/* 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 AI::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" #include "hdb/ai.h" #include "hdb/map.h" #include "hdb/sound.h" #include "hdb/window.h" namespace HDB { bool AI::isClosedDoor(int x, int y) { int tileIndex = g_hdb->_map->getMapBGTileIndex(x, y); if ((tileIndex == _targetDoorN + 3) || // locked SILVER door? (tileIndex == _targetDoorNv + 3) || (tileIndex == _targetDoorP + 3) || // locked BLUE door? (tileIndex == _targetDoorPv + 3) || (tileIndex == _targetDoorS + 3) || // locked RED door? (tileIndex == _targetDoorSv + 3) || (tileIndex == _targetDoor2N + 3) || // locked SILVER door? (tileIndex == _targetDoor2Nv + 3) || (tileIndex == _targetDoor2P + 3) || // locked BLUE door? (tileIndex == _targetDoor2Pv + 3) || (tileIndex == _targetDoor2S + 3) || // locked RED door? (tileIndex == _targetDoor2Sv + 3) || (tileIndex == _target2DoorN + 3) || // locked SILVER door? (tileIndex == _target2DoorNv + 3) || (tileIndex == _target2DoorP + 3) || // locked BLUE door? (tileIndex == _target2DoorPv + 3) || (tileIndex == _target2DoorS + 3) || // locked RED door? (tileIndex == _target2DoorSv + 3) || (tileIndex == _target3DoorN + 3) || // locked SILVER door? (tileIndex == _target3DoorNv + 3) || (tileIndex == _target3DoorP + 3) || // locked BLUE door? (tileIndex == _target3DoorPv + 3) || (tileIndex == _target3DoorS + 3) || // locked RED door? (tileIndex == _target3DoorSv + 3) || (tileIndex == _blockpole + 3)) // blockpole UP? return true; return false; } bool AI::isOpenDoor(int x, int y) { int tileIndex = g_hdb->_map->getMapBGTileIndex(x, y); if ((tileIndex == _targetDoorN) || // open SILVER door? (tileIndex == _targetDoorNv) || (tileIndex == _targetDoorP) || // open BLUE door? (tileIndex == _targetDoorPv) || (tileIndex == _targetDoorS) || // open RED door? (tileIndex == _targetDoorSv) || (tileIndex == _targetDoor2N) || // open SILVER door? (tileIndex == _targetDoor2Nv) || (tileIndex == _targetDoor2P) || // open BLUE door? (tileIndex == _targetDoor2Pv) || (tileIndex == _targetDoor2S) || // open RED door? (tileIndex == _targetDoor2Sv) || (tileIndex == _target2DoorN) || // open SILVER door? (tileIndex == _target2DoorNv) || (tileIndex == _target2DoorP) || // open BLUE door? (tileIndex == _target2DoorPv) || (tileIndex == _target2DoorS) || // open RED door? (tileIndex == _target2DoorSv) || (tileIndex == _target3DoorN) || // open SILVER door? (tileIndex == _target3DoorNv) || (tileIndex == _target3DoorP) || // open BLUE door? (tileIndex == _target3DoorPv) || (tileIndex == _target3DoorS) || // open RED door? (tileIndex == _target3DoorSv) || (tileIndex == _blockpole)) // blockpole DOWN? return true; return false; } bool AI::useTarget(int x, int y, int targetX, int targetY, int newTile, int *worked) { // open a locked door? if (isClosedDoor(targetX, targetY)) { int tileIndex = g_hdb->_map->getMapBGTileIndex(targetX, targetY); addAnimateTarget(targetX, targetY, tileIndex, tileIndex - 3, ANIM_SLOW, false, true, NULL); g_hdb->_map->setMapBGTileIndex(x, y, newTile); if (g_hdb->_map->onScreen(x, y)) g_hdb->_sound->playSound(SND_DOOR_OPEN_CLOSE); *worked = 1; return false; // return FALSE because we need to be able to do it some more } // close an open door? if (isOpenDoor(targetX, targetY)) { int tileIndex = g_hdb->_map->getMapBGTileIndex(targetX, targetY); addAnimateTarget(targetX, targetY, tileIndex, tileIndex + 3, ANIM_SLOW, false, true, NULL); g_hdb->_map->setMapBGTileIndex(x, y, newTile); if (g_hdb->_map->onScreen(x, y)) g_hdb->_sound->playSound(SND_DOOR_OPEN_CLOSE); *worked = 1; return false; // return FALSE because we need to be able to do it some more } // open up a bridge? int tileIndex = g_hdb->_map->getMapFGTileIndex(targetX, targetY); if (tileIndex == _targetBridgeU || tileIndex == _targetBridgeD || tileIndex == _targetBridgeL || tileIndex == _targetBridgeR) { addBridgeExtend(targetX, targetY, tileIndex); g_hdb->_map->setMapBGTileIndex(x, y, newTile); *worked = 1; return true; // return TRUE because we can't open it again } *worked = 0; return false; } // Black Door Switch bool AI::useSwitch(AIEntity *e, int x, int y, int targetX, int targetY, int onTile) { int worked; if (g_hdb->_map->onScreen(x, y)) g_hdb->_sound->playSound(SND_SWITCH_USE); return useTarget(x, y, targetX, targetY, onTile, &worked); } bool AI::useSwitchOn(AIEntity *e, int x, int y, int targetX, int targetY, int offTile) { int worked; if (g_hdb->_map->onScreen(x, y)) g_hdb->_sound->playSound(SND_SWITCH_USE); return useTarget(x, y, targetX, targetY, offTile, &worked); } bool AI::useSwitch2(AIEntity *e, int x, int y, int targetX, int targetY) { // int i = 10; // unused return true; } // Colored Keycard Switch bool AI::useLockedSwitch(AIEntity *e, int x, int y, int targetX, int targetY, int onTile, AIType item, const char *keyerror) { // is the PLAYER next to this thing? No other entities are allowed to unlock anything! if (abs(x - _player->tileX) > 1 || abs(y - _player->tileY) > 1) return false; int amount = queryInventoryType(item); if (amount) { int worked; bool rtn = useTarget(x, y, targetX, targetY, onTile, &worked); if (worked) { removeInvItemType(item, 1); if (g_hdb->_map->onScreen(x, y)) g_hdb->_sound->playSound(SND_SWITCH_USE); } return rtn; } else { if (g_hdb->_map->onScreen(x, y)) g_hdb->_sound->playSound(SND_CELLHOLDER_USE_REJECT); g_hdb->_window->openMessageBar(keyerror, 3); } return false; } bool AI::useLockedSwitchOn(AIEntity *e, int x, int y, int targetX, int targetY, int offTile, AIType item) { // is the PLAYER next to this thing? No other entities are allowed to unlock anything! if (abs(x - _player->tileX) > 1 || abs(y - _player->tileY) > 1) return false; if (getInvAmount() == 10) return false; int worked; bool rtn = useTarget(x, y, targetX, targetY, offTile, &worked); if (worked) { addItemToInventory(item, 1, NULL, NULL, NULL); if (g_hdb->_map->onScreen(x, y)) g_hdb->_sound->playSound(SND_SWITCH_USE); } return rtn; } // Purple Cell Holder Switch bool AI::useCellHolder(AIEntity *e, int x, int y, int targetX, int targetY) { // is the PLAYER next to this thing? No other entities are allowed to unlock anything! if (abs(x - _player->tileX) > 1 || abs(y - _player->tileY) > 1) return false; int amount = queryInventoryType(ITEM_CELL); if (amount) { int worked; bool rtn = useTarget(x, y, targetX, targetY, _useHolderFull, &worked); if (worked) { removeInvItemType(ITEM_CELL, 1); if (g_hdb->_map->onScreen(x, y)) g_hdb->_sound->playSound(SND_SWITCH_USE); } return rtn; } else { if (g_hdb->_map->onScreen(x, y)) g_hdb->_sound->playSound(SND_CELLHOLDER_USE_REJECT); } g_hdb->_window->openDialog("Locked!", -1, "I can't use that unless I have an Energy Cell.", 0, NULL); g_hdb->_sound->playVoice(GUY_ENERGY_CELL, 0); return false; } // Touchplate bool AI::useTouchplate(AIEntity *e, int x, int y, int targetX, int targetY, int type) { int worked; g_hdb->_sound->playSound(SND_TOUCHPLATE_CLICK); return useTarget(x, y, targetX, targetY, type, &worked); } bool AI::useTouchplateOn(AIEntity *e, int x, int y, int targetX, int targetY, int type) { int worked; g_hdb->_sound->playSound(SND_TOUCHPLATE_CLICK); return useTarget(x, y, targetX, targetY, type, &worked); } void callbackDoorOpenClose(int x, int y) { int tileIndex = g_hdb->_map->getMapBGTileIndex(x, y); // is the door gonna close on something? if so, wait again if (!g_hdb->_ai->findEntity(x, y)) { g_hdb->_ai->addCallback(CALLBACK_DOOR_OPEN_CLOSE, x, y, kDelay5Seconds); return; } g_hdb->_ai->addAnimateTarget(x, y, tileIndex, tileIndex + 3, ANIM_SLOW, false, true, NULL); if (g_hdb->_map->onScreen(x, y)) g_hdb->_sound->playSound(SND_DOOR_OPEN_CLOSE); return; } // Normal Door bool AI::useDoorOpenClose(AIEntity *e, int x, int y) { int tileIndex = g_hdb->_map->getMapBGTileIndex(x, y); addAnimateTarget(x, y, tileIndex, tileIndex - 3, ANIM_SLOW, false, true, NULL); addCallback(CALLBACK_DOOR_OPEN_CLOSE, x, y, kDelay5Seconds); if (g_hdb->_map->onScreen(x, y)) g_hdb->_sound->playSound(SND_DOOR_OPEN_CLOSE); return true; } void callbackAutoDoorOpenClose(int x, int y) { int tileIndex = g_hdb->_map->getMapBGTileIndex(x, y); // Is the door going to close on something? if (g_hdb->_ai->findEntity(x, y)) { g_hdb->_ai->addCallback(CALLBACK_AUTODOOR_OPEN_CLOSE, x, y, kDelay5Seconds); return; } g_hdb->_ai->addAnimateTarget(x, y, tileIndex, tileIndex + 3, ANIM_SLOW, true, true, NULL); if (g_hdb->_map->onScreen(x, y)) g_hdb->_sound->playSound(SND_DOOR_OPEN_CLOSE); return; } bool AI::useAutoDoorOpenClose(AIEntity *e, int x, int y) { int tileIndex = g_hdb->_map->getMapBGTileIndex(x, y); if (autoActive(x, y)) return false; addAnimateTarget(x, y, tileIndex, tileIndex - 3, ANIM_SLOW, false, true, NULL); addCallback(CALLBACK_AUTODOOR_OPEN_CLOSE, x, y, kDelay5Seconds); if (g_hdb->_map->onScreen(x, y)) g_hdb->_sound->playSound(SND_DOOR_OPEN_CLOSE); return false; } // Any Type Door bool AI::useDoorOpenCloseBot(AIEntity *e, int x, int y) { int tileIndex = g_hdb->_map->getMapBGTileIndex(x, y); if (e == _player || e->type == AI_SLUG_ATTACK || e->type == AI_GEM_ATTACK) { if (isClosedDoor(x, y)) g_hdb->_sound->playSound(SND_GUY_UHUH); return false; } addAnimateTarget(x, y, tileIndex, tileIndex - 3, ANIM_SLOW, false, true, NULL); // AddCallback( CALLBACK_DOOR_OPEN_CLOSE, x, y, DELAY_5SECONDS / fs ); if (g_hdb->_map->onScreen(x, y)) g_hdb->_sound->playSound(SND_DOOR_OPEN_CLOSE); return true; } } // End of Namespace