/* 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 { AIEntity *AI::spawn(AIType type, AIDir dir, int x, int y, char *funcInit, char *funcAction, char *funcUse, AIDir dir2, int level, int value1, int value2, int callInit) { AIEntity *e = new AIEntity; e->type = type; e->dir = dir; // Set Co-ordinates & Speed e->x = x * kTileWidth; e->tileX = x; e->y = y * kTileHeight; e->tileY = y; e->moveSpeed = kPlayerMoveSpeed; // Default Speed if (!g_hdb->getActionMode()) { e->moveSpeed /= 2; } // Other variables e->dir2 = dir2; if (!level) level = 1; e->level = level; e->value1 = value1; e->value2 = value2; e->animCycle = 2; // Game frames to wait before animating graphic frames e->animDelay = e->animCycle; e->animFrame = 0; if (funcInit) { strcpy(e->luaFuncInit, funcInit); } if (funcAction) { strcpy(e->luaFuncAction, funcAction); } if (funcUse) { strcpy(e->luaFuncUse, funcUse); } if (e->luaFuncInit[0] == '*') e->luaFuncInit[0] = 0; if (e->luaFuncAction[0] == '*') e->luaFuncAction[0] = 0; if (e->luaFuncUse[0] == '*') e->luaFuncUse[0] = 0; e->standdownFrames = e->standupFrames = e->standleftFrames = e->standrightFrames = 0; e->movedownFrames = e->moveupFrames = e->moveleftFrames = e->moverightFrames = 0; e->blinkFrames = 0; if (!cacheEntGfx(e, (bool)callInit)) { return NULL; } else { _ents->push_back(e); } return e; } bool AI::cacheEntGfx(AIEntity *e, bool init) { int i = 0; while (true) { if (aiEntList[i].type == END_AI_TYPES) { return false; } // Load Gfx for corresponding Entity if (aiEntList[i].type == e->type) { int j = 0; AIStateDef *list = aiEntList[i].stateDef; while (list[j].state != STATE_ENDSTATES) { Common::Array *gfxFiles = g_hdb->_fileMan->findFiles(list[j].name, TYPE_TILE32); uint32 size; for (Common::Array::iterator it = gfxFiles->begin(); it != gfxFiles->end(); it++) { size = g_hdb->_fileMan->getLength((*it), TYPE_TILE32); if (g_hdb->_drawMan->selectGfxType((*it))) { Tile *gfx = g_hdb->_drawMan->getTileGfx((*it), size); switch (list[j].state) { case STATE_STANDDOWN: e->standdownGfx[e->standdownFrames] = gfx; e->standdownFrames++; break; case STATE_STANDUP: e->standupGfx[e->standupFrames] = gfx; e->standupFrames++; break; case STATE_STANDLEFT: e->standleftGfx[e->standleftFrames] = gfx; e->standleftFrames++; break; case STATE_STANDRIGHT: e->standrightGfx[e->standrightFrames] = gfx; e->standrightFrames++; break; case STATE_BLINK: e->blinkGfx[e->blinkFrames] = gfx; e->blinkFrames++; break; case STATE_MOVEDOWN: e->movedownGfx[e->movedownFrames] = gfx; e->movedownFrames++; break; case STATE_MOVEUP: e->moveupGfx[e->moveupFrames] = gfx; e->moveupFrames++; break; case STATE_MOVELEFT: e->moveleftGfx[e->moveleftFrames] = gfx; e->moveleftFrames++; break; case STATE_MOVERIGHT: e->moverightGfx[e->moverightFrames] = gfx; e->moverightFrames++; break; // Special Player Frames case STATE_PUSHDOWN: _pushdownGfx[_pushdownFrames] = gfx; _pushdownFrames++; break; case STATE_PUSHUP: _pushupGfx[_pushupFrames] = gfx; _pushupFrames++; break; case STATE_PUSHLEFT: _pushleftGfx[_pushleftFrames] = gfx; _pushleftFrames++; break; case STATE_PUSHRIGHT: _pushrightGfx[_pushrightFrames] = gfx; _pushrightFrames++; break; case STATE_GRABUP: _getGfx[DIR_UP] = gfx; break; case STATE_GRABDOWN: _getGfx[DIR_DOWN] = gfx; break; case STATE_GRABLEFT: _getGfx[DIR_LEFT] = gfx; break; case STATE_GRABRIGHT: _getGfx[DIR_RIGHT] = gfx; break; case STATE_ATK_STUN_UP: _stunUpGfx[_stunUpFrames] = gfx; _stunUpFrames++; break; case STATE_ATK_STUN_DOWN: _stunDownGfx[_stunDownFrames] = gfx; _stunDownFrames++; break; case STATE_ATK_STUN_LEFT: _stunLeftGfx[_stunLeftFrames] = gfx; _stunLeftFrames++; break; case STATE_ATK_STUN_RIGHT: _stunRightGfx[_stunRightFrames] = gfx; _stunRightFrames++; break; case STATE_ATK_SLUG_UP: _slugUpGfx[_slugUpFrames] = gfx; _slugUpFrames++; break; case STATE_ATK_SLUG_DOWN: _slugDownGfx[_slugDownFrames] = gfx; _slugDownFrames++; break; case STATE_ATK_SLUG_LEFT: _slugLeftGfx[_slugLeftFrames] = gfx; _slugLeftFrames++; break; case STATE_ATK_SLUG_RIGHT: _slugRightGfx[_slugRightFrames] = gfx; _slugRightFrames++; break; // Maintenance Bot case STATE_USEUP: e->standupGfx[4] = gfx; break; case STATE_USEDOWN: e->standdownGfx[4] = gfx; break; case STATE_USELEFT: e->standleftGfx[4] = gfx; break; case STATE_USERIGHT: e->standrightGfx[4] = gfx; break; // Death & Dying for Player case STATE_DYING: _dyingGfx[_dyingFrames] = gfx; _dyingFrames++; break; case STATE_GOODJOB: _goodjobGfx = gfx; break; case STATE_HORRIBLE1: _horrible1Gfx[_horrible1Frames] = gfx; _horrible1Frames++; break; case STATE_HORRIBLE2: _horrible2Gfx[_horrible2Frames] = gfx; _horrible2Frames++; break; case STATE_HORRIBLE3: _horrible3Gfx[_horrible3Frames] = gfx; _horrible3Frames++; break; case STATE_HORRIBLE4: _horrible4Gfx[_horrible4Frames] = gfx; _horrible4Frames++; break; case STATE_PLUMMET: _plummetGfx[_plummetFrames] = gfx; _plummetFrames++; break; // floating frames - overwrite "standup" info case STATE_FLOATING: e->blinkGfx[e->blinkFrames] = gfx; e->blinkFrames++; break; // melted frames - go in the special area (lightbarrels) // shocking frames - go in the special1 area (shockbots) // exploding frames, same case STATE_MELTED: case STATE_SHOCKING: case STATE_EXPLODING: e->special1Gfx[e->special1Frames] = gfx; e->special1Frames++; break; // ICEPUFF spawning states case STATE_ICEP_PEEK: e->blinkGfx[e->blinkFrames] = gfx; e->blinkFrames++; break; case STATE_ICEP_APPEAR: e->standupGfx[e->standupFrames] = gfx; e->standupFrames++; break; case STATE_ICEP_THROWDOWN: e->standdownGfx[e->standdownFrames] = gfx; e->standdownFrames++; break; case STATE_ICEP_THROWRIGHT: e->standrightGfx[e->standrightFrames] = gfx; e->standrightFrames++; break; case STATE_ICEP_THROWLEFT: e->standleftGfx[e->standleftFrames] = gfx; e->standleftFrames++; break; case STATE_ICEP_DISAPPEAR: e->special1Gfx[e->special1Frames] = gfx; e->special1Frames++; break; // FATFROG spawning states case STATE_LICKDOWN: e->movedownGfx[e->movedownFrames] = gfx; e->movedownFrames++; break; case STATE_LICKLEFT: e->moveleftGfx[e->moveleftFrames] = gfx; e->moveleftFrames++; break; case STATE_LICKRIGHT: e->moverightGfx[e->moverightFrames] = gfx; e->moverightFrames++; break; // MEERKAT spawning states case STATE_MEER_MOVE: e->standdownGfx[e->standdownFrames] = gfx; e->standdownFrames++; break; case STATE_MEER_APPEAR: e->standleftGfx[e->standleftFrames] = gfx; e->standleftFrames++; break; case STATE_MEER_BITE: e->standrightGfx[e->standrightFrames] = gfx; e->standrightFrames++; break; case STATE_MEER_DISAPPEAR: e->standupGfx[e->standupFrames] = gfx; e->standupFrames++; break; case STATE_MEER_LOOK: e->movedownGfx[e->movedownFrames] = gfx; e->movedownFrames++; break; // DIVERTER spawning states case STATE_DIVERTER_BL: e->standdownGfx[e->standdownFrames] = gfx; e->standdownFrames++; break; case STATE_DIVERTER_BR: e->standupGfx[e->standupFrames] = gfx; e->standupFrames++; break; case STATE_DIVERTER_TL: e->standleftGfx[e->standleftFrames] = gfx; e->standleftFrames++; break; case STATE_DIVERTER_TR: e->standrightGfx[e->standrightFrames] = gfx; e->standrightFrames++; break; // DOLLY states // angry[4] = standright[4] // kissright[4]/kissleft[4] = standleft[8] // panic[4]/laugh[4] = standdown[8] // dollyuseright[5] = special1[5] case STATE_ANGRY: e->standrightGfx[e->standrightFrames] = gfx; e->standrightFrames++; break; case STATE_KISSRIGHT: e->standleftGfx[e->standleftFrames] = gfx; e->standleftFrames++; break; case STATE_KISSLEFT: e->standleftGfx[4 + e->int1] = gfx; e->int1++; break; case STATE_PANIC: e->standdownGfx[e->standdownFrames] = gfx; e->standdownFrames++; break; case STATE_LAUGH: e->standdownGfx[4 + e->value1] = gfx; e->value1++; break; case STATE_DOLLYUSERIGHT: e->special1Gfx[e->special1Frames] = gfx; e->special1Frames++; break; // SARGE yelling case STATE_YELL: e->special1Gfx[e->special1Frames] = gfx; e->special1Frames++; break; default: warning("AI-FUNCS: cacheEntGfx: Unintended State"); break; } } else { Picture *gfx = g_hdb->_drawMan->getPicGfx((*it), size); switch (list[j].state) { case STATE_ATK_CLUB_UP: _clubUpGfx[_clubUpFrames] = gfx; _clubUpFrames++; break; case STATE_ATK_CLUB_DOWN: _clubDownGfx[_clubDownFrames] = gfx; _clubDownFrames++; break; case STATE_ATK_CLUB_LEFT: _clubLeftGfx[_clubLeftFrames] = gfx; _clubLeftFrames++; break; case STATE_ATK_CLUB_RIGHT: _clubRightGfx[_clubRightFrames] = gfx; _clubRightFrames++; break; default: warning("AI-FUNCS: cacheEntGfx: Unintended State"); break; } } } j++; } e->aiInit = aiEntList[i].initFunc; e->aiInit2 = aiEntList[i].initFunc2; if (init) { e->aiInit(e); 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) { strcpy(e->entityName, str1); } if (str2) { strcpy(e->printedName, str2); } } } else { if (e->aiInit2) { e->aiInit2(e); } } break; // Entity Initiated } i++; } return true; } // Stops the movement of an entity void AI::stopEntity(AIEntity *e) { if (e == _player) { clearWaypoints(); // Reset Player speed e->moveSpeed = kPlayerMoveSpeed; } // Reset animation e->animFrame = 0; // Align with tile boundaries e->x = e->tileX * kTileWidth; e->y = e->tileY * kTileHeight; e->goalX = e->tileX; e->goalY = e->tileY; e->drawXOff = e->drawYOff = 0; // Don't change the state of Diverters or Floating entities switch (e->state) { case STATE_FLOATLEFT: case STATE_FLOATRIGHT: case STATE_FLOATUP: case STATE_FLOATDOWN: e->state = STATE_FLOATING; return; default: warning("AI-FUNCS: stopEntity: Unintended State"); } if (e->type != AI_DIVERTER) { switch (e->dir) { case DIR_UP: if (e->standupFrames) e->state = STATE_STANDUP; else e->state = STATE_NONE; break; case DIR_DOWN: if (e->standdownFrames) e->state = STATE_STANDDOWN; else e->state = STATE_NONE; break; case DIR_LEFT: if (e->standleftFrames) e->state = STATE_STANDLEFT; else e->state = STATE_NONE; break; case DIR_RIGHT: if (e->standrightFrames) e->state = STATE_STANDRIGHT; else e->state = STATE_NONE; break; default: warning("AI-FUNCS: stopEntity: DIR_NONE"); } } } AIEntity *AI::locateEntity(const char *luaName) { for (Common::Array::iterator it = _ents->begin(); it != _ents->end(); it++) { if (Common::matchString((*it)->entityName, luaName)) { return *it; } } return NULL; } void AI::removeEntity(AIEntity *e) { _ents->erase(&e); } void AI::setEntityGoal(AIEntity *e, int x, int y) { int xv, yv; e->xVel = e->yVel = 0; xv = x - e->tileX; if (xv < 0) { e->xVel = -e->moveSpeed; e->state = STATE_MOVELEFT; e->dir = DIR_LEFT; } else if (xv > 0) { e->xVel = e->moveSpeed; e->state = STATE_MOVERIGHT; e->dir = DIR_RIGHT; } yv = y - e->tileY; if (yv < 0) { e->yVel = -e->moveSpeed; e->state = STATE_MOVELEFT; e->dir = DIR_LEFT; } else if (yv > 0) { e->yVel = e->moveSpeed; e->state = STATE_MOVERIGHT; e->dir = DIR_RIGHT; } if (e->type == AI_GUY && _playerRunning) { e->xVel = e->xVel << 1; e->yVel = e->yVel << 1; } e->goalX = x; e->goalY = y; e->animFrame = 0; e->drawXOff = e->drawYOff = 0; } // Initializes each entity after map is loaded void AI::initAllEnts() { for (Common::Array::iterator it = _ents->begin(); it != _ents->end(); it++) { (*it)->aiInit((*it)); if ((*it)->luaFuncInit[0]) { if (g_hdb->_lua->callFunction((*it)->luaFuncInit, 2)) { strcpy((*it)->entityName, g_hdb->_lua->getStringOffStack()); strcpy((*it)->printedName, g_hdb->_lua->getStringOffStack()); } else { warning("'%s' doesn't exists", (*it)->luaFuncInit); } } } for (int i = 0; i < _numInventory; i++) { AIEntity *temp = _inventory[i]->ent; // Clear out all ptrs in entity before writing for (int j = 0; i < kMaxAnimFrames; i++) { temp->blinkGfx[j] = NULL; temp->movedownGfx[j] = NULL; temp->moveupGfx[j] = NULL; temp->moveleftGfx[j] = NULL; temp->moverightGfx[j] = NULL; temp->standdownGfx[j] = NULL; temp->standupGfx[j] = NULL; temp->standleftGfx[j] = NULL; temp->standrightGfx[j] = NULL; temp->special1Gfx[j] = NULL; } temp->blinkFrames = 0; temp->movedownFrames = 0; temp->moveupFrames = 0; temp->moveleftFrames = 0; temp->moverightFrames = 0; temp->standdownFrames = 0; temp->standupFrames = 0; temp->standleftFrames = 0; temp->standrightFrames = 0; temp->draw = NULL; temp->aiDraw = NULL; temp->aiAction = temp->aiInit = temp->aiUse = NULL; cacheEntGfx(temp, false); } warning("STUB: initAllEnts: Cache graphics for Deliveries"); warning("STUB: initAllEnts: LaserScan required"); } void AI::animEntFrames(AIEntity *e) { int max = 1; // Set current graphic to draw switch (e->state) { case STATE_STANDDOWN: e->draw = e->standdownGfx[0]; max = 1; break; case STATE_STANDUP: e->draw = e->standupGfx[0]; max = 1; break; case STATE_STANDLEFT: e->draw = e->standleftGfx[0]; max = 1; break; case STATE_STANDRIGHT: e->draw = e->standrightGfx[0]; max = 1; break; case STATE_BLINK: e->draw = e->blinkGfx[e->animFrame]; max = e->blinkFrames; break; case STATE_MOVEUP: e->draw = e->moveupGfx[e->animFrame]; max = e->moveupFrames; break; case STATE_MOVEDOWN: e->draw = e->movedownGfx[e->animFrame]; max = e->movedownFrames; break; case STATE_MOVELEFT: e->draw = e->moveleftGfx[e->animFrame]; max = e->moveleftFrames; break; case STATE_MOVERIGHT: e->draw = e->moverightGfx[e->animFrame]; max = e->moverightFrames; break; case STATE_PUSHDOWN: e->draw = _pushdownGfx[e->animFrame]; max = _pushdownFrames; break; case STATE_PUSHUP: e->draw = _pushupGfx[e->animFrame]; max = _pushupFrames; break; case STATE_PUSHLEFT: e->draw = _pushleftGfx[e->animFrame]; max = _pushleftFrames; break; case STATE_PUSHRIGHT: e->draw = _pushrightGfx[e->animFrame]; max = _pushrightFrames; break; case STATE_GRABUP: e->draw = _getGfx[DIR_UP]; max = 1; break; case STATE_GRABDOWN: e->draw = _getGfx[DIR_DOWN]; max = 1; break; case STATE_GRABLEFT: e->draw = _getGfx[DIR_LEFT]; max = 1; break; case STATE_GRABRIGHT: e->draw = _getGfx[DIR_RIGHT]; max = 1; break; case STATE_HORRIBLE1: e->draw = _horrible1Gfx[e->animFrame]; max = _horrible1Frames; if (e->animFrame == max - 1) e->state = STATE_DEAD; break; case STATE_HORRIBLE2: { static int click = 0; e->draw = _horrible2Gfx[e->animFrame]; max = _horrible2Frames; click++; if (click == 16) { warning("STUB: Play SND_SHOCKBOT_SHOCK"); click = 0; } } break; case STATE_HORRIBLE3: { static int click = 0; e->draw = _horrible3Gfx[e->animFrame]; max = _horrible3Frames; click++; if (click == 32) { warning("STUB: Play SND_GUY_GRABBED"); click = 0; } } break; case STATE_HORRIBLE4: e->draw = _horrible4Gfx[e->animFrame]; max = _horrible4Frames; if (e->animFrame == max - 1) e->state = STATE_DEAD; break; case STATE_PLUMMET: e->draw = _plummetGfx[e->animFrame]; max = _plummetFrames; if (e->animFrame == max - 1) { e->state = STATE_NONE; setPlayerInvisible(true); } break; // // maintenance bot uses stuff // case STATE_USEDOWN: e->draw = e->standdownGfx[4]; return; case STATE_USEUP: e->draw = e->standupGfx[4]; return; case STATE_USELEFT: e->draw = e->standleftGfx[4]; return; case STATE_USERIGHT: e->draw = e->standrightGfx[4]; return; // // death! // case STATE_DYING: e->draw = _dyingGfx[e->animFrame]; max = _dyingFrames; if (e->animFrame == max - 1) e->state = STATE_DEAD; break; case STATE_DEAD: e->draw = _dyingGfx[_dyingFrames - 1]; max = _dyingFrames; break; case STATE_GOODJOB: e->draw = _goodjobGfx; max = 1; break; // // floating stuff uses the "standup" frames for animating the float // case STATE_FLOATING: case STATE_FLOATDOWN: case STATE_FLOATUP: case STATE_FLOATLEFT: case STATE_FLOATRIGHT: e->draw = e->blinkGfx[e->animFrame]; max = e->blinkFrames; break; case STATE_MELTED: case STATE_EXPLODING: e->draw = e->special1Gfx[e->animFrame]; max = e->special1Frames; if (e->type == AI_BOOMBARREL) { // while exploding, call this function aiBarrelExplodeSpread(e); if (e->animFrame == max - 1) { removeEntity(e); return; } } break; // // ICEPUFF states // case STATE_ICEP_PEEK: e->draw = e->blinkGfx[e->animFrame]; max = e->blinkFrames; break; case STATE_ICEP_APPEAR: e->draw = e->standupGfx[e->animFrame]; max = e->standupFrames; break; case STATE_ICEP_THROWDOWN: e->draw = e->standdownGfx[e->animFrame]; max = e->standdownFrames; break; case STATE_ICEP_THROWRIGHT: e->draw = e->standrightGfx[e->animFrame]; max = e->standrightFrames; break; case STATE_ICEP_THROWLEFT: e->draw = e->standleftGfx[e->animFrame]; max = e->standleftFrames; break; case STATE_ICEP_DISAPPEAR: e->draw = e->special1Gfx[e->animFrame]; max = e->special1Frames; break; // // MEERKAT states // case STATE_MEER_MOVE: e->draw = e->standdownGfx[e->animFrame]; max = e->standdownFrames; break; case STATE_MEER_APPEAR: e->draw = e->standleftGfx[e->animFrame]; max = e->standleftFrames; break; case STATE_MEER_BITE: e->draw = e->standrightGfx[e->animFrame]; max = e->standrightFrames; break; case STATE_MEER_DISAPPEAR: e->draw = e->standupGfx[e->animFrame]; max = e->standupFrames; break; case STATE_MEER_LOOK: e->draw = e->movedownGfx[e->animFrame]; max = e->movedownFrames; break; // // DIVERTER spawning states // case STATE_DIVERTER_BL: e->draw = e->standdownGfx[e->animFrame]; max = e->standdownFrames; break; case STATE_DIVERTER_BR: e->draw = e->standupGfx[e->animFrame]; max = e->standupFrames; break; case STATE_DIVERTER_TL: e->draw = e->standleftGfx[e->animFrame]; max = e->standleftFrames; break; case STATE_DIVERTER_TR: e->draw = e->standrightGfx[e->animFrame]; max = e->standrightFrames; break; // // DOLLY states // angry[4] = standright[4] // kissright[4]/kissleft[4] = standleft[8] // panic[4]/laugh[4] = standdown[8] // dollyuseright[5] = special1[5] // case STATE_ANGRY: e->draw = e->standrightGfx[e->animFrame]; max = 2; break; case STATE_KISSRIGHT: e->draw = e->standleftGfx[e->animFrame]; max = 4; break; case STATE_KISSLEFT: e->draw = e->standleftGfx[e->animFrame + 4]; max = 4; break; case STATE_PANIC: e->draw = e->standdownGfx[e->animFrame]; max = 2; break; case STATE_LAUGH: e->draw = e->standdownGfx[e->animFrame + 4]; max = 2; break; case STATE_DOLLYUSERIGHT: e->draw = e->special1Gfx[e->animFrame]; max = e->special1Frames; break; // SARGE yelling case STATE_YELL: e->draw = e->special1Gfx[e->animFrame]; max = e->special1Frames; break; default: warning("AI-FUNCS: animEntFrames: Unintended State"); break; } // Cycle animation frames if (e->animDelay-- > 0) return; e->animDelay = e->animCycle; e->animFrame++; if (e->animFrame == max) { e->animFrame = 0; } } void AI::animLuaEntity(const char *initName, AIState st) { for (Common::Array::iterator it = _ents->begin(); it != _ents->end(); it++) { if (Common::matchString((*it)->entityName, initName)) { (*it)->state = st; (*it)->animFrame = 0; (*it)->animDelay = (*it)->animCycle; } } } // Check to see if we can get this entity bool AI::getTableEnt(AIType type) { switch (type) { case ITEM_CELL: case ITEM_ENV_WHITE: case ITEM_ENV_RED: case ITEM_ENV_BLUE: case ITEM_ENV_GREEN: case ITEM_TRANSCEIVER: case ITEM_CLUB: case ITEM_ROBOSTUNNER: case ITEM_SLUGSLINGER: case ITEM_MONKEYSTONE: case ITEM_GOO_CUP: case ITEM_TEACUP: case ITEM_BURGER: case ITEM_PDA: case ITEM_BOOK: case ITEM_CLIPBOARD: case ITEM_NOTE: case ITEM_KEYCARD_WHITE: case ITEM_KEYCARD_BLUE: case ITEM_KEYCARD_RED: case ITEM_KEYCARD_GREEN: case ITEM_KEYCARD_PURPLE: case ITEM_KEYCARD_BLACK: case ITEM_SEED: case ITEM_SODA: case ITEM_SLICER: case ITEM_DOLLYTOOL1: case ITEM_DOLLYTOOL2: case ITEM_DOLLYTOOL3: case ITEM_DOLLYTOOL4: return true; default: return false; } } // Check to see if it's okay to move through this entity bool AI::walkThroughEnt(AIType type) { switch (type) { case AI_VORTEXIAN: case AI_MEERKAT: case AI_GOODFAIRY: case AI_BADFAIRY: case AI_GATEPUDDLE: case AI_BUZZFLY: case AI_OMNIBOT: case AI_PUSHBOT: case AI_TURNBOT: case AI_RIGHTBOT: case ITEM_GEM_WHITE: case ITEM_GEM_BLUE: case ITEM_GEM_RED: case ITEM_GEM_GREEN: return true; default: return getTableEnt(type); } } // Play special sound for every item you get void AI::getItemSound(AIType type) { warning("STUB: AI: getItemSound required"); } void AI::lookAtEntity(AIEntity *e) { lookAtXY(e->tileX, e->tileY); } // 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); if (distX > distY) { // X takes precedence if (x < _player->tileX) { _player->dir = DIR_LEFT; } else if (x > _player->tileX) { _player->dir = DIR_RIGHT; } else if (y < _player->tileY) { _player->dir = DIR_UP; } else { _player->dir = DIR_DOWN; } } else { // Y takes precedence if (y < _player->tileY) { _player->dir = DIR_UP; } else if (y > _player->tileY) { _player->dir = DIR_DOWN; } else if (x < _player->tileX) { _player->dir = DIR_LEFT; } else { _player->dir = DIR_RIGHT; } } switch (_player->dir) { case DIR_UP: _player->state = STATE_STANDUP; warning("STUB: Set _player->draw to Player standup_gfx"); break; case DIR_DOWN: _player->state = STATE_STANDDOWN; warning("STUB: Set _player->draw to Player standdown_gfx"); break; case DIR_LEFT: _player->state = STATE_STANDLEFT; warning("STUB: Set _player->draw to Player standleft_gfx"); break; case DIR_RIGHT: _player->state = STATE_STANDRIGHT; warning("STUB: Set _player->draw to Player standright_gfx"); break; default: warning("AI-FUNCS: lookAtXY: DIR_NONE"); } } } // End of Namespace