scummvm/engines/hdb/ai-funcs.cpp

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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 {
AIEntity *AI::locateEntity(const char *luaName) {
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for (Common::Array<AIEntity *>::iterator it = _ents->begin(); it != _ents->end(); it++) {
if (Common::matchString((*it)->entityName, luaName)) {
return *it;
}
}
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return NULL;
}
// Check to see if we can get this entity
bool AI::getTableEnt(AIType type) {
switch (type) {
case ITEM_CELL:
case ITEM_ENV_WHITE:
case ITEM_ENV_RED:
case ITEM_ENV_BLUE:
case ITEM_ENV_GREEN:
case ITEM_TRANSCEIVER:
case ITEM_CLUB:
case ITEM_ROBOSTUNNER:
case ITEM_SLUGSLINGER:
case ITEM_MONKEYSTONE:
case ITEM_GOO_CUP:
case ITEM_TEACUP:
case ITEM_BURGER:
case ITEM_PDA:
case ITEM_BOOK:
case ITEM_CLIPBOARD:
case ITEM_NOTE:
case ITEM_KEYCARD_WHITE:
case ITEM_KEYCARD_BLUE:
case ITEM_KEYCARD_RED:
case ITEM_KEYCARD_GREEN:
case ITEM_KEYCARD_PURPLE:
case ITEM_KEYCARD_BLACK:
case ITEM_SEED:
case ITEM_SODA:
case ITEM_SLICER:
case ITEM_DOLLYTOOL1:
case ITEM_DOLLYTOOL2:
case ITEM_DOLLYTOOL3:
case ITEM_DOLLYTOOL4:
return true;
default:
return false;
}
}
// Check to see if it's okay to move through this entity
bool AI::walkThroughEnt(AIType type) {
switch (type) {
case AI_VORTEXIAN:
case AI_MEERKAT:
case AI_GOODFAIRY:
case AI_BADFAIRY:
case AI_GATEPUDDLE:
case AI_BUZZFLY:
case AI_OMNIBOT:
case AI_PUSHBOT:
case AI_TURNBOT:
case AI_RIGHTBOT:
case ITEM_GEM_WHITE:
case ITEM_GEM_BLUE:
case ITEM_GEM_RED:
case ITEM_GEM_GREEN:
return true;
default:
return getTableEnt(type);
}
}
// Play special sound for every item you get
void AI::getItemSound(AIType type) {
warning("STUB: AI: getItemSound required");
}
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void AI::lookAtEntity(AIEntity *e) {
lookAtXY(e->tileX, e->tileY);
}
// Change player direction to XY
void AI::lookAtXY(int x, int y) {
int distX, distY;
distX = abs(_player->tileX - x);
distY = abs(_player->tileY - y);
if (distX > distY) {
// X takes precedence
if (x < _player->tileX) {
_player->dir = DIR_LEFT;
} else if (x > _player->tileX) {
_player->dir = DIR_RIGHT;
} else if (y < _player->tileY) {
_player->dir = DIR_UP;
} else {
_player->dir = DIR_DOWN;
}
} else {
// Y takes precedence
if (y < _player->tileY) {
_player->dir = DIR_UP;
} else if (y > _player->tileY) {
_player->dir = DIR_DOWN;
} else if (x < _player->tileX) {
_player->dir = DIR_LEFT;
} else {
_player->dir = DIR_RIGHT;
}
}
switch (_player->dir) {
case DIR_UP:
_player->state = STATE_STANDUP;
warning("STUB: Set _player->draw to Player standup_gfx");
break;
case DIR_DOWN:
_player->state = STATE_STANDDOWN;
warning("STUB: Set _player->draw to Player standdown_gfx");
break;
case DIR_LEFT:
_player->state = STATE_STANDLEFT;
warning("STUB: Set _player->draw to Player standleft_gfx");
break;
case DIR_RIGHT:
_player->state = STATE_STANDRIGHT;
warning("STUB: Set _player->draw to Player standright_gfx");
break;
}
}
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} // End of Namespace