223 lines
4.8 KiB
C++
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
|