/* 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. * */ #ifndef HDB_AI_H #define HDB_AI_H #define STARS_MONKEYSTONE_7 0xfe257d // magic value in the config file for the unlocking of the Monkeystone secret #7 #define STARS_MONKEYSTONE_7_FAKE 0x11887e // fake value that means it hasn't been unlocked #define STARS_MONKEYSTONE_14 0x3341fe // for the Monkeystone #14 #define STARS_MONKEYSTONE_14_FAKE 0x1cefd0 // fake value that means it hasn't been unlocked #define STARS_MONKEYSTONE_21 0x77ace3 // for the Monkeystone #21 #define STARS_MONKEYSTONE_21_FAKE 0x3548fe // fake value that means it hasn't been unlocked namespace HDB { enum { kMaxAnimFrames = 8, kMaxAnimTFrames = 16, kMaxDeathFrames = 12, kMaxLevel2Ents = 60, kMaxInventory = 10, kMaxDeliveries = 5, kMaxWaypoints = 10, kMaxActions = 20, kMaxTeleporters = 20, kMaxAutoActions = 30, kMaxLuaEnts = 50, kMaxCallbacks = 20, kMaxFairystones = 5, kMaxGatePuddles = 8, kMaxBridges = 10, kDelay5Seconds = 5 * kGameFPS, kPlayerMoveSpeed = 4, kEnemyMoveSpeed = 2, kPushMoveSpeed = (kPlayerMoveSpeed >> 1), kPlayerTouchPWait = 16, kMaxCineGfx = 10, kRunToggleDelay = 2, kMsgDelay = 3, kYouGotX = -1, kNumSaveSlots = 8, kAutoSaveSlot = 0 }; enum AIType { AI_NONE, AI_GUY, AI_DOLLY, AI_SPACEDUDE, AI_SERGEANT, AI_SCIENTIST, AI_WORKER, AI_DEADWORKER, AI_ACCOUNTANT, AI_RAILRIDER, AI_RAILRIDER_ON, AI_VORTEXIAN, AI_CHICKEN, AI_GEM_ATTACK, AI_SLUG_ATTACK, AI_LASER, AI_LASERBEAM, AI_DIVERTER, AI_FOURFIRER, AI_OMNIBOT, AI_TURNBOT, AI_SHOCKBOT, AI_RIGHTBOT, AI_PUSHBOT, AI_LISTENBOT, AI_MAINTBOT, AI_OMNIBOT_MISSILE, AI_DEADEYE, AI_MEERKAT, AI_FATFROG, AI_GOODFAIRY, AI_BADFAIRY, AI_ICEPUFF, AI_BUZZFLY, AI_DRAGON, AI_GATEPUDDLE, AI_CRATE, AI_LIGHTBARREL, AI_HEAVYBARREL, AI_BOOMBARREL, AI_FROGSTATUE, AI_MAGIC_EGG, AI_ICE_BLOCK, ITEM_CELL, ITEM_ENV_WHITE, ITEM_ENV_RED, ITEM_ENV_BLUE, ITEM_ENV_GREEN, ITEM_TRANSCEIVER, ITEM_CLUB, ITEM_ROBOSTUNNER, ITEM_SLUGSLINGER, ITEM_MONKEYSTONE, ITEM_GEM_WHITE, ITEM_GEM_BLUE, ITEM_GEM_RED, ITEM_GEM_GREEN, ITEM_GOO_CUP, ITEM_TEACUP, ITEM_COOKIE, ITEM_BURGER, ITEM_PDA, ITEM_BOOK, ITEM_CLIPBOARD, ITEM_NOTE, ITEM_KEYCARD_WHITE, ITEM_KEYCARD_BLUE, ITEM_KEYCARD_RED, ITEM_KEYCARD_GREEN, ITEM_KEYCARD_PURPLE, ITEM_KEYCARD_BLACK, ITEM_CABKEY, ITEM_DOLLYTOOL1, ITEM_DOLLYTOOL2, ITEM_DOLLYTOOL3, ITEM_DOLLYTOOL4, ITEM_SEED, ITEM_SODA, ITEM_ROUTER, ITEM_SLICER, ITEM_CHICKEN, ITEM_PACKAGE, INFO_FAIRY_SRC, INFO_FAIRY_SRC2, INFO_FAIRY_SRC3, INFO_FAIRY_SRC4, INFO_FAIRY_SRC5, INFO_FAIRY_DEST, INFO_FAIRY_DEST2, INFO_FAIRY_DEST3, INFO_FAIRY_DEST4, INFO_FAIRY_DEST5, INFO_TRIGGER, INFO_SET_MUSIC, INFO_PROMOTE, INFO_DEMOTE, INFO_LUA, INFO_HERE, INFO_ARROW_TURN, INFO_ARROW_STOP, INFO_ARROW_4WAY, INFO_TELEPORTER1, INFO_TELEPORTER2, INFO_TELEPORTER3, INFO_TELEPORTER4, INFO_TELEPORTER5, INFO_TELEPORTER6, INFO_TELEPORTER7, INFO_TELEPORTER8, INFO_TELEPORTER9, INFO_TELEPORTER10, INFO_TELEPORTER11, INFO_TELEPORTER12, INFO_TELEPORTER13, INFO_TELEPORTER14, INFO_TELEPORTER15, INFO_TELEPORTER16, INFO_TELEPORTER17, INFO_TELEPORTER18, INFO_TELEPORTER19, INFO_TELEPORTER20, INFO_LEVELEXIT, INFO_ACTION1, INFO_ACTION2, INFO_ACTION3, INFO_ACTION4, INFO_ACTION5, INFO_ACTION6, INFO_ACTION7, INFO_ACTION8, INFO_ACTION9, INFO_ACTION10, INFO_ACTION11, INFO_ACTION12, INFO_ACTION13, INFO_ACTION14, INFO_ACTION15, INFO_ACTION16, INFO_ACTION17, INFO_ACTION18, INFO_ACTION19, INFO_ACTION20, INFO_ACTION_AUTO, INFO_QMARK, INFO_DEBUG, END_AI_TYPES }; enum AIDir { DIR_NONE, DIR_UP, DIR_DOWN, DIR_LEFT, DIR_RIGHT }; enum Death { DEATH_NORMAL, DEATH_FRIED, DEATH_DROWNED, DEATH_GRABBED, DEATH_SHOCKED, DEATH_PANICZONE, DEATH_PLUMMET }; enum AIState { STATE_NONE, STATE_STANDDOWN, STATE_STANDUP, STATE_STANDLEFT, STATE_STANDRIGHT, STATE_BLINK, STATE_MOVEUP, STATE_MOVEDOWN, STATE_MOVELEFT, STATE_MOVERIGHT, STATE_DYING, STATE_DEAD, STATE_HORRIBLE1, STATE_HORRIBLE2, STATE_HORRIBLE3, STATE_HORRIBLE4, STATE_GOODJOB, STATE_PLUMMET, STATE_PUSHUP, // these are only used for the player STATE_PUSHDOWN, STATE_PUSHLEFT, STATE_PUSHRIGHT, STATE_GRABUP, // player grabbing something STATE_GRABDOWN, STATE_GRABLEFT, STATE_GRABRIGHT, STATE_ATK_CLUB_UP, // player attacking frames STATE_ATK_CLUB_DOWN, STATE_ATK_CLUB_LEFT, STATE_ATK_CLUB_RIGHT, STATE_ATK_STUN_DOWN, STATE_ATK_STUN_UP, STATE_ATK_STUN_LEFT, STATE_ATK_STUN_RIGHT, STATE_ATK_SLUG_DOWN, STATE_ATK_SLUG_UP, STATE_ATK_SLUG_LEFT, STATE_ATK_SLUG_RIGHT, STATE_FLOATING, // floating in stuff (can walk on) STATE_FLOATDOWN, STATE_FLOATUP, STATE_FLOATLEFT, STATE_FLOATRIGHT, STATE_MELTED, // melted into slag (can walk on) STATE_SLIDING, // sliding across a floor STATE_SHOCKING, // for Shockbot floor-shock anim STATE_EXPLODING, // boom barrel explosion! STATE_USEDOWN, // crazy maintenance bot! STATE_USEUP, STATE_USELEFT, STATE_USERIGHT, STATE_MEER_MOVE, // for the Meerkat STATE_MEER_APPEAR, STATE_MEER_BITE, STATE_MEER_DISAPPEAR, STATE_MEER_LOOK, STATE_ICEP_PEEK, // for the Icepuff STATE_ICEP_APPEAR, STATE_ICEP_THROWDOWN, STATE_ICEP_THROWRIGHT, STATE_ICEP_THROWLEFT, STATE_ICEP_DISAPPEAR, STATE_LICKDOWN, // for the Fatfrog STATE_LICKLEFT, STATE_LICKRIGHT, STATE_DIVERTER_BL, // for Diverters STATE_DIVERTER_BR, STATE_DIVERTER_TL, STATE_DIVERTER_TR, STATE_KISSRIGHT, // for Dolly STATE_KISSLEFT, STATE_ANGRY, STATE_PANIC, STATE_LAUGH, STATE_DOLLYUSERIGHT, STATE_YELL, // for Sarge STATE_ENDSTATES }; enum AnimSpeed { ANIM_SLOW, ANIM_NORMAL, ANIM_FAST }; enum CineType { C_NO_COMMAND, C_STOPCINE, C_LOCKPLAYER, C_UNLOCKPLAYER, C_SETCAMERA, C_MOVECAMERA, C_WAIT, C_WAITUNTILDONE, C_MOVEENTITY, C_DIALOG, C_ANIMENTITY, C_RESETCAMERA, C_SETENTITY, C_STARTMAP, C_MOVEPIC, C_MOVEMASKEDPIC, C_DRAWPIC, C_DRAWMASKEDPIC, C_FADEIN, C_FADEOUT, C_SPAWNENTITY, C_PLAYSOUND, C_CLEAR_FG, C_SET_FG, C_SET_BG, C_FUNCTION, C_ENTITYFACE, C_USEENTITY, C_REMOVEENTITY, C_SETANIMFRAME, C_TEXTOUT, C_CENTERTEXTOUT, C_PLAYVOICE, C_ENDLIST }; enum CallbackType { NO_FUNCTION, AI_BARREL_EXPLOSION_END, CALLBACK_DOOR_OPEN_CLOSE, CALLBACK_AUTODOOR_OPEN_CLOSE, CALLBACK_END }; struct AIStateDef { AIState state; const char *name; }; struct AIEntity { AIType type; AIState state; AIDir dir; Tile *draw; // Current frame to draw void (*aiInit)(AIEntity *e); // func ptr to init routine void (*aiInit2)(AIEntity *e); // func ptr to init2 routine - graphic init only (this for LoadGame functionality) void (*aiAction)(AIEntity *e); // func ptr to action routine void (*aiUse)(AIEntity *e); // func ptr to use routine void (*aiDraw)(AIEntity *e, int x, int y); // func ptr to extra drawing routine (only for special stuff) - pass in mapx, mapy char luaFuncInit[32]; // Lua function for Init (always called after entity's init). These are ptrs into the map header. char luaFuncAction[32]; // Lua function for Action char luaFuncUse[32]; // Lua function for Use int16 level; // which floor level we're on int16 value1, value2; // extra values we might need AIDir dir2; // this is from TED int16 x, y; int16 drawXOff, drawYOff; // might need a drawing offset int16 onScreen; // FLAG: is this entity onscreen? int16 moveSpeed; // movement speed of this entity int16 xVel, yVel; // movement values int16 tileX, tileY; int16 goalX, goalY; // where we're trying to go - TILE COORDS int16 touchpX, touchpY, touchpTile, touchpWait; // ACTION index a touchplate is using, which you're on int32 stunnedWait; // if we're stunned, this is the delay before being normal again int16 sequence; // to use for specially-coded sequences char entityName[32]; // the name of the entity, as registered by the Lua init function for the entity char printedName[32]; // the name of the entity/item, the way it should be printed int16 animFrame; // which frame we're on int16 animDelay; // changes every frame; based on anim_cycle at start int16 animCycle; // delay between frame animations union { uint16 blinkFrames; int16 int1; }; Tile *blinkGfx[kMaxAnimFrames]; union { uint16 special1Frames; int16 int2; }; Tile *special1Gfx[kMaxAnimFrames]; int16 standdownFrames; Tile *standdownGfx[kMaxAnimFrames]; int16 standupFrames; Tile *standupGfx[kMaxAnimFrames]; int16 standleftFrames; Tile *standleftGfx[kMaxAnimFrames]; int16 standrightFrames; Tile *standrightGfx[kMaxAnimFrames]; int16 moveupFrames; Tile *moveupGfx[kMaxAnimFrames]; int16 movedownFrames; Tile *movedownGfx[kMaxAnimFrames]; int16 moveleftFrames; Tile *moveleftGfx[kMaxAnimFrames]; int16 moverightFrames; Tile *moverightGfx[kMaxAnimFrames]; void reset() { luaFuncInit[0] = 0; luaFuncAction[0] = 0; luaFuncUse[0] = 0; entityName[0] = 0; printedName[0] = 0; type = AI_NONE; state = STATE_NONE; dir = DIR_NONE; draw = NULL; aiInit = aiInit2 = NULL; aiAction = NULL; aiUse = NULL; aiDraw = NULL; level = 0; value1 = value2 = 0; dir2 = DIR_NONE; x = y = 0; drawXOff = drawYOff = 0; onScreen = 0; moveSpeed = 0; xVel = yVel = 0; tileX = tileY = 0; goalX = goalY = 0; touchpX = touchpY = touchpTile = touchpWait = 0; stunnedWait = 0; sequence = 0; animCycle = 0; animDelay = 0; animFrame = 0; blinkFrames = 0; for (int i = 0; i < kMaxAnimFrames; i++) { blinkGfx[i] = NULL; } special1Frames = 0; for (int i = 0; i < kMaxAnimFrames; i++) { special1Gfx[i] = NULL; } standdownFrames = 0; for (int i = 0; i < kMaxAnimFrames; i++) { standdownGfx[i] = NULL; } standupFrames = 0; for (int i = 0; i < kMaxAnimFrames; i++) { standupGfx[i] = NULL; } standleftFrames = 0; for (int i = 0; i < kMaxAnimFrames; i++) { standleftGfx[i] = NULL; } standrightFrames = 0; for (int i = 0; i < kMaxAnimFrames; i++) { standrightGfx[i] = NULL; } movedownFrames = 0; for (int i = 0; i < kMaxAnimFrames; i++) { movedownGfx[i] = NULL; } moveupFrames = 0; for (int i = 0; i < kMaxAnimFrames; i++) { moveupGfx[i] = NULL; } moveleftFrames = 0; for (int i = 0; i < kMaxAnimFrames; i++) { moveleftGfx[i] = NULL; } moverightFrames = 0; for (int i = 0; i < kMaxAnimFrames; i++) { moverightGfx[i] = NULL; } } AIEntity() { reset(); } ~AIEntity() { } void save(Common::OutSaveFile *out); void load(Common::InSaveFile *in); }; // Structs for Function Table Lookup for SaveGames typedef void(*FuncPtr)(AIEntity *); typedef void(*EntFuncPtr)(AIEntity *, int, int); struct AIEntTypeInfo { AIType type; const char *luaName; AIStateDef *stateDef; void (*initFunc)(AIEntity *e); void (*initFunc2)(AIEntity *e); }; struct FuncLookUp { void(*function)(AIEntity *e); const char *funcName; }; extern AIEntTypeInfo aiEntList[]; extern FuncLookUp aiFuncList[]; struct AIEntLevel2 { uint16 x; uint16 y; Tile *draw; AIEntity *e; void(*aiDraw)(AIEntity *e, int x, int y); uint32 stunnedWait; AIEntLevel2() : x(0), y(0), draw(NULL), e(NULL), aiDraw(NULL), stunnedWait(0) {} }; struct AnimTarget { uint16 x, y; uint16 start, end; int16 vel; uint16 animCycle; uint16 animFrame; bool killAuto; // Keep it alive if its an Auto? bool inMap; Tile *gfxList[kMaxAnimTFrames]; AnimTarget() : x(0), y(0), start(0), end(0), vel(0), animCycle(0), animFrame(0), killAuto(false), inMap(false) { for (int i = 0; i < kMaxAnimTFrames; i++) { gfxList[i] = NULL; } } }; struct InvEnt { uint16 keep; AIEntity ent; void reset() { keep = 0; ent.reset(); } InvEnt() { reset(); } }; struct DlvEnt { char itemTextName[32]; char itemGfxName[32]; Tile *itemGfx; char destTextName[32]; char destGfxName[32]; Tile *destGfx; char id[32]; DlvEnt() : itemGfx(NULL), destGfx(NULL) { itemTextName[0] = 0; itemGfxName[0] = 0; destTextName[0] = 0; destGfxName[0] = 0; } ~DlvEnt() { itemGfx = NULL; destGfx = NULL; } }; struct Waypoint { int x, y, level; void reset() { x = 0; y = 0; level = 0; } Waypoint() { reset(); } }; struct LuaT { uint16 x, y; uint16 value1, value2; char luaFuncInit[32]; char luaFuncAction[32]; char luaFuncUse[32]; LuaT() : x(0), y(0), value1(0), value2(0) { luaFuncInit[0] = 0; luaFuncAction[0] = 0; luaFuncUse[0] = 0; } }; struct ActionInfo { uint16 x1, y1; uint16 x2, y2; char luaFuncInit[32]; char luaFuncUse[32]; char entityName[32]; ActionInfo() : x1(0), y1(0), x2(0), y2(0) { luaFuncInit[0] = 0; luaFuncUse[0] = 0; entityName[0] = 0; } }; struct TeleInfo { uint16 x1, y1; uint16 x2, y2; AIDir dir1; AIDir dir2; uint16 level1, level2; uint16 usable1, usable2; uint16 anim1, anim2; char luaFuncUse1[32]; char luaFuncUse2[32]; TeleInfo() : x1(0), y1(0), x2(0), y2(0), dir1(DIR_NONE), dir2(DIR_NONE), level1(0), level2(0), usable1(0), usable2(0), anim1(0), anim2(0) { luaFuncUse1[0] = 0; luaFuncUse2[0] = 0; } }; struct SingleTele { uint16 x, y, level, usable, anim; AIDir dir; SingleTele() : x(0), y(0), level(0), usable(0), anim(0), dir(DIR_NONE) {} }; struct AutoAction { uint16 x, y; bool activated; char luaFuncInit[32]; char luaFuncUse[32]; char entityName[32]; AutoAction() : x(0), y(0), activated(false) { luaFuncInit[0] = 0; luaFuncUse[0] = 0; entityName[0] = 0; } }; struct ArrowPath { uint16 type; AIDir dir; uint16 tileX, tileY; ArrowPath() : type(0), dir(DIR_NONE), tileX(0), tileY(0) {} }; struct HereT { uint16 x, y; char entName[32]; }; struct Trigger { char id[32]; uint16 x, y; uint16 value1, value2; char luaFuncInit[32]; char luaFuncUse[32]; Trigger() : x(0), y(0), value1(0), value2(0) { id[0] = 0; luaFuncInit[0] = 0; luaFuncUse[0] = 0; } }; struct CallbackDef { CallbackType type; void(*function)(int x, int y); }; struct Callback { CallbackType type; uint16 x, y; uint16 delay; Callback() : type(NO_FUNCTION), x(0), y(0), delay(0) {} }; struct Fairystone { uint16 srcX, srcY; uint16 destX, destY; Fairystone() : srcX(0), srcY(0), destX(0), destY(0) {} }; struct Bridge { uint16 x, y; AIDir dir; uint16 delay; uint16 anim; void reset() { x = 0; y = 0; dir = DIR_NONE; delay = 0; anim = 0; } Bridge() { reset(); } }; struct CineCommand { CineType cmdType; double x, y; double x2, y2; double xv, yv; int start, end; uint32 delay; int speed; const char *title; const char *string; const char *id; AIEntity *e; Picture *pic; CineCommand() : cmdType(C_NO_COMMAND), x(0.0), y(0.0), x2(0.0), y2(0.0), xv(0.0), yv(0.0), start(0), end(0), delay(0), speed(0), title(NULL), string(NULL), id(NULL), e(NULL), pic(NULL) {} }; struct CineBlit { double x, y; Picture *pic; const char *name; const char *id; bool masked; CineBlit() : x(0), y(0), pic(NULL), name(NULL), id(NULL), masked(false) {} }; #define onEvenTile(x, y) ( !(x & 31) && !(y & 31) ) #define hitPlayer(x, y) ( e->onScreen && g_hdb->_ai->checkPlayerCollision( x, y, 4 ) && !g_hdb->_ai->playerDead() ) #define cycleFrames( e, max ) \ { \ if ( e->animDelay-- < 1 ) \ { \ e->animDelay = e->animCycle; \ e->animFrame++; \ if ( e->animFrame >= max ) \ e->animFrame = 0; \ } \ } #define spawnBlocking(x, y, level) g_hdb->_ai->spawn(AI_NONE, DIR_NONE, x, y, NULL, NULL, NULL, DIR_NONE, level, 0, 0, 0) class AI { public: AI(); ~AI(); void init(); void clearPersistent(); void restartSystem(); const char *funcLookUp(void(*function)(AIEntity *e)); FuncPtr funcLookUp(const char *function); void save(Common::OutSaveFile *out); void loadSaveFile(Common::InSaveFile *in); void initAnimInfo(); // Entity Functions AIEntity *spawn(AIType type, AIDir dir, int x, int y, const char *funcInit, const char *funcAction, const char *funcUse, AIDir dir2, int level, int value1, int value2, int callInit); bool cacheEntGfx(AIEntity *e, bool initFlag); void stopEntity(AIEntity *e); AIEntity *locateEntity(const char *luaName); AIEntity *findEntity(int x, int y); AIEntity *findEntityIgnore(int x, int y, AIEntity *ignore); AIEntity *findEntityType(AIType type, int x, int y); void getEntityXY(const char *entName, int *x, int *y); bool useLuaEntity(const char *initName); void removeLuaEntity(const char *initName); void animLuaEntity(const char *initName, AIState st); void setLuaAnimFrame(const char *initName, AIState st, int frame); int checkForTouchplate(int x, int y); void removeEntity(AIEntity *e); void setEntityGoal(AIEntity *e, int x, int y); void initAllEnts(); void killPlayer(Death method); void stunEnemy(AIEntity *e, int time); int metalOrFleshSND(AIEntity *e); int tileDistance(AIEntity *e1, AIEntity *e2) { return abs(e1->tileX - e2->tileX) + abs(e1->tileY - e2->tileY); } void animateEntity(AIEntity *e); void animEntFrames(AIEntity *e); void drawEnts(int x, int y, int w, int h); void drawLevel2Ents(); void animGrabbing(); void entityFace(const char *luaName, int dir); void moveEnts(); bool findPath(AIEntity *e); AIEntity *legalMove(int tileX, int tileY, int level, int *result); AIEntity *legalMoveOverWater(int tileX, int tileY, int level, int *result); AIEntity *legalMoveOverWaterIgnore(int tileX, int tileY, int level, int *result, AIEntity *ignore); void addAnimateTarget(int x, int y, int start, int end, AnimSpeed speed, bool killAuto, bool inMap, const char *tileName); void animateTargets(); void addBridgeExtend(int x, int y, int bridgeType); void animateBridges(); void addToFairystones(int index, int tileX, int tileY, int sourceOrDest); int checkFairystones(int tileX, int tileY); void getFairystonesSrc(int index, int *tileX, int *tileY) { *tileX = _fairystones[index].srcX; *tileY = _fairystones[index].srcY; } AIEntity *playerCollision(int topBorder, int bottomBorder, int leftBorder, int rightBorder); bool checkPlayerTileCollision(int x, int y); bool checkPlayerCollision(int x, int y, int border); void clearDiverters(); void laserScan(); // List functions void addToActionList(int actionIndex, int x, int y, char *funcLuaInit, char *funcLuaUse); bool checkActionList(AIEntity *e, int x, int y, bool lookAndGrab); void addToHereList(const char *entName, int x, int y); HereT *findHere(int x, int y); void addToAutoList(int x, int y, const char *luaFuncInit, const char *luaFuncUse); void autoDeactivate(int x, int y); bool activateAction(AIEntity *e, int x, int y, int targetX, int targetY); bool checkAutoList(AIEntity *e, int x, int y); bool autoActive(int x, int y); void addCallback(CallbackType type, int x, int y, int delay); void processCallbackList(); void addToLuaList(int x, int y, int value1, int value2, char *luaFuncInit, char *luaFuncAction, char *luaFuncUse); bool checkLuaList(AIEntity *e, int x, int y); bool luaExistAtXY(int x, int y); void addToTeleportList(int teleIndex, int x, int y, int dir, int level, int anim, int usable, const char *luaFuncUse); bool checkTeleportList(AIEntity *e, int x, int y); bool findTeleporterDest(int tileX, int tileY, SingleTele *info); void addToPathList(int x, int y, int type, AIDir dir); ArrowPath *findArrowPath(int x, int y); void addToTriggerList(char *luaFuncInit, char *luaFuncUse, int x, int y, int value1, int value2, char *id); bool checkTriggerList(char *entName, int x, int y); void killTrigger(const char *id); void floatEntity(AIEntity *e, AIState state); bool checkFloating(int x, int y); bool getTableEnt(AIType type); bool walkThroughEnt(AIType type); void getItemSound(AIType type); void lookAtEntity(AIEntity *e); // Player Functions void movePlayer(uint16 buttons); void playerUse(); void setPlayerWeapon(AIType w, Tile *gfx) { _weaponSelected = w; _weaponGfx = gfx; } AIType getPlayerWeapon() { return _weaponSelected; } Tile *getPlayerWeaponGfx() { return _weaponGfx; } Tile *getPlayerWeaponSelGfx() { return _weaponSelGfx; } AIEntity *getPlayer() { if (!_player) return &_dummyPlayer; return _player; } void getPlayerXY(int *x, int *y) { if (_player) { *x = _player->x; *y = _player->y; } else { *x = *y = 0; } } void setPlayerXY(int x, int y) { if (_player) { _player->x = x; _player->tileX = x / kTileWidth; _player->y = y; _player->tileY = y / kTileHeight; _player->xVel = _player->yVel = 0; } } void assignPlayer(AIEntity *p) { _player = p; } bool playerDead() { return _playerDead; } bool playerOnIce() { return _playerOnIce; } bool playerLocked() { return _playerLock; } void setPlayerLock(bool status) { _playerLock = status; } void setPlayerInvisible(bool status) { _playerInvisible = status; } bool playerRunning() { return _playerRunning; } void togglePlayerRunning() { _playerRunning = !_playerRunning; } // Cinematic Functions bool cinematicsActive() { return _cineActive; } bool cineAbortable() { return _cineAbortable; } void processCines(); void cineCleanup(); void cineAbort(); void cineAddToBlitList(const char *id, Picture *pic, int x, int y, bool masked); Picture *cineFindInBlitList(const char *name); void cineRemoveFromBlitList(const char *name); void cineAddToFreeList(Picture *pic); void cineFreeGfx(); void cineStart(bool abortable, const char *abortFunc); void cineStop(const char *funcNext); void cineStartMap(const char *mapName); void cineLockPlayer(); void cineUnlockPlayer(); void cineSetCamera(int x, int y); void cineResetCamera(); void cineMoveCamera(int x, int y, int speed); void cineWait(int seconds); void cineWaitUntilDone(); void cineSetEntity(const char *entName, int x, int y, int level); void cineMoveEntity(const char *entName, int x, int y, int level, int speed); void cineSpawnEntity(AIType t, AIDir d, int x, int y, const char *func_init, const char *func_action, const char *func_use, AIDir d2, int level, int value1, int value2); void cineRemoveEntity(const char *entName); void cineAnimEntity(const char *entName, AIState state, int loop); void cineSetAnimFrame(const char *entName, AIState state, int frame); void cineEntityFace(const char *luaName, double dir); void cineDialog(const char *title, const char *string, int seconds); void cineTextOut(const char *text, int x, int y, int timer); void cineCenterTextOut(const char *text, int y, int timer); void cineDrawPic(const char *id, const char *pic, int x, int y); void cineDrawMaskedPic(const char *id, const char *pic, int x, int y); void cineMovePic(const char *id, const char *pic, int x1, int y1, int x2, int y2, int speed); void cineMoveMaskedPic(const char *id, const char *pic, int x1, int y1, int x2, int y2, int speed); void cineUse(const char *entName); void cinePlaySound(int index); void cinePlayVoice(int index, int actor); void cineFadeIn(bool isBlack, int steps); void cineFadeOut(bool isBlack, int steps); void cineClearForeground(int x, int y); void cineSetBackground(int x, int y, int index); void cineSetForeground(int x, int y, int index); void cineFunction(const char *func); // Waypoint & Movement Functions void lookAtXY(int x, int y); void addWaypoint(int px, int py, int x, int y, int level); void removeFirstWaypoint(); void clearWaypoints(); bool traceStraightPath(int x1, int y1, int *x2, int *y2, int *lvl); Tile *getStandFrameDir(AIEntity *e); void drawWayPoints(); int waypointsLeft() { return _numWaypoints; } // Inventory Functions bool addToInventory(AIEntity *e); void purgeInventory(); void clearInventory(); int getInvAmount() { return _numInventory; } int getGemAmount() { return _numGems; } int getMonkeystoneAmount() { return _numMonkeystones; } int getGooCupAmount() { return _numGooCups; } void setGemAmount(int amt) { _numGems = amt; } int getInvMax() { return _numInventory; } AIType getInvItemType(int which) { return _inventory[which].ent.type; } Tile *getInvItemGfx(int which) { return _inventory[which].ent.standdownGfx[0]; } AIEntity *getInvItem(int which); int queryInventory(const char *string); bool removeInvItem(const char *string, int amount); int queryInventoryType(AIType which); int queryInventoryTypeSlot(AIType which); bool removeInvItemType(AIType which, int amount); bool addItemToInventory(AIType type, int amount, const char *funcInit, const char *funcAction, const char *funcUse); void keepInvItem(AIType type); void printYouGotMsg(const char *name); // Delivery Functions void newDelivery(const char *itemTextName, const char *itemGfxName, const char *destTextName, const char *destGfxName, const char *id); int getDeliveriesAmount() { return _numDeliveries; } DlvEnt *getDeliveryItem(int which) { return &_deliveries[which]; } bool completeDelivery(const char *id); // Gate Puddles int _gatePuddles; void addGatePuddle(int amount) { _gatePuddles += amount; } int getGatePuddles() { return _gatePuddles; } // Platform-Specific Constants int _youGotY; // Player Variables bool _playerDead; bool _playerInvisible; // While on RailRider for example bool _playerOnIce; bool _playerEmerging; bool _playerRunning; uint16 _pushupFrames; Tile *_pushupGfx[kMaxAnimFrames]; uint16 _pushdownFrames; Tile *_pushdownGfx[kMaxAnimFrames]; uint16 _pushleftFrames; Tile *_pushleftGfx[kMaxAnimFrames]; uint16 _pushrightFrames; Tile *_pushrightGfx[kMaxAnimFrames]; Tile *_getGfx[5]; // only 1 frame in each direction (+1 for DIR_NONE at start) uint16 _dyingFrames; Tile *_dyingGfx[kMaxDeathFrames]; Tile *_goodjobGfx; // only 1 frame uint16 _horrible1Frames; Tile *_horrible1Gfx[kMaxDeathFrames]; uint16 _horrible2Frames; Tile *_horrible2Gfx[kMaxDeathFrames]; uint16 _horrible3Frames; Tile *_horrible3Gfx[kMaxDeathFrames]; uint16 _horrible4Frames; Tile *_horrible4Gfx[kMaxDeathFrames]; uint16 _plummetFrames; Tile *_plummetGfx[kMaxDeathFrames]; uint16 _clubUpFrames; Picture *_clubUpGfx[kMaxAnimFrames]; uint16 _clubDownFrames; Picture *_clubDownGfx[kMaxAnimFrames]; uint16 _clubLeftFrames; Picture *_clubLeftGfx[kMaxAnimFrames]; uint16 _clubRightFrames; Picture *_clubRightGfx[kMaxAnimFrames]; uint16 _stunUpFrames; Tile *_stunUpGfx[kMaxAnimFrames]; uint16 _stunDownFrames; Tile *_stunDownGfx[kMaxAnimFrames]; uint16 _stunLeftFrames; Tile *_stunLeftGfx[kMaxAnimFrames]; uint16 _stunRightFrames; Tile *_stunRightGfx[kMaxAnimFrames]; Tile *_stunLightningGfx[kMaxAnimFrames]; Tile *_stunnedGfx[kMaxAnimFrames]; uint16 _slugUpFrames; Tile *_slugUpGfx[kMaxAnimFrames]; uint16 _slugDownFrames; Tile *_slugDownGfx[kMaxAnimFrames]; uint16 _slugLeftFrames; Tile *_slugLeftGfx[kMaxAnimFrames]; uint16 _slugRightFrames; Tile *_slugRightGfx[kMaxAnimFrames]; uint16 _slugAttackFrames; Picture *_slugAttackGfx[kMaxAnimFrames]; Tile *_weaponSelGfx; Tile *_weaponGfx; AIType _weaponSelected; // Player Resources and Deliveries int _numGems; int _numGooCups; int _numMonkeystones; // Special Tiles that are usable // These variables hold the tile-indices set // in ai-init.cpp int _useSwitchOff; // the door opening switch int _useSwitchOn; // state, when opened int _useHolderEmpty; // cell holding switch int _useHolderFull; // state, when full int _useSwitch2Off; // another switch int _useSwitch2On; // state, when opened int _useMailsorter; // mailsorter entity int _useAskcomp; // askcomp entitiy int _useTeleporter; // teleporter entity int _useHandswitchOn; // 2-sided handswitch int _useHandswitchOff; // 2-sided handswitch int _targetDoorN; // horz SILVER door int _targetDoorP; // horz BLUE door int _targetDoorS; // horz RED door int _targetDoorNv; // vert SILVER door int _targetDoorPv; // vert BLUE door int _targetDoorSv; // vert RED door int _targetDoor2N; // horz SILVER door int _targetDoor2P; // horz BLUE door int _targetDoor2S; // horz RED door int _targetDoor2Nv; // vert SILVER door int _targetDoor2Pv; // vert BLUE door int _targetDoor2Sv; // vert RED door int _target2DoorN; // horz SILVER door int _target2DoorP; // horz BLUE door int _target2DoorS; // horz RED door int _target2DoorNv; // vert SILVER door int _target2DoorPv; // vert BLUE door int _target2DoorSv; // vert RED door int _target3DoorN; // horz SILVER door int _target3DoorP; // horz BLUE door int _target3DoorS; // horz RED door int _target3DoorNv; // vert SILVER door int _target3DoorPv; // vert BLUE door int _target3DoorSv; // vert RED door int _targetBridgeU; // bridge extending UP int _targetBridgeD; // bridge extending DOWN int _targetBridgeL; // bridge extending LEFT int _targetBridgeR; // bridge extending RIGHT int _targetBridgeMidLR; // bridge grating plank LEFT/RIGHT int _targetBridgeMidUD; // bridge grating plank UP/DOWN int _touchplateOn; // touchplate ON int _touchplateOff; int _templeTouchpOn; // touchplate ON int _templeTouchpOff; int _blockpole; // blockpole int _kcHolderWhiteOff; // keycard holders int _kcHolderWhiteOn; int _kcHolderBlueOff; int _kcHolderBlueOn; int _kcHolderRedOff; int _kcHolderRedOn; int _kcHolderGreenOff; int _kcHolderGreenOn; int _kcHolderPurpleOff; int _kcHolderPurpleOn; int _kcHolderBlackOff; int _kcHolderBlackOn; AIEntLevel2 _entsLevel2[kMaxLevel2Ents]; int _numLevel2Ents; InvEnt _inventory[kMaxInventory]; int _numInventory; DlvEnt _deliveries[kMaxDeliveries]; int _numDeliveries; Waypoint _waypoints[kMaxWaypoints]; int _numWaypoints; Tile *_waypointGfx[4]; // Animating waypoint gfx Tile *_debugQMark; LuaT _luaList[kMaxLuaEnts]; int _numLuaList; ActionInfo _actions[kMaxActions]; TeleInfo _teleporters[kMaxTeleporters]; int _numTeleporters; // Virtual Player AIEntity _dummyPlayer, _dummyLaser; bool _laserRescan, _laserOnScreen; AutoAction _autoActions[kMaxAutoActions]; Callback _callbacks[kMaxCallbacks]; Fairystone _fairystones[kMaxFairystones]; Bridge _bridges[kMaxBridges]; int _numBridges; Common::Array *_arrowPaths; Common::Array *_hereList; Common::Array *_triggerList; // Cinematic Variables Common::Array _cine; Picture *_cineFreeList[kMaxCineGfx]; int _numCineFreeList; CineBlit *_cineBlitList[kMaxCineGfx]; int _numCineBlitList; int _stunAnim; uint32 _stunTimer; // Bots Gfx Picture *_icepSnowballGfxDown; // ICEPUFF's snowball moving down Picture *_icepSnowballGfxLeft; // ICEPUFF's snowball moving left Picture *_icepSnowballGfxRight; // ICEPUFF's snowball moving right Tile *_tileFroglickMiddleUD; Tile *_tileFroglickWiggleUD[3]; Tile *_tileFroglickMiddleLR; Tile *_tileFroglickWiggleLeft[3]; Tile *_tileFroglickWiggleRight[3]; Picture *_gfxDragonAsleep; Picture *_gfxDragonFlap[2]; Picture *_gfxDragonBreathe[3]; Tile *_gfxLaserbeamUD[4]; Tile *_gfxLaserbeamUDTop[4]; Tile *_gfxLaserbeamUDBottom[4]; Tile *_gfxLaserbeamLR[4]; Tile *_gfxLaserbeamLRLeft[4]; Tile *_gfxLaserbeamLRRight[4]; private: // Action Functions // Checks for the existence of a closed/open door bool isClosedDoor(int x, int y); bool isOpenDoor(int x, int y); // MAIN FUNCTION : handles all animation of targeted tiles & changing the state of the "switch" bool useTarget(int x, int y, int targetX, int targetY, int newTile, int *worked); // Black Door Switch bool useSwitch(AIEntity *e, int x, int y, int targetX, int targetY, int onTile); bool useSwitchOn(AIEntity *e, int x, int y, int targetX, int targetY, int offTile); bool useSwitch2(AIEntity *e, int x, int y, int targetX, int targetY); // Colored Keycard Switch bool useLockedSwitch(AIEntity *e, int x, int y, int targetX, int targetY, int onTile, AIType item, const char *keyerror); bool useLockedSwitchOn(AIEntity *e, int x, int y, int targetX, int targetY, int offTile, AIType item); // Purple Cell Holder Switch bool useCellHolder(AIEntity *e, int x, int y, int targetX, int targetY); // Touchplate bool useTouchplate(AIEntity *e, int x, int y, int targetX, int targetY, int type); bool useTouchplateOn(AIEntity *e, int x, int y, int targetX, int targetY, int type); // Normal Door bool useDoorOpenClose(AIEntity *e, int x, int y); bool useAutoDoorOpenClose(AIEntity *e, int x, int y); // Any Type Door bool useDoorOpenCloseBot(AIEntity *e, int x, int y); Common::Array *_ents; Common::Array *_floats; Common::Array _animTargets; AIEntity *_player; // Cinematics Variables bool _cineAbortable; bool _cineAborted; const char *_cineAbortFunc; bool _cineActive; bool _playerLock; bool _cameraLock; double _cameraX, _cameraY; }; const char *AIType2Str(AIType v); const char *AIState2Str(AIState v); } // End of Namespace #endif // !HDB_AI_H