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
|
/* 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"
namespace HDB {
// Black Door Switch
bool AI::useSwitch(AIEntity *e, int x, int y, int targetX, int targetY, int onTile) {
warning("STUB: Define useSwitch");
return false;
}
bool AI::useSwitchOn(AIEntity *e, int x, int y, int targetX, int targetY, int offTile) {
warning("STUB: Define useSwitchOn");
return false;
}
bool AI::useSwitch2(AIEntity *e, int x, int y, int targetX, int targetY) {
warning("STUB: Define useSwitch2");
return false;
}
// Colored Keycard Switch
bool AI::useLockedSwitch(AIEntity *e, int x, int y, int targetX, int targetY, int onTile, AIType item, const char *keyerror) {
warning("STUB: Define useLockedSwitch");
return false;
}
bool AI::useLockedSwitchOn(AIEntity *e, int x, int y, int targetX, int targetY, int offTile, AIType item) {
warning("STUB: Define useLockedSwitchOn");
return false;
}
// Purple Cell Holder Switch
bool AI::useCellHolder(AIEntity *e, int x, int y, int targetX, int targetY) {
warning("STUB: Define useCellHolder");
return false;
}
// Touchplate
bool AI::useTouchplate(AIEntity *e, int x, int y, int targetX, int targetY, int type) {
warning("STUB: Define useTouchplate");
return false;
}
bool AI::useTouchplateOn(AIEntity *e, int x, int y, int targetX, int targetY, int type) {
warning("STUB: Define useTouchplateOn");
return false;
}
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) {
warning("STUB: Define useDoorOpenCloseBot");
return false;
}
} // End of Namespace
|