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/* 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
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