aboutsummaryrefslogtreecommitdiff
path: root/engines/hdb/ai-bots.cpp
blob: 54c0d18b75f0e96b59326ddf7cb4d228d937a4fb (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
/* ScummVM - Graphic Adventure Engine
 *
 * ScummVM is the legal property of its developers, whose names
 * are too numerous to list here. Please refer to the COPYRIGHT
 * file distributed with this source distribution.
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 */

#include "hdb/hdb.h"

namespace HDB {

void aiOmniBotInit(AIEntity *e) {
	if (e->value1 == 1)
		e->aiAction = aiOmniBotMove;
	else if (g_hdb->_ai->findPath(e))
		e->aiAction = aiOmniBotAction;
}

void aiOmniBotInit2(AIEntity *e) {
	e->standdownGfx[0] = e->movedownGfx[0];
	e->standupGfx[0] = e->movedownGfx[0];
	e->standleftGfx[0] = e->moveleftGfx[0];
	e->standrightGfx[0] = e->moverightGfx[0];
	e->standdownFrames = e->standupFrames = e->standleftFrames = e->standrightFrames = 1;
	e->draw = g_hdb->_ai->getStandFrameDir(e);
}

void aiOmniBotMove(AIEntity *e) {
	if (e->goalX)
		g_hdb->_ai->animateEntity(e);
	else
		g_hdb->_ai->animEntFrames(e);
}

void aiOmniBotAction(AIEntity *e) {
	AIEntity *p = g_hdb->_ai->getPlayer();
	if (e->goalX) {
		if (!e->sequence) {
			g_hdb->_ai->animateEntity(e);
			// Is the Player collding?
			if (e->onScreen && (p->level = e->level) && g_hdb->_ai->checkPlayerCollision(e->x, e->y, 4) && !g_hdb->_ai->playerDead()) {
				g_hdb->_ai->killPlayer(DEATH_FRIED);
				return;
			}

			// Shoot player ?
			if (onEvenTile(e->x, e->y) && g_hdb->getActionMode()) {
				int xv = 0, yv = 0, result;
				int shoot = 0;
				AIEntity *omni;
				// FIXME: Is reloading Player required here?
				p = g_hdb->_ai->getPlayer();

				// On same level/screen?
				if ((e->level != p->level) || g_hdb->_ai->playerDead() || !e->onScreen)
					return;

				// Is Player in Line of Sight?
				switch (e->dir) {
				case DIR_UP:
					if (p->x == e->x && p->y < e->y) {
						shoot = 1;
						yv = -1;
					}
					break;
				case DIR_DOWN:
					if (p->x == e->x && p->y > e->y) {
						shoot = 1;
						yv = 1;
					}
					break;
				case DIR_LEFT:
					if (p->x < e->x && p->y == e->y) {
						shoot = 1;
						xv = -1;
					}
					break;
				case DIR_RIGHT:
					if (p->x > e->x && p->y == e->y) {
						shoot = 1;
						xv = 1;
					}
					break;
				case DIR_NONE:
					warning("aiOmniBotAction: DIR_NONE found");
					break;
				}

				// If shoot = 1, take the shot
				// (1) Check we're not shooting into a solid tile
				// (2) Check we're not shooting into an Entity unless it's the player
				AIEntity *hit = g_hdb->_ai->legalMoveOverWater(e->tileX+xv, e->tileY + yv, e->level, &result);
				if (shoot && !hit && result) {
					omni = g_hdb->_ai->spawn(AI_OMNIBOT_MISSILE, e->dir, e->tileX + xv, e->tileY + yv, NULL, NULL, NULL, DIR_NONE, e->level, 0, 0, 1);
					omni->xVel = xv * kPlayerMoveSpeed * 2;
					omni->yVel = yv * kPlayerMoveSpeed * 2;
					if (g_hdb->_map->onScreen(e->tileX, e->tileY))
						warning("STUB: aiOmniBotAction: Play SND_OMNIBOT_FIRE");
					if (!g_hdb->getActionMode()) {
						omni->xVel >>= 1;
						omni->yVel >>= 1;
					}
					e->sequence = 16;
				}
			}
		}
	} else {
		g_hdb->_ai->findPath(e);
		if (e->onScreen)
			warning("STUB: aiOmniBotAction: Play SND_OMNIBOT_AMBIENT");
	}

	if (e->sequence)
		e->sequence--;
}

void aiOmniBotMissileInit(AIEntity *e) {
	e->state = STATE_MOVEDOWN;
	e->aiAction = aiOmniBotMissileAction;
}

void aiOmniBotMissileInit2(AIEntity *e) {
	for (int i = 0; i < e->movedownFrames; i++)
		e->moveleftGfx[i] = e->moverightGfx[i] = e->moveupGfx[i] = e->movedownGfx[i];

	e->moveleftFrames = e->moverightFrames = e->moveupFrames = e->movedownFrames;
	e->draw = e->movedownGfx[0];
}

void aiOmniBotMissileAction(AIEntity *e) {
	AIEntity *p = g_hdb->_ai->getPlayer();

	g_hdb->_ai->animEntFrames(e);
	e->x += e->xVel;
	e->y += e->yVel;
	e->tileX = e->x / kTileWidth;
	e->tileY = e->y / kTileHeight;

	// Did we hit a solid wall?
	int result;
	AIEntity *hit = g_hdb->_ai->legalMoveOverWaterIgnore(e->tileX, e->tileY, e->level, &result, e);

	if (hit || !result) {
		g_hdb->_ai->addAnimateTarget(e->x, e->y, 0, 3, ANIM_FAST, false, false, "steam_puff_sit");
		g_hdb->_ai->removeEntity(e);
	}

	// On Even tiles, check for hitting player
	if (onEvenTile(e->x, e->y))
		if (e->onScreen && (p->level == e->level) && g_hdb->_ai->checkPlayerCollision(e->x, e->y, 4) && !g_hdb->_ai->playerDead()) {
			g_hdb->_ai->killPlayer(DEATH_NORMAL);
			g_hdb->_ai->addAnimateTarget(e->x, e->y, 0, 3, ANIM_FAST, false, false, "steam_puff_sit");
			g_hdb->_ai->removeEntity(e);
		}
}

void aiTurnBotInit(AIEntity *e) {
	e->aiAction = aiTurnBotAction;
}

void aiTurnBotInit2(AIEntity *e) {
	e->draw = g_hdb->_ai->getStandFrameDir(e);
}

void aiTurnBotChoose(AIEntity *e) {
	int xvAhead[5] = { 9, 0, 0, -1, 1 }, yvAhead[5] = { 9, -1, 1, 0, 0 };
	AIDir turnRight[5] = { DIR_NONE, DIR_RIGHT, DIR_LEFT, DIR_UP, DIR_DOWN };
	AIState dirState[5] = { STATE_NONE, STATE_MOVEUP, STATE_MOVEDOWN, STATE_MOVELEFT, STATE_MOVERIGHT };
	int xv, yv;

	xv = xvAhead[e->dir];
	yv = yvAhead[e->dir];
	if (g_hdb->_map->getMapBGTileFlags(e->tileX + xv, e->tileY + yv) & (kFlagSolid | kFlagWater)) {
		e->xVel = e->yVel = 0;
		e->animFrame = 0;
		e->animDelay = e->animCycle;
		e->dir = turnRight[e->dir];
		e->state = dirState[e->dir];
	} else {
		e->xVel = xv * kPlayerMoveSpeed;
		e->yVel = yv * kPlayerMoveSpeed;
		if (!g_hdb->getActionMode()) {
			e->xVel >>= 1;
			e->yVel >>= 1;
		}
		e->goalX = e->tileX + xv;
		e->goalY = e->tileY + yv;
		e->state = dirState[e->dir];
		if (e->dir == DIR_DOWN)
			e->animFrame = 3;
	}
}


void aiTurnBotAction(AIEntity *e) {
	if (e->goalX)
		g_hdb->_ai->animateEntity(e);
	else {
		aiTurnBotChoose(e);
		g_hdb->_ai->animateEntity(e);
		if (e->onScreen)
			warning("STUB: aiTurnBotAction: Play SND_TURNBOT_TURN");
	}

	if (e->onScreen && onEvenTile(e->x, e->y) && g_hdb->_ai->checkPlayerCollision(e->x, e->y, 0) && !g_hdb->_ai->playerDead())
		g_hdb->_ai->killPlayer(DEATH_NORMAL);
}


} // End of Namespace