/* 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 aiPlayerInit(AIEntity *e) { g_hdb->_ai->clearInventory(); e->aiAction = aiPlayerAction; e->draw = g_hdb->_ai->getStandFrameDir(e); 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: warning("AI-PLAYER: aiPlayerInit: DIR_NONE found"); break; } e->moveSpeed = kPlayerMoveSpeed; strcpy(e->entityName, "player"); g_hdb->_ai->assignPlayer(e); } void aiPlayerInit2(AIEntity *e) { if (!g_hdb->_ai->_clubUpGfx[0]) { warning("STUB: weapon_sel_gfx uninitialized"); g_hdb->_ai->_clubUpGfx[0] = new Picture; g_hdb->_ai->_clubUpGfx[0]->load(g_hdb->_fileMan->findFirstData("clubup1", TYPE_PIC)); g_hdb->_ai->_clubUpGfx[1] = new Picture; g_hdb->_ai->_clubUpGfx[1]->load(g_hdb->_fileMan->findFirstData("clubup2", TYPE_PIC)); g_hdb->_ai->_clubUpGfx[2] = new Picture; g_hdb->_ai->_clubUpGfx[2]->load(g_hdb->_fileMan->findFirstData("clubup3", TYPE_PIC)); g_hdb->_ai->_clubUpGfx[3] = new Picture; g_hdb->_ai->_clubUpGfx[3]->load(g_hdb->_fileMan->findFirstData("clubup3", TYPE_PIC)); g_hdb->_ai->_clubDownGfx[0] = new Picture; g_hdb->_ai->_clubDownGfx[0]->load(g_hdb->_fileMan->findFirstData("clubdown1", TYPE_PIC)); g_hdb->_ai->_clubDownGfx[1] = new Picture; g_hdb->_ai->_clubDownGfx[1]->load(g_hdb->_fileMan->findFirstData("clubdown2", TYPE_PIC)); g_hdb->_ai->_clubDownGfx[2] = new Picture; g_hdb->_ai->_clubDownGfx[2]->load(g_hdb->_fileMan->findFirstData("clubdown3", TYPE_PIC)); g_hdb->_ai->_clubDownGfx[3] = new Picture; g_hdb->_ai->_clubDownGfx[3]->load(g_hdb->_fileMan->findFirstData("clubdown3", TYPE_PIC)); g_hdb->_ai->_clubLeftGfx[0] = new Picture; g_hdb->_ai->_clubLeftGfx[0]->load(g_hdb->_fileMan->findFirstData("clubleft1", TYPE_PIC)); g_hdb->_ai->_clubLeftGfx[1] = new Picture; g_hdb->_ai->_clubLeftGfx[1]->load(g_hdb->_fileMan->findFirstData("clubleft2", TYPE_PIC)); g_hdb->_ai->_clubLeftGfx[2] = new Picture; g_hdb->_ai->_clubLeftGfx[2]->load(g_hdb->_fileMan->findFirstData("clubleft3", TYPE_PIC)); g_hdb->_ai->_clubLeftGfx[3] = new Picture; g_hdb->_ai->_clubLeftGfx[3]->load(g_hdb->_fileMan->findFirstData("clubleft3", TYPE_PIC)); g_hdb->_ai->_clubRightGfx[0] = new Picture; g_hdb->_ai->_clubRightGfx[0]->load(g_hdb->_fileMan->findFirstData("clubright1", TYPE_PIC)); g_hdb->_ai->_clubRightGfx[1] = new Picture; g_hdb->_ai->_clubRightGfx[1]->load(g_hdb->_fileMan->findFirstData("clubright2", TYPE_PIC)); g_hdb->_ai->_clubRightGfx[2] = new Picture; g_hdb->_ai->_clubRightGfx[2]->load(g_hdb->_fileMan->findFirstData("clubright3", TYPE_PIC)); g_hdb->_ai->_clubRightGfx[3] = new Picture; g_hdb->_ai->_clubRightGfx[3]->load(g_hdb->_fileMan->findFirstData("clubright3", TYPE_PIC)); g_hdb->_ai->_clubUpFrames = 4; g_hdb->_ai->_clubDownFrames = 4; g_hdb->_ai->_clubLeftFrames = 4; g_hdb->_ai->_clubRightFrames = 4; g_hdb->_ai->_slugAttackGfx[0] = new Picture; g_hdb->_ai->_slugAttackGfx[0]->load(g_hdb->_fileMan->findFirstData("slug_shot1", TYPE_PIC)); g_hdb->_ai->_slugAttackGfx[1] = new Picture; g_hdb->_ai->_slugAttackGfx[1]->load(g_hdb->_fileMan->findFirstData("slug_shot2", TYPE_PIC)); g_hdb->_ai->_slugAttackGfx[2] = new Picture; g_hdb->_ai->_slugAttackGfx[2]->load(g_hdb->_fileMan->findFirstData("slug_shot3", TYPE_PIC)); g_hdb->_ai->_slugAttackGfx[3] = new Picture; g_hdb->_ai->_slugAttackGfx[3]->load(g_hdb->_fileMan->findFirstData("slug_shot4", TYPE_PIC)); int32 size = g_hdb->_fileMan->getLength("shock_spark_sit01", TYPE_TILE32); g_hdb->_ai->_stunLightningGfx[0] = g_hdb->_gfx->getTileGfx("shock_spark_sit01", size); size = g_hdb->_fileMan->getLength("shock_spark_sit02", TYPE_TILE32); g_hdb->_ai->_stunLightningGfx[1] = g_hdb->_gfx->getTileGfx("shock_spark_sit02", size); size = g_hdb->_fileMan->getLength("shock_spark_sit03", TYPE_TILE32); g_hdb->_ai->_stunLightningGfx[2] = g_hdb->_gfx->getTileGfx("shock_spark_sit03", size); size = g_hdb->_fileMan->getLength("shock_spark_sit04", TYPE_TILE32); g_hdb->_ai->_stunLightningGfx[3] = g_hdb->_gfx->getTileGfx("shock_spark_sit04", size); size = g_hdb->_fileMan->getLength("starstun_sit01", TYPE_TILE32); g_hdb->_ai->_stunnedGfx[0] = g_hdb->_gfx->getTileGfx("starstun_sit01", size); size = g_hdb->_fileMan->getLength("starstun_sit02", TYPE_TILE32); g_hdb->_ai->_stunnedGfx[1] = g_hdb->_gfx->getTileGfx("starstun_sit02", size); size = g_hdb->_fileMan->getLength("starstun_sit03", TYPE_TILE32); g_hdb->_ai->_stunnedGfx[2] = g_hdb->_gfx->getTileGfx("starstun_sit03", size); size = g_hdb->_fileMan->getLength("starstun_sit04", TYPE_TILE32); g_hdb->_ai->_stunnedGfx[3] = g_hdb->_gfx->getTileGfx("starstun_sit04", size); } e->draw = g_hdb->_ai->getStandFrameDir(e); } void aiPlayerAction(AIEntity *e) { AIState stand[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 *hit = NULL; // Draw the STUN lightning if it exists if (e->sequence) { e->aiDraw = aiPlayerDraw; warning("STUB: Play SND_STUNNER_FIRE"); hit = g_hdb->_ai->findEntity(e->tileX + xvAhead[e->dir], e->tileY + yvAhead[e->dir]); if (hit) switch (hit->type) { case AI_MEERKAT: if (hit->sequence > 2) g_hdb->_ai->stunEnemy(hit, 8); break; case AI_ICEPUFF: if (hit->state == STATE_ICEP_APPEAR || hit->state == STATE_ICEP_THROWDOWN || hit->state == STATE_ICEP_THROWLEFT || hit->state == STATE_ICEP_THROWRIGHT) { g_hdb->_ai->addAnimateTarget(hit->x, hit->y, 0, 3, ANIM_NORMAL, false, false, GROUP_STEAM_PUFF_SIT); g_hdb->_ai->stunEnemy(hit, 8); } break; case AI_BADFAIRY: case AI_GOODFAIRY: case AI_CHICKEN: case AI_OMNIBOT: case AI_TURNBOT: case AI_PUSHBOT: case AI_DEADEYE: case AI_FATFROG: case AI_BUZZFLY: case AI_MAINTBOT: case AI_RIGHTBOT: case AI_GATEPUDDLE: g_hdb->_ai->stunEnemy(hit, 8); break; default: debug(9, "STUB: stunEnemy: Play sound"); break; } hit = g_hdb->_ai->findEntity(e->tileX + (xvAhead[e->dir] << 1), e->tileY + (yvAhead[e->dir] << 1)); if (hit) switch (hit->type) { case AI_MEERKAT: if (hit->sequence > 2) g_hdb->_ai->stunEnemy(hit, 8); break; case AI_ICEPUFF: if (hit->state == STATE_ICEP_APPEAR || hit->state == STATE_ICEP_THROWDOWN || hit->state == STATE_ICEP_THROWLEFT || hit->state == STATE_ICEP_THROWRIGHT) { g_hdb->_ai->addAnimateTarget(hit->x, hit->y, 0, 3, ANIM_NORMAL, false, false, GROUP_STEAM_PUFF_SIT); g_hdb->_ai->stunEnemy(hit, 8); } break; case AI_BADFAIRY: case AI_GOODFAIRY: case AI_CHICKEN: case AI_OMNIBOT: case AI_TURNBOT: case AI_PUSHBOT: case AI_DEADEYE: case AI_FATFROG: case AI_BUZZFLY: case AI_MAINTBOT: case AI_RIGHTBOT: case AI_GATEPUDDLE: g_hdb->_ai->stunEnemy(hit, 8); break; default: debug(9, "STUB: stunEnemy: Play sound"); break; } } int xOff[] = {0, 0, -8,-16}; int yOff[] = {-8,-24,-16,-16}; // If the player is supposed to animate for abit, check for it here switch (e->state) { case STATE_GRABUP: case STATE_GRABDOWN: case STATE_GRABLEFT: case STATE_GRABRIGHT: if (!e->animFrame--) { // Done with the Grabbing Animation, switch to standing switch (e->state) { case STATE_GRABUP: e->draw = e->standupGfx[0]; e->state = STATE_STANDUP; break; case STATE_GRABDOWN: e->draw = e->standdownGfx[0]; e->state = STATE_STANDDOWN; break; case STATE_GRABLEFT: e->draw = e->standleftGfx[0]; e->state = STATE_STANDLEFT; break; case STATE_GRABRIGHT: e->draw = e->standrightGfx[0]; e->state = STATE_STANDRIGHT; break; default: debug(9, "STUB: stunEnemy: Play sound"); break; } e->animDelay = 1; e->animCycle = 1; } break; case STATE_ATK_CLUB_UP: case STATE_ATK_CLUB_DOWN: case STATE_ATK_CLUB_LEFT: case STATE_ATK_CLUB_RIGHT: g_hdb->_ai->setPlayerInvisible(true); e->aiDraw = aiPlayerDraw; e->drawXOff = xOff[e->state - STATE_ATK_CLUB_UP]; e->drawYOff = yOff[e->state - STATE_ATK_CLUB_UP]; switch (e->state) { case STATE_ATK_CLUB_UP: cycleFrames(e, g_hdb->_ai->_clubUpFrames); break; case STATE_ATK_CLUB_DOWN: cycleFrames(e, g_hdb->_ai->_clubDownFrames); break; case STATE_ATK_CLUB_LEFT: cycleFrames(e, g_hdb->_ai->_clubLeftFrames); break; case STATE_ATK_CLUB_RIGHT: cycleFrames(e, g_hdb->_ai->_clubRightFrames); break; default: debug(9, "STUB: stunEnemy: Play sound"); break; } // Whack! if ((e->animFrame >= 1) && (e->animDelay == e->animCycle)) { switch (e->dir) { case DIR_UP: hit = g_hdb->_ai->playerCollision(32, 0, 16, 16); break; case DIR_DOWN: hit = g_hdb->_ai->playerCollision(0, 32, 16, 16); break; case DIR_LEFT: hit = g_hdb->_ai->playerCollision(16, 16, 32, 0); break; case DIR_RIGHT: hit = g_hdb->_ai->playerCollision(16, 16, 0, 32); break; default: warning("aiPlayerAction: DIR_NONE found"); break; } if (hit && hit->level == e->level && !hit->stunnedWait) { switch (hit->type) { case AI_MEERKAT: if (hit->sequence > 2) // out of the ground? g_hdb->_ai->stunEnemy(hit, 2); break; case AI_ICEPUFF: if (hit->state == STATE_ICEP_APPEAR || hit->state == STATE_ICEP_THROWDOWN || hit->state == STATE_ICEP_THROWLEFT || hit->state == STATE_ICEP_THROWRIGHT) g_hdb->_ai->stunEnemy(hit, 2); break; case AI_CHICKEN: g_hdb->_ai->addAnimateTarget(hit->x, hit->y, 0, 3, ANIM_NORMAL, false, false, GROUP_STEAM_PUFF_SIT); g_hdb->_ai->removeEntity(hit); break; case AI_BADFAIRY: case AI_GOODFAIRY: case AI_OMNIBOT: case AI_TURNBOT: case AI_PUSHBOT: case AI_DEADEYE: case AI_FATFROG: case AI_BUZZFLY: case AI_MAINTBOT: case AI_RIGHTBOT: case AI_SHOCKBOT: case AI_GATEPUDDLE: g_hdb->_ai->stunEnemy(hit, 2); warning("STUB: Play MetalorFlesh SND"); break; default: warning("aiPlayerAction: DIR_NONE found"); break; } } } if ((!e->animFrame) && (e->animDelay == e->animCycle)) { e->state = stand[e->dir]; e->aiDraw = NULL; switch (e->state) { case STATE_ATK_CLUB_UP: e->draw = e->standupGfx[0]; break; case STATE_ATK_CLUB_DOWN: e->draw = e->standdownGfx[0]; break; case STATE_ATK_CLUB_LEFT: e->draw = e->standleftGfx[0]; break; case STATE_ATK_CLUB_RIGHT: e->draw = e->standrightGfx[0]; break; default: debug(9, "STUB: stunEnemy: Play sound"); break; } g_hdb->_ai->setPlayerInvisible(false); e->drawXOff = e->drawYOff = 0; } return; case STATE_ATK_STUN_UP: e->draw = g_hdb->_ai->_stunUpGfx[e->animFrame]; cycleFrames(e, g_hdb->_ai->_stunUpFrames); if (!e->animFrame && e->animDelay == e->animCycle) { e->state = stand[e->dir]; e->aiDraw = NULL; e->sequence = 0; } return; case STATE_ATK_STUN_DOWN: e->draw = g_hdb->_ai->_stunDownGfx[e->animFrame]; cycleFrames(e, g_hdb->_ai->_stunDownFrames); if (!e->animFrame && e->animDelay == e->animCycle) { e->state = stand[e->dir]; e->aiDraw = NULL; e->sequence = 0; } return; case STATE_ATK_STUN_LEFT: e->draw = g_hdb->_ai->_stunLeftGfx[e->animFrame]; cycleFrames(e, g_hdb->_ai->_stunLeftFrames); if (!e->animFrame && e->animDelay == e->animCycle) { e->state = stand[e->dir]; e->aiDraw = NULL; e->sequence = 0; } return; case STATE_ATK_STUN_RIGHT: e->draw = g_hdb->_ai->_stunRightGfx[e->animFrame]; cycleFrames(e, g_hdb->_ai->_stunRightFrames); if (!e->animFrame && e->animDelay == e->animCycle) { e->state = stand[e->dir]; e->aiDraw = NULL; e->sequence = 0; } return; case STATE_ATK_SLUG_UP: e->draw = g_hdb->_ai->_slugUpGfx[e->animFrame]; cycleFrames(e, g_hdb->_ai->_slugUpFrames); if (!e->animFrame && e->animDelay == e->animCycle) { e->state = stand[e->dir]; e->sequence = 0; } return; case STATE_ATK_SLUG_DOWN: e->draw = g_hdb->_ai->_slugDownGfx[e->animFrame]; cycleFrames(e, g_hdb->_ai->_slugDownFrames); if (!e->animFrame && e->animDelay == e->animCycle) { e->state = stand[e->dir]; e->sequence = 0; } return; case STATE_ATK_SLUG_LEFT: e->draw = g_hdb->_ai->_slugLeftGfx[e->animFrame]; cycleFrames(e, g_hdb->_ai->_slugLeftFrames); if (!e->animFrame && e->animDelay == e->animCycle) { e->state = stand[e->dir]; e->sequence = 0; } return; case STATE_ATK_SLUG_RIGHT: e->draw = g_hdb->_ai->_slugRightGfx[e->animFrame]; cycleFrames(e, g_hdb->_ai->_slugRightFrames); if (!e->animFrame && e->animDelay == e->animCycle) { e->state = stand[e->dir]; e->sequence = 0; } return; default: debug(9, "STUB: stunEnemy: Play sound"); break; } // If the touchplate wait is on, keep it timing if (e->touchpWait) { e->touchpWait--; if (!e->touchpWait) e->touchpTile = -e->touchpTile; } else if (e->touchpTile < 0 && (e->touchpX != e->tileX || e->touchpY != e->tileY)) { g_hdb->_ai->checkActionList(e, e->touchpX, e->touchpY, false); g_hdb->_map->setMapBGTileIndex(e->touchpX, e->touchpY, -e->touchpTile); e->touchpX = e->touchpY = e->touchpTile = 0; } // If the player is moving somewhere, animate him int bgFlags, fgFlags; if (e->goalX) { if (onEvenTile(e->x, e->y)) { g_hdb->_ai->playerOnIce() ? warning("STUB: Play SND_STEPS_ICE") : warning("STUB: Play SND_FOOTSTEPS"); // Did we just fall down a PLUMMET? bgFlags = g_hdb->_map->getMapBGTileFlags(e->tileX, e->tileY); fgFlags = g_hdb->_map->getMapFGTileFlags(e->tileX, e->tileY); if ((bgFlags & kFlagPlummet) && !(fgFlags & kFlagGrating) && !g_hdb->_ai->playerDead()) { g_hdb->_ai->killPlayer(DEATH_PLUMMET); g_hdb->_ai->animEntFrames(e); return; } } g_hdb->_ai->animateEntity(e); } else { // Sometimes the fading stays black if (!g_hdb->_ai->cinematicsActive() && g_hdb->_gfx->isFadeStaying()) g_hdb->_gfx->turnOffFade(); // Did we just fall down a PLUMMET? bgFlags = g_hdb->_map->getMapBGTileFlags(e->tileX, e->tileY); fgFlags = g_hdb->_map->getMapFGTileFlags(e->tileX, e->tileY); if ((bgFlags & kFlagPlummet) && !(fgFlags & kFlagGrating) && !g_hdb->_ai->playerDead()) { g_hdb->_ai->killPlayer(DEATH_PLUMMET); g_hdb->_ai->animEntFrames(e); return; } // Standing on a TouchPlate will activate something WHILE standing on it int bgTile = g_hdb->_ai->checkForTouchplate(e->tileX, e->tileY); if (bgTile && !e->touchpWait && !e->touchpTile) { 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; g_hdb->_ai->stopEntity(e); } } g_hdb->_ai->animEntFrames(e); } } void aiPlayerDraw(AIEntity *e, int mx, int my) { switch (e->state) { case STATE_ATK_CLUB_UP: g_hdb->_ai->_clubUpGfx[e->animFrame]->drawMasked(e->x + e->drawXOff - mx, e->y + e->drawYOff - my); break; case STATE_ATK_CLUB_DOWN: g_hdb->_ai->_clubDownGfx[e->animFrame]->drawMasked(e->x + e->drawXOff - mx, e->y + e->drawYOff - my); break; case STATE_ATK_CLUB_LEFT: g_hdb->_ai->_clubLeftGfx[e->animFrame]->drawMasked(e->x + e->drawXOff - mx, e->y + e->drawYOff - my); break; case STATE_ATK_CLUB_RIGHT: g_hdb->_ai->_clubRightGfx[e->animFrame]->drawMasked(e->x + e->drawXOff - mx, e->y + e->drawYOff - my); break; default: warning("AI-PLAYER: aiPlayerDraw: Unintended State"); break; } if (e->sequence) { static int frame = 0; switch (e->dir) { case DIR_UP: g_hdb->_ai->_stunLightningGfx[frame]->drawMasked(e->x - mx, e->y - 32 - my); g_hdb->_ai->_stunLightningGfx[frame]->drawMasked(e->x - mx, e->y - 64 - my); break; case DIR_DOWN: g_hdb->_ai->_stunLightningGfx[frame]->drawMasked(e->x - mx, e->y + 32 - my); g_hdb->_ai->_stunLightningGfx[frame]->drawMasked(e->x - mx, e->y + 64 - my); break; case DIR_LEFT: g_hdb->_ai->_stunLightningGfx[frame]->drawMasked(e->x - 32 - mx, e->y - my); g_hdb->_ai->_stunLightningGfx[frame]->drawMasked(e->x - 64 - mx, e->y - my); break; case DIR_RIGHT: g_hdb->_ai->_stunLightningGfx[frame]->drawMasked(e->x + 32 - mx, e->y - my); g_hdb->_ai->_stunLightningGfx[frame]->drawMasked(e->x + 64 - mx, e->y - my); break; case DIR_NONE: warning("AI-PLAYER: aiPlayerDraw: DIR_NONE found"); break; } frame = (frame + 1) & 3; } } void aiGemAttackInit(AIEntity *e) { int xv[5] = {9, 0, 0, -1, 1}, yv[5] = {9, -1, 1, 0, 0}; e->moveSpeed = kPlayerMoveSpeed << 1; g_hdb->_ai->setEntityGoal(e, e->tileX + xv[e->dir], e->tileY + yv[e->dir]); e->state = STATE_MOVEDOWN; // so it will draw & animate e->sequence = 0; // flying out at something e->aiAction = aiGemAttackAction; e->draw = e->movedownGfx[0]; warning("Play SND_GEM_THROW"); } void aiGemAttackAction(AIEntity *e) { int xv[5] = {9, 0, 0, -1, 1}, yv[5] = {9, -1, 1, 0, 0}; AIEntity *hit; int result; switch (e->sequence) { // flying out at something case 0: if (e->goalX) g_hdb->_ai->animateEntity(e); else { g_hdb->_ai->checkActionList(e, e->tileX, e->tileY, false); g_hdb->_ai->checkAutoList(e, e->tileX, e->tileY); hit = g_hdb->_ai->findEntityIgnore(e->tileX, e->tileY, e); uint32 bgFlags = g_hdb->_map->getMapBGTileFlags(e->tileX, e->tileY); uint32 fgFlags = g_hdb->_map->getMapFGTileFlags(e->tileX, e->tileY); result = (e->level == 1 ? (bgFlags & (kFlagSolid)) : !(fgFlags & kFlagGrating) && (bgFlags & (kFlagSolid))); if (hit) { switch (hit->type) { case AI_CHICKEN: g_hdb->_ai->addAnimateTarget(hit->x, hit->y, 0, 3, ANIM_NORMAL, false, false, GROUP_STEAM_PUFF_SIT); g_hdb->_ai->removeEntity(hit); warning("Play SND_CHICKEN_BAGAWK"); break; case AI_BADFAIRY: g_hdb->_ai->stunEnemy(hit, 2); g_hdb->_ai->addAnimateTarget(hit->x, hit->y, 0, 3, ANIM_NORMAL, false, false, GEM_FLASH); break; case AI_NONE: if (hit->value1 == (int)AI_DRAGON) { // pull dragon's coords out of "lua_func_use" string. char num1[4], num2[4]; memset(num1, 0, 4); memset(num2, 0, 4); memcpy(num1, hit->luaFuncUse, 3); memcpy(num2, hit->luaFuncUse + 3, 3); warning("Play SND_CLUB_HIT_FLESH"); AIEntity *found = g_hdb->_ai->findEntity(atoi(num1), atoi(num2)); if (found) aiDragonWake(found); } g_hdb->_ai->addAnimateTarget(e->x, e->y, 0, 3, ANIM_NORMAL, false, false, GEM_FLASH); warning("Play SND_INV_SELECT"); break; case AI_DRAGON: warning("Play SND_CLUB_HIT_FLESH"); aiDragonWake(hit); default: g_hdb->_ai->addAnimateTarget(e->x, e->y, 0, 3, ANIM_NORMAL, false, false, GEM_FLASH); warning("Play SND_CLUB_HIT_FLESH"); } if (e->value1) e->sequence = 1; else g_hdb->_ai->removeEntity(e); // bye bye! return; } else if (result) { // hit a wall g_hdb->_ai->addAnimateTarget(e->x, e->y, 0, 3, ANIM_NORMAL, false, false, GEM_FLASH); warning("Play SND_INV_SELECT"); // come back to daddy? if (e->value1) e->sequence = 1; else { g_hdb->_ai->removeEntity(e); return; } } else { g_hdb->_ai->setEntityGoal(e, e->tileX + xv[e->dir], e->tileY + yv[e->dir]); e->state = STATE_MOVEDOWN; // so it will draw & animate } g_hdb->_ai->animateEntity(e); } break; // coming back to daddy? case 1: AIEntity *p = g_hdb->_ai->getPlayer(); if (e->x < p->x) e->x++; else e->x--; if (e->y < p->y) e->y++; else e->y--; if (abs(e->x - p->x) < 4 && abs(e->y - p->y) < 4) { int amt = g_hdb->_ai->getGemAmount(); g_hdb->_ai->setGemAmount(amt + 1); g_hdb->_ai->addAnimateTarget(e->x, e->y, 0, 3, ANIM_NORMAL, false, false, GEM_FLASH); g_hdb->_ai->removeEntity(e); warning("Play SND_GET_GEM"); } break; } } void aiChickenAction(AIEntity *e) { static int delay = 64; if (g_hdb->_map->checkEntOnScreen(e) && !delay) { warning("Play SND_CHICKEN_AMBIENT"); delay = g_hdb->_rnd->getRandomNumber(128) + 160; aiChickenUse(e); } if (delay) delay--; if (e->goalX) g_hdb->_ai->animateEntity(e); else g_hdb->_ai->animEntFrames(e); } void aiChickenUse(AIEntity *e) { warning("Play SND_CHICKEN_BAGAWK"); } void aiChickenInit(AIEntity *e) { e->aiUse = aiChickenUse; e->aiAction = aiChickenAction; } void aiChickenInit2(AIEntity *e) { e->draw = e->standdownGfx[0]; } void aiDollyInit(AIEntity *e) { e->moveSpeed = kPlayerMoveSpeed >> 1; e->aiAction = aiGenericAction; } void aiDollyInit2(AIEntity *e) { e->draw = e->movedownGfx[0]; } void aiSergeantInit(AIEntity *e) { e->moveSpeed = kPlayerMoveSpeed >> 1; if (e->value1) e->aiAction = aiSergeantAction; } void aiSergeantInit2(AIEntity *e) { e->draw = g_hdb->_ai->getStandFrameDir(e); } void aiSergeantAction(AIEntity *e) { if (e->goalX) { debug(9, "STUB: AI-PLAYER: aiSergeantAction: Play SND_FOOTSTEPS sounds"); g_hdb->_ai->animateEntity(e); } else g_hdb->_ai->animEntFrames(e); } void aiSpacedudeInit(AIEntity *e) { e->moveSpeed = kPlayerMoveSpeed >> 1; if (e->value1) e->aiAction = aiGenericAction; } void aiSpacedudeInit2(AIEntity *e) { e->standdownFrames = 1; e->standdownGfx[0] = e->movedownGfx[0]; e->standupFrames = 1; e->standupGfx[0] = e->moveupGfx[0]; e->standleftFrames = 1; e->standleftGfx[0] = e->moveleftGfx[0]; e->standrightFrames = 1; e->standrightGfx[0] = e->moverightGfx[0]; e->draw = g_hdb->_ai->getStandFrameDir(e); } void aiCrateAction(AIEntity *e) { // if crate isn't moving somewhere, don't move it if (!e->goalX) { // crate is stopped in the water... should it continue downstream? // not if it's marked by the Number of the Beast! if (e->state == STATE_FLOATING) { if (e->value1 != 0x666) { int flags = g_hdb->_map->getMapBGTileFlags(e->tileX, e->tileY); if (flags & (kFlagPushRight | kFlagPushLeft | kFlagPushUp | kFlagPushDown)) { g_hdb->_ai->setEntityGoal(e, e->tileX, e->tileY); g_hdb->_ai->animateEntity(e); } else g_hdb->_ai->animEntFrames(e); } else g_hdb->_ai->animEntFrames(e); } return; } g_hdb->_ai->animateEntity(e); } void aiCrateInit2(AIEntity *e) { // point all crate move frames to the standing one e->movedownFrames = e->moveleftFrames = e->moverightFrames = e->moveupFrames = 1; e->movedownGfx[0] = e->moveupGfx[0] = e->moveleftGfx[0] = e->moverightGfx[0] = e->standdownGfx[0]; e->draw = e->standdownGfx[0]; // standing frame - doesn't move } void aiCrateInit(AIEntity *e) { e->moveSpeed = kPushMoveSpeed; e->aiAction = aiCrateAction; e->value1 = 0; } void aiBarrelLightAction(AIEntity *e) { if (!e->goalX) { if (e->state == STATE_FLOATING) g_hdb->_ai->animEntFrames(e); return; } g_hdb->_ai->animateEntity(e); } void aiBarrelLightInit2(AIEntity *e) { // point all light barrel move frames to the standing one e->movedownFrames = e->moveleftFrames = e->moverightFrames = e->moveupFrames = 1; e->movedownGfx[0] = e->moveupGfx[0] = e->moveleftGfx[0] = e->moverightGfx[0] = e->standdownGfx[0]; e->draw = e->standdownGfx[0]; // standing frame - doesn't move } void aiBarrelLightInit(AIEntity *e) { e->moveSpeed = kPushMoveSpeed; e->aiAction = aiBarrelLightAction; } void aiBarrelHeavyAction(AIEntity *e) { if (!e->goalX) { if (e->state == STATE_FLOATING) g_hdb->_ai->animEntFrames(e); return; } g_hdb->_ai->animateEntity(e); } void aiBarrelHeavyInit2(AIEntity *e) { // point all heavy barrel move frames to the standing one e->movedownFrames = e->moveleftFrames = e->moverightFrames = e->moveupFrames = 1; e->movedownGfx[0] = e->moveupGfx[0] = e->moveleftGfx[0] = e->moverightGfx[0] = e->standdownGfx[0]; e->draw = e->standdownGfx[0]; // standing frame - doesn't move } void aiBarrelHeavyInit(AIEntity *e) { e->moveSpeed = kPushMoveSpeed; e->aiAction = aiBarrelHeavyAction; } void aiBarrelExplosionEnd(AIEntity *e) { warning("STUB: AI: aiBarrelExplosionEnd required"); } void aiBarrelExplosionAction(AIEntity *e) { warning("STUB: AI: aiBarrelExplosionAction required"); } void aiBarrelExplode(AIEntity *e) { e->state = STATE_EXPLODING; e->animDelay = e->animCycle; e->animFrame = 0; warning("STUB: Play SND_BARREL_EXPLODE"); g_hdb->_map->setBoomBarrel(e->tileX, e->tileY, 0); } void aiBarrelExplodeInit(AIEntity *e) { e->moveSpeed = kPushMoveSpeed; e->aiAction = aiBarrelExplodeAction; g_hdb->_map->setBoomBarrel(e->tileX, e->tileY, 1); } void aiBarrelExplodeInit2(AIEntity *e) { // point all exploding barrel MOVE frames to the standing one e->blinkFrames = e->movedownFrames = e->moveleftFrames = e->moverightFrames = e->moveupFrames = 1; e->blinkGfx[0] = e->movedownGfx[0] = e->moveupGfx[0] = e->moveleftGfx[0] = e->moverightGfx[0] = e->standdownGfx[0]; e->draw = e->standdownGfx[0]; // standing frame - doesn't move } void aiBarrelExplodeAction(AIEntity *e) { if (e->goalX) g_hdb->_ai->animateEntity(e); else if (e->state == STATE_EXPLODING) g_hdb->_ai->animEntFrames(e); } void aiBarrelExplodeSpread(AIEntity *e) { AIEntity *e2; int x = e->tileX; int y = e->tileY; int xv, yv; int index = e->animFrame; int xv1[4] = {-1, 1, -1, 0}; int yv1[4] = {-1, -1, 0, -1}; int xv2[4] = {1, 0, 1, -1}; int yv2[4] = {0, 1, 1, 1}; // are we just starting an explosion ring? if (e->animDelay != e->animCycle) return; // the animation frame is the index into which set of 2 explosions to spawn xv = xv1[index]; yv = yv1[index]; // explosion 1: check to see if we can explode (non-solid tile) // if so, spawn it and mark it in the explosion matrix if (!(g_hdb->_map->getMapBGTileFlags(x + xv, y + yv) & kFlagSolid) && !g_hdb->_map->explosionExist(x + xv, y + yv)) { aiBarrelBlowup(e, x + xv, y + yv); // are we blowing up on another BOOMBARREL? if so, start it exploding. e2 = g_hdb->_ai->findEntity(x + xv, y + yv); if (e2 && e2->state != STATE_EXPLODING) { switch (e2->type) { case AI_GUY: g_hdb->_ai->killPlayer(DEATH_FRIED); break; case AI_BOOMBARREL: aiBarrelExplode(e2); break; case AI_OMNIBOT: case AI_TURNBOT: case AI_SHOCKBOT: case AI_RIGHTBOT: case AI_PUSHBOT: case AI_RAILRIDER: case AI_MAINTBOT: case AI_DEADEYE: case AI_FATFROG: case AI_ICEPUFF: case AI_MEERKAT: case AI_BUZZFLY: case AI_GOODFAIRY: case AI_GATEPUDDLE: case AI_BADFAIRY: g_hdb->_ai->addAnimateTarget(x * kTileWidth, y * kTileHeight, 0, 3, ANIM_NORMAL, false, false, GROUP_EXPLOSION_BOOM_SIT); if (e2->type != AI_LASERBEAM) g_hdb->_ai->removeEntity(e2); break; default: break; } } } xv = xv2[index]; yv = yv2[index]; // explosion 2: check to see if we can explode (non-solid tile) // if so, spawn it and mark it in the explosion matrix if (!(g_hdb->_map->getMapBGTileFlags(x + xv, y + yv) & kFlagSolid) && !g_hdb->_map->explosionExist(x + xv, y + yv)) { aiBarrelBlowup(e, x + xv, y + yv); // are we blowing up on another BOOMBARREL? if so, start it exploding. e2 = g_hdb->_ai->findEntity(x + xv, y + yv); if (e2 && e2->state != STATE_EXPLODING) { switch (e2->type) { case AI_GUY: g_hdb->_ai->killPlayer(DEATH_FRIED); break; case AI_BOOMBARREL: aiBarrelExplode(e2); break; case AI_OMNIBOT: case AI_TURNBOT: case AI_SHOCKBOT: case AI_RIGHTBOT: case AI_PUSHBOT: case AI_RAILRIDER: case AI_MAINTBOT: case AI_DEADEYE: case AI_FATFROG: case AI_ICEPUFF: case AI_MEERKAT: case AI_BUZZFLY: case AI_GOODFAIRY: case AI_GATEPUDDLE: case AI_BADFAIRY: g_hdb->_ai->addAnimateTarget(x * kTileWidth, y * kTileHeight, 0, 3, ANIM_NORMAL, false, false, GROUP_EXPLOSION_BOOM_SIT); if (e2->type != AI_LASERBEAM) g_hdb->_ai->removeEntity(e2); break; default: break; } } } } void aiBarrelExplosionEnd(int x, int y) { g_hdb->_map->setExplosion(x, y, 0); } void aiBarrelBlowup(AIEntity *e, int x, int y) { g_hdb->_ai->addAnimateTarget(x * kTileWidth, y * kTileHeight, 0, 3, ANIM_NORMAL, false, false, GROUP_EXPLOSION_BOOM_SIT); g_hdb->_map->setExplosion(x, y, 1); g_hdb->_ai->addCallback(AI_BARREL_EXPLOSION_END, x, y, e->animCycle * 4); } void aiScientistInit(AIEntity *e) { e->moveSpeed = kPlayerMoveSpeed >> 1; if (g_hdb->_ai->findPath(e)) e->aiAction = aiGenericAction; else if (e->value1) e->aiAction = aiGenericAction; } void aiScientistInit2(AIEntity *e) { e->draw = g_hdb->_ai->getStandFrameDir(e); } void aiSlugAttackAction(AIEntity *e) { int xv[5] = {9, 0, 0, -1, 1}, yv[5] = {9, -1, 1, 0, 0}; AIEntity *hit; int result; if (e->goalX) g_hdb->_ai->animateEntity(e); g_hdb->_ai->checkActionList(e, e->tileX, e->tileY, false); g_hdb->_ai->checkAutoList(e, e->tileX, e->tileY); hit = g_hdb->_ai->findEntityIgnore(e->tileX, e->tileY, e); if (hit && hit->type == AI_GUY) hit = NULL; // don't hit anything you can walk through... if (hit && true == g_hdb->_ai->getTableEnt(hit->type)) hit = NULL; // don't hit floating stuff if (hit && hit->state == STATE_FLOATING) hit = NULL; uint32 bg_flags = g_hdb->_map->getMapBGTileFlags(e->tileX, e->tileY); uint32 fg_flags = g_hdb->_map->getMapFGTileFlags(e->tileX, e->tileY); result = (e->level == 1 ? (bg_flags & (kFlagSolid)) : !(fg_flags & kFlagGrating) && (bg_flags & (kFlagSolid))); if (hit) { warning("STUB: Play SND_SLUG_HIT"); warning("STUB: Play MetalOrFleshSnd"); switch (hit->type) { case AI_MEERKAT: if (hit->sequence > 2) { // out of the ground? g_hdb->_ai->addAnimateTarget(hit->x, hit->y, 0, 3, ANIM_NORMAL, false, false, GROUP_STEAM_PUFF_SIT); g_hdb->_ai->stunEnemy(hit, 8); } else { g_hdb->_ai->setEntityGoal(e, e->tileX + xv[e->dir], e->tileY + yv[e->dir]); e->state = STATE_MOVEDOWN; // so it will draw & animate g_hdb->_ai->animateEntity(e); return; } break; case AI_ICEPUFF: if (hit->state == STATE_ICEP_APPEAR || hit->state == STATE_ICEP_THROWDOWN || hit->state == STATE_ICEP_THROWLEFT || hit->state == STATE_ICEP_THROWRIGHT) { g_hdb->_ai->addAnimateTarget(hit->x, hit->y, 0, 3, ANIM_NORMAL, false, false, GROUP_STEAM_PUFF_SIT); g_hdb->_ai->stunEnemy(hit, 8); } else { g_hdb->_ai->setEntityGoal(e, e->tileX + xv[e->dir], e->tileY + yv[e->dir]); e->state = STATE_MOVEDOWN; // so it will draw & animate g_hdb->_ai->animateEntity(e); return; } break; case AI_OMNIBOT: case AI_TURNBOT: case AI_SHOCKBOT: case AI_RIGHTBOT: case AI_PUSHBOT: case AI_LISTENBOT: case AI_MAINTBOT: case AI_FATFROG: case AI_BADFAIRY: case AI_BUZZFLY: g_hdb->_ai->addAnimateTarget(e->x, e->y, 0, 3, ANIM_NORMAL, false, false, GROUP_STEAM_PUFF_SIT); g_hdb->_ai->stunEnemy(hit, 8); break; case AI_CHICKEN: g_hdb->_ai->addAnimateTarget(hit->x, hit->y, 0, 3, ANIM_NORMAL, false, false, GROUP_STEAM_PUFF_SIT); g_hdb->_ai->removeEntity(hit); break; case AI_BOOMBARREL: warning("STUB: Play SND_CLUB_HIT_METAL"); aiBarrelExplode(hit); aiBarrelBlowup(hit, hit->tileX, hit->tileY); break; // ACTION MODE entities go away - except the FOURFIRER case AI_GATEPUDDLE: g_hdb->_ai->addAnimateTarget(e->x, e->y, 0, 7, ANIM_NORMAL, false, false, TELEPORT_FLASH); g_hdb->_ai->removeEntity(hit); warning("STUB: Play SND_TELEPORT"); break; case AI_DEADEYE: g_hdb->_ai->addAnimateTarget(e->tileX * kTileWidth, e->tileY * kTileHeight, 0, 3, ANIM_NORMAL, false, false, GROUP_EXPLOSION_BOOM_SIT); g_hdb->_ai->removeEntity(hit); warning("STUB: Play SND_BARREL_EXPLODE"); break; case AI_NONE: if (hit->value1 == (int)AI_DRAGON) { // pull dragon's coords out of "lua_func_use" string. char num1[4], num2[4]; memset(num1, 0, 4); memset(num2, 0, 4); memcpy(num1, hit->luaFuncUse, 3); memcpy(num2, hit->luaFuncUse + 3, 3); warning("STUB: Play SND_CLUB_HIT_FLESH"); AIEntity *found = g_hdb->_ai->findEntity(atoi(num1), atoi(num2)); if (found) aiDragonWake(found); g_hdb->_ai->addAnimateTarget(e->x, e->y, 0, 3, ANIM_NORMAL, false, false, GEM_FLASH); } break; case AI_DRAGON: aiDragonWake(hit); break; default: break; } g_hdb->_ai->removeEntity(e); // bye bye! return; } else if (result) { // hit a wall warning("STUB: Play SND_SLUG_HIT"); g_hdb->_ai->addAnimateTarget(e->x, e->y, 0, 3, ANIM_NORMAL, false, false, GROUP_STEAM_PUFF_SIT); g_hdb->_ai->removeEntity(e); } else { g_hdb->_ai->setEntityGoal(e, e->tileX + xv[e->dir], e->tileY + yv[e->dir]); e->state = STATE_MOVEDOWN; // so it will draw & animate g_hdb->_ai->animateEntity(e); } } void aiSlugAttackDraw(AIEntity *e, int mx, int my) { g_hdb->_ai->_slugAttackGfx[e->animFrame]->drawMasked(e->x - mx + 8, e->y - my + 8); } void aiSlugAttackInit(AIEntity *e) { int xv[5] = {9, 0, 0, -1, 1}, yv[5] = {9, -1, 1, 0, 0}; e->moveSpeed = kPlayerMoveSpeed << 1; g_hdb->_ai->setEntityGoal(e, e->tileX + xv[e->dir], e->tileY + yv[e->dir]); e->draw = NULL; // use custom draw function e->aiDraw = aiSlugAttackDraw; e->state = STATE_MOVEDOWN; // so it will draw & animate e->aiAction = aiSlugAttackAction; warning("STUB: Play SND_SLUG_FIRE"); } void aiSlugAttackInit2(AIEntity *e) { e->movedownFrames = 4; } void aiDeadWorkerInit(AIEntity *e) { } void aiDeadWorkerInit2(AIEntity *e) { e->draw = e->standdownGfx[0]; } void aiWorkerInit(AIEntity *e) { if (e->value1) e->aiAction = aiGenericAction; e->moveSpeed = kPlayerMoveSpeed >> 1; } void aiWorkerInit2(AIEntity *e) { e->draw = g_hdb->_ai->getStandFrameDir(e); } void aiAccountantInit(AIEntity *e) { } void aiAccountantInit2(AIEntity *e) { e->draw = g_hdb->_ai->getStandFrameDir(e); } void aiFrogStatueInit(AIEntity *e) { e->moveSpeed = kPushMoveSpeed; e->aiAction = aiFrogStatueAction; } void aiFrogStatueInit2(AIEntity *e) { // point all frog statue MOVE frames to the standing one e->blinkFrames = e->movedownFrames = e->moveleftFrames = e->moverightFrames = e->moveupFrames = 1; e->blinkGfx[0] = e->movedownGfx[0] = e->moveupGfx[0] = e->moveleftGfx[0] = e->moverightGfx[0] = e->standdownGfx[0]; e->draw = e->standdownGfx[0]; // standing frame - doesn't move } void aiFrogStatueAction(AIEntity *e) { // if frog statue isn't moving somewhere, don't move it if (!e->goalX) return; g_hdb->_ai->animateEntity(e); } void aiRoboStunnerAction(AIEntity *e) { aiAnimateStanddown(e, 1); aiGetItemAction(e); } void aiRoboStunnerInit(AIEntity *e) { e->aiAction = aiRoboStunnerAction; strcpy(e->printedName, "Robostunner"); } void aiRoboStunnerInit2(AIEntity *e) { e->draw = e->standdownGfx[0]; } void aiClubInit(AIEntity *e) { warning("STUB: AI: aiClubInit required"); } void aiClubInit2(AIEntity *e) { warning("STUB: AI: aiClubInit2 required"); } void aiSlugSlingerInit(AIEntity *e) { warning("STUB: AI: aiSlugSlingerInit required"); } void aiSlugSlingerInit2(AIEntity *e) { warning("STUB: AI: aiSlugSlingerInit2 required"); } void aiEnvelopeGreenInit(AIEntity *e) { strcpy(e->printedName, "Green envelope"); e->aiAction = aiGetItemAction; } void aiEnvelopeGreenInit2(AIEntity *e) { e->draw = e->standdownGfx[0]; } void aiGemBlueInit(AIEntity *e) { warning("STUB: AI: aiGemBlueInit required"); } void aiGemBlueInit2(AIEntity *e) { warning("STUB: AI: aiGemBlueInit2 required"); } void aiGemRedInit(AIEntity *e) { warning("STUB: AI: aiGemRedInit required"); } void aiGemRedInit2(AIEntity *e) { warning("STUB: AI: aiGemRedInit2 required"); } void aiGemGreenInit(AIEntity *e) { warning("STUB: AI: aiGemGreenInit required"); } void aiGemGreenInit2(AIEntity *e) { warning("STUB: AI: aiGemGreenInit2 required"); } void aiTeaCupInit(AIEntity *e) { warning("STUB: AI: aiTeaCupInit required"); } void aiTeaCupInit2(AIEntity *e) { warning("STUB: AI: aiTeaCupInit2 required"); } void aiCookieInit(AIEntity *e) { warning("STUB: AI: aiCookieInit required"); } void aiCookieInit2(AIEntity *e) { warning("STUB: AI: aiCookieInit2 required"); } void aiBurgerInit(AIEntity *e) { warning("STUB: AI: aiBurgerInit required"); } void aiBurgerInit2(AIEntity *e) { warning("STUB: AI: aiBurgerInit2 required"); } void aiBookInit(AIEntity *e) { strcpy(e->printedName, "a Book"); e->aiAction = aiGetItemAction; } void aiBookInit2(AIEntity *e) { e->draw = e->standdownGfx[0]; } void aiClipboardInit(AIEntity *e) { strcpy(e->printedName, "a Clipboard"); e->aiAction = aiGetItemAction; } void aiClipboardInit2(AIEntity *e) { e->draw = e->standdownGfx[0]; } void aiNoteInit(AIEntity *e) { strcpy(e->printedName, "a Note"); e->aiAction = aiGetItemAction; } void aiNoteInit2(AIEntity *e) { e->draw = e->standdownGfx[0]; } void aiKeycardWhiteInit(AIEntity *e) { warning("STUB: AI: aiKeycardWhiteInit required"); } void aiKeycardWhiteInit2(AIEntity *e) { warning("STUB: AI: aiKeycardWhiteInit2 required"); } void aiKeycardBlueInit(AIEntity *e) { warning("STUB: AI: aiKeycardBlueInit required"); } void aiKeycardBlueInit2(AIEntity *e) { warning("STUB: AI: aiKeycardBlueInit2 required"); } void aiKeycardRedInit(AIEntity *e) { warning("STUB: AI: aiKeycardRedInit required"); } void aiKeycardRedInit2(AIEntity *e) { warning("STUB: AI: aiKeycardRedInit2 required"); } void aiKeycardGreenInit(AIEntity *e) { warning("STUB: AI: aiKeycardGreenInit required"); } void aiKeycardGreenInit2(AIEntity *e) { warning("STUB: AI: aiKeycardGreenInit2 required"); } void aiKeycardPurpleInit(AIEntity *e) { warning("STUB: AI: aiKeycardPurpleInit required"); } void aiKeycardPurpleInit2(AIEntity *e) { warning("STUB: AI: aiKeycardPurpleInit2 required"); } void aiKeycardBlackInit(AIEntity *e) { warning("STUB: AI: aiKeycardBlackInit required"); } void aiKeycardBlackInit2(AIEntity *e) { warning("STUB: AI: aiKeycardBlackInit2 required"); } void aiSeedInit(AIEntity *e) { warning("STUB: AI: aiSeedInit required"); } void aiSeedInit2(AIEntity *e) { warning("STUB: AI: aiSeedInit2 required"); } void aiSodaInit(AIEntity *e) { warning("STUB: AI: aiSodaInit required"); } void aiSodaInit2(AIEntity *e) { warning("STUB: AI: aiSodaInit2 required"); } void aiDollyTool1Init(AIEntity *e) { warning("STUB: AI: aiDollyTool1Init required"); } void aiDollyTool1Init2(AIEntity *e) { warning("STUB: AI: aiDollyTool1Init2 required"); } void aiDollyTool2Init(AIEntity *e) { warning("STUB: AI: aiDollyTool2Init required"); } void aiDollyTool2Init2(AIEntity *e) { warning("STUB: AI: aiDollyTool2Init2 required"); } void aiDollyTool3Init(AIEntity *e) { warning("STUB: AI: aiDollyTool3Init required"); } void aiDollyTool3Init2(AIEntity *e) { warning("STUB: AI: aiDollyTool3Init2 required"); } void aiDollyTool4Init(AIEntity *e) { warning("STUB: AI: aiDollyTool4Init required"); } void aiDollyTool4Init2(AIEntity *e) { warning("STUB: AI: aiDollyTool4Init2 required"); } void aiRouterInit(AIEntity *e) { warning("STUB: AI: aiRouterInit required"); } void aiRouterInit2(AIEntity *e) { warning("STUB: AI: aiRouterInit2 required"); } void aiSlicerInit(AIEntity *e) { warning("STUB: AI: aiSlicerInit required"); } void aiSlicerInit2(AIEntity *e) { warning("STUB: AI: aiSlicerInit2 required"); } void aiPackageInit(AIEntity *e) { warning("STUB: AI: aiPackageInit required"); } void aiPackageInit2(AIEntity *e) { warning("STUB: AI: aiPackageInit2 required"); } void aiMagicEggAction(AIEntity *e) { warning("STUB: AI: aiMagicEggAction required"); } void aiMagicEggInit(AIEntity *e) { warning("STUB: AI: aiMagicEggInit required"); } void aiMagicEggInit2(AIEntity *e) { warning("STUB: AI: aiMagicEggInit2 required"); } void aiMagicEggUse(AIEntity *e) { warning("STUB: AI: aiMagicEggUse required"); } void aiIceBlockAction(AIEntity *e) { warning("STUB: AI: aiIceBlockAction required"); } void aiIceBlockInit(AIEntity *e) { warning("STUB: AI: aiIceBlockInit required"); } void aiIceBlockInit2(AIEntity *e) { warning("STUB: AI: aiIceBlockInit2 required"); } void aiCabKeyInit(AIEntity *e) { warning("STUB: AI: aiCabKeyInit required"); } void aiCabKeyInit2(AIEntity *e) { warning("STUB: AI: aiCabKeyInit2 required"); } void aiItemChickenInit(AIEntity *e) { warning("STUB: AI: aiItemChickenInit required"); } void aiItemChickenInit2(AIEntity *e) { warning("STUB: AI: aiItemChickenInit2 required"); } void aiPdaInit(AIEntity *e) { strcpy(e->printedName, "a P.D.A."); e->aiAction = aiGetItemAction; } void aiPdaInit2(AIEntity *e) { e->draw = e->standdownGfx[0]; } void aiCellUse(AIEntity *e) { warning("STUB: AI: aiCellUse required"); } void aiCellInit2(AIEntity *e) { e->draw = e->standdownGfx[0]; } void aiCellInit(AIEntity *e) { strcpy(e->printedName, "Energy Cell"); e->aiAction = aiGetItemAction; } void aiEnvelopeWhiteInit(AIEntity *e) { strcpy(e->printedName, "White envelope"); e->aiAction = aiGetItemAction; } void aiEnvelopeWhiteInit2(AIEntity *e) { e->draw = e->standdownGfx[0]; } void aiEnvelopeBlueInit(AIEntity *e) { strcpy(e->printedName, "Blue envelope"); e->aiAction = aiGetItemAction; } void aiEnvelopeBlueInit2(AIEntity *e) { e->draw = e->standdownGfx[0]; } void aiEnvelopeRedInit(AIEntity *e) { strcpy(e->printedName, "Red envelope"); e->aiAction = aiGetItemAction; } void aiEnvelopeRedInit2(AIEntity *e) { e->draw = e->standdownGfx[0]; } void aiTransceiverInit(AIEntity *e) { warning("STUB: AI: aiTransceiverInit required"); } void aiTransceiverInit2(AIEntity *e) { warning("STUB: AI: aiTransceiverInit2 required"); } void aiTransceiverAction(AIEntity *e) { warning("STUB: AI: aiTransceiverAction required"); } void aiTransceiverUse(AIEntity *e) { warning("STUB: AI: aiTransceiverUse required"); } void aiMonkeystoneInit(AIEntity *e) { warning("STUB: AI: aiMonkeystoneInit required"); } void aiMonkeystoneAction(AIEntity *e) { warning("STUB: AI: aiMonkeystoneAction required"); } void aiMonkeystoneInit2(AIEntity *e) { warning("STUB: AI: aiMonkeystoneInit2 required"); } void aiMonkeystoneUse(AIEntity *e) { warning("STUB: AI: aiMonkeystoneUse required"); } void aiMonkeystoneUse2(AIEntity *e) { warning("STUB: AI: aiMonkeystoneUse2 required"); } void aiGemAction(AIEntity *e) { warning("STUB: AI: aiGemAction required"); } void aiGemAction2(AIEntity *e) { warning("STUB: AI: aiGemAction2 required"); } void aiGemWhiteInit(AIEntity *e) { warning("STUB: AI: aiGemWhiteInit required"); } void aiGemWhiteInit2(AIEntity *e) { warning("STUB: AI: aiGemWhiteInit2 required"); } void aiGooCupUse(AIEntity *e) { warning("STUB: AI: aiGooCupUse required"); } void aiGooCupInit(AIEntity *e) { warning("STUB: AI: aiGooCupInit required"); } void aiGooCupInit2(AIEntity *e) { warning("STUB: AI: aiGooCupInit2 required"); } void aiVortexianAction(AIEntity *e) { warning("STUB: AI: aiVortexianAction required"); } void aiVortexianUse(AIEntity *e) { warning("STUB: AI: aiVortexianUse required"); } void aiVortexianInit(AIEntity *e) { warning("STUB: AI: aiVortexianInit required"); } void aiVortexianInit2(AIEntity *e) { warning("STUB: AI: aiVortexianInit2 required"); } void aiNoneInit(AIEntity *e) { warning("STUB: AI: aiNoneInit required"); } void aiNoneInit2(AIEntity *e) { warning("STUB: AI: aiNoneInit2 required"); } // Utility Functions void aiAnimateStanddown(AIEntity *e, int speed) { if (e->value2-- > 0) return; e->value2 = speed; if (e->type == AI_GUY && e->animFrame > 0) e->value2 = 0; e->draw = e->standdownGfx[e->animFrame]; e->animFrame++; if (e->animFrame >= e->standdownFrames) e->animFrame = 0; } void aiGenericAction(AIEntity *e) { if (!e->goalX) g_hdb->_ai->findPath(e); else if (onEvenTile(e->x, e->y)) debug(9, "STUB: Play SND_FOOTSTEPS"); g_hdb->_ai->animateEntity(e); } void aiGetItemAction(AIEntity *e) { if (!e->onScreen) return; AIEntity *p = g_hdb->_ai->getPlayer(); if (abs(p->x - e->x) < 16 && abs(p->y - e->y) < 16 && e->level == p->level) { if (e->aiUse) e->aiUse(e); if (e->luaFuncUse[0]) g_hdb->_lua->callFunction(e->luaFuncUse, 0); g_hdb->_ai->getItemSound(e->type); g_hdb->_ai->addToInventory(e); } } } // End of Namespace