scummvm/engines/hdb/ai-lists.cpp

332 lines
10 KiB
C++
Raw Normal View History

/* 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 {
/*
Adds a tile to an animation list
*/
void AI::addAnimateTarget(int x, int y, int start, int end, AnimSpeed speed, bool killAuto, bool inMap, const char *tileName) {
AnimTarget *at = new AnimTarget;
at->x = x;
at->y = y;
at->start = start;
at->end = end;
at->killAuto = killAuto; // Doesn't actually kill it, deactivates it
// Set animCycle and animFrame as per speed
switch (speed) {
case ANIM_SLOW:
at->animCycle = 10;
at->animFrame = 10;
break;
case ANIM_NORMAL:
at->animCycle = 6;
at->animFrame = 6;
break;
case ANIM_FAST:
at->animCycle = 2;
at->animFrame = 2;
break;
}
// Set +1/-1 for tile anim direction
if ((end - start) > 0)
at->vel = 1;
else
at->vel = -1;
// Set Info if this is not an inMap animation
at->inMap = inMap;
if (!inMap) {
char name[32];
uint32 size;
for (int i = start;i <= end;i++) {
if (i < 10)
snprintf(name, 32, "%s0%d", tileName, i + 1);
else
snprintf(name, 32, "%s%d", tileName, i + 1);
debug("AddAnimateTarget: %s", name);
size = g_hdb->_fileMan->getLength(name, TYPE_TILE32);
at->gfxList[i] = g_hdb->_drawMan->getTileGfx(name, size);
}
}
// Insert in the beginning
_animTargets->insert_at(0, at);
}
/*
Animate _animTargets
Called every frame
*/
void AI::animateTargets() {
AnimTarget *at;
int mx, my;
int layer;
g_hdb->_map->getMapXY(&mx, &my);
for (Common::Array<AnimTarget *>::iterator it = _animTargets->begin(); it != _animTargets->end(); it++) {
at = *it;
// Draw Non-Map stuff every frame
if (!at->inMap)
at->gfxList[at->start]->drawMasked(at->x - mx, at->y - my);
// Frame Timer
if (at->animFrame-- < 1) {
at->animFrame = at->animCycle;
if (at->inMap) {
// Animate Map Tiles
layer = 0; // BG layer
if (!at->start == g_hdb->_map->getMapBGTileIndex(at->x, at->y))
layer = 1;
// Change Tile Anim
at->start += at->vel;
// Set it back in map
if (!layer)
g_hdb->_map->setMapBGTileIndex(at->x, at->y, at->start);
else
g_hdb->_map->setMapFGTileIndex(at->x, at->y, at->start);
} else {
// Animate non-map tiles
at->start++;
}
// Animation Finished ?
if (at->start == at->end) {
if (at->killAuto)
autoDeactivate(at->x, at->y);
_animTargets->erase(it);
continue;
}
}
}
}
void AI::addToAutoList(int x, int y, const char *luaFuncInit, const char *luaFuncUse) {
const char *get;
for (int i = 0;i < kMaxAutoActions;i++) {
if (!_autoActions[i]->x) {
_autoActions[i]->x = x;
_autoActions[i]->y = y;
_autoActions[i]->activated = false;
if (luaFuncInit[0] != '*')
strcpy(&_autoActions[i]->luaFuncInit[0], luaFuncInit);
if (luaFuncUse[0] != '*')
strcpy(&_autoActions[i]->luaFuncUse[0], luaFuncUse);
if (_autoActions[i]->luaFuncInit[0]) {
g_hdb->_lua->callFunction(_autoActions[i]->luaFuncInit, 2);
get = g_hdb->_lua->getStringOffStack();
if (!get)
return;
strcpy(&_autoActions[i]->entityName[0], get);
get = g_hdb->_lua->getStringOffStack();
if (!get)
return;
strcpy(&_autoActions[i]->entityName[0], get);
}
return;
}
}
}
void AI::autoDeactivate(int x, int y) {
for (int i = 0; i < kMaxAutoActions;i++) {
if (_autoActions[i]->x == x && _autoActions[i]->y == y) {
_autoActions[i]->activated = false;
return;
}
}
}
bool AI::activateAction(AIEntity *e, int x, int y, int targetX, int targetY) {
bool success = false;
int tileIndex = g_hdb->_map->getMapFGTileIndex(x, y);
// If FG tile invisivle or grating, ignore if
int fgFlags = g_hdb->_map->getMapFGTileFlags(x, y);
if (fgFlags & (kFlagInvisible | kFlagGrating))
tileIndex = -1;
if (tileIndex < 0)
tileIndex = g_hdb->_map->getMapBGTileIndex(x, y);
// Check which tile is going to activate
if ( tileIndex == _useSwitchOff || tileIndex == _useSwitchOff + 1 )
success = useSwitch( e, x, y, targetX, targetY, _useSwitchOn );
else
if ( tileIndex == _useSwitchOn )
success = useSwitchOn( e, x, y, targetX, targetY, _useSwitchOff );
else
//-------------------------------------------------------------------
if ( tileIndex == _useHandswitchOff || tileIndex == _useHandswitchOff + 1 )
success = useSwitch( e, x, y, targetX, targetY, _useHandswitchOn );
else
if ( tileIndex == _useHandswitchOn )
success = useSwitchOn( e, x, y, targetX, targetY, _useHandswitchOff );
else
//-------------------------------------------------------------------
if ( tileIndex == _kcHolderWhiteOff || tileIndex == _kcHolderWhiteOff + 1 )
success = useLockedSwitch( e, x, y, targetX, targetY, _kcHolderWhiteOn, ITEM_KEYCARD_WHITE, "I need a White Keycard." );
else
if ( tileIndex == _kcHolderWhiteOn )
success = useLockedSwitchOn( e, x, y, targetX, targetY, _kcHolderWhiteOff, ITEM_KEYCARD_WHITE );
else
if ( tileIndex == _kcHolderBlueOff || tileIndex == _kcHolderBlueOff + 1 )
success = useLockedSwitch( e, x, y, targetX, targetY, _kcHolderBlueOn, ITEM_KEYCARD_BLUE, "I need a Blue Keycard." );
else
if ( tileIndex == _kcHolderBlueOn )
success = useLockedSwitchOn( e, x, y, targetX, targetY, _kcHolderBlueOff, ITEM_KEYCARD_BLUE );
else
if ( tileIndex == _kcHolderRedOff || tileIndex == _kcHolderRedOff + 1 )
success = useLockedSwitch( e, x, y, targetX, targetY, _kcHolderRedOn, ITEM_KEYCARD_RED, "I need a Red Keycard." );
else
if ( tileIndex == _kcHolderRedOn )
success = useLockedSwitchOn( e, x, y, targetX, targetY, _kcHolderRedOff, ITEM_KEYCARD_RED );
else
if ( tileIndex == _kcHolderGreenOff || tileIndex == _kcHolderGreenOff + 1 )
success = useLockedSwitch( e, x, y, targetX, targetY, _kcHolderGreenOn, ITEM_KEYCARD_GREEN, "I need a Green Keycard." );
else
if ( tileIndex == _kcHolderGreenOn )
success = useLockedSwitchOn( e, x, y, targetX, targetY, _kcHolderGreenOff, ITEM_KEYCARD_GREEN );
else
if ( tileIndex == _kcHolderPurpleOff || tileIndex == _kcHolderPurpleOff + 1 )
success = useLockedSwitch( e, x, y, targetX, targetY, _kcHolderPurpleOn, ITEM_KEYCARD_PURPLE, "I need a Purple Keycard." );
else
if ( tileIndex == _kcHolderPurpleOn )
success = useLockedSwitchOn( e, x, y, targetX, targetY, _kcHolderPurpleOff, ITEM_KEYCARD_PURPLE );
else
if ( tileIndex == _kcHolderBlackOff || tileIndex == _kcHolderBlackOff + 1 )
success = useLockedSwitch( e, x, y, targetX, targetY, _kcHolderBlackOn, ITEM_KEYCARD_BLACK, "I need a Black Keycard." );
else
if ( tileIndex == _kcHolderBlackOn )
success = useLockedSwitchOn( e, x, y, targetX, targetY, _kcHolderBlackOff, ITEM_KEYCARD_BLACK );
else
//-------------------------------------------------------------------
if ( tileIndex == _useSwitch2Off || tileIndex == _useSwitch2Off + 1 )
success = useSwitch2( e, x, y, targetX, targetY );
else
if ( tileIndex == _useHolderEmpty || tileIndex == _useHolderEmpty + 1 )
success = useCellHolder( e, x, y, targetX, targetY );
else
//-------------------------------------------------------------------
if ( tileIndex == _targetDoorN || tileIndex == _targetDoorN + 3 )
success = useAutoDoorOpenClose( e, x, y );
else
if ( tileIndex == _targetDoorP || tileIndex == _targetDoorP + 3 )
success = useDoorOpenCloseBot( e, x, y );
else
if ( tileIndex == _targetDoorS || tileIndex == _targetDoorS + 3 )
success = useDoorOpenCloseBot( e, x, y );
else
if ( tileIndex == _targetDoorNv || tileIndex == _targetDoorNv + 3 )
success = useAutoDoorOpenClose( e, x, y );
else
if ( tileIndex == _targetDoorPv || tileIndex == _targetDoorPv + 3 )
success = useDoorOpenCloseBot( e, x, y );
else
if ( tileIndex == _targetDoorSv || tileIndex == _targetDoorSv + 3 )
success = useDoorOpenCloseBot( e, x, y );
else
//-------------------------------------------------------------------
if ( tileIndex == _targetDoorN || tileIndex == _targetDoor2N + 3 )
success = useAutoDoorOpenClose( e, x, y );
else
if ( tileIndex == _targetDoorP || tileIndex == _targetDoor2P + 3 )
success = useDoorOpenCloseBot( e, x, y );
else
if ( tileIndex == _targetDoorS || tileIndex == _targetDoor2S + 3 )
success = useDoorOpenCloseBot( e, x, y );
else
if ( tileIndex == _targetDoorNv || tileIndex == _targetDoor2Nv + 3 )
success = useAutoDoorOpenClose( e, x, y );
else
if ( tileIndex == _targetDoorPv || tileIndex == _targetDoor2Pv + 3 )
success = useDoorOpenCloseBot( e, x, y );
else
if ( tileIndex == _targetDoorSv || tileIndex == _targetDoor2Sv + 3 )
success = useDoorOpenCloseBot( e, x, y );
else
//-------------------------------------------------------------------
if ( tileIndex == _touchplateOff )
success = useTouchplate( e, x, y, targetX, targetY, _touchplateOn );
else
if ( tileIndex == _touchplateOn )
success = useTouchplateOn( e, x, y, targetX, targetY, _touchplateOff );
else
if ( tileIndex == _templeTouchpOff )
success = useTouchplate( e, x, y, targetX, targetY, _templeTouchpOn );
else
if ( tileIndex == _templeTouchpOn )
success = useTouchplateOn( e, x, y, targetX, targetY, _templeTouchpOff );
return success;
}
bool AI::checkAutoList(AIEntity *e, int x, int y) {
for (int i = 0;i < kMaxAutoActions;i++) {
if (_autoActions[i]->x == x && _autoActions[i]->y == y && !_autoActions[i]->activated) {
bool success = activateAction(e, x, y, 0, 0);
_autoActions[i]->activated = true;
if (success && _autoActions[i]->luaFuncUse[0])
g_hdb->_lua->callFunction(_autoActions[i]->luaFuncUse, 0);
if (e == _player) {
lookAtXY(x, y);
animGrabbing();
}
return true;
}
}
return false;
}
bool AI::autoActive(int x, int y) {
for (int i = 0;i < kMaxAutoActions;i++) {
if (_autoActions[i]->x == x && _autoActions[i]->y == y) {
if (!_autoActions[i]->activated)
return false;
return true;
}
}
return false;
}
} // End of Namespace