scummvm/engines/gob/goblin_v2.cpp
Sven Hesse 0f6d8ab269 Fixed pathfinding
svn-id: r23718
2006-08-16 20:52:43 +00:00

527 lines
14 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2004 Ivan Dubrov
* Copyright (C) 2004-2006 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
#include "common/stdafx.h"
#include "common/endian.h"
#include "gob/gob.h"
#include "gob/goblin.h"
#include "gob/mult.h"
#include "gob/game.h"
#include "gob/scenery.h"
#include "gob/map.h"
namespace Gob {
Goblin_v2::Goblin_v2(GobEngine *vm) : Goblin_v1(vm) {
_gobsCount = -1;
_rotStates[0][0] = 0; _rotStates[0][1] = 18; _rotStates[0][2] = 19; _rotStates[0][3] = 20;
_rotStates[1][0] = 13; _rotStates[1][1] = 2; _rotStates[1][2] = 12; _rotStates[1][3] = 14;
_rotStates[2][0] = 16; _rotStates[2][1] = 15; _rotStates[2][2] = 4; _rotStates[2][3] = 17;
_rotStates[3][0] = 23; _rotStates[3][1] = 21; _rotStates[3][2] = 22; _rotStates[3][3] = 6;
}
void Goblin_v2::freeObjects(void) {
int i;
if (_gobsCount < 0)
return;
for (i = 0; i < _gobsCount; i++) {
delete[] _vm->_mult->_objects[i].goblinStates[0];
delete[] _vm->_mult->_objects[i].goblinStates;
}
for (i = 0; i < _vm->_goblin->_soundSlotsCount; i++)
if ((_vm->_goblin->_soundSlots[i] & 0x8000) == 0)
_vm->_game->freeSoundSlot(_vm->_goblin->_soundSlots[i]);
// delete[] off_2F2AB;
_gobsCount = -1;
}
void Goblin_v2::placeObject(Gob_Object *objDesc, char animated,
int16 index, int16 x, int16 y, int16 state) {
Mult::Mult_Object *obj;
Mult::Mult_AnimData *objAnim;
int16 layer;
int16 animation;
obj = &_vm->_mult->_objects[index];
objAnim = obj->pAnimData;
obj->goblinX = x;
obj->goblinY = y;
objAnim->order = y;
if (state == -1) {
objAnim->frame = 0;
objAnim->isPaused = 0;
objAnim->isStatic = 0;
objAnim->newCycle = 0;
_vm->_scenery->updateAnim(objAnim->layer, 0, objAnim->animation, 0,
*obj->pPosX, *obj->pPosY, 0);
if (!_vm->_map->_bigTiles)
*obj->pPosY = (y + 1) * _vm->_map->_tilesHeight
- (_vm->_scenery->_animBottom - _vm->_scenery->_animTop);
else
*obj->pPosY = ((y + 1) / 2) * _vm->_map->_tilesHeight
- (_vm->_scenery->_animBottom - _vm->_scenery->_animTop);
*obj->pPosX = x * _vm->_map->_tilesWidth;
} else {
if (obj->goblinStates[state] != 0) {
layer = obj->goblinStates[state][0].layer;
animation = obj->goblinStates[state][0].animation;
objAnim->state = state;
objAnim->layer = layer;
objAnim->animation = animation;
objAnim->frame = 0;
objAnim->isPaused = 0;
objAnim->isStatic = 0;
objAnim->newCycle = _vm->_scenery->_animations[animation].layers[layer].framesCount;
_vm->_scenery->updateAnim(layer, 0, animation, 0, *obj->pPosX, *obj->pPosY, 0);
if (!_vm->_map->_bigTiles)
*obj->pPosY = (y + 1) * _vm->_map->_tilesHeight
- (_vm->_scenery->_animBottom - _vm->_scenery->_animTop);
else
*obj->pPosY = ((y + 1) / 2) * _vm->_map->_tilesHeight
- (_vm->_scenery->_animBottom - _vm->_scenery->_animTop);
*obj->pPosX = x * _vm->_map->_tilesWidth;
initiateMove(obj);
} else
initiateMove(obj);
}
}
void Goblin_v2::initiateMove(Mult::Mult_Object *obj) {
obj->destX = obj->gobDestX;
obj->destY = obj->gobDestY;
_vm->_map->findNearestToDest(obj);
_vm->_map->findNearestToGob(obj);
_vm->_map->optimizePoints(obj, obj->goblinX, obj->goblinY);
obj->pAnimData->pathExistence = _vm->_map->checkDirectPath(obj,
obj->goblinX, obj->goblinY, obj->gobDestX, obj->gobDestY);
if (obj->pAnimData->pathExistence == 3) {
obj->destX = _vm->_map->_wayPoints[obj->nearestWayPoint].x;
obj->destY = _vm->_map->_wayPoints[obj->nearestWayPoint].y;
}
}
void Goblin_v2::movePathFind(Mult::Mult_Object *obj, Gob_Object *gobDesc, int16 nextAct) {
Mult::Mult_AnimData *animData;
int16 framesCount;
int16 gobX;
int16 gobY;
int16 gobDestX;
int16 gobDestY;
int16 destX;
int16 destY;
int16 dir;
dir = 0;
animData = obj->pAnimData;
framesCount =
_vm->_scenery->_animations[(int)animData->animation].layers[animData->layer].framesCount;
animData->newCycle = framesCount;
gobX = obj->goblinX;
gobY = obj->goblinY;
animData->order = gobY;
gobDestX = obj->gobDestX;
gobDestY = obj->gobDestY;
animData->field_13 = gobDestX;
animData->field_14 = gobDestY;
destX = obj->destX;
destY = obj->destY;
if (animData->pathExistence == 1) {
dir = _vm->_map->getDirection(gobX, gobY, destX, destY);
if (dir == 0)
animData->pathExistence = 0;
if ((gobX == destX) && (gobY == destY))
animData->pathExistence = 4;
} else if (animData->pathExistence == 3) {
if ((gobX == gobDestX) && (gobY == gobDestY)) {
animData->pathExistence = 4;
destX = gobDestX;
destY = gobDestY;
} else {
if (_vm->_map->checkDirectPath(obj, gobX, gobY, gobDestX, gobDestY) != 1) {
if ((gobX == destX) && (gobY == destY)) {
if (obj->nearestWayPoint > obj->nearestDest) {
_vm->_map->optimizePoints(obj, gobX, gobY);
destX = _vm->_map->_wayPoints[obj->nearestWayPoint].x;
destY = _vm->_map->_wayPoints[obj->nearestWayPoint].y;
if (_vm->_map->checkDirectPath(obj, gobX, gobY, destX, destY) == 3) {
WRITE_VAR(56, 1);
animData->pathExistence = 0;
}
if (obj->nearestWayPoint > obj->nearestDest)
obj->nearestWayPoint--;
} else if (obj->nearestWayPoint < obj->nearestDest) { // loc_10E96
_vm->_map->optimizePoints(obj, gobX, gobY);
destX = _vm->_map->_wayPoints[obj->nearestWayPoint].x;
destY = _vm->_map->_wayPoints[obj->nearestWayPoint].y;
if (_vm->_map->checkDirectPath(obj, gobX, gobY, destX, destY) == 3) {
WRITE_VAR(56, 1);
animData->pathExistence = 0;
}
if (obj->nearestWayPoint < obj->nearestDest)
obj->nearestWayPoint++;
} else {
if ((_vm->_map->checkDirectPath(obj, gobX, gobY, gobDestX, gobDestY) == 3) &&
(_vm->_map->getPass(gobDestX, gobDestY) != 0)) {
destX = _vm->_map->_wayPoints[obj->nearestWayPoint].x;
destY = _vm->_map->_wayPoints[obj->nearestWayPoint].y;
WRITE_VAR(56, 1);
} else {
animData->pathExistence = 1;
destX = gobDestX;
destY = gobDestY;
}
}
}
} else {
destX = gobDestX;
destY = gobDestY;
}
dir = _vm->_map->getDirection(gobX, gobY, destX, destY);
}
}
obj->goblinX = gobX;
obj->goblinY = gobY;
obj->gobDestX = gobDestX;
obj->gobDestY = gobDestY;
obj->destX = destX;
obj->destY = destY;
switch (dir) {
case Map::kDirNW:
animData->nextState = 1;
if (_vm->_map->_screenWidth == 640) {
if (_vm->_map->getPass(obj->goblinX, obj->goblinY) == 10)
animData->nextState = 40;
if (_vm->_map->getPass(obj->goblinX - 1, obj->goblinY - 2) != 10)
animData->nextState = 1;
}
break;
case Map::kDirN:
animData->nextState = animData->curLookDir == 2 ? 2 : rotateState(animData->curLookDir, 2);
if (_vm->_map->_screenWidth == 640) {
if (_vm->_map->getPass(obj->goblinX, obj->goblinY) == 10) {
if (_vm->_map->getPass(obj->goblinX - 1, obj->goblinY - 2) != 10) {
if (_vm->_map->getPass(obj->goblinX + 1, obj->goblinY - 2) == 10)
animData->nextState = 42;
else
animData->nextState = 2;
} else
animData->nextState = 40;
} else if (_vm->_map->getPass(obj->goblinX, obj->goblinY) == 20)
animData->nextState = 38;
else if (_vm->_map->getPass(obj->goblinX, obj->goblinY) == 19)
animData->nextState = 26;
}
break;
case Map::kDirNE:
animData->nextState = 3;
if (_vm->_map->_screenWidth == 640) {
if (_vm->_map->getPass(obj->goblinX, obj->goblinY) == 10)
animData->nextState = 42;
if (_vm->_map->getPass(obj->goblinX + 1, obj->goblinY - 2) != 10)
animData->nextState = 3;
}
break;
case Map::kDirW:
animData->nextState = rotateState(animData->curLookDir, 0);
break;
case Map::kDirE:
animData->nextState = rotateState(animData->curLookDir, 4);
break;
case Map::kDirSW:
animData->nextState = 7;
if (_vm->_map->_screenWidth == 640) {
if (_vm->_map->getPass(obj->goblinX, obj->goblinY) == 10)
animData->nextState = 41;
if (_vm->_map->getPass(obj->goblinX - 1, obj->goblinY) != 10)
animData->nextState = 7;
}
break;
case Map::kDirS:
animData->nextState = animData->curLookDir == 6 ? 6 : rotateState(animData->curLookDir, 6);
if (_vm->_map->_screenWidth == 640) {
if (_vm->_map->getPass(obj->goblinX, obj->goblinY) == 20)
animData->nextState = 39;
else if (_vm->_map->getPass(obj->goblinX, obj->goblinY) == 19)
animData->nextState = 27;
}
break;
case Map::kDirSE:
animData->nextState = 5;
if (_vm->_map->_screenWidth == 640) {
if (_vm->_map->getPass(obj->goblinX, obj->goblinY) == 10)
animData->nextState = 43;
if (_vm->_map->getPass(obj->goblinX + 1, obj->goblinY) != 10)
animData->nextState = 5;
}
break;
default:
if (animData->curLookDir == 0)
animData->nextState = 8;
else if (animData->curLookDir == 2)
animData->nextState = 29;
else if (animData->curLookDir == 4)
animData->nextState = 9;
else if (animData->curLookDir == 6)
animData->nextState = 28;
break;
}
}
void Goblin_v2::moveAdvance(Mult::Mult_Object *obj, Gob_Object *gobDesc,
int16 nextAct, int16 framesCount) {
Mult::Mult_AnimData *animData;
int16 gobX;
int16 gobY;
int16 animation;
int16 state;
int16 layer;
movePathFind(obj, 0, 0);
playSounds(obj);
animData = obj->pAnimData;
framesCount =
_vm->_scenery->_animations[(int)animData->animation].layers[animData->layer].framesCount;
if (animData->isPaused == 0)
animData->frame++;
switch (animData->field_16) {
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;
}
switch (animData->state) {
case 0:
case 1:
case 7:
case 13:
case 16:
case 23:
// loc_11452
animData->curLookDir = 0;
break;
case 2:
case 15:
case 18:
case 21:
animData->curLookDir = 2;
break;
case 3:
case 4:
case 5:
case 12:
case 19:
case 22:
animData->curLookDir = 4;
break;
case 6:
case 14:
case 17:
case 20:
animData->curLookDir = 6;
break;
case 8:
case 9:
case 28:
case 29:
if (animData->pathExistence == 4)
animData->pathExistence = 5;
break;
}
if ((animData->field_F != -1) && (animData->frame == framesCount) &&
(animData->field_F != animData->state)) { // loc_114B6
animData->nextState = animData->field_F;
animData->field_F = -1;
animData->state = animData->nextState;
*obj->pPosX +=
_vm->_scenery->_animations[animData->animation].layers[animData->layer].animDeltaX;
*obj->pPosY +=
_vm->_scenery->_animations[animData->animation].layers[animData->layer].animDeltaY;
animation = obj->goblinStates[animData->nextState][0].animation;
layer = obj->goblinStates[animData->nextState][0].layer;
animData->layer = layer;
animData->animation = animation;
animData->frame = 0;
} else {
if (((animData->state >= 0) && (animData->state < 8)) ||
(animData->state == 38) || (animData->state == 39)) { // loc_115C4
state = animData->nextState;
if (animData->frame == ((framesCount + 1) / 2)) {
gobX = obj->goblinX;
gobY = obj->goblinY;
switch (state) {
case 0:
obj->goblinX--;
break;
case 1:
obj->goblinX--;
obj->goblinY--;
break;
case 2:
case 38:
obj->goblinY--;
break;
case 3:
obj->goblinX++;
obj->goblinY--;
break;
case 4:
obj->goblinX++;
break;
case 5:
obj->goblinX++;
obj->goblinY++;
break;
case 6:
case 39:
obj->goblinY++;
break;
case 7:
obj->goblinX--;
obj->goblinY++;
break;
}
if (animData->state != state) {
animation = obj->goblinStates[state][0].animation;
layer = obj->goblinStates[state][0].layer;
animData->layer = layer;
animData->animation = animation;
animData->frame = 0;
animData->state = state;
_vm->_scenery->updateAnim(layer, 0, animation, 0, *obj->pPosX, *obj->pPosY, 0);
if (_vm->_map->_bigTiles)
*obj->pPosY = ((gobY + 1) * _vm->_map->_tilesHeight) -
(_vm->_scenery->_animBottom - _vm->_scenery->_animTop) - (gobY + 1) / 2;
else
*obj->pPosY = ((gobY + 1) * _vm->_map->_tilesHeight) -
(_vm->_scenery->_animBottom - _vm->_scenery->_animTop);
*obj->pPosX = gobX * _vm->_map->_tilesWidth;
}
}
}
if (animData->frame >= framesCount) {
state = animData->nextState;
animation = obj->goblinStates[state][0].animation;
layer = obj->goblinStates[state][0].layer;
animData->layer = layer;
animData->animation = animation;
animData->frame = 0;
animData->state = state;
gobX = obj->goblinX;
gobY = obj->goblinY;
switch (state) {
case 0:
obj->goblinX--;
break;
case 1:
obj->goblinX--;
obj->goblinY--;
break;
case 2:
case 38:
obj->goblinY--;
break;
case 3:
obj->goblinX++;
obj->goblinY--;
break;
case 4:
obj->goblinX++;
break;
case 5:
obj->goblinX++;
obj->goblinY++;
break;
case 6:
case 39:
obj->goblinY++;
break;
case 7:
obj->goblinX--;
obj->goblinY++;
break;
}
_vm->_scenery->updateAnim(layer, 0, animation, 0, *obj->pPosX, *obj->pPosY, 0);
if (_vm->_map->_bigTiles)
*obj->pPosY = ((gobY + 1) * _vm->_map->_tilesHeight) -
(_vm->_scenery->_animBottom - _vm->_scenery->_animTop) - (gobY + 1) / 2;
else
*obj->pPosY = ((gobY + 1) * _vm->_map->_tilesHeight) -
(_vm->_scenery->_animBottom - _vm->_scenery->_animTop);
*obj->pPosX = gobX * _vm->_map->_tilesWidth;
}
}
}
} // End of namespace Gob