scummvm/engines/gob/goblin.cpp
2009-11-02 21:54:57 +00:00

1885 lines
51 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 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.
*
* $URL$
* $Id$
*
*/
#include "gob/gob.h"
#include "gob/goblin.h"
#include "gob/helper.h"
#include "gob/global.h"
#include "gob/util.h"
#include "gob/draw.h"
#include "gob/game.h"
#include "gob/map.h"
#include "gob/mult.h"
#include "gob/scenery.h"
#include "gob/inter.h"
#include "gob/sound/sound.h"
namespace Gob {
Goblin::Goblin(GobEngine *vm) : _vm(vm) {
_goesAtTarget = 0;
_readyToAct = 0;
_gobAction = 0;
_itemIndInPocket = 5;
_itemIdInPocket = 2;
_itemByteFlag = 0;
_destItemId = -1;
_destActionItem = 0;
_actDestItemDesc = 0;
_forceNextState[0] = -1;
_forceNextState[1] = -1;
_forceNextState[2] = -1;
_forceNextState[3] = -1;
_forceNextState[4] = -1;
_forceNextState[5] = -1;
_forceNextState[6] = -1;
_forceNextState[7] = 0;
_forceNextState[8] = 0;
_forceNextState[9] = 0;
_boreCounter = 0;
_positionedGob = 5;
_noPick = 0;
_objList = 0;
for (int i = 0; i < 4; i++)
_goblins[i] = 0;
for (int i = 0; i < 3; i++) {
_gobPositions[i].x = 0;
_gobPositions[i].y = 0;
}
_currentGoblin = 0;
_gobDestX = 0;
_gobDestY = 0;
_pressedMapX = 0;
_pressedMapY = 0;
_pathExistence = 0;
_destItemType = 0;
_destItemState = 0;
for (int i = 0; i < 20; i++) {
_itemToObject[i] = 0;
_objects[i] = 0;
}
_objCount = 0;
_gobsCount = 0;
_soundSlotsCount = 0;
for (int i = 0; i < 60; i++)
_soundSlots[i] = -1;
_gob1Busy = false;
_gob2Busy = false;
_gob1RelaxTimeVar = 0;
_gob2RelaxTimeVar = 0;
_gob1NoTurn = false;
_gob2NoTurn = false;
}
Goblin::~Goblin() {
int i, state, col;
if (_objList)
_vm->_util->deleteList(_objList);
for (i = 0; i < 4; i++) {
if (_goblins[i]) {
if (_goblins[i]->realStateMach) {
for (state = 0; state < (i == 3 ? 70 : 40); state++)
if (_goblins[i]->realStateMach[state])
for (col = 0; col < 6; col++)
if (_goblins[i]->realStateMach[state][col])
delete _goblins[i]->realStateMach[state][col];
delete[] _goblins[i]->realStateMach;
}
delete _goblins[i];
}
}
for (i = 0; i < 20; i++) {
if (_objects[i]) {
if (_objects[i]->realStateMach) {
for (state = 0; state < 40; state++)
for (col = 0; col < 6; col++)
if (_objects[i]->realStateMach[state][col])
delete _objects[i]->realStateMach[state][col];
delete[] _objects[i]->realStateMach;
}
delete _objects[i];
}
}
for (i = 0; i < 16; i++)
_soundData[i].free();
}
char Goblin::rotateState(int16 from, int16 to) {
return _rotStates[from / 2][to / 2];
}
int16 Goblin::peekGoblin(Gob_Object *_curGob) {
Util::ListNode *ptr;
Gob_Object *desc;
int16 index;
int16 i;
ptr = _objList->pHead;
index = 0;
while (ptr != 0) {
desc = (Gob_Object *) ptr->pData;
if (desc != _curGob) {
for (i = 0; i < 3; i++) {
if (desc != _goblins[i])
continue;
if ((_vm->_global->_inter_mouseX < desc->right) &&
(_vm->_global->_inter_mouseX > desc->left) &&
(_vm->_global->_inter_mouseY < desc->bottom) &&
(_vm->_global->_inter_mouseY > desc->top)) {
index = i + 1;
}
}
}
ptr = ptr->pNext;
}
return index;
}
void Goblin::initList() {
_objList = new Util::List;
_objList->pHead = 0;
_objList->pTail = 0;
}
void Goblin::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 != _goblins[_currentGoblin])
continue;
}
}
SWAP(ptr->pData, ptr2->pData);
}
ptr = ptr->pNext;
}
}
void Goblin::playSound(SoundDesc &snd, int16 repCount, int16 freq) {
if (!snd.empty()) {
_vm->_sound->blasterStop(0);
_vm->_sound->blasterPlay(&snd, repCount, freq);
}
}
void Goblin::drawObjects() {
Util::ListNode *ptr;
Util::ListNode *ptr2;
Gob_Object *objDesc;
Gob_Object *gobDesc2;
int16 layer;
ptr = _objList->pHead;
for (ptr = _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 = _objList->pHead; ptr != 0; ptr = ptr->pNext) {
objDesc = (Gob_Object *) ptr->pData;
if (objDesc->toRedraw == 0)
continue;
_vm->_video->drawSprite(*_vm->_mult->_animSurf, *_vm->_draw->_backSurface,
objDesc->left, objDesc->top, objDesc->right,
objDesc->bottom, objDesc->left, objDesc->top, 0);
_vm->_draw->invalidateRect(objDesc->left, objDesc->top,
objDesc->right, objDesc->bottom);
if (objDesc->type != 0)
continue;
layer =
objDesc->stateMach[objDesc->state][objDesc->stateColumn]->
layer;
_vm->_scenery->updateAnim(layer, objDesc->curFrame, objDesc->animation,
0, objDesc->xPos, objDesc->yPos, 0);
if (_vm->_scenery->_toRedrawLeft == -12345) {
objDesc->dirtyLeft = objDesc->left;
objDesc->dirtyRight = objDesc->right;
objDesc->dirtyTop = objDesc->top;
objDesc->dirtyBottom = objDesc->bottom;
} else {
objDesc->dirtyLeft =
MIN(objDesc->left, _vm->_scenery->_toRedrawLeft);
objDesc->dirtyRight =
MAX(objDesc->right, _vm->_scenery->_toRedrawRight);
objDesc->dirtyTop =
MIN(objDesc->top, _vm->_scenery->_toRedrawTop);
objDesc->dirtyBottom =
MAX(objDesc->bottom, _vm->_scenery->_toRedrawBottom);
}
objDesc->dirtyLeft = 0;
objDesc->dirtyRight = 319;
objDesc->dirtyTop = 0;
objDesc->dirtyBottom = 199;
}
sortByOrder(_objList);
for (ptr = _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) {
_vm->_scenery->updateAnim(layer,
objDesc->curFrame,
objDesc->animation, 0,
objDesc->xPos, objDesc->yPos, 0);
} else {
_vm->_scenery->updateAnim(layer,
objDesc->curFrame,
objDesc->animation, 2,
objDesc->xPos, objDesc->yPos, 1);
}
if (_vm->_scenery->_toRedrawLeft == -12345) {
objDesc->left = 0;
objDesc->top = 0;
objDesc->right = 0;
objDesc->bottom = 0;
} else {
_vm->_draw->invalidateRect(_vm->_scenery->_toRedrawLeft,
_vm->_scenery->_toRedrawTop,
_vm->_scenery->_toRedrawRight,
_vm->_scenery->_toRedrawBottom);
objDesc->left = _vm->_scenery->_toRedrawLeft;
objDesc->top = _vm->_scenery->_toRedrawTop;
objDesc->right = _vm->_scenery->_toRedrawRight;
objDesc->bottom = _vm->_scenery->_toRedrawBottom;
_vm->_scenery->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 = _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;
_vm->_scenery->_toRedrawLeft = gobDesc2->dirtyLeft;
_vm->_scenery->_toRedrawRight = gobDesc2->dirtyRight;
_vm->_scenery->_toRedrawTop = gobDesc2->dirtyTop;
_vm->_scenery->_toRedrawBottom = gobDesc2->dirtyBottom;
layer =
objDesc->stateMach[objDesc->
state][objDesc->stateColumn]->layer;
_vm->_scenery->updateAnim(layer, objDesc->curFrame,
objDesc->animation, 4, objDesc->xPos,
objDesc->yPos, 1);
_vm->_scenery->updateStatic(objDesc->order);
}
}
}
for (ptr = _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) {
playSound(_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) {
playSound(_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) {
playSound(_soundData[sndItem], repCount, freq);
}
}
}
}
}
void Goblin::animateObjects() {
Util::ListNode *node;
Gob_Object *objDesc;
Scenery::AnimLayer *pLayer;
int16 layer;
for (node = _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 = _vm->_scenery->getAnimLayer(objDesc->animation, 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) {
objDesc->stateMach = _goblins[(int)(objDesc->multObjIndex)]->stateMach;
objDesc->state = objDesc->multState - 40;
} else {
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;
}
}
}
int16 Goblin::getObjMaxFrame(Gob_Object * objDesc) {
int16 layer;
layer = objDesc->stateMach[objDesc->state][0]->layer;
return _vm->_scenery->getAnimLayer(objDesc->animation, layer)->framesCount - 1;
}
bool Goblin::objIntersected(Gob_Object *obj1, Gob_Object *obj2) {
if ((obj1->type == 1) || (obj2->type == 1))
return false;
if (obj1->right < obj2->left)
return false;
if (obj1->left > obj2->right)
return false;
if (obj1->bottom < obj2->top)
return false;
if (obj1->top > obj2->bottom)
return false;
return true;
}
void Goblin::setMultStates(Gob_Object * gobDesc) {
gobDesc->stateMach = _goblins[(int)gobDesc->multObjIndex]->stateMach;
}
int16 Goblin::nextLayer(Gob_Object *gobDesc) {
if (gobDesc->nextState == 10)
gobDesc->curLookDir = 0;
if (gobDesc->nextState == 11)
gobDesc->curLookDir = 4;
if (gobDesc->nextState > 39) {
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 Goblin::showBoredom(int16 gobIndex) {
Gob_Object *gobDesc;
int16 frame;
int16 frameCount;
int16 layer;
int16 state;
int16 boreFlag;
gobDesc = _goblins[gobIndex];
layer = gobDesc->stateMach[gobDesc->state][0]->layer;
frameCount = _vm->_scenery->getAnimLayer(gobDesc->animation, layer)->framesCount;
state = gobDesc->state;
frame = gobDesc->curFrame;
gobDesc->noTick = 0;
gobDesc->toRedraw = 1;
boreFlag = 1 << _vm->_util->getRandom(7);
if (gobIndex != _currentGoblin && _vm->_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 Goblin::switchGoblin(int16 index) {
int16 next;
int16 tmp;
debugC(4, kDebugGameFlow, "switchGoblin");
if (VAR(59) != 0)
return;
if ((_goblins[_currentGoblin]->state <= 39) &&
(_goblins[_currentGoblin]->curFrame != 0))
return;
if ((index != 0) && (_goblins[index - 1]->type != 0))
return;
if (index == 0)
next = (_currentGoblin + 1) % 3;
else
next = index - 1;
if ((_vm->_map->getPass(_vm->_map->_curGoblinX, _vm->_map->_curGoblinY) == 3) ||
(_vm->_map->getPass(_vm->_map->_curGoblinX, _vm->_map->_curGoblinY) == 6))
return;
if ((_goblins[(_currentGoblin + 1) % 3]->type != 0) &&
(_goblins[(_currentGoblin + 2) % 3]->type != 0))
return;
_gobPositions[_currentGoblin].x = _vm->_map->_curGoblinX;
_gobPositions[_currentGoblin].y = _vm->_map->_curGoblinY;
_goblins[_currentGoblin]->doAnim = 1;
_goblins[_currentGoblin]->nextState = 21;
nextLayer(_goblins[_currentGoblin]);
_currentGoblin = next;
if (_goblins[_currentGoblin]->type != 0)
_currentGoblin = (_currentGoblin + 1) % 3;
_goblins[_currentGoblin]->doAnim = 0;
if (_goblins[_currentGoblin]->curLookDir == 4)
_goblins[_currentGoblin]->nextState = 18;
else
_goblins[_currentGoblin]->nextState = 19;
_goblins[_currentGoblin]->toRedraw = 1;
nextLayer(_goblins[_currentGoblin]);
tmp = _gobPositions[_currentGoblin].x;
_pressedMapX = tmp;
_vm->_map->_destX = tmp;
_gobDestX = tmp;
_vm->_map->_curGoblinX = tmp;
tmp = _gobPositions[_currentGoblin].y;
_pressedMapY = tmp;
_vm->_map->_destY = tmp;
_gobDestY = tmp;
_vm->_map->_curGoblinY = tmp;
_curGobVarPtr = (uint32) _currentGoblin;
_pathExistence = 0;
_readyToAct = 0;
}
void Goblin::adjustDest(int16 posX, int16 posY) {
int16 resDelta;
int16 resDeltaDir;
int16 resDeltaPix;
int16 deltaPix;
int16 i;
if ((_vm->_map->getPass(_pressedMapX, _pressedMapY) == 0) &&
((_gobAction == 0) ||
(_vm->_map->getItem(_pressedMapX, _pressedMapY) == 0))) {
resDelta = -1;
resDeltaDir = 0;
resDeltaPix = 0;
for (i = 1; (i <= _pressedMapX) &&
(_vm->_map->getPass(_pressedMapX - i, _pressedMapY) == 0); i++)
;
if (i <= _pressedMapX) {
resDeltaPix = (i - 1) * 12 + (posX % 12) + 1;
resDelta = i;
}
for (i = 1; ((i + _pressedMapX) < _vm->_map->_mapWidth) &&
(_vm->_map->getPass(_pressedMapX + i, _pressedMapY) == 0); i++)
;
if ((_pressedMapX + i) < _vm->_map->_mapWidth) {
deltaPix = (i * 12) - (posX % 12);
if ((resDelta == -1) || (deltaPix < resDeltaPix)) {
resDeltaPix = deltaPix;
resDelta = i;
resDeltaDir = 1;
}
}
for (i = 1; ((i + _pressedMapY) < _vm->_map->_mapHeight) &&
(_vm->_map->getPass(_pressedMapX, _pressedMapY + i) == 0); i++)
;
if ((_pressedMapY + i) < _vm->_map->_mapHeight) {
deltaPix = (i * 6) - (posY % 6);
if ((resDelta == -1) || (deltaPix < resDeltaPix)) {
resDeltaPix = deltaPix;
resDelta = i;
resDeltaDir = 2;
}
}
for (i = 1; (i <= _pressedMapY) &&
(_vm->_map->getPass(_pressedMapX, _pressedMapY - i) == 0); i++)
;
if (i <= _pressedMapY) {
deltaPix = (i * 6) + (posY % 6);
if ((resDelta == -1) || (deltaPix < resDeltaPix)) {
resDeltaPix = deltaPix;
resDelta = i;
resDeltaDir = 3;
}
}
switch (resDeltaDir) {
case 0:
_pressedMapX -= resDelta;
break;
case 1:
_pressedMapX += resDelta;
break;
case 2:
_pressedMapY += resDelta;
break;
case 3:
_pressedMapY -= resDelta;
break;
}
}
_pressedMapX = CLIP((int) _pressedMapX, 0, _vm->_map->_mapWidth - 1);
_pressedMapY = CLIP((int) _pressedMapY, 0, _vm->_map->_mapHeight - 1);
}
void Goblin::adjustTarget() {
if ((_gobAction == 4) &&
(_vm->_map->getItem(_pressedMapX, _pressedMapY) == 0)) {
if ((_pressedMapY > 0) &&
(_vm->_map->getItem(_pressedMapX, _pressedMapY - 1) != 0)) {
_pressedMapY--;
} else if ((_pressedMapX < (_vm->_map->_mapWidth - 1)) &&
(_vm->_map->getItem(_pressedMapX + 1, _pressedMapY) != 0)) {
_pressedMapX++;
} else if ((_pressedMapX < (_vm->_map->_mapWidth - 1)) &&
(_pressedMapY > 0) &&
(_vm->_map->getItem(_pressedMapX + 1, _pressedMapY - 1) != 0)) {
_pressedMapY--;
_pressedMapX++;
}
}
_pressedMapX = CLIP((int) _pressedMapX, 0, _vm->_map->_mapWidth - 1);
_pressedMapY = CLIP((int) _pressedMapY, 0, _vm->_map->_mapHeight - 1);
}
void Goblin::targetDummyItem(Gob_Object *gobDesc) {
if (_vm->_map->getItem(_pressedMapX, _pressedMapY) == 0 &&
_vm->_map->getPass(_pressedMapX, _pressedMapY) == 1) {
if (gobDesc->curLookDir == 0) {
_vm->_map->_itemPoses[0].x = _pressedMapX;
_vm->_map->_itemPoses[0].y = _pressedMapY;
_vm->_map->_itemPoses[0].orient = -4;
} else {
_vm->_map->_itemPoses[0].x = _pressedMapX;
_vm->_map->_itemPoses[0].y = _pressedMapY;
_vm->_map->_itemPoses[0].orient = -1;
}
}
}
void Goblin::targetItem() {
int16 tmpX;
int16 tmpY;
int16 items;
int16 layer;
int16 tmpPosX;
int16 tmpPosY;
Gob_Object *itemDesc;
if ((_gobAction == 3) || (_gobAction == 4)) {
items = _vm->_map->getItem(_pressedMapX, _pressedMapY);
if ((_gobAction == 4) && ((items & 0xFF00) != 0) &&
(_objects[_itemToObject[(items & 0xFF00) >> 8]]->pickable == 1)) {
_destItemId = (items & 0xFF00) >> 8;
_destActionItem = (items & 0xFF00) >> 8;
_itemByteFlag = 1;
} else if ((items & 0xFF) == 0) {
_destItemId = (items & 0xFF00) >> 8;
_destActionItem = (items & 0xFF00) >> 8;
_itemByteFlag = 1;
} else if ((_gobAction == 3) && (_currentGoblin == 2) &&
((items & 0xFF00) != 0)) {
_destItemId = (items & 0xFF00) >> 8;
_destActionItem = (items & 0xFF00) >> 8;
_itemByteFlag = 1;
} else {
_destItemId = items & 0xFF;
_destActionItem = items & 0xFF;
_itemByteFlag = 0;
}
_pressedMapY = _vm->_map->_itemPoses[_destItemId].y;
_vm->_map->_destY = _vm->_map->_itemPoses[_destItemId].y;
_gobDestY = _vm->_map->_itemPoses[_destItemId].y;
if ((_gobAction == 3) || (_destActionItem == 0)) {
_pressedMapX = _vm->_map->_itemPoses[_destItemId].x;
_vm->_map->_destX = _vm->_map->_itemPoses[_destItemId].x;
_gobDestX = _vm->_map->_itemPoses[_destItemId].x;
} else if ((items & 0xFF00) != 0) {
if (_vm->_map->_itemPoses[_destItemId].orient == 4) {
if ((_vm->_map->getItem(_pressedMapX - 1, _pressedMapY) & 0xFF00) ==
(_vm->_map->getItem(_pressedMapX, _pressedMapY) & 0xFF00)) {
_pressedMapX--;
_vm->_map->_destX = _pressedMapX;
_gobDestX = _pressedMapX;
}
} else if (_vm->_map->_itemPoses[_destItemId].orient == 0) {
if ((_vm->_map->getItem(_pressedMapX + 1, _pressedMapY) & 0xFF00) ==
(_vm->_map->getItem(_pressedMapX, _pressedMapY) & 0xFF00)) {
_pressedMapX++;
_vm->_map->_destX = _pressedMapX;
_gobDestX = _pressedMapX;
}
}
if ((_vm->_map->getItem(_pressedMapX, _pressedMapY + 1) & 0xFF00) ==
(_vm->_map->getItem(_pressedMapX, _pressedMapY) & 0xFF00)) {
_pressedMapY++;
_vm->_map->_destY = _pressedMapY;
_gobDestY = _pressedMapY;
}
} else {
if (_vm->_map->_itemPoses[_destItemId].orient == 4) {
if ((_vm->_map->getItem(_pressedMapX - 1, _pressedMapY)) ==
(_vm->_map->getItem(_pressedMapX, _pressedMapY))) {
_pressedMapX--;
_vm->_map->_destX = _pressedMapX;
_gobDestX = _pressedMapX;
}
} else if (_vm->_map->_itemPoses[_destItemId].orient == 0) {
if ((_vm->_map->getItem(_pressedMapX + 1, _pressedMapY)) ==
(_vm->_map->getItem(_pressedMapX, _pressedMapY))) {
_pressedMapX++;
_vm->_map->_destX = _pressedMapX;
_gobDestX = _pressedMapX;
}
}
if (_pressedMapY < (_vm->_map->_mapHeight-1)) {
if ((_vm->_map->getItem(_pressedMapX, _pressedMapY + 1)) ==
(_vm->_map->getItem(_pressedMapX, _pressedMapY))) {
_pressedMapY++;
_vm->_map->_destY = _pressedMapY;
_gobDestY = _pressedMapY;
}
}
}
if ((_gobAction == 4) && (_destActionItem != 0) &&
(_itemToObject[_destActionItem] != -1) &&
(_objects[_itemToObject[_destActionItem]]->pickable == 1)) {
itemDesc = _objects[_itemToObject[_destActionItem]];
itemDesc->animation = itemDesc->stateMach[itemDesc->state][0]->animation;
layer =
itemDesc->stateMach[itemDesc->state][itemDesc->stateColumn]->layer;
_vm->_scenery->updateAnim(layer, 0, itemDesc->animation, 0,
itemDesc->xPos, itemDesc->yPos, 0);
tmpX = (_vm->_scenery->_toRedrawRight + _vm->_scenery->_toRedrawLeft) / 2;
tmpY = _vm->_scenery->_toRedrawBottom;
tmpPosY = tmpY / 6;
if (((tmpY % 3) < 3) && (tmpPosY > 0))
tmpPosY--;
tmpPosX = tmpX / 12;
if (((tmpX % 12) < 6) && (tmpPosX > 0))
tmpPosX--;
if ((_vm->_map->_itemPoses[_destActionItem].orient == 0) ||
(_vm->_map->_itemPoses[_destActionItem].orient == -1)) {
tmpPosX++;
}
if (_vm->_map->getPass(tmpPosX, tmpPosY) == 1) {
_pressedMapX = tmpPosX;
_vm->_map->_destX = tmpPosX;
_gobDestX = tmpPosX;
_pressedMapY = tmpPosY;
_vm->_map->_destY = tmpPosY;
_gobDestY = tmpPosY;
}
}
}
_pressedMapX = CLIP((int) _pressedMapX, 0, _vm->_map->_mapWidth - 1);
_pressedMapY = CLIP((int) _pressedMapY, 0, _vm->_map->_mapHeight - 1);
}
void Goblin::moveFindItem(int16 posX, int16 posY) {
int16 i;
if ((_gobAction == 3) || (_gobAction == 4)) {
for (i = 0; i < 20; i++) {
if (_objects[i] == 0)
continue;
if (_objects[i]->type != 0)
continue;
if (_objects[i]->left > posX)
continue;
if (_objects[i]->right < posX)
continue;
if (_objects[i]->top > posY)
continue;
if (_objects[i]->bottom < posY)
continue;
if ((_objects[i]->right - _objects[i]->left) < 40)
posX = (_objects[i]->left + _objects[i]->right) / 2;
if ((_objects[i]->bottom - _objects[i]->top) < 40)
posY = (_objects[i]->top + _objects[i]->bottom) / 2;
break;
}
_pressedMapX = CLIP(posX / 12, 0, _vm->_map->_mapWidth - 1);
_pressedMapY = CLIP(posY / 6, 0, _vm->_map->_mapHeight - 1);
if ((_vm->_map->getItem(_pressedMapX, _pressedMapY) == 0) && (i < 20)) {
if ((_pressedMapY < (_vm->_map->_mapHeight - 1)) &&
(_vm->_map->getItem(_pressedMapX, _pressedMapY + 1) != 0)) {
_pressedMapY++;
} else if ((_pressedMapX < (_vm->_map->_mapWidth - 1)) &&
(_pressedMapY < (_vm->_map->_mapHeight - 1)) &&
(_vm->_map->getItem(_pressedMapX + 1, _pressedMapY + 1) != 0)) {
_pressedMapX++;
_pressedMapY++;
} else if ((_pressedMapX < (_vm->_map->_mapWidth - 1)) &&
(_vm->_map->getItem(_pressedMapX + 1, _pressedMapY) != 0)) {
_pressedMapX++;
} else if ((_pressedMapX < (_vm->_map->_mapWidth - 1)) &&
(_pressedMapY > 0) &&
(_vm->_map->getItem(_pressedMapX + 1, _pressedMapY - 1) != 0)) {
_pressedMapX++;
_pressedMapY--;
} else if ((_pressedMapY > 0) &&
(_vm->_map->getItem(_pressedMapX, _pressedMapY - 1) != 0)) {
_pressedMapY--;
} else if ((_pressedMapY > 0) && (_pressedMapX > 0) &&
(_vm->_map->getItem(_pressedMapX - 1, _pressedMapY - 1) != 0)) {
_pressedMapY--;
_pressedMapX--;
} else if ((_pressedMapX > 0) &&
(_vm->_map->getItem(_pressedMapX - 1, _pressedMapY) != 0)) {
_pressedMapX--;
} else if ((_pressedMapX > 0) &&
(_pressedMapY < (_vm->_map->_mapHeight - 1)) &&
(_vm->_map->getItem(_pressedMapX - 1, _pressedMapY + 1) != 0)) {
_pressedMapX--;
_pressedMapY++;
}
}
} else {
_pressedMapX = CLIP(posX / 12, 0, _vm->_map->_mapWidth - 1);
_pressedMapY = CLIP(posY / 6, 0, _vm->_map->_mapHeight - 1);
}
}
void Goblin::moveCheckSelect(int16 framesCount, Gob_Object *gobDesc,
int16 *pGobIndex, int16 *nextAct) {
if ((gobDesc->right > _vm->_global->_inter_mouseX) &&
(gobDesc->left < _vm->_global->_inter_mouseX) &&
(gobDesc->bottom > _vm->_global->_inter_mouseY) &&
((gobDesc->bottom - 10) < _vm->_global->_inter_mouseY) &&
(_gobAction == 0)) {
if (gobDesc->curLookDir & 4)
*nextAct = 16;
else
*nextAct = 23;
gobDesc->curFrame = framesCount - 1;
_pathExistence = 0;
} else {
*pGobIndex = peekGoblin(gobDesc);
if (*pGobIndex != 0) {
_pathExistence = 0;
} else if ((_vm->_map->_curGoblinX == _pressedMapX) &&
(_vm->_map->_curGoblinY == _pressedMapY)) {
if (_gobAction != 0)
_readyToAct = 1;
_pathExistence = 0;
}
}
}
void Goblin::moveInitStep(int16 framesCount, int16 action, int16 cont,
Gob_Object *gobDesc, int16 *pGobIndex, int16 *pNextAct) {
int16 posX;
int16 posY;
if ((cont != 0) && (_goesAtTarget == 0) &&
(_readyToAct == 0) && (VAR(59) == 0) &&
(gobDesc->type != 1) &&
(gobDesc->state != 10) && (gobDesc->state != 11)) {
if (gobDesc->state >= 40) {
gobDesc->curFrame = framesCount - 1;
}
_gobAction = action;
_forceNextState[0] = -1;
_forceNextState[1] = -1;
_forceNextState[2] = -1;
if (action == 3) {
posX = _vm->_global->_inter_mouseX + 6;
posY = _vm->_global->_inter_mouseY + 7;
} else if (action == 4) {
posX = _vm->_global->_inter_mouseX + 7;
posY = _vm->_global->_inter_mouseY + 12;
} else {
posX = _vm->_global->_inter_mouseX;
posY = _vm->_global->_inter_mouseY;
}
moveFindItem(posX, posY);
adjustDest(posX, posY);
adjustTarget();
_vm->_map->_destX = _pressedMapX;
_gobDestX = _pressedMapX;
_vm->_map->_destY = _pressedMapY;
_gobDestY = _pressedMapY;
targetDummyItem(gobDesc);
targetItem();
initiateMove(0);
moveCheckSelect(framesCount, gobDesc, pGobIndex, pNextAct);
} else {
if ((_readyToAct != 0) && ((_vm->_map->_curGoblinX != _pressedMapX) ||
(_vm->_map->_curGoblinY != _pressedMapY)))
_readyToAct = 0;
if (gobDesc->type == 1) {
*pGobIndex = peekGoblin(gobDesc);
}
}
}
void Goblin::moveTreatRopeStairs(Gob_Object *gobDesc) {
if (_currentGoblin != 1)
return;
if ((gobDesc->nextState == 28) &&
(_vm->_map->getPass(_vm->_map->_curGoblinX, _vm->_map->_curGoblinY - 1) == 6)) {
_forceNextState[0] = 28;
_forceNextState[1] = -1;
}
if ((gobDesc->nextState == 29) &&
(_vm->_map->getPass(_vm->_map->_curGoblinX, _vm->_map->_curGoblinY + 1) == 6)) {
_forceNextState[0] = 29;
_forceNextState[1] = -1;
}
if (((gobDesc->nextState == 28) || (gobDesc->nextState == 29) ||
(gobDesc->nextState == 20)) &&
(_vm->_map->getPass(_vm->_map->_curGoblinX, _vm->_map->_curGoblinY) == 6)) {
if (((gobDesc->curLookDir == 0) || (gobDesc->curLookDir == 4) ||
(gobDesc->curLookDir == 2)) &&
(_vm->_map->getPass(_vm->_map->_curGoblinX, _vm->_map->_curGoblinY - 1) == 6)) {
_forceNextState[0] = 28;
_forceNextState[1] = -1;
} else if (((gobDesc->curLookDir == 0) || (gobDesc->curLookDir == 4) ||
(gobDesc->curLookDir == 6)) &&
(_vm->_map->getPass(_vm->_map->_curGoblinX, _vm->_map->_curGoblinY + 1) == 6)) {
_forceNextState[0] = 29;
_forceNextState[1] = -1;
}
}
if ((gobDesc->nextState == 8) &&
(_vm->_map->getPass(_vm->_map->_curGoblinX, _vm->_map->_curGoblinY - 1) == 3)) {
_forceNextState[0] = 8;
_forceNextState[1] = -1;
}
if ((gobDesc->nextState == 9) &&
(_vm->_map->getPass(_vm->_map->_curGoblinX, _vm->_map->_curGoblinY + 1) == 3)) {
_forceNextState[0] = 9;
_forceNextState[1] = -1;
}
if ((gobDesc->nextState == 20) &&
(_vm->_map->getPass(_vm->_map->_curGoblinX, _vm->_map->_curGoblinY) == 3)) {
if (((gobDesc->curLookDir == 0) || (gobDesc->curLookDir == 4) ||
(gobDesc->curLookDir == 2)) &&
(_vm->_map->getPass(_vm->_map->_curGoblinX, _vm->_map->_curGoblinY - 1) == 3)) {
_forceNextState[0] = 8;
_forceNextState[1] = -1;
} else if (((gobDesc->curLookDir == 0) || (gobDesc->curLookDir == 4) ||
(gobDesc->curLookDir == 6))
&& (_vm->_map->getPass(_vm->_map->_curGoblinX, _vm->_map->_curGoblinY + 1) == 3)) {
_forceNextState[0] = 9;
_forceNextState[1] = -1;
}
}
}
int16 Goblin::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 = _vm->_scenery->getAnimLayer(gobDesc->animation, layer)->framesCount;
if ((VAR(59) == 0) &&
(gobDesc->state != 30) && (gobDesc->state != 31)) {
gobDesc->order = (gobDesc->bottom) / 24 + 3;
}
if (_positionedGob != _currentGoblin) {
_vm->_map->_curGoblinX = _gobPositions[_currentGoblin].x;
_vm->_map->_curGoblinY = _gobPositions[_currentGoblin].y;
}
_positionedGob = _currentGoblin;
gobDesc->animation =
gobDesc->stateMach[gobDesc->state][gobDesc->stateColumn]->animation;
_gobStateLayer =
gobDesc->stateMach[gobDesc->state][gobDesc->stateColumn]->layer;
moveInitStep(framesCount, action, cont, gobDesc, &gobIndex, &nextAct);
moveTreatRopeStairs(gobDesc);
moveAdvance(0, gobDesc, nextAct, framesCount);
return gobIndex;
}
void Goblin::zeroObjects() {
for (int i = 0; i < 4; i++)
_goblins[i] = 0;
for (int i = 0; i < 20; i++)
_objects[i] = 0;
for (int i = 0; i < 16; i++)
_vm->_sound->sampleFree(&_soundData[i]);
}
void Goblin::freeAllObjects() {
_vm->_util->deleteList(_objList);
_objList = 0;
freeObjects();
}
void Goblin::loadObjects(const char *source) {
zeroObjects();
for (int i = 0; i < 20; i++)
_itemToObject[i] = 100;
freeObjects();
initList();
strncpy0(_vm->_map->_sourceFile, source, 14);
_vm->_map->_sourceFile[strlen(_vm->_map->_sourceFile) - 4] = 0;
_vm->_map->loadMapObjects(source);
for (int i = 0; i < _gobsCount; i++)
placeObject(_goblins[i], 0, 0, 0, 0, 0);
for (int i = 0; i < _objCount; i++)
placeObject(_objects[i], 1, 0, 0, 0, 0);
initVarPointers();
_actDestItemDesc = 0;
}
void Goblin::saveGobDataToVars(int16 xPos, int16 yPos, int16 someVal) {
Gob_Object *obj;
_some0ValPtr = (uint32) someVal;
_curGobXPosVarPtr = (uint32) xPos;
_curGobYPosVarPtr = (uint32) yPos;
_itemInPocketVarPtr = (uint32) _itemIndInPocket;
obj = _goblins[_currentGoblin];
_curGobStateVarPtr = (uint32) obj->state;
_curGobFrameVarPtr = (uint32) obj->curFrame;
_curGobMultStateVarPtr = (uint32) obj->multState;
_curGobNextStateVarPtr = (uint32) obj->nextState;
_curGobScrXVarPtr = (uint32) obj->xPos;
_curGobScrYVarPtr = (uint32) obj->yPos;
_curGobLeftVarPtr = (uint32) obj->left;
_curGobTopVarPtr = (uint32) obj->top;
_curGobRightVarPtr = (uint32) obj->right;
_curGobBottomVarPtr = (uint32) obj->bottom;
_curGobDoAnimVarPtr = (uint32) obj->doAnim;
_curGobOrderVarPtr = (uint32) obj->order;
_curGobNoTickVarPtr = (uint32) obj->noTick;
_curGobTypeVarPtr = (uint32) obj->type;
_curGobMaxTickVarPtr = (uint32) obj->maxTick;
_curGobTickVarPtr = (uint32) obj->tick;
_curGobActStartStateVarPtr = (uint32) obj->actionStartState;
_curGobLookDirVarPtr = (uint32) obj->curLookDir;
_curGobPickableVarPtr = (uint32) obj->pickable;
_curGobRelaxVarPtr = (uint32) obj->relaxTime;
_curGobMaxFrameVarPtr = (uint32) getObjMaxFrame(obj);
if (_actDestItemDesc == 0)
return;
obj = _actDestItemDesc;
_destItemStateVarPtr = (uint32) obj->state;
_destItemFrameVarPtr = (uint32) obj->curFrame;
_destItemMultStateVarPtr = (uint32) obj->multState;
_destItemNextStateVarPtr = (uint32) obj->nextState;
_destItemScrXVarPtr = (uint32) obj->xPos;
_destItemScrYVarPtr = (uint32) obj->yPos;
_destItemLeftVarPtr = (uint32) obj->left;
_destItemTopVarPtr = (uint32) obj->top;
_destItemRightVarPtr = (uint32) obj->right;
_destItemBottomVarPtr = (uint32) obj->bottom;
_destItemDoAnimVarPtr = (uint32) obj->doAnim;
_destItemOrderVarPtr = (uint32) obj->order;
_destItemNoTickVarPtr = (uint32) obj->noTick;
_destItemTypeVarPtr = (uint32) obj->type;
_destItemMaxTickVarPtr = (uint32) obj->maxTick;
_destItemTickVarPtr = (uint32) obj->tick;
_destItemActStartStVarPtr = (uint32) obj->actionStartState;
_destItemLookDirVarPtr = (uint32) obj->curLookDir;
_destItemPickableVarPtr = (uint32) obj->pickable;
_destItemRelaxVarPtr = (uint32) obj->relaxTime;
_destItemMaxFrameVarPtr = (uint32) getObjMaxFrame(obj);
_destItemState = obj->state;
_destItemType = obj->type;
}
void Goblin::initVarPointers() {
_gobRetVarPtr.set(*_vm->_inter->_variables, 236);
_curGobStateVarPtr.set(*_vm->_inter->_variables, 240);
_curGobFrameVarPtr.set(*_vm->_inter->_variables, 244);
_curGobMultStateVarPtr.set(*_vm->_inter->_variables, 248);
_curGobNextStateVarPtr.set(*_vm->_inter->_variables, 252);
_curGobScrXVarPtr.set(*_vm->_inter->_variables, 256);
_curGobScrYVarPtr.set(*_vm->_inter->_variables, 260);
_curGobLeftVarPtr.set(*_vm->_inter->_variables, 264);
_curGobTopVarPtr.set(*_vm->_inter->_variables, 268);
_curGobRightVarPtr.set(*_vm->_inter->_variables, 272);
_curGobBottomVarPtr.set(*_vm->_inter->_variables, 276);
_curGobDoAnimVarPtr.set(*_vm->_inter->_variables, 280);
_curGobOrderVarPtr.set(*_vm->_inter->_variables, 284);
_curGobNoTickVarPtr.set(*_vm->_inter->_variables, 288);
_curGobTypeVarPtr.set(*_vm->_inter->_variables, 292);
_curGobMaxTickVarPtr.set(*_vm->_inter->_variables, 296);
_curGobTickVarPtr.set(*_vm->_inter->_variables, 300);
_curGobActStartStateVarPtr.set(*_vm->_inter->_variables, 304);
_curGobLookDirVarPtr.set(*_vm->_inter->_variables, 308);
_curGobPickableVarPtr.set(*_vm->_inter->_variables, 320);
_curGobRelaxVarPtr.set(*_vm->_inter->_variables, 324);
_destItemStateVarPtr.set(*_vm->_inter->_variables, 328);
_destItemFrameVarPtr.set(*_vm->_inter->_variables, 332);
_destItemMultStateVarPtr.set(*_vm->_inter->_variables, 336);
_destItemNextStateVarPtr.set(*_vm->_inter->_variables, 340);
_destItemScrXVarPtr.set(*_vm->_inter->_variables, 344);
_destItemScrYVarPtr.set(*_vm->_inter->_variables, 348);
_destItemLeftVarPtr.set(*_vm->_inter->_variables, 352);
_destItemTopVarPtr.set(*_vm->_inter->_variables, 356);
_destItemRightVarPtr.set(*_vm->_inter->_variables, 360);
_destItemBottomVarPtr.set(*_vm->_inter->_variables, 364);
_destItemDoAnimVarPtr.set(*_vm->_inter->_variables, 368);
_destItemOrderVarPtr.set(*_vm->_inter->_variables, 372);
_destItemNoTickVarPtr.set(*_vm->_inter->_variables, 376);
_destItemTypeVarPtr.set(*_vm->_inter->_variables, 380);
_destItemMaxTickVarPtr.set(*_vm->_inter->_variables, 384);
_destItemTickVarPtr.set(*_vm->_inter->_variables, 388);
_destItemActStartStVarPtr.set(*_vm->_inter->_variables, 392);
_destItemLookDirVarPtr.set(*_vm->_inter->_variables, 396);
_destItemPickableVarPtr.set(*_vm->_inter->_variables, 408);
_destItemRelaxVarPtr.set(*_vm->_inter->_variables, 412);
_destItemMaxFrameVarPtr.set(*_vm->_inter->_variables, 420);
_curGobVarPtr.set(*_vm->_inter->_variables, 424);
_some0ValPtr.set(*_vm->_inter->_variables, 428);
_curGobXPosVarPtr.set(*_vm->_inter->_variables, 432);
_curGobYPosVarPtr.set(*_vm->_inter->_variables, 436);
_curGobMaxFrameVarPtr.set(*_vm->_inter->_variables, 440);
_itemInPocketVarPtr.set(*_vm->_inter->_variables, 456);
_itemInPocketVarPtr = (uint32) -2;
}
void Goblin::loadGobDataFromVars() {
Gob_Object *obj;
_itemIndInPocket = (int32) _itemInPocketVarPtr;
obj = _goblins[_currentGoblin];
obj->state = (int32) _curGobStateVarPtr;
obj->curFrame = (int32) _curGobFrameVarPtr;
obj->multState = (int32) _curGobMultStateVarPtr;
obj->nextState = (int32) _curGobNextStateVarPtr;
obj->xPos = (int32) _curGobScrXVarPtr;
obj->yPos = (int32) _curGobScrYVarPtr;
obj->left = (int32) _curGobLeftVarPtr;
obj->top = (int32) _curGobTopVarPtr;
obj->right = (int32) _curGobRightVarPtr;
obj->bottom = (int32) _curGobBottomVarPtr;
obj->doAnim = (int32) _curGobDoAnimVarPtr;
obj->order = (int32) _curGobOrderVarPtr;
obj->noTick = (int32) _curGobNoTickVarPtr;
obj->type = (int32) _curGobTypeVarPtr;
obj->maxTick = (int32) _curGobMaxTickVarPtr;
obj->tick = (int32) _curGobTickVarPtr;
obj->actionStartState = (int32) _curGobActStartStateVarPtr;
obj->curLookDir = (int32) _curGobLookDirVarPtr;
obj->pickable = (int32) _curGobPickableVarPtr;
obj->relaxTime = (int32) _curGobRelaxVarPtr;
if (_actDestItemDesc == 0)
return;
obj = _actDestItemDesc;
obj->state = (int32) _destItemStateVarPtr;
obj->curFrame = (int32) _destItemFrameVarPtr;
obj->multState = (int32) _destItemMultStateVarPtr;
obj->nextState = (int32) _destItemNextStateVarPtr;
obj->xPos = (int32) _destItemScrXVarPtr;
obj->yPos = (int32) _destItemScrYVarPtr;
obj->left = (int32) _destItemLeftVarPtr;
obj->top = (int32) _destItemTopVarPtr;
obj->right = (int32) _destItemRightVarPtr;
obj->bottom = (int32) _destItemBottomVarPtr;
obj->doAnim = (int32) _destItemDoAnimVarPtr;
obj->order = (int32) _destItemOrderVarPtr;
obj->noTick = (int32) _destItemNoTickVarPtr;
obj->type = (int32) _destItemTypeVarPtr;
obj->maxTick = (int32) _destItemMaxTickVarPtr;
obj->tick = (int32) _destItemTickVarPtr;
obj->actionStartState = (int32) _destItemActStartStVarPtr;
obj->curLookDir = (int32) _destItemLookDirVarPtr;
obj->pickable = (int32) _destItemPickableVarPtr;
obj->relaxTime = (int32) _destItemRelaxVarPtr;
if (obj->type != _destItemType)
obj->toRedraw = 1;
if ((obj->state != _destItemState) && (obj->type == 0))
obj->toRedraw = 1;
}
void Goblin::pickItem(int16 indexToPocket, int16 idToPocket) {
if (_objects[indexToPocket]->pickable != 1)
return;
_objects[indexToPocket]->type = 3;
_itemIndInPocket = indexToPocket;
_itemIdInPocket = idToPocket;
for (int y = 0; y < _vm->_map->_mapHeight; y++) {
for (int x = 0; x < _vm->_map->_mapWidth; x++) {
if (_itemByteFlag == 1) {
if (((_vm->_map->getItem(x, y) & 0xFF00) >> 8) == idToPocket)
_vm->_map->setItem(x, y, _vm->_map->getItem(x, y) & 0xFF);
} else {
if ((_vm->_map->getItem(x, y) & 0xFF) == idToPocket)
_vm->_map->setItem(x, y, _vm->_map->getItem(x, y) & 0xFF00);
}
}
}
if ((idToPocket >= 0) && (idToPocket < 20)) {
_vm->_map->_itemPoses[_itemIdInPocket].x = 0;
_vm->_map->_itemPoses[_itemIdInPocket].y = 0;
_vm->_map->_itemPoses[_itemIdInPocket].orient = 0;
}
}
void Goblin::placeItem(int16 indexInPocket, int16 idInPocket) {
Gob_Object *itemDesc;
int16 lookDir;
int16 xPos;
int16 yPos;
int16 layer;
itemDesc = _objects[indexInPocket];
lookDir = _goblins[0]->curLookDir & 4;
xPos = _gobPositions[0].x;
yPos = _gobPositions[0].y;
_itemIndInPocket = -1;
_itemIdInPocket = 0;
itemDesc->pickable = 1;
itemDesc->type = 0;
itemDesc->toRedraw = 1;
itemDesc->curFrame = 0;
itemDesc->order = _goblins[0]->order;
itemDesc->animation =
itemDesc->stateMach[itemDesc->state][0]->animation;
layer =
itemDesc->stateMach[itemDesc->state][itemDesc->stateColumn]->layer;
_vm->_scenery->updateAnim(layer, 0, itemDesc->animation, 0,
itemDesc->xPos, itemDesc->yPos, 0);
itemDesc->yPos += (_gobPositions[0].y * 6) + 5 -
_vm->_scenery->_toRedrawBottom;
if (lookDir == 4)
itemDesc->xPos += (_gobPositions[0].x * 12 + 14) -
(_vm->_scenery->_toRedrawLeft + _vm->_scenery->_toRedrawRight) / 2;
else
itemDesc->xPos += (_gobPositions[0].x * 12) -
(_vm->_scenery->_toRedrawLeft + _vm->_scenery->_toRedrawRight) / 2;
_vm->_map->placeItem(xPos, yPos, idInPocket);
if (yPos > 0)
_vm->_map->placeItem(xPos, yPos - 1, idInPocket);
if (lookDir == 4) {
if (xPos < _vm->_map->_mapWidth - 1) {
_vm->_map->placeItem(xPos + 1, yPos, idInPocket);
if (yPos > 0)
_vm->_map->placeItem(xPos + 1, yPos - 1, idInPocket);
}
} else {
if (xPos > 0) {
_vm->_map->placeItem(xPos - 1, yPos, idInPocket);
if (yPos > 0)
_vm->_map->placeItem(xPos - 1, yPos - 1, idInPocket);
}
}
if ((idInPocket >= 0) && (idInPocket < 20)) {
_vm->_map->_itemPoses[idInPocket].x = _gobPositions[0].x;
_vm->_map->_itemPoses[idInPocket].y = _gobPositions[0].y;
_vm->_map->_itemPoses[idInPocket].orient = lookDir;
if (_vm->_map->_itemPoses[idInPocket].orient == 0) {
if (_vm->_map->getPass(_vm->_map->_itemPoses[idInPocket].x + 1,
(int)_vm->_map->_itemPoses[idInPocket].y) == 1)
_vm->_map->_itemPoses[idInPocket].x++;
} else {
if (_vm->_map->getPass(_vm->_map->_itemPoses[idInPocket].x - 1,
(int)_vm->_map->_itemPoses[idInPocket].y) == 1)
_vm->_map->_itemPoses[idInPocket].x--;
}
}
}
void Goblin::swapItems(int16 indexToPick, int16 idToPick) {
int16 layer;
Gob_Object *pickObj;
Gob_Object *placeObj;
int16 idToPlace;
int16 x, y;
pickObj = _objects[indexToPick];
placeObj = _objects[_itemIndInPocket];
idToPlace = _itemIdInPocket;
pickObj->type = 3;
_itemIndInPocket = indexToPick;
_itemIdInPocket = idToPick;
if (_itemByteFlag == 0) {
for (y = 0; y < _vm->_map->_mapHeight; y++) {
for (x = 0; x < _vm->_map->_mapWidth; x++) {
if ((_vm->_map->getItem(x, y) & 0xFF) == idToPick)
_vm->_map->setItem(x, y, (_vm->_map->getItem(x, y) & 0xFF00) + idToPlace);
}
}
} else {
for (y = 0; y < _vm->_map->_mapHeight; y++) {
for (x = 0; x < _vm->_map->_mapWidth; x++) {
if (((_vm->_map->getItem(x, y) & 0xFF00) >> 8) == idToPick)
_vm->_map->setItem(x, y, (_vm->_map->getItem(x, y) & 0xFF) + (idToPlace << 8));
}
}
}
if (idToPick >= 0 && idToPick < 20) {
_vm->_map->_itemPoses[idToPlace].x =
_vm->_map->_itemPoses[_itemIdInPocket].x;
_vm->_map->_itemPoses[idToPlace].y =
_vm->_map->_itemPoses[_itemIdInPocket].y;
_vm->_map->_itemPoses[idToPlace].orient =
_vm->_map->_itemPoses[_itemIdInPocket].orient;
_vm->_map->_itemPoses[_itemIdInPocket].x = 0;
_vm->_map->_itemPoses[_itemIdInPocket].y = 0;
_vm->_map->_itemPoses[_itemIdInPocket].orient = 0;
}
_itemIndInPocket = -1;
_itemIdInPocket = 0;
placeObj->type = 0;
placeObj->nextState = -1;
placeObj->multState = -1;
placeObj->unk14 = 0;
placeObj->toRedraw = 1;
placeObj->curFrame = 0;
placeObj->order = _goblins[0]->order;
placeObj->animation =
placeObj->stateMach[placeObj->state][0]->animation;
layer = placeObj->stateMach[placeObj->state][placeObj->stateColumn]->layer;
_vm->_scenery->updateAnim(layer, 0, placeObj->animation, 0, placeObj->xPos,
placeObj->yPos, 0);
placeObj->yPos += (_gobPositions[0].y * 6) + 5 -
_vm->_scenery->_toRedrawBottom;
if (_vm->_map->_itemPoses[idToPlace].orient == 4)
placeObj->xPos += (_gobPositions[0].x * 12 + 14) -
(_vm->_scenery->_toRedrawLeft + _vm->_scenery->_toRedrawRight) / 2;
else
placeObj->xPos += (_gobPositions[0].x * 12) -
(_vm->_scenery->_toRedrawLeft + _vm->_scenery->_toRedrawRight) / 2;
}
void Goblin::treatItemPick(int16 itemId) {
int16 itemIndex;
Gob_Object *gobDesc;
gobDesc = _goblins[_currentGoblin];
if (gobDesc->curFrame != 9)
return;
if (gobDesc->stateMach != gobDesc->realStateMach)
return;
_readyToAct = 0;
_goesAtTarget = 0;
itemIndex = _itemToObject[itemId];
if ((itemId != 0) && (itemIndex != -1) && (_objects[itemIndex]->pickable != 1))
itemIndex = -1;
if ((_itemIndInPocket != -1) && (_itemIndInPocket == itemIndex))
itemIndex = -1;
if ((_itemIndInPocket != -1) && (itemIndex != -1) &&
(_objects[itemIndex]->pickable == 1)) {
swapItems(itemIndex, itemId);
_itemIndInPocket = itemIndex;
_itemIdInPocket = itemId;
return;
}
if ((_itemIndInPocket != -1) && (itemIndex == -1)) {
placeItem(_itemIndInPocket, _itemIdInPocket);
return;
}
if ((_itemIndInPocket == -1) && (itemIndex != -1)) {
pickItem(itemIndex, itemId);
return;
}
}
int16 Goblin::treatItem(int16 action) {
int16 state;
state = _goblins[_currentGoblin]->state;
if (((state == 10) || (state == 11)) &&
(_goblins[_currentGoblin]->curFrame == 0)) {
_readyToAct = 0;
}
if ((action == 3) && (_currentGoblin == 0) &&
((state == 10) || (state == 11)) && (_goblins[0]->curFrame == 0)) {
saveGobDataToVars(_gobPositions[_currentGoblin].x,
_gobPositions[_currentGoblin].y, 0);
_goesAtTarget = 1;
return -1;
}
if ((_noPick == 0) && (_currentGoblin == 0) &&
((state == 10) || (state == 11))) {
treatItemPick(_destActionItem);
saveGobDataToVars(_gobPositions[_currentGoblin].x,
_gobPositions[_currentGoblin].y, 0);
return 0;
}
if (_goesAtTarget == 0) {
saveGobDataToVars(_gobPositions[_currentGoblin].x,
_gobPositions[_currentGoblin].y, 0);
return 0;
} else {
if ((_itemToObject[_destActionItem] != 100) && (_destActionItem != 0)) {
if (_itemToObject[_destActionItem] == -1)
_actDestItemDesc = 0;
else
_actDestItemDesc = _objects[_itemToObject[_destActionItem]];
}
_goesAtTarget = 0;
saveGobDataToVars(_gobPositions[_currentGoblin].x,
_gobPositions[_currentGoblin].y, 0);
return _destActionItem;
}
}
void Goblin::playSounds(Mult::Mult_Object *obj) {
Mult::Mult_AnimData *animData;
bool speaker;
int16 frequency;
int16 repCount;
int16 sndSlot;
int16 frame;
if (!obj->goblinStates)
return;
animData = obj->pAnimData;
for (int i = 1; i <= obj->goblinStates[animData->state][0].dataCount; i++) {
speaker = obj->goblinStates[animData->state][i].speaker != 0;
if ((obj->goblinStates[animData->state][i].sndItem != -1) ||
(speaker == 1)) {
frame = obj->goblinStates[animData->state][i].sndFrame;
repCount = obj->goblinStates[animData->state][i].repCount;
frequency = obj->goblinStates[animData->state][i].freq;
if (animData->frame != frame)
continue;
if (!speaker) {
sndSlot = obj->goblinStates[animData->state][i].sndItem;
_vm->_sound->blasterStop(0);
if (sndSlot < _soundSlotsCount)
_vm->_sound->blasterPlay(_vm->_sound->sampleGetBySlot(_soundSlots[sndSlot] & 0x7FFF),
repCount, frequency);
} else
_vm->_sound->speakerOn(frequency, repCount * 10);
}
}
}
void Goblin::setState(int16 index, int16 state) {
Mult::Mult_Object *obj;
Mult::Mult_AnimData *animData;
int16 layer;
int16 animation;
obj = &_vm->_mult->_objects[index];
animData = obj->pAnimData;
if (obj->goblinStates[state] == 0)
return;
layer = obj->goblinStates[state][0].layer;
animation = obj->goblinStates[state][0].animation;
animData->layer = layer;
animData->animation = animation;
animData->state = state;
animData->frame = 0;
animData->isPaused = 0;
animData->isStatic = 0;
animData->newCycle = _vm->_scenery->getAnimLayer(animation, layer)->framesCount;
_vm->_scenery->updateAnim(layer, 0, animation, 0, *obj->pPosX, *obj->pPosY, 1);
if (_vm->_map->_bigTiles) {
*obj->pPosY = ((obj->goblinY + 1) * _vm->_map->_tilesHeight) -
(_vm->_scenery->_animBottom - _vm->_scenery->_animTop) -
(obj->goblinY + 1) / 2;
} else {
*obj->pPosY = (obj->goblinY + 1) * _vm->_map->_tilesHeight -
(_vm->_scenery->_animBottom - _vm->_scenery->_animTop);
}
*obj->pPosX = obj->goblinX * _vm->_map->_tilesWidth;
}
void Goblin::animate(Mult::Mult_Object *obj) {
Mult::Mult_AnimData *animData;
int16 layer;
int16 animation;
int16 framesCount;
animData = obj->pAnimData;
if (animData->isStatic != 0)
return;
layer = obj->goblinStates[animData->state][0].layer;
animation = obj->goblinStates[animData->state][0].animation;
framesCount = _vm->_scenery->getAnimLayer(animation, layer)->framesCount;
animData->newCycle = framesCount;
playSounds(obj);
if (animData->isPaused == 0)
animData->frame++;
switch (animData->stateType) {
case 0:
case 1:
animData->isPaused = 0;
break;
case 4:
if (animData->frame == 0)
animData->isPaused = 1;
break;
case 6:
if (animData->frame >= framesCount)
animData->isPaused = 1;
break;
}
if ((animData->newState == -1) && (animData->frame >= framesCount)) {
if (animData->framesLeft <= 0) {
animData->framesLeft = animData->maxFrame;
animData->frame = 0;
} else
animData->framesLeft --;
}
if (animData->frame < framesCount)
return;
if (animData->newState != -1) {
animData->frame = 0;
animData->state = animData->newState;
animData->newState = -1;
animData->animation = obj->goblinStates[animData->state][0].animation;
animData->layer = obj->goblinStates[animData->state][0].layer;
Scenery::AnimLayer *animLayer = _vm->_scenery->getAnimLayer(animation, layer);
*obj->pPosX += animLayer->animDeltaX;
*obj->pPosY += animLayer->animDeltaY;
animData->newCycle = animLayer->framesCount;
animData->isPaused = 0;
} else
animData->frame--;
}
void Goblin::move(int16 destX, int16 destY, int16 objIndex) {
Mult::Mult_Object *obj;
Mult::Mult_AnimData *animData;
int16 mouseX;
int16 mouseY;
int16 gobDestX;
int16 gobDestY;
obj = &_vm->_mult->_objects[objIndex];
animData = obj->pAnimData;
obj->gobDestX = destX;
obj->gobDestY = destY;
animData->destX = destX;
animData->destY = destY;
if (animData->isBusy != 0) {
if ((destX == -1) && (destY == -1)) {
mouseX = _vm->_global->_inter_mouseX;
mouseY = _vm->_global->_inter_mouseY;
if (_vm->_map->_bigTiles)
mouseY += ((_vm->_global->_inter_mouseY / _vm->_map->_tilesHeight) + 1) / 2;
gobDestX = mouseX / _vm->_map->_tilesWidth;
gobDestY = mouseY / _vm->_map->_tilesHeight;
if (_vm->_map->getPass(gobDestX, gobDestY) == 0)
_vm->_map->findNearestWalkable(gobDestX, gobDestY, mouseX, mouseY);
animData->destX = obj->gobDestX =
(gobDestX == -1) ? obj->goblinX : gobDestX;
animData->destY = obj->gobDestY =
(gobDestY == -1) ? obj->goblinY : gobDestY;
}
}
initiateMove(obj);
}
void Goblin::updateLayer1(Mult::Mult_AnimData *animData) {
switch (animData->state) {
case 2:
animData->layer = 8;
break;
case 6:
animData->layer = 9;
break;
case 17:
animData->layer = 26;
break;
case 18:
animData->layer = 32;
break;
case 21:
animData->layer = 22;
break;
case 22:
animData->layer = 20;
break;
case 23:
animData->layer = 21;
break;
}
}
void Goblin::updateLayer2(Mult::Mult_AnimData *animData) {
switch (animData->state) {
case 2:
animData->layer = 10;
break;
case 6:
animData->layer = 11;
break;
case 17:
animData->layer = 29;
break;
case 18:
animData->layer = 35;
break;
case 21:
animData->layer = 25;
break;
case 22:
animData->layer = 23;
break;
case 23:
animData->layer = 24;
break;
}
}
} // End of namespace Gob