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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 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))
warning("STUB: Play 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))
warning("Play 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))
warning("STUB: callbackAutoDoorOpenClose: Play 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))
warning("useAutoDoorOpenClose: Play 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
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