scummvm/gob/goblin.cpp

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/* ScummVM - Scumm Interpreter
* Copyright (C) 2004 Ivan Dubrov
* Copyright (C) 2004-2005 The ScummVM project
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#include "gob/gob.h"
#include "gob/goblin.h"
#include "gob/inter.h"
#include "gob/global.h"
#include "gob/draw.h"
#include "gob/video.h"
#include "gob/anim.h"
#include "gob/scenery.h"
#include "gob/map.h"
#include "gob/sound.h"
#include "gob/game.h"
#include "gob/dataio.h"
#include "gob/cdrom.h"
namespace Gob {
Util_List *gob_objList;
Gob_Object *gob_goblins[4];
int16 gob_currentGoblin;
Snd_SoundDesc *gob_soundData[16];
int16 gob_gobStateLayer;
char gob_goesAtTarget = 0;
char gob_readyToAct = 0;
int16 gob_gobAction = 0;
Gob_Pos gob_gobPositions[3];
int16 gob_gobDestX;
int16 gob_gobDestY;
int16 gob_pressedMapX;
int16 gob_pressedMapY;
char gob_pathExistence;
int16 gob_itemIndInPocket = 5;
int16 gob_itemIdInPocket = 2;
char gob_itemByteFlag = 0;
int16 gob_destItemId = -1;
int16 gob_destActionItem = 0;
Gob_Object *gob_actDestItemDesc = 0;
int16 gob_forceNextState[10] = {
-1, -1, -1, -1, -1, -1, -1, 0, 0, 0
};
char gob_rotStates[4][4] = {
{0, 22, 23, 24},
{13, 2, 12, 14},
{16, 15, 4, 17},
{27, 25, 26, 6}
};
int16 gob_destItemType;
int16 gob_destItemState;
// Pointers to interpreter variables
int32 *gob_some0ValPtr;
int32 *gob_gobRetVarPtr;
int32 *gob_curGobVarPtr;
int32 *gob_curGobXPosVarPtr;
int32 *gob_curGobYPosVarPtr;
int32 *gob_itemInPocketVarPtr;
int32 *gob_curGobStateVarPtr;
int32 *gob_curGobFrameVarPtr;
int32 *gob_curGobMultStateVarPtr;
int32 *gob_curGobNextStateVarPtr;
int32 *gob_curGobScrXVarPtr;
int32 *gob_curGobScrYVarPtr;
int32 *gob_curGobLeftVarPtr;
int32 *gob_curGobTopVarPtr;
int32 *gob_curGobRightVarPtr;
int32 *gob_curGobBottomVarPtr;
int32 *gob_curGobDoAnimVarPtr;
int32 *gob_curGobOrderVarPtr;
int32 *gob_curGobNoTickVarPtr;
int32 *gob_curGobTypeVarPtr;
int32 *gob_curGobMaxTickVarPtr;
int32 *gob_curGobTickVarPtr;
int32 *gob_curGobActStartStateVarPtr;
int32 *gob_curGobLookDirVarPtr;
int32 *gob_curGobPickableVarPtr;
int32 *gob_curGobRelaxVarPtr;
int32 *gob_curGobMaxFrameVarPtr;
int32 *gob_destItemStateVarPtr;
int32 *gob_destItemFrameVarPtr;
int32 *gob_destItemMultStateVarPtr;
int32 *gob_destItemNextStateVarPtr;
int32 *gob_destItemScrXVarPtr;
int32 *gob_destItemScrYVarPtr;
int32 *gob_destItemLeftVarPtr;
int32 *gob_destItemTopVarPtr;
int32 *gob_destItemRightVarPtr;
int32 *gob_destItemBottomVarPtr;
int32 *gob_destItemDoAnimVarPtr;
int32 *gob_destItemOrderVarPtr;
int32 *gob_destItemNoTickVarPtr;
int32 *gob_destItemTypeVarPtr;
int32 *gob_destItemMaxTickVarPtr;
int32 *gob_destItemTickVarPtr;
int32 *gob_destItemActStartStVarPtr;
int32 *gob_destItemLookDirVarPtr;
int32 *gob_destItemPickableVarPtr;
int32 *gob_destItemRelaxVarPtr;
int32 *gob_destItemMaxFrameVarPtr;
//
int16 gob_itemToObject[20];
Gob_Object *gob_objects[20];
int16 gob_objCount;
int16 gob_gobsCount;
char gob_boreCounter = 0;
int16 gob_positionedGob = 5;
char gob_noPick = 0;
char gob_rotateState(int16 from, int16 to) {
return gob_rotStates[from / 2][to / 2];
}
int16 gob_peekGoblin(Gob_Object *curGob) {
Util_ListNode *ptr;
Gob_Object *desc;
int16 index;
int16 i;
ptr = gob_objList->pHead;
index = 0;
while (ptr != 0) {
desc = (Gob_Object *) ptr->pData;
if (desc != curGob) {
for (i = 0; i < 3; i++) {
if (desc != gob_goblins[i])
continue;
if (inter_mouseX < desc->right &&
inter_mouseX > desc->left &&
inter_mouseY < desc->bottom &&
inter_mouseY > desc->top) {
index = i + 1;
}
}
}
ptr = ptr->pNext;
}
return index;
}
void gob_initList(void) {
gob_objList = (Util_List *) malloc(sizeof(Util_List));
gob_objList->pHead = 0;
gob_objList->pTail = 0;
}
void gob_sortByOrder(Util_List *list) {
Util_ListNode *ptr;
Util_ListNode *ptr2;
ptr = list->pHead;
while (ptr->pNext != 0) {
for (ptr2 = ptr->pNext; ptr2 != 0; ptr2 = ptr2->pNext) {
Gob_Object *objDesc = (Gob_Object *)ptr->pData;
Gob_Object *objDesc2 = (Gob_Object *)ptr2->pData;
if (objDesc->order <= objDesc2->order) {
if (objDesc->order != objDesc2->order)
continue;
if (objDesc->bottom <= objDesc2->bottom) {
if (objDesc->bottom != objDesc2->bottom)
continue;
if (objDesc != gob_goblins[gob_currentGoblin])
continue;
}
}
SWAP(ptr->pData, ptr2->pData);
}
ptr = ptr->pNext;
}
}
void gob_playSound(Snd_SoundDesc *snd, int16 repCount, int16 freq) {
if (snd != 0) {
snd_stopSound(0);
snd_playSample(snd, repCount, freq);
}
}
void gob_drawObjects(void) {
Util_ListNode *ptr;
Util_ListNode *ptr2;
Gob_Object *objDesc;
Gob_Object *gobDesc2;
int16 layer;
ptr = gob_objList->pHead;
for (ptr = gob_objList->pHead; ptr != 0; ptr = ptr->pNext) {
objDesc = (Gob_Object *) ptr->pData;
if (objDesc->type == 3)
objDesc->toRedraw = 1;
else if (objDesc->type == 1)
objDesc->toRedraw = 0;
}
for (ptr = gob_objList->pHead; ptr != 0; ptr = ptr->pNext) {
objDesc = (Gob_Object *) ptr->pData;
if (objDesc->toRedraw == 0)
continue;
vid_drawSprite(anim_underAnimSurf, draw_backSurface,
objDesc->left, objDesc->top, objDesc->right,
objDesc->bottom, objDesc->left, objDesc->top, 0);
draw_invalidateRect(objDesc->left, objDesc->top,
objDesc->right, objDesc->bottom);
if (objDesc->type != 0)
continue;
layer =
objDesc->stateMach[objDesc->state][objDesc->stateColumn]->
layer;
scen_updateAnim(layer, objDesc->curFrame, objDesc->animation,
0, objDesc->xPos, objDesc->yPos, 0);
if (scen_toRedrawLeft == -12345) {
objDesc->dirtyLeft = objDesc->left;
objDesc->dirtyRight = objDesc->right;
objDesc->dirtyTop = objDesc->top;
objDesc->dirtyBottom = objDesc->bottom;
} else {
objDesc->dirtyLeft =
MIN(objDesc->left, scen_toRedrawLeft);
objDesc->dirtyRight =
MAX(objDesc->right, scen_toRedrawRight);
objDesc->dirtyTop =
MIN(objDesc->top, scen_toRedrawTop);
objDesc->dirtyBottom =
MAX(objDesc->bottom, scen_toRedrawBottom);
}
objDesc->dirtyLeft = 0;
objDesc->dirtyRight = 319;
objDesc->dirtyTop = 0;
objDesc->dirtyBottom = 199;
}
gob_sortByOrder(gob_objList);
for (ptr = gob_objList->pHead; ptr != 0; ptr = ptr->pNext) {
objDesc = (Gob_Object *) ptr->pData;
if (objDesc->toRedraw) {
layer =
objDesc->stateMach[objDesc->state][objDesc->
stateColumn]->layer;
if (objDesc->type == 0) {
if (objDesc->visible == 0) {
scen_updateAnim(layer,
objDesc->curFrame,
objDesc->animation, 0,
objDesc->xPos, objDesc->yPos, 0);
} else {
scen_updateAnim(layer,
objDesc->curFrame,
objDesc->animation, 2,
objDesc->xPos, objDesc->yPos, 1);
}
if (scen_toRedrawLeft == -12345) {
objDesc->left = 0;
objDesc->top = 0;
objDesc->right = 0;
objDesc->bottom = 0;
} else {
draw_invalidateRect(scen_toRedrawLeft,
scen_toRedrawTop,
scen_toRedrawRight,
scen_toRedrawBottom);
objDesc->left = scen_toRedrawLeft;
objDesc->top = scen_toRedrawTop;
objDesc->right = scen_toRedrawRight;
objDesc->bottom = scen_toRedrawBottom;
scen_updateStatic(objDesc->order);
}
} else {
objDesc->left = 0;
objDesc->top = 0;
objDesc->right = 0;
objDesc->bottom = 0;
objDesc->type = 1;
}
continue;
}
if (objDesc->type == 0 && objDesc->visible != 0) {
for (ptr2 = gob_objList->pHead; ptr2 != 0;
ptr2 = ptr2->pNext) {
gobDesc2 = (Gob_Object *) ptr2->pData;
if (gobDesc2->toRedraw == 0)
continue;
if (objDesc->right < gobDesc2->dirtyLeft)
continue;
if (gobDesc2->dirtyRight < objDesc->left)
continue;
if (objDesc->bottom < gobDesc2->dirtyTop)
continue;
if (gobDesc2->dirtyBottom < objDesc->top)
continue;
scen_toRedrawLeft = gobDesc2->dirtyLeft;
scen_toRedrawRight = gobDesc2->dirtyRight;
scen_toRedrawTop = gobDesc2->dirtyTop;
scen_toRedrawBottom = gobDesc2->dirtyBottom;
layer =
objDesc->stateMach[objDesc->
state][objDesc->stateColumn]->layer;
scen_updateAnim(layer, objDesc->curFrame,
objDesc->animation, 4, objDesc->xPos,
objDesc->yPos, 1);
scen_updateStatic(objDesc->order);
}
}
}
for (ptr = gob_objList->pHead; ptr != 0; ptr = ptr->pNext) {
objDesc = (Gob_Object *) ptr->pData;
if (objDesc->toRedraw == 0 || objDesc->type == 1)
continue;
Gob_State *state = objDesc->stateMach[objDesc->state][objDesc->stateColumn];
int16 sndFrame;
int16 sndItem;
int16 freq;
int16 repCount;
if (state->sndFrame & 0xff00) {
// There are two frames which trigger a sound effect,
// so everything has to be encoded in one byte each.
// Note that the frequency is multiplied by 100, not -
// as I would have thought, 0x100.
sndFrame = (state->sndFrame >> 8) & 0xff;
sndItem = (state->sndItem >> 8) & 0xff;
freq = 100 * ((state->freq >> 8) & 0xff);
repCount = (state->repCount >> 8) & 0xff;
if (objDesc->curFrame == sndFrame) {
if (sndItem != 0xff) {
gob_playSound(gob_soundData[sndItem],
repCount, freq);
}
}
sndFrame = state->sndFrame & 0xff;
sndItem = state->sndItem & 0xff;
freq = 100 * (state->freq & 0xff);
repCount = state->repCount & 0xff;
if (objDesc->curFrame == sndFrame) {
if (sndItem != 0xff) {
gob_playSound(gob_soundData[sndItem],
repCount, freq);
}
}
} else {
// There is only one, so frequency etc. are used as is.
sndFrame = state->sndFrame;
sndItem = state->sndItem;
freq = state->freq;
repCount = state->repCount;
if (objDesc->curFrame == sndFrame) {
if (sndItem != -1) {
gob_playSound(gob_soundData[sndItem],
repCount, freq);
}
}
}
}
// scen_updateAnim(27, 0, 9, 2, 10, 10, 1);
}
void gob_animateObjects(void) {
Util_ListNode *node;
Gob_Object *objDesc;
Scen_AnimLayer *pLayer;
int16 layer;
for (node = gob_objList->pHead; node != 0; node = node->pNext) {
objDesc = (Gob_Object *) node->pData;
if (objDesc->doAnim != 1 || objDesc->type != 0)
continue;
if (objDesc->noTick != 0)
continue;
if (objDesc->tick < objDesc->maxTick)
objDesc->tick++;
if (objDesc->tick >= objDesc->maxTick) {
objDesc->tick = 1;
objDesc->curFrame++;
layer = objDesc->stateMach[objDesc->state][0]->layer;
pLayer =
scen_animations[objDesc->animation].layers[layer];
if (objDesc->curFrame < pLayer->framesCount)
continue;
objDesc->curFrame = 0;
objDesc->xPos += pLayer->animDeltaX;
objDesc->yPos += pLayer->animDeltaY;
if (objDesc->nextState == -1
&& objDesc->multState == -1
&& objDesc->unk14 == 0) {
objDesc->toRedraw = 0;
objDesc->curFrame = pLayer->framesCount - 1;
}
if (objDesc->multState != -1) {
if (objDesc->multState > 39) {
2005-04-05 17:41:37 +00:00
objDesc->stateMach = gob_goblins[(int)(objDesc->multObjIndex)]->stateMach;
objDesc->state = objDesc->multState - 40;
} else {
2005-04-05 17:41:37 +00:00
objDesc->stateMach = objDesc->realStateMach;
objDesc->state = objDesc->multState;
}
objDesc->animation =
objDesc->stateMach[objDesc->state][0]->
animation;
objDesc->multState = -1;
} else {
if (objDesc->nextState == -1)
continue;
objDesc->stateMach = objDesc->realStateMach;
objDesc->state = objDesc->nextState;
objDesc->animation =
objDesc->stateMach[objDesc->state][0]->
animation;
objDesc->nextState = -1;
}
objDesc->toRedraw = 1;
}
}
}
void gob_placeObject(Gob_Object *objDesc, char animated) {
int16 layer;
if (objDesc->stateMach[objDesc->state][0] != 0) {
objDesc->animation =
objDesc->stateMach[objDesc->state][0]->animation;
objDesc->noTick = 0;
objDesc->toRedraw = 1;
objDesc->doAnim = animated;
objDesc->maxTick = 1;
objDesc->tick = 1;
objDesc->curFrame = 0;
objDesc->type = 0;
objDesc->actionStartState = 0;
objDesc->nextState = -1;
objDesc->multState = -1;
objDesc->stateColumn = 0;
objDesc->curLookDir = 0;
objDesc->visible = 1;
objDesc->pickable = 0;
objDesc->unk14 = 0;
objDesc->relaxTime = util_getRandom(30);
layer = objDesc->stateMach[objDesc->state][0]->layer;
scen_updateAnim(layer, 0, objDesc->animation, 0,
objDesc->xPos, objDesc->yPos, 0);
objDesc->order = scen_toRedrawBottom / 24 + 3;
objDesc->left = objDesc->xPos;
objDesc->right = objDesc->xPos;
objDesc->dirtyLeft = objDesc->xPos;
objDesc->dirtyRight = objDesc->xPos;
objDesc->top = objDesc->yPos;
objDesc->bottom = objDesc->yPos;
objDesc->dirtyTop = objDesc->yPos;
objDesc->dirtyBottom = objDesc->yPos;
util_listInsertBack(gob_objList, objDesc);
}
}
int16 gob_getObjMaxFrame(Gob_Object * objDesc) {
int16 layer;
layer = objDesc->stateMach[objDesc->state][0]->layer;
return scen_animations[objDesc->animation].layers[layer]->framesCount -
1;
}
int16 gob_objIntersected(Gob_Object *obj1, Gob_Object *obj2) {
if (obj1->type == 1 || obj2->type == 1)
return 0;
if (obj1->right < obj2->left)
return 0;
if (obj1->left > obj2->right)
return 0;
if (obj1->bottom < obj2->top)
return 0;
if (obj1->top > obj2->bottom)
return 0;
return 1;
}
void gob_setMultStates(Gob_Object * gobDesc) {
2005-04-05 17:41:37 +00:00
gobDesc->stateMach = gob_goblins[(int)gobDesc->multObjIndex]->stateMach;
}
int16 gob_nextLayer(Gob_Object *gobDesc) {
if (gobDesc->nextState == 10)
gobDesc->curLookDir = 0;
if (gobDesc->nextState == 11)
gobDesc->curLookDir = 4;
if (gobDesc->nextState > 39) {
gob_setMultStates(gobDesc);
} else {
gobDesc->stateMach = gobDesc->realStateMach;
}
gobDesc->curFrame = 0;
if (gobDesc->nextState > 39)
gobDesc->state = gobDesc->nextState - 40;
else
gobDesc->state = gobDesc->nextState;
gobDesc->animation = gobDesc->stateMach[gobDesc->state][0]->animation;
return gobDesc->stateMach[gobDesc->state][0]->layer;
}
void gob_showBoredom(int16 gobIndex) {
Gob_Object *gobDesc;
int16 frame;
int16 frameCount;
int16 layer;
int16 state;
int16 boreFlag;
gobDesc = gob_goblins[gobIndex];
layer = gobDesc->stateMach[gobDesc->state][0]->layer;
frameCount =
scen_animations[gobDesc->animation].layers[layer]->framesCount;
state = gobDesc->state;
frame = gobDesc->curFrame;
gobDesc->noTick = 0;
gobDesc->toRedraw = 1;
boreFlag = 1 << util_getRandom(7);
if (gobIndex != gob_currentGoblin && util_getRandom(3) != 0) {
if (state == 21) {
if ((boreFlag & 16) || (boreFlag & 32)) {
gobDesc->multState = 92 + gobIndex;
} else if (boreFlag & 1) {
gobDesc->multState = 86 + gobIndex;
} else if (boreFlag & 2) {
gobDesc->multState = 80 + gobIndex;
} else if (boreFlag & 4) {
gobDesc->multState = 89 + gobIndex;
} else if (boreFlag & 8) {
gobDesc->multState = 104 + gobIndex;
}
}
gobDesc->nextState = 21;
} else if (state >= 18 && state <= 21 && VAR(59) == 0) {
if (state == 30 || state == 31) // ???
return;
if (frame != frameCount)
return;
gobDesc->multState = 104 + gobIndex;
}
}
// index - goblin to select+1
// index==0 - switch to next
void gob_switchGoblin(int16 index) {
int16 next;
int16 tmp;
debug(4, "gob_switchGoblin");
if (VAR(59) != 0)
return;
if (gob_goblins[gob_currentGoblin]->state <= 39 &&
gob_goblins[gob_currentGoblin]->curFrame != 0)
return;
if (index != 0 && gob_goblins[index - 1]->type != 0)
return;
if (index == 0)
next = (gob_currentGoblin + 1) % 3;
else
next = index - 1;
if (map_passMap[map_curGoblinY][map_curGoblinX] == 3 ||
map_passMap[map_curGoblinY][map_curGoblinX] == 6)
return;
if (gob_goblins[(gob_currentGoblin + 1) % 3]->type != 0 &&
gob_goblins[(gob_currentGoblin + 2) % 3]->type != 0)
return;
gob_gobPositions[gob_currentGoblin].x = map_curGoblinX;
gob_gobPositions[gob_currentGoblin].y = map_curGoblinY;
gob_goblins[gob_currentGoblin]->doAnim = 1;
gob_goblins[gob_currentGoblin]->nextState = 21;
gob_nextLayer(gob_goblins[gob_currentGoblin]);
gob_currentGoblin = next;
if (gob_goblins[gob_currentGoblin]->type != 0)
gob_currentGoblin = (gob_currentGoblin + 1) % 3;
gob_goblins[gob_currentGoblin]->doAnim = 0;
if (gob_goblins[gob_currentGoblin]->curLookDir == 4)
gob_goblins[gob_currentGoblin]->nextState = 18;
else
gob_goblins[gob_currentGoblin]->nextState = 19;
gob_goblins[gob_currentGoblin]->toRedraw = 1;
gob_nextLayer(gob_goblins[gob_currentGoblin]);
tmp = gob_gobPositions[gob_currentGoblin].x;
gob_pressedMapX = tmp;
map_destX = tmp;
gob_gobDestX = tmp;
map_curGoblinX = tmp;
tmp = gob_gobPositions[gob_currentGoblin].y;
gob_pressedMapY = tmp;
map_destY = tmp;
gob_gobDestY = tmp;
map_curGoblinY = tmp;
*gob_curGobVarPtr = gob_currentGoblin;
gob_pathExistence = 0;
gob_readyToAct = 0;
}
void gob_adjustDest(int16 posX, int16 posY) {
int16 resDelta;
int16 resDeltaDir;
int16 resDeltaPix;
int16 deltaPix;
int16 i;
if (map_passMap[gob_pressedMapY][gob_pressedMapX] == 0 &&
(gob_gobAction == 0
|| map_itemsMap[gob_pressedMapY][gob_pressedMapX] == 0)) {
resDelta = -1;
resDeltaDir = 0;
resDeltaPix = 0;
for (i = 1;
i <= gob_pressedMapX
&& map_passMap[gob_pressedMapY][gob_pressedMapX - i] == 0;
i++);
if (i <= gob_pressedMapX) {
resDeltaPix = (i - 1) * 12 + (posX % 12) + 1;
resDelta = i;
}
for (i = 1;
(i + gob_pressedMapX) < 26
&& map_passMap[gob_pressedMapY][gob_pressedMapX + i] == 0;
i++);
if (gob_pressedMapX + i < 26) {
deltaPix = (i * 12) - (posX % 12);
if (resDelta == -1 || deltaPix < resDeltaPix) {
resDeltaPix = deltaPix;
resDelta = i;
resDeltaDir = 1;
}
}
for (i = 1;
(i + gob_pressedMapY) < 28
&& map_passMap[gob_pressedMapY + i][gob_pressedMapX] == 0;
i++);
if (gob_pressedMapY + i < 28) {
deltaPix = (i * 6) - (posY % 6);
if (resDelta == -1 || deltaPix < resDeltaPix) {
resDeltaPix = deltaPix;
resDelta = i;
resDeltaDir = 2;
}
}
for (i = 1;
i <= gob_pressedMapY
&& map_passMap[gob_pressedMapY - i][gob_pressedMapX] == 0;
i++);
if (i <= gob_pressedMapY) {
deltaPix = (i * 6) + (posY % 6);
if (resDelta == -1 || deltaPix < resDeltaPix) {
resDeltaPix = deltaPix;
resDelta = i;
resDeltaDir = 3;
}
}
switch (resDeltaDir) {
case 0:
gob_pressedMapX -= resDelta;
break;
case 1:
gob_pressedMapX += resDelta;
break;
case 2:
gob_pressedMapY += resDelta;
break;
case 3:
gob_pressedMapY -= resDelta;
break;
}
}
}
void gob_adjustTarget(void) {
if (gob_gobAction == 4
&& map_itemsMap[gob_pressedMapY][gob_pressedMapX] == 0) {
if (gob_pressedMapY > 0
&& map_itemsMap[gob_pressedMapY - 1][gob_pressedMapX] !=
0) {
gob_pressedMapY--;
} else if (gob_pressedMapX < 25
&& map_itemsMap[gob_pressedMapY][gob_pressedMapX + 1] !=
0) {
gob_pressedMapX++;
} else if (gob_pressedMapX < 25 && gob_pressedMapY > 0
&& map_itemsMap[gob_pressedMapY - 1][gob_pressedMapX +
1] != 0) {
gob_pressedMapY--;
gob_pressedMapX++;
}
}
}
void gob_targetDummyItem(Gob_Object *gobDesc) {
if (map_itemsMap[gob_pressedMapY][gob_pressedMapX] == 0 &&
map_passMap[gob_pressedMapY][gob_pressedMapX] == 1) {
if (gobDesc->curLookDir == 0) {
map_itemPoses[0].x = gob_pressedMapX;
map_itemPoses[0].y = gob_pressedMapY;
map_itemPoses[0].orient = -4;
} else {
map_itemPoses[0].x = gob_pressedMapX;
map_itemPoses[0].y = gob_pressedMapY;
map_itemPoses[0].orient = -1;
}
}
}
void gob_targetItem(void) {
int16 tmpX;
int16 tmpY;
int16 items;
int16 layer;
int16 tmpPosX;
int16 tmpPosY;
Gob_Object *itemDesc;
if (gob_gobAction == 3 || gob_gobAction == 4) {
items = map_itemsMap[gob_pressedMapY][gob_pressedMapX];
if (gob_gobAction == 4 && (items & 0xff00) != 0 &&
gob_objects[gob_itemToObject[(items & 0xff00) >> 8]]->
pickable == 1) {
gob_destItemId = (items & 0xff00) >> 8;
gob_destActionItem = (items & 0xff00) >> 8;
gob_itemByteFlag = 1;
} else if ((items & 0xff) == 0) {
gob_destItemId = (items & 0xff00) >> 8;
gob_destActionItem = (items & 0xff00) >> 8;
gob_itemByteFlag = 1;
} else if (gob_gobAction == 3 && gob_currentGoblin == 2 &&
(items & 0xff00) != 0) {
gob_destItemId = (items & 0xff00) >> 8;
gob_destActionItem = (items & 0xff00) >> 8;
gob_itemByteFlag = 1;
} else {
gob_destItemId = items & 0xff;
gob_destActionItem = items & 0xff;
gob_itemByteFlag = 0;
}
gob_pressedMapY = map_itemPoses[gob_destItemId].y;
map_destY = map_itemPoses[gob_destItemId].y;
gob_gobDestY = map_itemPoses[gob_destItemId].y;
if (gob_gobAction == 3 || gob_destActionItem == 0) {
gob_pressedMapX = map_itemPoses[gob_destItemId].x;
map_destX = map_itemPoses[gob_destItemId].x;
gob_gobDestX = map_itemPoses[gob_destItemId].x;
} else if ((items & 0xff00) != 0) {
if (map_itemPoses[gob_destItemId].orient == 4) {
if ((map_itemsMap[gob_pressedMapY]
[gob_pressedMapX - 1] & 0xff00) ==
(map_itemsMap[gob_pressedMapY]
[gob_pressedMapX] & 0xff00)) {
gob_pressedMapX--;
map_destX = gob_pressedMapX;
gob_gobDestX = gob_pressedMapX;
}
} else if (map_itemPoses[gob_destItemId].orient == 0) {
if ((map_itemsMap[gob_pressedMapY]
[gob_pressedMapX + 1] & 0xff00) ==
(map_itemsMap[gob_pressedMapY]
[gob_pressedMapX] & 0xff00)) {
gob_pressedMapX++;
map_destX = gob_pressedMapX;
gob_gobDestX = gob_pressedMapX;
}
}
if ((map_itemsMap[gob_pressedMapY +
1][gob_pressedMapX] & 0xff00) ==
(map_itemsMap[gob_pressedMapY][gob_pressedMapX] &
0xff00)) {
gob_pressedMapY++;
map_destY = gob_pressedMapY;
gob_gobDestY = gob_pressedMapY;
}
} else {
if (map_itemPoses[gob_destItemId].orient == 4) {
if ((map_itemsMap[gob_pressedMapY]
[gob_pressedMapX - 1]) ==
(map_itemsMap[gob_pressedMapY]
[gob_pressedMapX])) {
gob_pressedMapX--;
map_destX = gob_pressedMapX;
gob_gobDestX = gob_pressedMapX;
}
} else if (map_itemPoses[gob_destItemId].orient == 0) {
if ((map_itemsMap[gob_pressedMapY]
[gob_pressedMapX + 1]) ==
(map_itemsMap[gob_pressedMapY]
[gob_pressedMapX])) {
gob_pressedMapX++;
map_destX = gob_pressedMapX;
gob_gobDestX = gob_pressedMapX;
}
}
if ((map_itemsMap[gob_pressedMapY +
1][gob_pressedMapX]) ==
(map_itemsMap[gob_pressedMapY][gob_pressedMapX])) {
gob_pressedMapY++;
map_destY = gob_pressedMapY;
gob_gobDestY = gob_pressedMapY;
}
}
if (gob_gobAction == 4 && gob_destActionItem != 0 &&
gob_itemToObject[gob_destActionItem] != -1 &&
gob_objects[gob_itemToObject[gob_destActionItem]]->
pickable == 1) {
itemDesc =
gob_objects[gob_itemToObject[gob_destActionItem]];
itemDesc->animation =
itemDesc->stateMach[itemDesc->state][0]->animation;
layer =
itemDesc->stateMach[itemDesc->state][itemDesc->
stateColumn]->layer;
scen_updateAnim(layer, 0, itemDesc->animation, 0,
itemDesc->xPos, itemDesc->yPos, 0);
tmpX = (scen_toRedrawRight + scen_toRedrawLeft) / 2;
tmpY = scen_toRedrawBottom;
tmpPosY = tmpY / 6;
if ((tmpY % 3) < 3 && tmpPosY > 0)
tmpPosY--;
tmpPosX = tmpX / 12;
if ((tmpX % 12) < 6 && tmpPosX > 0)
tmpPosX--;
if (map_itemPoses[gob_destActionItem].orient == 0 ||
map_itemPoses[gob_destActionItem].orient == -1) {
tmpPosX++;
}
if (map_passMap[tmpPosY][tmpPosX] == 1) {
gob_pressedMapX = tmpPosX;
map_destX = tmpPosX;
gob_gobDestX = tmpPosX;
gob_pressedMapY = tmpPosY;
map_destY = tmpPosY;
gob_gobDestY = tmpPosY;
}
}
}
}
void gob_initiateMove(void) {
map_findNearestToDest();
map_findNearestToGob();
map_nearestWayPoint =
map_optimizePoints(map_curGoblinX, map_curGoblinY);
gob_pathExistence = map_checkDirectPath(map_curGoblinX, map_curGoblinY,
gob_pressedMapX, gob_pressedMapY);
if (gob_pathExistence == 3) {
if (map_checkLongPath(map_curGoblinX, map_curGoblinY,
gob_pressedMapX, gob_pressedMapY,
map_nearestWayPoint, map_nearestDest) == 0) {
gob_pathExistence = 0;
} else {
map_destX = map_wayPoints[map_nearestWayPoint].x;
map_destY = map_wayPoints[map_nearestWayPoint].y;
}
}
}
void gob_moveFindItem(int16 posX, int16 posY) {
int16 i;
if (gob_gobAction == 3 || gob_gobAction == 4) {
for (i = 0; i < 20; i++) {
if (gob_objects[i] == 0)
continue;
if (gob_objects[i]->type != 0)
continue;
if (gob_objects[i]->left > posX)
continue;
if (gob_objects[i]->right < posX)
continue;
if (gob_objects[i]->top > posY)
continue;
if (gob_objects[i]->bottom < posY)
continue;
if (gob_objects[i]->right - gob_objects[i]->left < 40)
posX =
(gob_objects[i]->left +
gob_objects[i]->right) / 2;
if (gob_objects[i]->bottom - gob_objects[i]->top < 40)
posY =
(gob_objects[i]->top +
gob_objects[i]->bottom) / 2;
break;
}
gob_pressedMapX = posX / 12;
gob_pressedMapY = posY / 6;
if (map_itemsMap[gob_pressedMapY][gob_pressedMapX] == 0
&& i < 20) {
if (map_itemsMap[gob_pressedMapY +
1][gob_pressedMapX] != 0) {
gob_pressedMapY++;
} else if (map_itemsMap[gob_pressedMapY +
1][gob_pressedMapX + 1] != 0) {
gob_pressedMapX++;
gob_pressedMapY++;
} else
if (map_itemsMap[gob_pressedMapY][gob_pressedMapX +
1] != 0) {
gob_pressedMapX++;
} else if (map_itemsMap[gob_pressedMapY -
1][gob_pressedMapX + 1] != 0) {
gob_pressedMapX++;
gob_pressedMapY--;
} else if (map_itemsMap[gob_pressedMapY -
1][gob_pressedMapX] != 0) {
gob_pressedMapY--;
} else if (map_itemsMap[gob_pressedMapY -
1][gob_pressedMapX - 1] != 0) {
gob_pressedMapY--;
gob_pressedMapX--;
} else
if (map_itemsMap[gob_pressedMapY][gob_pressedMapX -
1] != 0) {
gob_pressedMapX--;
} else if (map_itemsMap[gob_pressedMapY +
1][gob_pressedMapX - 1] != 0) {
gob_pressedMapX--;
gob_pressedMapY++;
}
}
} else {
gob_pressedMapX = posX / 12;
gob_pressedMapY = posY / 6;
}
}
void gob_moveCheckSelect(int16 framesCount, Gob_Object * gobDesc, int16 *pGobIndex,
int16 *nextAct) {
if (gobDesc->right > inter_mouseX &&
gobDesc->left < inter_mouseX &&
gobDesc->bottom > inter_mouseY &&
gobDesc->bottom - 10 < inter_mouseY && gob_gobAction == 0) {
if (gobDesc->curLookDir & 4)
*nextAct = 16;
else
*nextAct = 23;
gobDesc->curFrame = framesCount - 1;
gob_pathExistence = 0;
} else {
*pGobIndex = gob_peekGoblin(gobDesc);
if (*pGobIndex != 0) {
gob_pathExistence = 0;
} else if (map_curGoblinX == gob_pressedMapX &&
map_curGoblinY == gob_pressedMapY) {
if (gob_gobAction != 0)
gob_readyToAct = 1;
gob_pathExistence = 0;
}
}
}
void gob_moveInitStep(int16 framesCount, int16 action, int16 cont,
Gob_Object *gobDesc, int16 *pGobIndex, int16 *pNextAct) {
int16 posX;
int16 posY;
if (cont != 0 && gob_goesAtTarget == 0 &&
gob_readyToAct == 0 && VAR(59) == 0 &&
gobDesc->type != 1 &&
gobDesc->state != 10 && gobDesc->state != 11) {
if (gobDesc->state >= 40) {
gobDesc->curFrame = framesCount - 1;
}
gob_gobAction = action;
gob_forceNextState[0] = -1;
gob_forceNextState[1] = -1;
gob_forceNextState[2] = -1;
if (action == 3) {
posX = inter_mouseX + 6;
posY = inter_mouseY + 7;
} else if (action == 4) {
posX = inter_mouseX + 7;
posY = inter_mouseY + 12;
} else {
posX = inter_mouseX;
posY = inter_mouseY;
}
gob_moveFindItem(posX, posY);
gob_adjustDest(posX, posY);
gob_adjustTarget();
map_destX = gob_pressedMapX;
gob_gobDestX = gob_pressedMapX;
map_destY = gob_pressedMapY;
gob_gobDestY = gob_pressedMapY;
gob_targetDummyItem(gobDesc);
gob_targetItem();
gob_initiateMove();
gob_moveCheckSelect(framesCount, gobDesc, pGobIndex, pNextAct);
} else {
if (gob_readyToAct != 0 &&
(map_curGoblinX != gob_pressedMapX ||
map_curGoblinY != gob_pressedMapY))
gob_readyToAct = 0;
if (gobDesc->type == 1) {
*pGobIndex = gob_peekGoblin(gobDesc);
}
}
}
void gob_moveTreatRopeStairs(Gob_Object *gobDesc) {
if (gob_currentGoblin != 1)
return;
if (gobDesc->nextState == 28
&& map_passMap[map_curGoblinY - 1][map_curGoblinX] == 6) {
gob_forceNextState[0] = 28;
gob_forceNextState[1] = -1;
}
if (gobDesc->nextState == 29
&& map_passMap[map_curGoblinY + 1][map_curGoblinX] == 6) {
gob_forceNextState[0] = 29;
gob_forceNextState[1] = -1;
}
if ((gobDesc->nextState == 28 || gobDesc->nextState == 29
|| gobDesc->nextState == 20)
&& map_passMap[map_curGoblinY][map_curGoblinX] == 6) {
if ((gobDesc->curLookDir == 0 || gobDesc->curLookDir == 4
|| gobDesc->curLookDir == 2)
&& map_passMap[map_curGoblinY - 1][map_curGoblinX] == 6) {
gob_forceNextState[0] = 28;
gob_forceNextState[1] = -1;
} else if ((gobDesc->curLookDir == 0
|| gobDesc->curLookDir == 4
|| gobDesc->curLookDir == 6)
&& map_passMap[map_curGoblinY + 1][map_curGoblinX] == 6) {
gob_forceNextState[0] = 29;
gob_forceNextState[1] = -1;
}
}
if (gobDesc->nextState == 8
&& map_passMap[map_curGoblinY - 1][map_curGoblinX] == 3) {
gob_forceNextState[0] = 8;
gob_forceNextState[1] = -1;
}
if (gobDesc->nextState == 9
&& map_passMap[map_curGoblinY + 1][map_curGoblinX] == 3) {
gob_forceNextState[0] = 9;
gob_forceNextState[1] = -1;
}
if (gobDesc->nextState == 20
&& map_passMap[map_curGoblinY][map_curGoblinX] == 3) {
if ((gobDesc->curLookDir == 0 || gobDesc->curLookDir == 4
|| gobDesc->curLookDir == 2)
&& map_passMap[map_curGoblinY - 1][map_curGoblinX] == 3) {
gob_forceNextState[0] = 8;
gob_forceNextState[1] = -1;
} else if ((gobDesc->curLookDir == 0
|| gobDesc->curLookDir == 4
|| gobDesc->curLookDir == 6)
&& map_passMap[map_curGoblinY + 1][map_curGoblinX] == 3) {
gob_forceNextState[0] = 9;
gob_forceNextState[1] = -1;
}
}
}
void gob_movePathFind(Gob_Object *gobDesc, int16 nextAct) {
if (gob_pathExistence == 1) {
map_curGoblinX = gob_gobPositions[gob_currentGoblin].x;
map_curGoblinY = gob_gobPositions[gob_currentGoblin].y;
if (map_curGoblinX == gob_pressedMapX &&
map_curGoblinY == gob_pressedMapY && gob_gobAction != 0) {
gob_readyToAct = 1;
gob_pathExistence = 0;
}
nextAct = map_getDirection(map_curGoblinX, map_curGoblinY,
map_destX, map_destY);
if (nextAct == 0)
gob_pathExistence = 0;
} else if (gob_pathExistence == 3) {
map_curGoblinX = gob_gobPositions[gob_currentGoblin].x;
map_curGoblinY = gob_gobPositions[gob_currentGoblin].y;
if (map_curGoblinX == gob_gobDestX &&
map_curGoblinY == gob_gobDestY) {
gob_pathExistence = 1;
map_destX = gob_pressedMapX;
map_destY = gob_pressedMapY;
} else {
if (map_checkDirectPath(map_curGoblinX, map_curGoblinY,
gob_gobDestX, gob_gobDestY) == 1) {
map_destX = gob_gobDestX;
map_destY = gob_gobDestY;
} else if (map_curGoblinX == map_destX
&& map_curGoblinY == map_destY) {
if (map_nearestWayPoint > map_nearestDest) {
map_nearestWayPoint =
map_optimizePoints(map_curGoblinX,
map_curGoblinY);
map_destX =
map_wayPoints[map_nearestWayPoint].
x;
map_destY =
map_wayPoints[map_nearestWayPoint].
y;
if (map_nearestWayPoint >
map_nearestDest)
map_nearestWayPoint--;
} else if (map_nearestWayPoint <
map_nearestDest) {
map_nearestWayPoint =
map_optimizePoints(map_curGoblinX,
map_curGoblinY);
map_destX =
map_wayPoints[map_nearestWayPoint].
x;
map_destY =
map_wayPoints[map_nearestWayPoint].
y;
if (map_nearestWayPoint < map_nearestDest)
map_nearestWayPoint++;
} else {
if (map_checkDirectPath(map_curGoblinX,
map_curGoblinY, gob_gobDestX,
gob_gobDestY) == 3 && map_passMap[gob_pressedMapY][gob_pressedMapX] != 0) {
map_destX = map_wayPoints[map_nearestWayPoint].x;
map_destY = map_wayPoints[map_nearestWayPoint].y;
} else {
gob_pathExistence = 1;
map_destX = gob_pressedMapX;
map_destY = gob_pressedMapY;
}
}
}
nextAct =
map_getDirection(map_curGoblinX, map_curGoblinY,
map_destX, map_destY);
}
}
if (gob_readyToAct != 0 && (gob_gobAction == 3 || gob_gobAction == 4))
nextAct = 0x4dc8;
switch (nextAct) {
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case kDirW:
gobDesc->nextState = gob_rotateState(gobDesc->curLookDir, 0);
break;
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case kDirE:
gobDesc->nextState = gob_rotateState(gobDesc->curLookDir, 4);
break;
case 16:
gobDesc->nextState = 16;
break;
case 23:
gobDesc->nextState = 23;
break;
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case kDirN:
if (map_passMap[map_curGoblinY - 1][map_curGoblinX] == 6 &&
gob_currentGoblin != 1) {
gob_pathExistence = 0;
break;
}
if (map_passMap[map_curGoblinY][map_curGoblinX] == 3) {
gobDesc->nextState = 8;
break;
}
if (map_passMap[map_curGoblinY][map_curGoblinX] == 6 &&
gob_currentGoblin == 1) {
gobDesc->nextState = 28;
break;
}
gobDesc->nextState = gob_rotateState(gobDesc->curLookDir, 2);
break;
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case kDirS:
if (map_passMap[map_curGoblinY + 1][map_curGoblinX] == 6 &&
gob_currentGoblin != 1) {
gob_pathExistence = 0;
break;
}
if (map_passMap[map_curGoblinY][map_curGoblinX] == 3) {
gobDesc->nextState = 9;
break;
}
if (map_passMap[map_curGoblinY][map_curGoblinX] == 6 &&
gob_currentGoblin == 1) {
gobDesc->nextState = 29;
break;
}
gobDesc->nextState = gob_rotateState(gobDesc->curLookDir, 6);
break;
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case kDirSE:
if (map_passMap[map_curGoblinY + 1][map_curGoblinX + 1] == 6 &&
gob_currentGoblin != 1) {
gob_pathExistence = 0;
break;
}
gobDesc->nextState = 5;
if (gobDesc->curLookDir == 4)
break;
gobDesc->nextState = gob_rotateState(gobDesc->curLookDir, 4);
break;
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case kDirSW:
if (map_passMap[map_curGoblinY + 1][map_curGoblinX - 1] == 6 &&
gob_currentGoblin != 1) {
gob_pathExistence = 0;
break;
}
gobDesc->nextState = 7;
if (gobDesc->curLookDir == 0)
break;
gobDesc->nextState = gob_rotateState(gobDesc->curLookDir, 0);
break;
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case kDirNW:
if (map_passMap[map_curGoblinY - 1][map_curGoblinX - 1] == 6 &&
gob_currentGoblin != 1) {
gob_pathExistence = 0;
break;
}
gobDesc->nextState = 1;
if (gobDesc->curLookDir == 0)
break;
gobDesc->nextState = gob_rotateState(gobDesc->curLookDir, 0);
break;
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case kDirNE:
if (map_passMap[map_curGoblinY - 1][map_curGoblinX + 1] == 6 &&
gob_currentGoblin != 1) {
gob_pathExistence = 0;
break;
}
gobDesc->nextState = 3;
if (gobDesc->curLookDir == 4)
break;
gobDesc->nextState = gob_rotateState(gobDesc->curLookDir, 4);
break;
case 0x4dc8:
if (gob_currentGoblin == 0 && gob_gobAction == 3
&& gob_itemIndInPocket == -1) {
gob_destItemId = -1;
gob_readyToAct = 0;
break;
}
if (gob_currentGoblin == 0 && gob_gobAction == 4 &&
gob_itemIndInPocket == -1 && gob_destActionItem == 0) {
gobDesc->multState = 104;
gob_destItemId = -1;
gob_readyToAct = 0;
break;
}
if (gob_currentGoblin == 0 && gob_gobAction == 4 &&
gob_itemIndInPocket == -1 && gob_destActionItem != 0 &&
gob_itemToObject[gob_destActionItem] != -1 &&
gob_objects[gob_itemToObject[gob_destActionItem]]->
pickable == 0) {
gobDesc->multState = 104;
gob_destItemId = -1;
gob_readyToAct = 0;
break;
}
switch (map_itemPoses[gob_destActionItem].orient) {
case 0:
case -4:
gobDesc->nextState = 10;
gobDesc->curLookDir = 0;
gob_destItemId = -1;
break;
case -1:
case 4:
gobDesc->nextState = 11;
gobDesc->curLookDir = 4;
gob_destItemId = -1;
break;
}
break;
default:
if (map_passMap[map_curGoblinY][map_curGoblinX] == 3 ||
(map_passMap[map_curGoblinY][map_curGoblinX] == 6
&& gob_currentGoblin == 1)) {
gobDesc->nextState = 20;
break;
}
switch (gobDesc->curLookDir) {
case 2:
case 4:
gobDesc->nextState = 18;
break;
case 6:
case 0:
gobDesc->nextState = 19;
break;
}
break;
}
return;
}
void gob_moveAdvance(Gob_Object *gobDesc, int16 nextAct, int16 framesCount) {
int16 i;
int16 newX;
int16 newY;
int16 flag;
gob_movePathFind(gobDesc, nextAct);
gobDesc->curFrame++;
if (gobDesc->curFrame == 1)
gobDesc->actionStartState = gobDesc->state;
if (gob_goesAtTarget == 0
&& gobDesc->stateMach == gobDesc->realStateMach) {
switch (gobDesc->state) {
case 0:
case 1:
case 7:
case 13:
case 16:
case 27:
gobDesc->curLookDir = 0;
break;
case 3:
case 4:
case 5:
case 12:
case 23:
case 26:
gobDesc->curLookDir = 4;
break;
case 28:
if (gob_currentGoblin != 1)
break;
gobDesc->curLookDir = 2;
break;
case 2:
case 8:
case 15:
case 22:
case 25:
gobDesc->curLookDir = 2;
break;
case 29:
if (gob_currentGoblin != 1)
break;
gobDesc->curLookDir = 6;
break;
case 6:
case 9:
case 14:
case 17:
case 24:
gobDesc->curLookDir = 6;
break;
}
}
if (gobDesc->state >= 0 && gobDesc->state < 10 &&
gobDesc->stateMach == gobDesc->realStateMach &&
(gobDesc->curFrame == 3 || gobDesc->curFrame == 6)) {
snd_speakerOn(10 * util_getRandom(3) + 50, 5);
}
if (gob_currentGoblin == 0
&& gobDesc->stateMach == gobDesc->realStateMach
&& (gobDesc->state == 10 || gobDesc->state == 11)
&& gobDesc->curFrame == 9) {
snd_stopSound(0);
if (gob_itemIndInPocket != -1) {
snd_playSample(gob_soundData[14], 1, 9000);
}
if (gob_itemIndInPocket == -1) {
snd_playSample(gob_soundData[14], 1, 5000);
}
}
if (gob_boreCounter++ == 120) {
gob_boreCounter = 0;
for (i = 0; i < 3; i++)
gob_showBoredom(i);
}
if (gobDesc->multState != -1 && gobDesc->curFrame == framesCount &&
gobDesc->state != gobDesc->multState) {
gobDesc->nextState = gobDesc->multState;
gobDesc->multState = -1;
newX =
scen_animations[gobDesc->animation].
layers[gob_gobStateLayer]->animDeltaX + gobDesc->xPos;
newY =
scen_animations[gobDesc->animation].
2005-04-10 13:07:02 +00:00
layers[gob_gobStateLayer]->animDeltaY + gobDesc->yPos;
gob_gobStateLayer = gob_nextLayer(gobDesc);
gobDesc->xPos = newX;
gobDesc->yPos = newY;
} else {
if (gobDesc->curFrame == 3 &&
gobDesc->stateMach == gobDesc->realStateMach &&
(gobDesc->state < 10 ||
(gob_currentGoblin == 1 && (gobDesc->state == 28
|| gobDesc->state == 29))
)) {
flag = 0;
if (gob_forceNextState[0] != -1) {
gobDesc->nextState = gob_forceNextState[0];
for (i = 0; i < 9; i++)
gob_forceNextState[i] =
gob_forceNextState[i + 1];
}
map_curGoblinX = gob_gobPositions[gob_currentGoblin].x;
map_curGoblinY = gob_gobPositions[gob_currentGoblin].y;
if (gobDesc->nextState != gobDesc->state) {
gob_gobStateLayer = gob_nextLayer(gobDesc);
flag = 1;
}
switch (gobDesc->state) {
case 0:
gob_gobPositions[gob_currentGoblin].x--;
break;
case 2:
case 8:
gob_gobPositions[gob_currentGoblin].y--;
break;
case 4:
gob_gobPositions[gob_currentGoblin].x++;
break;
case 6:
case 9:
gob_gobPositions[gob_currentGoblin].y++;
break;
case 1:
gob_gobPositions[gob_currentGoblin].x--;
gob_gobPositions[gob_currentGoblin].y--;
break;
case 3:
gob_gobPositions[gob_currentGoblin].x++;
gob_gobPositions[gob_currentGoblin].y--;
break;
case 5:
gob_gobPositions[gob_currentGoblin].x++;
gob_gobPositions[gob_currentGoblin].y++;
break;
case 7:
gob_gobPositions[gob_currentGoblin].x--;
gob_gobPositions[gob_currentGoblin].y++;
break;
case 38:
gob_gobPositions[gob_currentGoblin].y++;
break;
}
if (gob_currentGoblin == 1) {
if (gobDesc->state == 28)
gob_gobPositions[1].y--;
if (gobDesc->state == 29)
gob_gobPositions[1].y++;
}
if (flag != 0) {
scen_updateAnim(gob_gobStateLayer, 0,
gobDesc->animation, 0, gobDesc->xPos,
gobDesc->yPos, 0);
gobDesc->yPos =
(map_curGoblinY + 1) * 6 -
(scen_toRedrawBottom - scen_animTop);
gobDesc->xPos =
map_curGoblinX * 12 - (scen_toRedrawLeft -
scen_animLeft);
}
if ((gobDesc->state == 10 || gobDesc->state == 11)
&& gob_currentGoblin != 0)
gob_goesAtTarget = 1;
}
if (gobDesc->curFrame != framesCount)
return;
if (gob_forceNextState[0] != -1) {
gobDesc->nextState = gob_forceNextState[0];
for (i = 0; i < 10; i++)
gob_forceNextState[i] =
gob_forceNextState[i + 1];
}
map_curGoblinX = gob_gobPositions[gob_currentGoblin].x;
map_curGoblinY = gob_gobPositions[gob_currentGoblin].y;
gob_gobStateLayer = gob_nextLayer(gobDesc);
if (gobDesc->stateMach == gobDesc->realStateMach) {
switch (gobDesc->nextState) {
case 0:
gob_gobPositions[gob_currentGoblin].x--;
break;
case 2:
case 8:
gob_gobPositions[gob_currentGoblin].y--;
break;
case 4:
gob_gobPositions[gob_currentGoblin].x++;
break;
case 6:
case 9:
gob_gobPositions[gob_currentGoblin].y++;
break;
case 1:
gob_gobPositions[gob_currentGoblin].x--;
gob_gobPositions[gob_currentGoblin].y--;
break;
case 3:
gob_gobPositions[gob_currentGoblin].x++;
gob_gobPositions[gob_currentGoblin].y--;
break;
case 5:
gob_gobPositions[gob_currentGoblin].x++;
gob_gobPositions[gob_currentGoblin].y++;
break;
case 7:
gob_gobPositions[gob_currentGoblin].x--;
gob_gobPositions[gob_currentGoblin].y++;
break;
case 38:
gob_gobPositions[gob_currentGoblin].y++;
break;
}
if (gob_currentGoblin == 1) {
if (gobDesc->nextState == 28)
gob_gobPositions[1].y--;
if (gobDesc->nextState == 29)
gob_gobPositions[1].y++;
}
}
scen_updateAnim(gob_gobStateLayer, 0, gobDesc->animation, 0,
gobDesc->xPos, gobDesc->yPos, 0);
gobDesc->yPos =
(map_curGoblinY + 1) * 6 - (scen_toRedrawBottom -
scen_animTop);
gobDesc->xPos =
map_curGoblinX * 12 - (scen_toRedrawLeft - scen_animLeft);
if ((gobDesc->state == 10 || gobDesc->state == 11)
&& gob_currentGoblin != 0)
gob_goesAtTarget = 1;
}
return;
}
int16 gob_doMove(Gob_Object *gobDesc, int16 cont, int16 action) {
int16 framesCount;
int16 nextAct;
int16 gobIndex;
int16 layer;
nextAct = 0;
gobIndex = 0;
layer = gobDesc->stateMach[gobDesc->state][0]->layer;
framesCount =
scen_animations[gobDesc->animation].layers[layer]->framesCount;
if (VAR(59) == 0 &&
gobDesc->state != 30 && gobDesc->state != 31) {
gobDesc->order = (gobDesc->bottom) / 24 + 3;
}
if (gob_positionedGob != gob_currentGoblin) {
map_curGoblinX = gob_gobPositions[gob_currentGoblin].x;
map_curGoblinY = gob_gobPositions[gob_currentGoblin].y;
}
gob_positionedGob = gob_currentGoblin;
gobDesc->animation =
gobDesc->stateMach[gobDesc->state][gobDesc->stateColumn]->
animation;
gob_gobStateLayer =
gobDesc->stateMach[gobDesc->state][gobDesc->stateColumn]->layer;
gob_moveInitStep(framesCount, action, cont, gobDesc, &gobIndex,
&nextAct);
gob_moveTreatRopeStairs(gobDesc);
gob_moveAdvance(gobDesc, nextAct, framesCount);
return gobIndex;
}
void gob_freeObjects(void) {
int16 i;
int16 state;
int16 col;
for (i = 0; i < 16; i++) {
if (gob_soundData[i] == 0)
continue;
snd_freeSoundData(gob_soundData[i]);
gob_soundData[i] = 0;
}
for (i = 0; i < 4; i++) {
if (gob_goblins[i] == 0)
continue;
gob_goblins[i]->stateMach = gob_goblins[i]->realStateMach;
for (state = 0; state < 40; state++) {
for (col = 0; col < 6; col++) {
2005-05-05 11:11:49 +00:00
free(gob_goblins[i]->stateMach[state][col]);
gob_goblins[i]->stateMach[state][col] = 0;
}
}
if (i == 3) {
for (state = 40; state < 70; state++) {
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free(gob_goblins[3]->stateMach[state][0]);
gob_goblins[3]->stateMach[state][0] = 0;
}
}
2005-04-05 17:50:33 +00:00
free(gob_goblins[i]->stateMach);
free(gob_goblins[i]);
gob_goblins[i] = 0;
}
for (i = 0; i < 20; i++) {
if (gob_objects[i] == 0)
continue;
gob_objects[i]->stateMach = gob_objects[i]->realStateMach;
for (state = 0; state < 40; state++) {
for (col = 0; col < 6; col++) {
2005-05-05 11:11:49 +00:00
free(gob_objects[i]->stateMach[state][col]);
gob_objects[i]->stateMach[state][col] = 0;
}
}
2005-04-05 17:50:33 +00:00
free(gob_objects[i]->stateMach);
free(gob_objects[i]);
gob_objects[i] = 0;
}
}
void gob_zeroObjects(void) {
int16 i;
for (i = 0; i < 4; i++)
gob_goblins[i] = 0;
for (i = 0; i < 20; i++)
gob_objects[i] = 0;
for (i = 0; i < 16; i++)
gob_soundData[i] = 0;
}
void gob_freeAllObjects(void) {
util_deleteList(gob_objList);
gob_freeObjects();
}
void gob_loadObjects(char *source) {
int16 i;
gob_zeroObjects();
for (i = 0; i < 20; i++)
gob_itemToObject[i] = 100;
gob_freeObjects();
gob_initList();
strcpy(map_sourceFile, source);
map_sourceFile[strlen(map_sourceFile) - 4] = 0;
map_loadMapObjects(source);
for (i = 0; i < gob_gobsCount; i++)
gob_placeObject(gob_goblins[i], 0);
for (i = 0; i < gob_objCount; i++) {
gob_placeObject(gob_objects[i], 1);
}
gob_initVarPointers();
gob_actDestItemDesc = 0;
}
void gob_saveGobDataToVars(int16 xPos, int16 yPos, int16 someVal) {
Gob_Object *obj;
*gob_some0ValPtr = someVal;
*gob_curGobXPosVarPtr = xPos;
*gob_curGobYPosVarPtr = yPos;
*gob_itemInPocketVarPtr = gob_itemIndInPocket;
obj = gob_goblins[gob_currentGoblin];
*gob_curGobStateVarPtr = obj->state;
*gob_curGobFrameVarPtr = obj->curFrame;
*gob_curGobMultStateVarPtr = obj->multState;
*gob_curGobNextStateVarPtr = obj->nextState;
*gob_curGobScrXVarPtr = obj->xPos;
*gob_curGobScrYVarPtr = obj->yPos;
*gob_curGobLeftVarPtr = obj->left;
*gob_curGobTopVarPtr = obj->top;
*gob_curGobRightVarPtr = obj->right;
*gob_curGobBottomVarPtr = obj->bottom;
*gob_curGobDoAnimVarPtr = obj->doAnim;
*gob_curGobOrderVarPtr = obj->order;
*gob_curGobNoTickVarPtr = obj->noTick;
*gob_curGobTypeVarPtr = obj->type;
*gob_curGobMaxTickVarPtr = obj->maxTick;
*gob_curGobTickVarPtr = obj->tick;
*gob_curGobActStartStateVarPtr = obj->actionStartState;
*gob_curGobLookDirVarPtr = obj->curLookDir;
*gob_curGobPickableVarPtr = obj->pickable;
*gob_curGobRelaxVarPtr = obj->relaxTime;
*gob_curGobMaxFrameVarPtr = gob_getObjMaxFrame(obj);
if (gob_actDestItemDesc == 0)
return;
obj = gob_actDestItemDesc;
*gob_destItemStateVarPtr = obj->state;
*gob_destItemFrameVarPtr = obj->curFrame;
*gob_destItemMultStateVarPtr = obj->multState;
*gob_destItemNextStateVarPtr = obj->nextState;
*gob_destItemScrXVarPtr = obj->xPos;
*gob_destItemScrYVarPtr = obj->yPos;
*gob_destItemLeftVarPtr = obj->left;
*gob_destItemTopVarPtr = obj->top;
*gob_destItemRightVarPtr = obj->right;
*gob_destItemBottomVarPtr = obj->bottom;
*gob_destItemDoAnimVarPtr = obj->doAnim;
*gob_destItemOrderVarPtr = obj->order;
*gob_destItemNoTickVarPtr = obj->noTick;
*gob_destItemTypeVarPtr = obj->type;
*gob_destItemMaxTickVarPtr = obj->maxTick;
*gob_destItemTickVarPtr = obj->tick;
*gob_destItemActStartStVarPtr = obj->actionStartState;
*gob_destItemLookDirVarPtr = obj->curLookDir;
*gob_destItemPickableVarPtr = obj->pickable;
*gob_destItemRelaxVarPtr = obj->relaxTime;
*gob_destItemMaxFrameVarPtr = gob_getObjMaxFrame(obj);
gob_destItemState = obj->state;
gob_destItemType = obj->type;
}
void gob_initVarPointers(void) {
gob_gobRetVarPtr = (int32 *)VAR_ADDRESS(59);
gob_curGobStateVarPtr = (int32 *)VAR_ADDRESS(60);
gob_curGobFrameVarPtr = (int32 *)VAR_ADDRESS(61);
gob_curGobMultStateVarPtr = (int32 *)VAR_ADDRESS(62);
gob_curGobNextStateVarPtr = (int32 *)VAR_ADDRESS(63);
gob_curGobScrXVarPtr = (int32 *)VAR_ADDRESS(64);
gob_curGobScrYVarPtr = (int32 *)VAR_ADDRESS(65);
gob_curGobLeftVarPtr = (int32 *)VAR_ADDRESS(66);
gob_curGobTopVarPtr = (int32 *)VAR_ADDRESS(67);
gob_curGobRightVarPtr = (int32 *)VAR_ADDRESS(68);
gob_curGobBottomVarPtr = (int32 *)VAR_ADDRESS(69);
gob_curGobDoAnimVarPtr = (int32 *)VAR_ADDRESS(70);
gob_curGobOrderVarPtr = (int32 *)VAR_ADDRESS(71);
gob_curGobNoTickVarPtr = (int32 *)VAR_ADDRESS(72);
gob_curGobTypeVarPtr = (int32 *)VAR_ADDRESS(73);
gob_curGobMaxTickVarPtr = (int32 *)VAR_ADDRESS(74);
gob_curGobTickVarPtr = (int32 *)VAR_ADDRESS(75);
gob_curGobActStartStateVarPtr = (int32 *)VAR_ADDRESS(76);
gob_curGobLookDirVarPtr = (int32 *)VAR_ADDRESS(77);
gob_curGobPickableVarPtr = (int32 *)VAR_ADDRESS(80);
gob_curGobRelaxVarPtr = (int32 *)VAR_ADDRESS(81);
gob_destItemStateVarPtr = (int32 *)VAR_ADDRESS(82);
gob_destItemFrameVarPtr = (int32 *)VAR_ADDRESS(83);
gob_destItemMultStateVarPtr = (int32 *)VAR_ADDRESS(84);
gob_destItemNextStateVarPtr = (int32 *)VAR_ADDRESS(85);
gob_destItemScrXVarPtr = (int32 *)VAR_ADDRESS(86);
gob_destItemScrYVarPtr = (int32 *)VAR_ADDRESS(87);
gob_destItemLeftVarPtr = (int32 *)VAR_ADDRESS(88);
gob_destItemTopVarPtr = (int32 *)VAR_ADDRESS(89);
gob_destItemRightVarPtr = (int32 *)VAR_ADDRESS(90);
gob_destItemBottomVarPtr = (int32 *)VAR_ADDRESS(91);
gob_destItemDoAnimVarPtr = (int32 *)VAR_ADDRESS(92);
gob_destItemOrderVarPtr = (int32 *)VAR_ADDRESS(93);
gob_destItemNoTickVarPtr = (int32 *)VAR_ADDRESS(94);
gob_destItemTypeVarPtr = (int32 *)VAR_ADDRESS(95);
gob_destItemMaxTickVarPtr = (int32 *)VAR_ADDRESS(96);
gob_destItemTickVarPtr = (int32 *)VAR_ADDRESS(97);
gob_destItemActStartStVarPtr = (int32 *)VAR_ADDRESS(98);
gob_destItemLookDirVarPtr = (int32 *)VAR_ADDRESS(99);
gob_destItemPickableVarPtr = (int32 *)VAR_ADDRESS(102);
gob_destItemRelaxVarPtr = (int32 *)VAR_ADDRESS(103);
gob_destItemMaxFrameVarPtr = (int32 *)VAR_ADDRESS(105);
gob_curGobVarPtr = (int32 *)VAR_ADDRESS(106);
gob_some0ValPtr = (int32 *)VAR_ADDRESS(107);
gob_curGobXPosVarPtr = (int32 *)VAR_ADDRESS(108);
gob_curGobYPosVarPtr = (int32 *)VAR_ADDRESS(109);
gob_curGobMaxFrameVarPtr = (int32 *)VAR_ADDRESS(110);
gob_itemInPocketVarPtr = (int32 *)VAR_ADDRESS(114);
*gob_itemInPocketVarPtr = -2;
}
void gob_loadGobDataFromVars(void) {
Gob_Object *obj;
gob_itemIndInPocket = *gob_itemInPocketVarPtr;
obj = gob_goblins[gob_currentGoblin];
obj->state = *gob_curGobStateVarPtr;
obj->curFrame = *gob_curGobFrameVarPtr;
obj->multState = *gob_curGobMultStateVarPtr;
obj->nextState = *gob_curGobNextStateVarPtr;
obj->xPos = *gob_curGobScrXVarPtr;
obj->yPos = *gob_curGobScrYVarPtr;
obj->left = *gob_curGobLeftVarPtr;
obj->top = *gob_curGobTopVarPtr;
obj->right = *gob_curGobRightVarPtr;
obj->bottom = *gob_curGobBottomVarPtr;
obj->doAnim = *gob_curGobDoAnimVarPtr;
obj->order = *gob_curGobOrderVarPtr;
obj->noTick = *gob_curGobNoTickVarPtr;
obj->type = *gob_curGobTypeVarPtr;
obj->maxTick = *gob_curGobMaxTickVarPtr;
obj->tick = *gob_curGobTickVarPtr;
obj->actionStartState = *gob_curGobActStartStateVarPtr;
obj->curLookDir = *gob_curGobLookDirVarPtr;
obj->pickable = *gob_curGobPickableVarPtr;
obj->relaxTime = *gob_curGobRelaxVarPtr;
if (gob_actDestItemDesc == 0)
return;
obj = gob_actDestItemDesc;
obj->state = *gob_destItemStateVarPtr;
obj->curFrame = *gob_destItemFrameVarPtr;
obj->multState = *gob_destItemMultStateVarPtr;
obj->nextState = *gob_destItemNextStateVarPtr;
obj->xPos = *gob_destItemScrXVarPtr;
obj->yPos = *gob_destItemScrYVarPtr;
obj->left = *gob_destItemLeftVarPtr;
obj->top = *gob_destItemTopVarPtr;
obj->right = *gob_destItemRightVarPtr;
obj->bottom = *gob_destItemBottomVarPtr;
obj->doAnim = *gob_destItemDoAnimVarPtr;
obj->order = *gob_destItemOrderVarPtr;
obj->noTick = *gob_destItemNoTickVarPtr;
obj->type = *gob_destItemTypeVarPtr;
obj->maxTick = *gob_destItemMaxTickVarPtr;
obj->tick = *gob_destItemTickVarPtr;
obj->actionStartState = *gob_destItemActStartStVarPtr;
obj->curLookDir = *gob_destItemLookDirVarPtr;
obj->pickable = *gob_destItemPickableVarPtr;
obj->relaxTime = *gob_destItemRelaxVarPtr;
if (obj->type != gob_destItemType)
obj->toRedraw = 1;
if (obj->state != gob_destItemState && obj->type == 0)
obj->toRedraw = 1;
}
void gob_pickItem(int16 indexToPocket, int16 idToPocket) {
int16 x;
int16 y;
if (gob_objects[indexToPocket]->pickable != 1)
return;
gob_objects[indexToPocket]->type = 3;
gob_itemIndInPocket = indexToPocket;
gob_itemIdInPocket = idToPocket;
for (y = 0; y < 28; y++) {
for (x = 0; x < 26; x++) {
if (gob_itemByteFlag == 1) {
if (((map_itemsMap[y][x] & 0xff00) >> 8) ==
idToPocket)
map_itemsMap[y][x] &= 0xff;
} else {
if ((map_itemsMap[y][x] & 0xff) == idToPocket)
map_itemsMap[y][x] &= 0xff00;
}
}
}
if (idToPocket >= 0 && idToPocket < 20) {
map_itemPoses[gob_itemIdInPocket].x = 0;
map_itemPoses[gob_itemIdInPocket].y = 0;
map_itemPoses[gob_itemIdInPocket].orient = 0;
}
}
void gob_placeItem(int16 indexInPocket, int16 idInPocket) {
Gob_Object *itemDesc;
int16 lookDir;
int16 xPos;
int16 yPos;
int16 layer;
itemDesc = gob_objects[indexInPocket];
lookDir = gob_goblins[0]->curLookDir & 4;
xPos = gob_gobPositions[0].x;
yPos = gob_gobPositions[0].y;
gob_itemIndInPocket = -1;
gob_itemIdInPocket = 0;
itemDesc->pickable = 1;
itemDesc->type = 0;
itemDesc->toRedraw = 1;
itemDesc->curFrame = 0;
itemDesc->order = gob_goblins[0]->order;
itemDesc->animation =
itemDesc->stateMach[itemDesc->state][0]->animation;
layer =
itemDesc->stateMach[itemDesc->state][itemDesc->stateColumn]->layer;
scen_updateAnim(layer, 0, itemDesc->animation, 0,
itemDesc->xPos, itemDesc->yPos, 0);
itemDesc->yPos +=
(gob_gobPositions[0].y * 6) + 5 - scen_toRedrawBottom;
if (lookDir == 4) {
itemDesc->xPos += (gob_gobPositions[0].x * 12 + 14)
- (scen_toRedrawLeft + scen_toRedrawRight) / 2;
} else {
itemDesc->xPos += (gob_gobPositions[0].x * 12)
- (scen_toRedrawLeft + scen_toRedrawRight) / 2;
}
map_placeItem(xPos, yPos, idInPocket);
if (yPos > 0) {
map_placeItem(xPos, yPos - 1, idInPocket);
}
if (lookDir == 4) {
if (xPos < 25) {
map_placeItem(xPos + 1, yPos, idInPocket);
if (yPos > 0) {
map_placeItem(xPos + 1, yPos - 1, idInPocket);
}
}
} else {
if (xPos > 0) {
map_placeItem(xPos - 1, yPos, idInPocket);
if (yPos > 0) {
map_placeItem(xPos - 1, yPos - 1, idInPocket);
}
}
}
if (idInPocket >= 0 && idInPocket < 20) {
map_itemPoses[idInPocket].x = gob_gobPositions[0].x;
map_itemPoses[idInPocket].y = gob_gobPositions[0].y;
map_itemPoses[idInPocket].orient = lookDir;
if (map_itemPoses[idInPocket].orient == 0) {
// map_itemPoses[idInPocket].x++;
2005-04-05 17:41:37 +00:00
if (map_passMap[(int)map_itemPoses[idInPocket].y][map_itemPoses[idInPocket].x + 1] == 1)
map_itemPoses[idInPocket].x++;
} else {
2005-04-05 17:41:37 +00:00
if (map_passMap[(int)map_itemPoses[idInPocket].y][map_itemPoses[idInPocket].x - 1] == 1)
map_itemPoses[idInPocket].x--;
}
}
}
void gob_swapItems(int16 indexToPick, int16 idToPick) {
int16 layer;
Gob_Object *pickObj;
Gob_Object *placeObj;
int16 idToPlace;
int16 x;
int16 y;
pickObj = gob_objects[indexToPick];
placeObj = gob_objects[gob_itemIndInPocket];
idToPlace = gob_itemIdInPocket;
pickObj->type = 3;
gob_itemIndInPocket = indexToPick;
gob_itemIdInPocket = idToPick;
if (gob_itemByteFlag == 0) {
for (y = 0; y < 28; y++) {
for (x = 0; x < 26; x++) {
if ((map_itemsMap[y][x] & 0xff) == idToPick)
map_itemsMap[y][x] =
(map_itemsMap[y][x] & 0xff00) +
idToPlace;
}
}
} else {
for (y = 0; y < 28; y++) {
for (x = 0; x < 26; x++) {
if (((map_itemsMap[y][x] & 0xff00) >> 8) ==
idToPick)
map_itemsMap[y][x] =
(map_itemsMap[y][x] & 0xff) +
(idToPlace << 8);
}
}
}
if (idToPick >= 0 && idToPick < 20) {
map_itemPoses[idToPlace].x =
map_itemPoses[gob_itemIdInPocket].x;
map_itemPoses[idToPlace].y =
map_itemPoses[gob_itemIdInPocket].y;
map_itemPoses[idToPlace].orient =
map_itemPoses[gob_itemIdInPocket].orient;
map_itemPoses[gob_itemIdInPocket].x = 0;
map_itemPoses[gob_itemIdInPocket].y = 0;
map_itemPoses[gob_itemIdInPocket].orient = 0;
}
gob_itemIndInPocket = -1;
gob_itemIdInPocket = 0;
placeObj->type = 0;
placeObj->nextState = -1;
placeObj->multState = -1;
placeObj->unk14 = 0;
placeObj->toRedraw = 1;
placeObj->curFrame = 0;
placeObj->order = gob_goblins[0]->order;
placeObj->animation =
placeObj->stateMach[placeObj->state][0]->animation;
layer =
placeObj->stateMach[placeObj->state][placeObj->stateColumn]->layer;
scen_updateAnim(layer, 0, placeObj->animation, 0, placeObj->xPos,
placeObj->yPos, 0);
placeObj->yPos +=
(gob_gobPositions[0].y * 6) + 5 - scen_toRedrawBottom;
if (map_itemPoses[idToPlace].orient == 4) {
placeObj->xPos += (gob_gobPositions[0].x * 12 + 14)
- (scen_toRedrawLeft + scen_toRedrawRight) / 2;
} else {
placeObj->xPos += (gob_gobPositions[0].x * 12)
- (scen_toRedrawLeft + scen_toRedrawRight) / 2;
}
}
void gob_treatItemPick(int16 itemId) {
int16 itemIndex;
Gob_Object *gobDesc;
gobDesc = gob_goblins[gob_currentGoblin];
if (gobDesc->curFrame != 9)
return;
if (gobDesc->stateMach != gobDesc->realStateMach)
return;
gob_readyToAct = 0;
gob_goesAtTarget = 0;
itemIndex = gob_itemToObject[itemId];
if (itemId != 0 && itemIndex != -1
&& gob_objects[itemIndex]->pickable != 1)
itemIndex = -1;
if (gob_itemIndInPocket != -1 && gob_itemIndInPocket == itemIndex)
itemIndex = -1;
if (gob_itemIndInPocket != -1 && itemIndex != -1
&& gob_objects[itemIndex]->pickable == 1) {
gob_swapItems(itemIndex, itemId);
gob_itemIndInPocket = itemIndex;
gob_itemIdInPocket = itemId;
return;
}
if (gob_itemIndInPocket != -1 && itemIndex == -1) {
gob_placeItem(gob_itemIndInPocket, gob_itemIdInPocket);
return;
}
if (gob_itemIndInPocket == -1 && itemIndex != -1) {
gob_pickItem(itemIndex, itemId);
return;
}
}
int16 gob_treatItem(int16 action) {
int16 state;
state = gob_goblins[gob_currentGoblin]->state;
if ((state == 10 || state == 11) &&
gob_goblins[gob_currentGoblin]->curFrame == 0) {
gob_readyToAct = 0;
}
if (action == 3 && gob_currentGoblin == 0 &&
(state == 10 || state == 11) && gob_goblins[0]->curFrame == 0) {
gob_saveGobDataToVars(gob_gobPositions[gob_currentGoblin].x,
gob_gobPositions[gob_currentGoblin].y, 0);
gob_goesAtTarget = 1;
return -1;
}
if (gob_noPick == 0 && gob_currentGoblin == 0 &&
(state == 10 || state == 11)) {
gob_treatItemPick(gob_destActionItem);
gob_saveGobDataToVars(gob_gobPositions[gob_currentGoblin].x,
gob_gobPositions[gob_currentGoblin].y, 0);
return 0;
}
if (gob_goesAtTarget == 0) {
gob_saveGobDataToVars(gob_gobPositions[gob_currentGoblin].x,
gob_gobPositions[gob_currentGoblin].y, 0);
return 0;
} else {
if (gob_itemToObject[gob_destActionItem] != 100 &&
gob_destActionItem != 0) {
if (gob_itemToObject[gob_destActionItem] == -1) {
gob_actDestItemDesc = 0;
} else {
gob_actDestItemDesc =
gob_objects[gob_itemToObject
[gob_destActionItem]];
}
}
gob_goesAtTarget = 0;
gob_saveGobDataToVars(gob_gobPositions[gob_currentGoblin].x,
gob_gobPositions[gob_currentGoblin].y, 0);
return gob_destActionItem;
}
}
void gob_interFunc(void) {
int16 cmd;
int16 extraData = 0;
Gob_Object *objDesc = NULL;
Gob_Object *gobDesc;
int16 xPos;
int16 yPos;
int16 x;
int16 y;
int16 item;
int16 val;
int16 layer;
int16 state;
int32 *retVarPtr;
bool objDescSet = false;
retVarPtr = (int32 *)VAR_ADDRESS(59);
cmd = inter_load16();
inter_execPtr += 2;
if (cmd > 0 && cmd < 17) {
extraData = inter_load16();
objDesc = gob_objects[extraData];
objDescSet = true;
extraData = inter_load16();
}
if (cmd > 90 && cmd < 107) {
extraData = inter_load16();
objDesc = gob_goblins[extraData];
objDescSet = true;
extraData = inter_load16();
cmd -= 90;
}
if (cmd > 110 && cmd < 128) {
extraData = inter_load16();
objDesc = gob_goblins[extraData];
objDescSet = true;
cmd -= 90;
} else if (cmd > 20 && cmd < 38) {
extraData = inter_load16();
objDesc = gob_objects[extraData];
objDescSet = true;
}
/*
NB: The original gobliiins engine did not initialize the objDesc
variable, so we manually check if objDesc is properly set before
checking if it is zero. If it was not set, we do not return. This
fixes a crash in the EGA version if the life bar is depleted, because
gob_interFunc is called multiple times with cmd == 39.
Bug #1324814
*/
if (cmd < 40 && objDescSet && objDesc == 0)
return;
debug(5, "cmd = %d", cmd);
switch (cmd) {
case 1:
objDesc->state = extraData;
if (objDesc == gob_actDestItemDesc)
*gob_destItemStateVarPtr = extraData;
break;
case 2:
objDesc->curFrame = extraData;
if (objDesc == gob_actDestItemDesc)
*gob_destItemFrameVarPtr = extraData;
break;
case 3:
objDesc->nextState = extraData;
if (objDesc == gob_actDestItemDesc)
*gob_destItemNextStateVarPtr = extraData;
break;
case 4:
objDesc->multState = extraData;
if (objDesc == gob_actDestItemDesc)
*gob_destItemMultStateVarPtr = extraData;
break;
case 5:
objDesc->order = extraData;
if (objDesc == gob_actDestItemDesc)
*gob_destItemOrderVarPtr = extraData;
break;
case 6:
objDesc->actionStartState = extraData;
if (objDesc == gob_actDestItemDesc)
*gob_destItemActStartStVarPtr = extraData;
break;
case 7:
objDesc->curLookDir = extraData;
if (objDesc == gob_actDestItemDesc)
*gob_destItemLookDirVarPtr = extraData;
break;
case 8:
objDesc->type = extraData;
if (objDesc == gob_actDestItemDesc)
*gob_destItemTypeVarPtr = extraData;
if (extraData == 0)
objDesc->toRedraw = 1;
break;
case 9:
objDesc->noTick = extraData;
if (objDesc == gob_actDestItemDesc)
*gob_destItemNoTickVarPtr = extraData;
break;
case 10:
objDesc->pickable = extraData;
if (objDesc == gob_actDestItemDesc)
*gob_destItemPickableVarPtr = extraData;
break;
case 12:
objDesc->xPos = extraData;
if (objDesc == gob_actDestItemDesc)
*gob_destItemScrXVarPtr = extraData;
break;
case 13:
objDesc->yPos = extraData;
if (objDesc == gob_actDestItemDesc)
*gob_destItemScrYVarPtr = extraData;
break;
case 14:
objDesc->doAnim = extraData;
if (objDesc == gob_actDestItemDesc)
*gob_destItemDoAnimVarPtr = extraData;
break;
case 15:
objDesc->relaxTime = extraData;
if (objDesc == gob_actDestItemDesc)
*gob_destItemRelaxVarPtr = extraData;
break;
case 16:
objDesc->maxTick = extraData;
if (objDesc == gob_actDestItemDesc)
*gob_destItemMaxTickVarPtr = extraData;
break;
case 21:
*retVarPtr = objDesc->state;
break;
case 22:
*retVarPtr = objDesc->curFrame;
break;
case 23:
*retVarPtr = objDesc->nextState;
break;
case 24:
*retVarPtr = objDesc->multState;
break;
case 25:
*retVarPtr = objDesc->order;
break;
case 26:
*retVarPtr = objDesc->actionStartState;
break;
case 27:
*retVarPtr = objDesc->curLookDir;
break;
case 28:
*retVarPtr = objDesc->type;
break;
case 29:
*retVarPtr = objDesc->noTick;
break;
case 30:
*retVarPtr = objDesc->pickable;
break;
case 32:
*retVarPtr = gob_getObjMaxFrame(objDesc);
break;
case 33:
*retVarPtr = objDesc->xPos;
break;
case 34:
*retVarPtr = objDesc->yPos;
break;
case 35:
*retVarPtr = objDesc->doAnim;
break;
case 36:
*retVarPtr = objDesc->relaxTime;
break;
case 37:
*retVarPtr = objDesc->maxTick;
break;
case 40:
case 42:
xPos = inter_load16();
yPos = inter_load16();
item = inter_load16();
if (cmd == 42) {
xPos = VAR(xPos);
yPos = VAR(yPos);
item = VAR(item);
}
for (y = 0; y < 28; y++) {
for (x = 0; x < 26; x++) {
if ((map_itemsMap[y][x] & 0xff) == item) {
map_itemsMap[y][x] &= 0xff00;
} else if (((map_itemsMap[y][x] & 0xff00) >> 8)
== item) {
map_itemsMap[y][x] &= 0xff;
}
}
}
if (xPos < 25) {
if (yPos > 0) {
if ((map_itemsMap[yPos][xPos] & 0xff00) != 0 ||
(map_itemsMap[yPos - 1][xPos] & 0xff00) !=
0
|| (map_itemsMap[yPos][xPos +
1] & 0xff00) != 0
|| (map_itemsMap[yPos - 1][xPos +
1] & 0xff00) != 0) {
map_itemsMap[yPos][xPos] =
(map_itemsMap[yPos][xPos] & 0xff00)
+ item;
map_itemsMap[yPos - 1][xPos] =
(map_itemsMap[yPos -
1][xPos] & 0xff00) + item;
map_itemsMap[yPos][xPos + 1] =
(map_itemsMap[yPos][xPos +
1] & 0xff00) + item;
map_itemsMap[yPos - 1][xPos + 1] =
(map_itemsMap[yPos - 1][xPos +
1] & 0xff00) + item;
} else {
map_itemsMap[yPos][xPos] =
(map_itemsMap[yPos][xPos] & 0xff) +
(item << 8);
map_itemsMap[yPos - 1][xPos] =
(map_itemsMap[yPos -
1][xPos] & 0xff) + (item << 8);
map_itemsMap[yPos][xPos + 1] =
(map_itemsMap[yPos][xPos +
1] & 0xff) + (item << 8);
map_itemsMap[yPos - 1][xPos + 1] =
(map_itemsMap[yPos - 1][xPos +
1] & 0xff) + (item << 8);
}
} else {
if ((map_itemsMap[yPos][xPos] & 0xff00) != 0 ||
(map_itemsMap[yPos][xPos + 1] & 0xff00) !=
0) {
map_itemsMap[yPos][xPos] =
(map_itemsMap[yPos][xPos] & 0xff00)
+ item;
map_itemsMap[yPos][xPos + 1] =
(map_itemsMap[yPos][xPos +
1] & 0xff00) + item;
} else {
map_itemsMap[yPos][xPos] =
(map_itemsMap[yPos][xPos] & 0xff) +
(item << 8);
map_itemsMap[yPos][xPos + 1] =
(map_itemsMap[yPos][xPos +
1] & 0xff) + (item << 8);
}
}
} else {
if (yPos > 0) {
if ((map_itemsMap[yPos][xPos] & 0xff00) != 0 ||
(map_itemsMap[yPos - 1][xPos] & 0xff00) !=
0) {
map_itemsMap[yPos][xPos] =
(map_itemsMap[yPos][xPos] & 0xff00)
+ item;
map_itemsMap[yPos - 1][xPos] =
(map_itemsMap[yPos -
1][xPos] & 0xff00) + item;
} else {
map_itemsMap[yPos][xPos] =
(map_itemsMap[yPos][xPos] & 0xff) +
(item << 8);
map_itemsMap[yPos - 1][xPos] =
(map_itemsMap[yPos -
1][xPos] & 0xff) + (item << 8);
}
} else {
if ((map_itemsMap[yPos][xPos] & 0xff00) != 0) {
map_itemsMap[yPos][xPos] =
(map_itemsMap[yPos][xPos] & 0xff00)
+ item;
} else {
map_itemsMap[yPos][xPos] =
(map_itemsMap[yPos][xPos] & 0xff) +
(item << 8);
}
}
}
if (item < 0 || item >= 20)
break;
if (xPos > 1 && map_passMap[yPos][xPos - 2] == 1) {
map_itemPoses[item].x = xPos - 2;
map_itemPoses[item].y = yPos;
map_itemPoses[item].orient = 4;
break;
}
if (xPos < 24 && map_passMap[yPos][xPos + 2] == 1) {
map_itemPoses[item].x = xPos + 2;
map_itemPoses[item].y = yPos;
map_itemPoses[item].orient = 0;
break;
}
if (xPos < 25 && map_passMap[yPos][xPos + 1] == 1) {
map_itemPoses[item].x = xPos + 1;
map_itemPoses[item].y = yPos;
map_itemPoses[item].orient = 0;
break;
}
if (xPos > 0 && map_passMap[yPos][xPos - 1] == 1) {
map_itemPoses[item].x = xPos - 1;
map_itemPoses[item].y = yPos;
map_itemPoses[item].orient = 4;
break;
}
break;
case 41:
case 43:
xPos = inter_load16();
yPos = inter_load16();
if (cmd == 43) {
xPos = VAR(xPos);
yPos = VAR(yPos);
}
if ((map_itemsMap[yPos][xPos] & 0xff00) != 0) {
*retVarPtr = (map_itemsMap[yPos][xPos] & 0xff00) >> 8;
} else {
*retVarPtr = map_itemsMap[yPos][xPos];
}
break;
case 44:
xPos = inter_load16();
yPos = inter_load16();
val = inter_load16();
map_passMap[yPos][xPos] = val;
break;
case 50:
item = inter_load16();
xPos = inter_load16();
yPos = inter_load16();
gob_gobPositions[item].x = xPos * 2;
gob_gobPositions[item].y = yPos * 2;
objDesc = gob_goblins[item];
objDesc->nextState = 21;
gob_nextLayer(objDesc);
layer = objDesc->stateMach[objDesc->state][0]->layer;
scen_updateAnim(layer, 0, objDesc->animation, 0,
objDesc->xPos, objDesc->yPos, 0);
objDesc->yPos =
(gob_gobPositions[item].y * 6 + 6) - (scen_toRedrawBottom -
scen_animTop);
objDesc->xPos =
gob_gobPositions[item].x * 12 - (scen_toRedrawLeft -
scen_animLeft);
objDesc->curFrame = 0;
objDesc->state = 21;
if (gob_currentGoblin == item) {
*gob_curGobScrXVarPtr = objDesc->xPos;
*gob_curGobScrYVarPtr = objDesc->yPos;
*gob_curGobFrameVarPtr = 0;
*gob_curGobStateVarPtr = 18;
gob_pressedMapX = gob_gobPositions[item].x;
gob_pressedMapY = gob_gobPositions[item].y;
}
break;
case 52:
item = inter_load16();
*retVarPtr = gob_gobPositions[item].x >> 1;
break;
case 53:
item = inter_load16();
*retVarPtr = gob_gobPositions[item].y >> 1;
break;
case 150:
item = inter_load16();
xPos = inter_load16();
yPos = inter_load16();
objDesc = gob_goblins[item];
if (yPos == 0) {
objDesc->multState = xPos;
objDesc->nextState = xPos;
gob_nextLayer(objDesc);
layer = objDesc->stateMach[objDesc->state][0]->layer;
objDesc->xPos =
scen_animations[objDesc->animation].layers[layer]->
posX;
objDesc->yPos =
scen_animations[objDesc->animation].layers[layer]->
posY;
*gob_curGobScrXVarPtr = objDesc->xPos;
*gob_curGobScrYVarPtr = objDesc->yPos;
*gob_curGobFrameVarPtr = 0;
*gob_curGobStateVarPtr = objDesc->state;
*gob_curGobNextStateVarPtr = objDesc->nextState;
*gob_curGobMultStateVarPtr = objDesc->multState;
*gob_curGobMaxFrameVarPtr =
gob_getObjMaxFrame(objDesc);
gob_noPick = 1;
break;
}
objDesc->multState = 21;
objDesc->nextState = 21;
objDesc->state = 21;
gob_nextLayer(objDesc);
layer = objDesc->stateMach[objDesc->state][0]->layer;
scen_updateAnim(layer, 0, objDesc->animation, 0,
objDesc->xPos, objDesc->yPos, 0);
objDesc->yPos =
(yPos * 6 + 6) - (scen_toRedrawBottom - scen_animTop);
objDesc->xPos =
xPos * 12 - (scen_toRedrawLeft - scen_animLeft);
gob_gobPositions[item].x = xPos;
gob_pressedMapX = xPos;
map_curGoblinX = xPos;
gob_gobPositions[item].y = yPos;
gob_pressedMapY = yPos;
map_curGoblinY = yPos;
*gob_curGobScrXVarPtr = objDesc->xPos;
*gob_curGobScrYVarPtr = objDesc->yPos;
*gob_curGobFrameVarPtr = 0;
*gob_curGobStateVarPtr = 21;
*gob_curGobNextStateVarPtr = 21;
*gob_curGobMultStateVarPtr = -1;
gob_noPick = 0;
break;
case 250:
item = inter_load16();
xPos = inter_load16();
yPos = inter_load16();
gob_gobPositions[item].x = xPos;
gob_gobPositions[item].y = yPos;
objDesc = gob_goblins[item];
objDesc->nextState = 21;
gob_nextLayer(objDesc);
layer = objDesc->stateMach[objDesc->state][0]->layer;
scen_updateAnim(layer, 0, objDesc->animation, 0,
objDesc->xPos, objDesc->yPos, 0);
objDesc->yPos =
(yPos * 6 + 6) - (scen_toRedrawBottom - scen_animTop);
objDesc->xPos =
xPos * 12 - (scen_toRedrawLeft - scen_animLeft);
objDesc->curFrame = 0;
objDesc->state = 21;
if (gob_currentGoblin == item) {
*gob_curGobScrXVarPtr = objDesc->xPos;
*gob_curGobScrYVarPtr = objDesc->yPos;
*gob_curGobFrameVarPtr = 0;
*gob_curGobStateVarPtr = 18;
gob_pressedMapX = gob_gobPositions[item].x;
gob_pressedMapY = gob_gobPositions[item].y;
}
break;
case 251:
item = inter_load16();
state = inter_load16();
objDesc = gob_goblins[item];
objDesc->nextState = state;
gob_nextLayer(objDesc);
layer = objDesc->stateMach[objDesc->state][0]->layer;
objDesc->xPos =
scen_animations[objDesc->animation].layers[layer]->posX;
objDesc->yPos =
scen_animations[objDesc->animation].layers[layer]->posY;
if (item == gob_currentGoblin) {
*gob_curGobScrXVarPtr = objDesc->xPos;
*gob_curGobScrYVarPtr = objDesc->yPos;
*gob_curGobFrameVarPtr = 0;
*gob_curGobStateVarPtr = objDesc->state;
*gob_curGobMultStateVarPtr = objDesc->multState;
}
break;
case 252:
item = inter_load16();
state = inter_load16();
objDesc = gob_objects[item];
objDesc->nextState = state;
gob_nextLayer(objDesc);
layer = objDesc->stateMach[objDesc->state][0]->layer;
objDesc->xPos =
scen_animations[objDesc->animation].layers[layer]->posX;
objDesc->yPos =
scen_animations[objDesc->animation].layers[layer]->posY;
objDesc->toRedraw = 1;
objDesc->type = 0;
if (objDesc == gob_actDestItemDesc) {
*gob_destItemScrXVarPtr = objDesc->xPos;
*gob_destItemScrYVarPtr = objDesc->yPos;
*gob_destItemStateVarPtr = objDesc->state;
*gob_destItemNextStateVarPtr = -1;
*gob_destItemMultStateVarPtr = -1;
*gob_destItemFrameVarPtr = 0;
}
break;
case 152:
item = inter_load16();
val = inter_load16();
objDesc = gob_objects[item];
objDesc->unk14 = val;
break;
case 200:
gob_itemIdInPocket = inter_load16();
break;
case 201:
gob_itemIndInPocket = inter_load16();
break;
case 202:
*retVarPtr = gob_itemIdInPocket;
break;
case 203:
*retVarPtr = gob_itemIndInPocket;
break;
case 204:
item = inter_load16();
xPos = inter_load16();
yPos = inter_load16();
val = inter_load16();
map_itemPoses[item].x = xPos;
map_itemPoses[item].y = yPos;
map_itemPoses[item].orient = val;
break;
case 500:
extraData = inter_load16();
objDesc = gob_objects[extraData];
objDesc->relaxTime--;
if (objDesc->relaxTime < 0 &&
gob_getObjMaxFrame(objDesc) == objDesc->curFrame) {
objDesc->relaxTime = util_getRandom(100) + 50;
objDesc->curFrame = 0;
objDesc->toRedraw = 1;
}
break;
case 502:
item = inter_load16();
*retVarPtr = gob_gobPositions[item].x;
break;
case 503:
item = inter_load16();
*retVarPtr = gob_gobPositions[item].y;
break;
case 600:
gob_pathExistence = 0;
break;
case 601:
extraData = inter_load16();
gob_goblins[extraData]->visible = 1;
break;
case 602:
extraData = inter_load16();
gob_goblins[extraData]->visible = 0;
break;
case 603:
extraData = inter_load16();
item = inter_load16();
objDesc = gob_objects[extraData];
if (gob_objIntersected(objDesc, gob_goblins[item]) != 0)
*retVarPtr = 1;
else
*retVarPtr = 0;
break;
case 604:
extraData = inter_load16();
item = inter_load16();
objDesc = gob_goblins[extraData];
if (gob_objIntersected(objDesc, gob_goblins[item]) != 0)
*retVarPtr = 1;
else
*retVarPtr = 0;
break;
case 605:
item = inter_load16();
xPos = inter_load16();
yPos = inter_load16();
val = inter_load16();
map_itemPoses[item].x = xPos;
map_itemPoses[item].y = yPos;
map_itemPoses[item].orient = val;
break;
case 1000:
extraData = inter_load16();
if (game_extHandle >= 0)
data_closeData(game_extHandle);
gob_loadObjects((char *)VAR_ADDRESS(extraData));
game_extHandle = data_openData(game_curExtFile);
break;
case 1001:
gob_freeAllObjects();
break;
case 1002:
gob_animateObjects();
break;
case 1003:
gob_drawObjects();
if (cd_getTrackPos() == -1)
cd_playBgMusic();
break;
case 1004:
map_loadMapsInitGobs();
break;
case 1005:
extraData = inter_load16();
xPos = inter_load16();
if ((uint16)VAR(xPos) == 0) {
item =
gob_doMove(gob_goblins[gob_currentGoblin], 1,
(uint16)VAR(extraData));
} else {
item =
gob_doMove(gob_goblins[gob_currentGoblin], 1, 3);
}
if (item != 0)
gob_switchGoblin(item);
break;
case 1006:
gob_switchGoblin(0);
break;
case 1008:
gob_loadGobDataFromVars();
break;
case 1009:
extraData = inter_load16();
cmd = inter_load16();
xPos = inter_load16();
if ((uint16)VAR(xPos) == 0) {
WRITE_VAR(cmd, gob_treatItem((uint16)VAR(extraData)));
break;
}
WRITE_VAR(cmd, gob_treatItem(3));
break;
case 1010:
gob_doMove(gob_goblins[gob_currentGoblin], 0, 0);
break;
case 1011:
extraData = inter_load16();
if (VAR(extraData) != 0)
gob_goesAtTarget = 1;
else
gob_goesAtTarget = 0;
break;
case 1015:
extraData = inter_load16();
extraData = VAR(extraData);
gob_objects[10]->xPos = extraData;
extraData = inter_load16();
extraData = VAR(extraData);
gob_objects[10]->yPos = extraData;
break;
case 2005:
gobDesc = gob_goblins[0];
if (gob_currentGoblin != 0) {
gob_goblins[gob_currentGoblin]->doAnim = 1;
gob_goblins[gob_currentGoblin]->nextState = 21;
gob_nextLayer(gob_goblins[gob_currentGoblin]);
gob_currentGoblin = 0;
gobDesc->doAnim = 0;
gobDesc->type = 0;
gobDesc->toRedraw = 1;
gob_pressedMapX = gob_gobPositions[0].x;
map_destX = gob_gobPositions[0].x;
gob_gobDestX = gob_gobPositions[0].x;
gob_pressedMapY = gob_gobPositions[0].y;
map_destY = gob_gobPositions[0].y;
gob_gobDestY = gob_gobPositions[0].y;
*gob_curGobVarPtr = 0;
gob_pathExistence = 0;
gob_readyToAct = 0;
}
if (gobDesc->state != 10 && gob_itemIndInPocket != -1 &&
gob_getObjMaxFrame(gobDesc) == gobDesc->curFrame) {
gobDesc->stateMach = gobDesc->realStateMach;
xPos = gob_gobPositions[0].x;
yPos = gob_gobPositions[0].y;
gobDesc->nextState = 10;
layer = gob_nextLayer(gobDesc);
scen_updateAnim(layer, 0, gobDesc->animation, 0,
gobDesc->xPos, gobDesc->yPos, 0);
gobDesc->yPos =
(yPos * 6 + 6) - (scen_toRedrawBottom -
scen_animTop);
gobDesc->xPos =
xPos * 12 - (scen_toRedrawLeft - scen_animLeft);
}
if (gobDesc->state != 10)
break;
if (gob_itemIndInPocket == -1)
break;
if (gobDesc->curFrame != 10)
break;
objDesc = gob_objects[gob_itemIndInPocket];
objDesc->type = 0;
objDesc->toRedraw = 1;
objDesc->curFrame = 0;
objDesc->order = gobDesc->order;
objDesc->animation =
objDesc->stateMach[objDesc->state][0]->animation;
layer = objDesc->stateMach[objDesc->state][0]->layer;
scen_updateAnim(layer, 0, objDesc->animation, 0,
objDesc->xPos, objDesc->yPos, 0);
objDesc->yPos +=
(gob_gobPositions[0].y * 6 + 5) - scen_toRedrawBottom;
if (gobDesc->curLookDir == 4) {
objDesc->xPos += gob_gobPositions[0].x * 12 + 14
- (scen_toRedrawLeft + scen_toRedrawRight) / 2;
} else {
objDesc->xPos += gob_gobPositions[0].x * 12
- (scen_toRedrawLeft + scen_toRedrawRight) / 2;
}
gob_itemIndInPocket = -1;
gob_itemIdInPocket = -1;
util_beep(50);
break;
default:
warning("gob_interFunc: Unknown command %d!", cmd);
inter_execPtr -= 2;
cmd = inter_load16();
inter_execPtr += cmd * 2;
break;
}
return;
}
} // End of namespace Gob