Files
scummvm-cursorfix/engines/got/game/shot_pattern.cpp
2026-02-02 04:50:13 +01:00

223 lines
4.8 KiB
C++

/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "got/game/shot_pattern.h"
#include "got/game/move.h"
#include "got/vars.h"
namespace Got {
int shotPatternNone(Actor *actor);
int shotPatternOne(Actor *actor);
int shotPatternTwo(Actor *actor);
int shotPatternThree(Actor *actor);
int shotPatternFour(Actor *actor);
int shotPatternFive(Actor *actor);
int shotPatternSix(Actor *actor);
int shotPatternSeven(Actor *actor);
int shotPatternEight(Actor *actor);
int (*const shotPatternFunc[])(Actor *actor) = {
shotPatternNone,
shotPatternOne,
shotPatternTwo,
shotPatternThree,
shotPatternFour,
shotPatternFive,
shotPatternSix,
shotPatternSeven,
shotPatternEight,
};
// No shooting
int shotPatternNone(Actor *actor) {
return 0;
}
// Uni-directional seek
int shotPatternOne(Actor *actor) {
switch (actor->_lastDir) {
case 0:
if (ABS(_G(thorX1) - actor->_x) < 8) {
if (actor->_y > _G(thorRealY1)) { //r
if (actorShoots(actor, 0))
return 1;
}
}
break;
case 1:
if (ABS(_G(thorX1) - actor->_x) < 8) {
if (actor->_y < _G(thorRealY1)) { //r
if (actorShoots(actor, 1))
return 1;
}
}
break;
case 2:
if (ABS(_G(thorRealY1) - actor->_y) < 8) { //r
if (actor->_x > _G(thorX1)) {
if (actorShoots(actor, 2))
return 1;
}
}
break;
case 3:
if (ABS(_G(thorRealY1) - actor->_y) < 8) { //r
if (actor->_x < _G(thorX1)) {
if (actorShoots(actor, 3))
return 1;
}
}
break;
default:
break;
}
return 0;
}
// Omni directional
int shotPatternTwo(Actor *actor) {
if (ABS(_G(thor)->_x - actor->_x) < 8) {
if (_G(thor)->_y > actor->_y)
actorShoots(actor, 1);
else if (_G(thor)->_y < actor->_y)
actorShoots(actor, 0);
else
return 0;
} else if (ABS(_G(thor)->_y - actor->_y) < 8) {
if (_G(thor)->_x > actor->_x)
actorShoots(actor, 3);
else if (_G(thor)->_x < actor->_x)
actorShoots(actor, 2);
} else {
return 0;
}
return 1;
}
// Uni directional (backwards)
int shotPatternThree(Actor *actor) {
const int oldDir = actor->_lastDir;
if (shotPatternOne(actor)) {
actor->_lastDir = reverseDirection(actor);
return 1;
}
actor->_lastDir = reverseDirection(actor);
shotPatternOne(actor);
actor->_lastDir = oldDir;
return 1;
}
// Omni-directional not solid shot
int shotPatternFour(Actor *actor) {
if (ABS(_G(thor)->_x - actor->_x) < 8) {
if (_G(thor)->_y > actor->_y)
actorAlwaysShoots(actor, 1);
else if (_G(thor)->_y < actor->_y)
actorAlwaysShoots(actor, 0);
else
return 0;
} else if (ABS(_G(thor)->_y - actor->_y) < 8) {
if (_G(thor)->_x > actor->_x)
actorAlwaysShoots(actor, 3);
else if (_G(thor)->_x < actor->_x)
actorAlwaysShoots(actor, 2);
} else {
return 0;
}
return 1;
}
// Boss - snake
int shotPatternFive(Actor *actor) {
if (_G(rand1) < 15 && (actor->_temp1 == 0) && (actor->_temp2 == 0)) {
actor->_y += 16;
actor->_numShotsAllowed = 3 + _G(setup)._difficultyLevel;
actorShoots(actor, 2);
playSound(BOSS12, false);
const int num = actor->_shotActor;
actor->_shotCountdown = 50;
_G(actor[num])._temp3 = 120;
_G(actor[num])._temp4 = 5 + (_G(rand2) % 17);
_G(actor[num])._temp5 = _G(actor[num])._temp4;
actor->_y -= 16;
return 1;
}
return 0;
}
// 4 surrounding squares
int shotPatternSix(Actor *actor) {
const int pos = ((actor->_x) / 16) + (((actor->_y) / 16) * 20);
if (_G(thorPos) == pos - 20)
actorShoots(actor, 0);
else if (_G(thorPos) == pos + 20)
actorShoots(actor, 1);
else if (_G(thorPos) == pos - 1)
actorShoots(actor, 2);
else if (_G(thorPos) == pos + 1)
actorShoots(actor, 3);
else
return 0;
actor->_frameSequence[3] = 3;
actor->_nextFrame = 3;
return 1;
}
// none
int shotPatternSeven(Actor *actor) {
return 0;
}
// random
int shotPatternEight(Actor *actor) {
if (!actor->_i2) {
actor->_i1 = actor->_funcPass;
actor->_i2 = 1;
}
if (actor->_i1) {
actor->_i1--;
} else if (_G(rand1) < 10) {
actor->_i1 = actor->_funcPass;
actor->_i2 = _G(thorRealY1);
actorShoots(actor, 0);
return 1;
}
return 0;
}
} // namespace Got