hdb->_ai->animateEntity(e); if (hitPlayer(e->x, e->y)) g_hdb->_ai->killPlayer(DEATH_NORMAL); } else { if (hitPlayer(e->x, e->y)) g_hdb->_ai->killPlayer(DEATH_NORMAL); // Where to go next nx = e->tileX + xvAhead[e->dir]; ny = e->tileY + yvAhead[e->dir]; e1 = g_hdb->_ai->legalMove(nx, ny, e->level, &result); // Push something // Turn Around // Move Forward if (e1 && onEvenTile(e1->x, e1->y) && (e1->type == AI_LIGHTBARREL || e1->type == AI_HEAVYBARREL || e1->type == AI_BOOMBARREL || e1->type == AI_CRATE)) { // Actually going over a floating crate? if (e1 && (e1->state == STATE_FLOATING || e1->state == STATE_MELTED)) { e->state = moveState[e->dir]; g_hdb->_ai->setEntityGoal(e, nx, ny); g_hdb->_ai->animateEntity(e); return; } nx2 = nx + xvAhead[e->dir]; ny2 = ny + yvAhead[e->dir]; bgFlags = g_hdb->_map->getMapBGTileFlags(nx2, ny2); fgFlags = g_hdb->_map->getMapFGTileFlags(nx2, ny2); e2 = g_hdb->_ai->findEntity(nx2, ny2); result = (e->level == 1) ? (bgFlags & kFlagSolid) : !(fgFlags & kFlagGrating) && (bgFlags & kFlagSolid); // If we're going to push something onto a floating thing, that's ok if (e2 && (e2->state == STATE_FLOATING || e2->state == STATE_MELTED)) e2 = NULL; // If no walls in front & no entities if (!result && !e2 && e1->state != STATE_EXPLODING) { e->state = moveState[e->dir]; g_hdb->_ai->setEntityGoal(e, nx, ny); e1->dir = e->dir; e1->state = e->state; e1->moveSpeed = e->moveSpeed; g_hdb->_ai->setEntityGoal(e1, nx2, ny2); warning("STUB: aiPushBotAction: Switch Case for Sound"); } else { if (e->onScreen) g_hdb->_sound->playSound(SND_PUSHBOT_STRAIN); e->dir = oneEighty[e->dir]; e->state = moveState[e->dir]; nx = e->tileX + xvAhead[e->dir]; ny = e->tileY + yvAhead[e->dir]; e1 = g_hdb->_ai->legalMove(nx, ny, e->level, &result); if (!e1 && result) g_hdb->_ai->setEntityGoal(e, nx, ny); } } else if (!result || (e1 && !onEvenTile(e1->x, e1->y))) { e->dir = oneEighty[e->dir]; e->state = moveState[e->dir]; nx = e->tileX + xvAhead[e->dir]; ny = e->tileY + yvAhead[e->dir]; e1 = g_hdb->_ai->legalMove(nx, ny, e->level, &result); if (!e1 && result) g_hdb->_ai->setEntityGoal(e, nx, ny); } else { e->state = moveState[e->dir]; g_hdb->_ai->setEntityGoal(e, nx, ny); } g_hdb->_ai->animateEntity(e); } } void aiRailRiderInit(AIEntity *e) { if (e->type == AI_RAILRIDER_ON) { // On the tracks already - spawn RED arrow g_hdb->_ai->addToPathList(e->tileX, e->tileY, 0, e->dir); e->state = STATE_STANDUP; e->aiAction = aiRailRiderOnAction; e->aiUse = aiRailRiderOnUse; } else { e->state = STATE_STANDDOWN; e->sequence = 0; e->aiAction = aiRailRiderAction; e->aiUse = aiRailRiderUse; } e->moveSpeed = kPlayerMoveSpeed; } void aiRailRiderInit2(AIEntity *e) { e->draw = e->standdownGfx[0]; } // Talking to RailRider off track void aiRailRiderUse(AIEntity *e) { e->sequence = 1; } void aiRailRiderAction(AIEntity *e) { switch (e->sequence) { // Waiting for Dialog to goaway case 1: // Dialog gone? if (!g_hdb->_window->dialogActive()) { e->sequence = 2; switch (e->dir) { case DIR_UP: e->xVel = 0; e->yVel = -1; break; case DIR_DOWN: e->xVel = 0; e->yVel = 1; break; case DIR_LEFT: e->xVel = -1; e->yVel = 0; break; case DIR_RIGHT: e->xVel = 1; e->yVel = 0; break; case DIR_NONE: warning("aiRailRiderAction: DIR_NONE found"); break; } } break; // Walking over to track case 2: e->x += e->xVel; e->y += e->yVel; if (onEvenTile(e->x, e->y)) { ArrowPath *arrowPath; e->tileX = e->x / kTileWidth; e->tileY = e->y / kTileHeight; e->sequence = 3; // Wait for use e->type = AI_RAILRIDER_ON; e->state = STATE_STANDUP; e->aiAction = aiRailRiderOnAction; e->aiUse = aiRailRiderOnUse; arrowPath = g_hdb->_ai->findArrowPath(e->tileX, e->tileY); e->dir = arrowPath->dir; e->value1 = 0; // Not in a tunnel } break; } // Cycle through animation frames if (e->animDelay-- > 0) return; e->animDelay = e->animCycle; e->animFrame++; if (e->animFrame == e->standdownFrames) e->animFrame = 0; e->draw = e->standdownGfx[e->animFrame]; } // Talking to RailRider on track void aiRailRiderOnUse(AIEntity *e) { AIEntity *p = g_hdb->_ai->getPlayer(); if (p->tileX == e->tileX) { if (p->tileY > e->tileY) g_hdb->_ai->setEntityGoal(p, p->tileX, p->tileY - 1); else g_hdb->_ai->setEntityGoal(p, p->tileX, p->tileY + 1); } else { if (p->tileX > e->tileX) g_hdb->_ai->setEntityGoal(p, p->tileX - 1, p->tileY); else g_hdb->_ai->setEntityGoal(p, p->tileX + 1, p->tileY); } e->sequence = -1; // Waiting for player to board } void aiRailRiderOnAction(AIEntity *e) { int xv[5] = { 9, 0, 0, -1, 1 }, yv[5] = { 9, -1, 1, 0, 0 }; AIEntity*p = g_hdb->_ai->getPlayer(); SingleTele t; switch (e->sequence) { // Player is boarding case -1: if (!p->goalX) e->sequence = 1; // Boarded yet? // Cycle Animation Frames case 3: if (e->animDelay-- > 0) return; e->animDelay = e->animCycle; e->animFrame++; if (e->animFrame == e->standupFrames) e->animFrame = 0; e->draw = e->standupGfx[e->animFrame]; break; // Player is in - lock him case 1: g_hdb->_ai->setPlayerInvisible(true); g_hdb->_ai->setPlayerLock(true); g_hdb->_ai->setEntityGoal(e, e->tileX + xv[e->dir], e->tileY + yv[e->dir]); g_hdb->_sound->playSound(SND_RAILRIDER_TASTE); e->sequence = 2; e->value1 = 0; // New RailRider gfx // Move the RailRider case 2: // Done moving to next spot? if (!e->goalX) { ArrowPath *arrowPath = g_hdb->_ai->findArrowPath(e->tileX, e->tileY); if (arrowPath) { // Stop Arrow? if (!arrowPath->type) { HereT *h; e->sequence = 4; // Get Player off RailRider - RIGHT SIDE ONLY p->tileX = e->tileX; p->tileY = e->tileY; p->x = e->x; p->y = e->y; // Try to find a HERE icon to either side of the track and go there switch (e->dir) { case DIR_UP: h = g_hdb->_ai->findHere(e->tileX - 1, e->tileY); if (h) g_hdb->_ai->setEntityGoal(p, e->tileX - 1, e->tileY); else g_hdb->_ai->setEntityGoal(p, e->tileX + 1, e->tileY); break; case DIR_DOWN: h = g_hdb->_ai->findHere(e->tileX + 1, e->tileY); if (h) g_hdb->_ai->setEntityGoal(p, e->tileX + 1, e->tileY); else g_hdb->_ai->setEntityGoal(p, e->tileX - 1, e->tileY); break; case DIR_LEFT: h = g_hdb->_ai->findHere(e->tileX, e->tileY + 1); if (h) g_hdb->_ai->setEntityGoal(p, e->tileX, e->tileY + 1); else g_hdb->_ai->setEntityGoal(p, e->tileX, e->tileY - 1); break; case DIR_RIGHT: h = g_hdb->_ai->findHere(e->tileX, e->tileY - 1); if (h) g_hdb->_ai->setEntityGoal(p, e->tileX, e->tileY - 1); else g_hdb->_ai->setEntityGoal(p, e->tileX, e->tileY + 1); break; case DIR_NONE: warning("aiRailRiderOnAction: DIR_NOW found"); break; } g_hdb->_ai->setPlayerInvisible(false); g_hdb->_sound->playSound(SND_RAILRIDER_EXIT); } else if (arrowPath->type == 1) { e->dir = arrowPath->dir; g_hdb->_ai->setEntityGoal(e, e->tileX + xv[e->dir], e->tileY + yv[e->dir]); } } else g_hdb->_ai->setEntityGoal(e, e->tileX + xv[e->dir], e->tileY + yv[e->dir]); g_hdb->_sound->playSound(SND_RAILRIDER_ONTRACK); } p->tileX = e->tileX; p->tileY = e->tileY; p->x = e->x; p->y = e->y; g_hdb->_ai->animateEntity(e); switch (e->dir) { case DIR_UP: e->draw = e->moveupGfx[0]; break; case DIR_DOWN: e->draw = e->movedownGfx[0]; break; case DIR_LEFT: e->draw = e->moveleftGfx[0]; break; case DIR_RIGHT: e->draw = e->moverightGfx[0]; break; default: break; // DIR_NONE } g_hdb->_map->centerMapXY(e->x + 16, e->y + 16); // Did we hit a tunnel entrance? if (onEvenTile(e->x, e->y) && g_hdb->_ai->findTeleporterDest(e->tileX, e->tileY, &t) && !e->value1 && !e->dir2) { // Set tunnel destination e->value1 = t.x; e->value2 = t.y; e->dir2 = (AIDir)(t.x + t.y); // Flag for coming out of tunnel } // Are we going through a tunnel? if (e->value1) { // Reach the End? // If not, don't draw RailRider if (onEvenTile(e->x, e->y) && e->tileX == e->value1 && e->tileY == e->value2) e->value1 = 0; else e->draw = NULL; } else if (e->dir2 && e->dir2 != (AIDir)(e->tileX + e->tileY)) e->dir2 = DIR_NONE; break; // Waiting for Player to move to Dest case 4: if (!p->goalX) { g_hdb->_ai->setPlayerLock(false); e->sequence = 3; // Wait for Use } // Cycle Animation frames if (e->animDelay-- > 0) return; e->animDelay = e->animCycle; e->animFrame++; if (e->animFrame == e->standupFrames) e->animFrame = 0; e->draw = e->standupGfx[e->animFrame]; break; } } void aiMaintBotInit(AIEntity *e) { // value1 field determines whether the "MMM!" sound plays // 1 means NO e->int1 = e->value1; e->aiAction = aiMaintBotAction; e->value1 = 0; g_hdb->_ai->findPath(e); } void aiMaintBotInit2(AIEntity *e) { e->draw = g_hdb->_ai->getStandFrameDir(e); } void aiMaintBotAction(AIEntity *e) { AIState useState[5] = {STATE_NONE, STATE_USEUP, STATE_USEDOWN, STATE_USELEFT, STATE_USERIGHT}; AIState standState[5] = {STATE_NONE, STATE_STANDUP, STATE_STANDDOWN, STATE_STANDLEFT, STATE_STANDRIGHT}; int xvAhead[5] = {9, 0, 0,-1, 1}, yvAhead[5] = {9,-1, 1, 0, 0}; AIEntity *it; int nx, ny; int whistles[3] = {SND_MBOT_WHISTLE1, SND_MBOT_WHISTLE2, SND_MBOT_WHISTLE3}; // Waiting at an arrow (or hit by player)? if (e->sequence) { e->sequence--; g_hdb->_ai->animEntFrames(e); // Use Something here if (!e->value2) switch (e->sequence) { case 50: if (e->onScreen && !e->int1) { if (g_hdb->_rnd->getRandomNumber(2) & 1) g_hdb->_sound->playSound(SND_MBOT_HMMM2); else g_hdb->_sound->playSound(SND_MBOT_HMMM); } break; // Need to USE the object case 30: e->state = useState[e->dir]; nx = e->tileX + xvAhead[e->dir]; ny = e->tileY + yvAhead[e->dir]; it = g_hdb->_ai->findEntity(nx, ny); if (it) { if (e->onScreen) e->value1 = 1; g_hdb->useEntity(it); break; } // Did the MaintBot use an Action Tile? if (g_hdb->_ai->checkActionList(e, nx, ny, true)) { if (e->onScreen) e->value1 = 1; break; } // Did the MaintBot use an AutoAction Tile? if (g_hdb->_ai->checkAutoList(e, nx, ny)) { if (e->onScreen) e->value1 = 1; break; } // Did the MaintBot use a LUA Tile? if (g_hdb->_ai->checkLuaList(e, nx, ny)) { if (e->onScreen) e->value1 = 1; break; } break; // Play a sound if we used something case 25: e->value1 = 0; break; // Change to Standing frames case 20: e->state = standState[e->dir]; break; // All done - find a new path case 0: e->dir = e->dir2; g_hdb->_ai->findPath(e); g_hdb->_ai->animateEntity(e); break; } // Deciding where to go at 4-way else { AIDir lookRight[5] = {DIR_NONE, DIR_RIGHT, DIR_LEFT, DIR_UP, DIR_DOWN}; AIDir lookLeft[5] = {DIR_NONE, DIR_LEFT, DIR_RIGHT, DIR_DOWN, DIR_UP}; AIDir dirList[5] = {DIR_NONE, DIR_UP, DIR_DOWN, DIR_LEFT, DIR_RIGHT}; switch (e->sequence) { // HMM case 50: if (e->onScreen && !e->int1) g_hdb->_sound->playSound(SND_MBOT_HMMM); break; // Look Right case 40: e->dir = lookRight[e->dir2]; e->state = standState[e->dir]; break; // Look Left case 30: e->dir = lookLeft[e->dir]; e->state = standState[e->dir]; break; // HMM2 case 25: if (e->onScreen && !e->int1) g_hdb->_sound->playSound(SND_MBOT_HMMM2); break; // Decide direction and GO case 0: int dir = (g_hdb->_rnd->getRandomNumber(4)) + 1; e->dir = dirList[dir]; g_hdb->_ai->findPath(e); if (e->onScreen) g_hdb->_sound->playSound(whistles[g_hdb->_rnd->getRandomNumber(3)]); break; } } return; } // Moving already, keep going if (e->goalX) { g_hdb->_ai->animateEntity(e); if (hitPlayer(e->x, e->y)) { g_hdb->_ai->killPlayer(DEATH_GRABBED); g_hdb->_sound->playSound(SND_MBOT_DEATH); } } else { // Check if there's an arrow UNDER the bot, and if its RED // If so, turn in that direction and use something ArrowPath *ar = g_hdb->_ai->findArrowPath(e->tileX, e->tileY); if (ar) { // STOP Arrow // GO Arrow // 4-way Arrow if (!ar->type) { e->dir2 = e->dir; // dir2 holds the last direction we were travelling in e->dir = ar->dir; e->sequence = 64; // sequence is the timer of events e->state = standState[e->dir]; e->value2 = 0; return; } else if (ar->type == 1) { g_hdb->_ai->findPath(e); g_hdb->_sound->playSound(whistles[g_hdb->_rnd->getRandomNumber(3)]); } else { e->sequence = 64; e->dir2 = e->dir; e->value2 = 1; return; } } g_hdb->_ai->animateEntity(e); } } void aiFourFirerInit(AIEntity *e) { e->value1 = 0; e->aiAction = aiFourFirerAction; } void aiFourFirerInit2(AIEntity *e) { e->draw = g_hdb->_ai->getStandFrameDir(e); } void aiFourFirerAction(AIEntity *e) { AIEntity *p = g_hdb->_ai->getPlayer(), *fire, *hit; AIState state[5] = {STATE_NONE, STATE_STANDUP, STATE_STANDDOWN, STATE_STANDLEFT, STATE_STANDRIGHT}; AIDir turn[5] = {DIR_NONE, DIR_RIGHT, DIR_LEFT, DIR_UP, DIR_DOWN}; int shoot, xv, yv, result; // Time to turn right? if (!e->value1) { e->dir = turn[e->dir]; e->state = state[e->dir]; e->value1 = 16; if (e->onScreen) g_hdb->_sound->playSound(SND_FOURFIRE_TURN); } e->value1--; // Waiting before firing again? if (e->sequence) { e->sequence--; return; } g_hdb->_ai->animEntFrames(e); // Can we see the player on the same level? if ((e->level != p->level) || g_hdb->_ai->playerDead() || !e->onScreen) return; // Check player direction shoot = xv = yv = 0; switch (e->dir) { case DIR_UP: if (p->x == e->x && p->y < e->y) { shoot = 1; yv = -1; } break; case DIR_DOWN: if (p->x == e->x && p->y > e->y) { shoot = 1; yv = 1; } break; case DIR_LEFT: if (p->y == e->y && p->x < e->x) { shoot = 1; xv = -1; } break; case DIR_RIGHT: if (p->y == e->y && p->x > e->x) { shoot = 1; xv = 1; } break; case DIR_NONE: warning("aiFourFirerAction: DIR_NONE found"); break; } // Shoot if needed // Make sure not shooting into solid tile // Make sure if shooting at entity it is the player hit = g_hdb->_ai->legalMoveOverWater(e->tileX + xv, e->tileY + yv, e->level, &result); if (hit && hit->type == AI_GUY) hit = NULL; if (shoot && !hit && result) { fire = g_hdb->_ai->spawn(AI_OMNIBOT_MISSILE, e->dir, e->tileX + xv, e->tileY + yv, NULL, NULL, NULL, DIR_NONE, e->level, 0, 0, 1); if (g_hdb->_map->onScreen(e->tileX, e->tileY)) g_hdb->_sound->playSound(SND_FOUR_FIRE); fire->xVel = xv * kPlayerMoveSpeed * 2; fire->yVel = yv * kPlayerMoveSpeed * 2; if (!g_hdb->getActionMode()) { fire->xVel >>= 1; fire->yVel >>= 1; } e->sequence = 16; if (hitPlayer(fire->tileX*kTileWidth, fire->tileY*kTileHeight)) g_hdb->_ai->killPlayer(DEATH_FRIED); } } void aiDeadEyeInit(AIEntity *e) { e->sequence = 64; e->blinkFrames = e->goalX = 0; if (e->value1 == 1) e->aiAction = aiDeadEyeWalkInPlace; else e->aiAction = aiDeadEyeAction; } void aiDeadEyeInit2(AIEntity *e) { e->draw = g_hdb->_ai->getStandFrameDir(e); } void aiDeadEyeWalkInPlace(AIEntity *e) { AIState state[5] = {STATE_NONE, STATE_MOVEUP, STATE_MOVEDOWN, STATE_MOVELEFT, STATE_MOVERIGHT}; AIDir dir; AIState s; e->sequence--; switch (e->sequence) { case 50: case 40: case 30: case 20: case 10: dir = (AIDir)(g_hdb->_rnd->getRandomNumber(4) + 1); s = state[dir]; e->dir = dir; e->state = s; if (e->onScreen) { if (e->sequence == 50) g_hdb->_sound->playSound(SND_DEADEYE_AMB01); else if (e->sequence == 10) g_hdb->_sound->playSound(SND_DEADEYE_AMB02); } break; case 0: e->sequence = 64; } g_hdb->_ai->animEntFrames(e); } void aiDeadEyeAction(AIEntity *e) { AIState state[5] = {STATE_NONE, STATE_MOVEUP, STATE_MOVEDOWN, STATE_MOVELEFT, STATE_MOVERIGHT}; int xvAhead[5] = {9, 0, 0, -1, 1}, yvAhead[5] = {9, -1, 1, 0, 0}; int result; AIEntity *hit; AIDir dir; AIState s; if (e->sequence) { e->sequence--; if (e->blinkFrames) // Between attacks timer e->blinkFrames--; // Is player visible to us? AIEntity *p = g_hdb->_ai->getPlayer(); if (e->onScreen && p->level == e->level && !e->blinkFrames) { int nuts = 0; switch (e->dir) { case DIR_UP: if (p->tileX == e->tileX && p->tileY < e->tileY) nuts = 1; break; case DIR_DOWN: if (p->tileX == e->tileX && p->tileY > e->tileY) nuts = 1; break; case DIR_LEFT: if (p->tileY == e->tileY && p->tileX < e->tileX) nuts = 1; break; case DIR_RIGHT: if (p->tileY == e->tileY && p->tileX > e->tileX) nuts = 1; break; case DIR_NONE: warning("aiDeadEyeAction: DIR_NONE found"); break; } // Did we see the player (and we're done moving)? if (nuts && e->aiAction != aiDeadEyeWalkInPlace) { int newX, newY, xv, yv, done, okToMove; e->sequence = 0; e->blinkFrames = 20; xv = xvAhead[e->dir]; yv = yvAhead[e->dir]; newX = e->tileX + xv; newY = e->tileY + yv; okToMove = done = 0; do { hit = g_hdb->_ai->legalMove(newX, newY, e->level, &result); if (hit && hit->type == AI_GUY) hit = NULL; if (result && !hit) { okToMove = 1; newX += xv; newY += yv; if (newX == p->tileX && newY == p->tileY) done = 1; } else { newX -= xv; newY -= yv; done = 1; } } while (!done); // If we can move in the direction of the player, set our goal at him if (okToMove) { e->moveSpeed = kPlayerMoveSpeed << 1; g_hdb->_ai->setEntityGoal(e, newX, newY); p->tileX & 1 ? g_hdb->_sound->playSound(SND_DEADEYE_ATTACK01) : g_hdb->_sound->playSound(SND_DEADEYE_ATTACK02); } g_hdb->_ai->animateEntity(e); return; } } switch (e->sequence) { // Look around case 50: case 40: case 30: case 20: case 10: dir = (AIDir)(g_hdb->_rnd->getRandomNumber(4)+1); s = state[dir]; e->dir = dir; e->state = s; if (e->onScreen) { if (e->sequence == 50) g_hdb->_sound->playSound(SND_DEADEYE_AMB01); else if (e->sequence == 10) g_hdb->_sound->playSound(SND_DEADEYE_AMB02); } 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; int xv, yv; e->dir = dir; e->state = state[dir]; xv = xvAhead[dir] * walk; if (e->tileX + xv < 1) xv = 1 - e->tileX; if (e->tileX + xv > g_hdb->_map->_width) xv = g_hdb->_map->_width - e->tileX - 1; yv = yvAhead[dir] * walk; if (e->tileY + yv < 1) yv = 1 - e->tileY; if (e->tileY + yv > g_hdb->_map->_height) yv = g_hdb->_map->_height - e->tileY - 1; e->value1 = xvAhead[dir]; e->value2 = yvAhead[dir]; e->moveSpeed = kPlayerMoveSpeed; hit = g_hdb->_ai->legalMove(e->tileX + xvAhead[e->dir], e->tileY + yvAhead[e->dir], e->level, &result); if (hit && hit->type == AI_GUY) hit = NULL; if (!hit && result) g_hdb->_ai->setEntityGoal(e, e->tileX + xv, e->tileY + yv); break; } g_hdb->_ai->animEntFrames(e); return; } // In the process of moving around if (e->goalX) { // Hit the player if (hitPlayer(e->x, e->y)) { g_hdb->_ai->killPlayer(DEATH_GRABBED); return; } // Did we run into a wall, entity, water, slime etc? // If so, Pick new direction if (onEvenTile(e->x, e->y)) { hit = g_hdb->_ai->legalMove(e->tileX + e->value1, e->tileY + e->value2, e->level, &result); if (hit && hit->type == AI_GUY) hit = NULL; if (!result || hit) { g_hdb->_ai->stopEntity(e); e->state = STATE_MOVEDOWN; e->sequence = 64; return; } } g_hdb->_ai->animateEntity(e); } else // If not, start looking around e->sequence = 64; } void aiLaserAction(AIEntity *e) { warning("STUB: AI: aiLaserAction required"); } void aiLaserDraw(AIEntity *e, int mx, int my) { warning("STUB: AI: aiLaserDraw required"); } void aiDiverterAction(AIEntity *e) { warning("STUB: AI: aiDiverterAction required"); } void aiDiverterDraw(AIEntity *e, int mx, int my) { warning("STUB: AI: aiDiverterDraw required"); } void aiMeerkatDraw(AIEntity *e, int mx, int my) { warning("STUB: AI: aiMeerkatDraw required"); } void aiMeerkatAction(AIEntity *e) { warning("STUB: AI: aiMeerkatAction required"); } void aiMeerkatLookAround(AIEntity *e) { warning("STUB: AI: aiMeerkatLookAround required"); } void aiFatFrogAction(AIEntity *e) { warning("STUB: AI: aiFatFrogAction required"); } void aiFatFrogTongueDraw(AIEntity *e, int mx, int my) { warning("STUB: AI: aiFatFrogTongueDraw required"); } void aiGoodFairyAction(AIEntity *e) { warning("STUB: AI: aiGoodFairyAction required"); } void aiBadFairyAction(AIEntity *e) { warning("STUB: AI: aiBadFairyAction required"); } void aiGatePuddleAction(AIEntity *e) { warning("STUB: AI: aiGatePuddleAction required"); } void aiIcePuffSnowballAction(AIEntity *e) { warning("STUB: AI: aiIcePuffSnowballAction required"); } void aiIcePuffSnowballDraw(AIEntity *e, int mx, int my) { warning("STUB: AI: aiIcePuffSnowballDraw required"); } void aiIcePuffAction(AIEntity *e) { warning("STUB: AI: aiIcePuffAction required"); } void aiBuzzflyAction(AIEntity *e) { warning("STUB: AI: aiBuzzflyAction required"); } void aiDragonAction(AIEntity *e) { warning("STUB: AI: aiDragonAction required"); } void aiDragonDraw(AIEntity *e, int mx, int my) { warning("STUB: AI: aiDragonDraw required"); } void aiListenBotInit(AIEntity *e) { warning("STUB: AI: aiListenBotInit required"); } void aiListenBotInit2(AIEntity *e) { warning("STUB: AI: aiListenBotInit2 required"); } void aiLaserInit(AIEntity *e) { warning("STUB: AI: aiLaserInit required"); } void aiLaserInit2(AIEntity *e) { warning("STUB: AI: aiLaserInit2 required"); } void aiDiverterInit(AIEntity *e) { warning("STUB: AI: aiDiverterInit required"); } void aiDiverterInit2(AIEntity *e) { warning("STUB: AI: aiDiverterInit2 required"); } void aiMeerkatInit(AIEntity *e) { warning("STUB: AI: aiMeerkatInit required"); } void aiMeerkatInit2(AIEntity *e) { warning("STUB: AI: aiMeerkatInit2 required"); } void aiFatFrogInit(AIEntity *e) { warning("STUB: AI: aiFatFrogInit required"); } void aiFatFrogInit2(AIEntity *e) { warning("STUB: AI: aiFatFrogInit2 required"); } void aiGoodFairyInit(AIEntity *e) { warning("STUB: AI: aiGoodFairyInit required"); } void aiGoodFairyInit2(AIEntity *e) { warning("STUB: AI: aiGoodFairyInit2 required"); } void aiGoodFairyMoveaway(AIEntity *e) { warning("STUB: AI: aiGoodFairyMoveaway required"); } void aiBadFairyInit(AIEntity *e) { warning("STUB: AI: aiBadFairyInit required"); } void aiBadFairyInit2(AIEntity *e) { warning("STUB: AI: aiBadFairyInit2 required"); } void aiGatePuddleInit(AIEntity *e) { warning("STUB: AI: aiGatePuddleInit required"); } void aiGatePuddleInit2(AIEntity *e) { warning("STUB: AI: aiGatePuddleInit2 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"); } void aiBuzzflyInit2(AIEntity *e) { warning("STUB: AI: aiBuzzflyInit2 required"); } void aiDragonInit(AIEntity *e) { warning("STUB: AI: aiDragonInit required"); } void aiDragonInit2(AIEntity *e) { warning("STUB: AI: aiDragonInit2 required"); } void aiDragonWake(AIEntity *e) { warning("STUB: AI: aiDragonWake required"); } void aiDragonUse(AIEntity *e) { warning("STUB: AI: aiDragonUse required"); } } // End of Namespace