mirror of
https://github.com/libretro/scummvm.git
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34dae22c1a
his boredom. It's the wrong goblin that's deactivated, though. Also, the entering animation is still missing (now nothing is drawn instead). svn-id: r22979
526 lines
14 KiB
C++
526 lines
14 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2004 Ivan Dubrov
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* Copyright (C) 2004-2006 The ScummVM project
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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#include "common/stdafx.h"
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#include "common/endian.h"
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#include "gob/gob.h"
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#include "gob/goblin.h"
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#include "gob/mult.h"
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#include "gob/game.h"
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#include "gob/scenery.h"
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#include "gob/map.h"
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namespace Gob {
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Goblin_v2::Goblin_v2(GobEngine *vm) : Goblin_v1(vm) {
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_gobsCount = -1;
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_rotStates[0][0] = 0; _rotStates[0][1] = 18; _rotStates[0][2] = 19; _rotStates[0][3] = 20;
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_rotStates[1][0] = 13; _rotStates[1][1] = 2; _rotStates[1][2] = 12; _rotStates[1][3] = 14;
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_rotStates[2][0] = 16; _rotStates[2][1] = 15; _rotStates[2][2] = 4; _rotStates[2][3] = 17;
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_rotStates[3][0] = 23; _rotStates[3][1] = 21; _rotStates[3][2] = 22; _rotStates[3][3] = 6;
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}
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void Goblin_v2::freeObjects(void) {
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int i;
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if (_gobsCount < 0)
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return;
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for (i = 0; i < _gobsCount; i++) {
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delete[] _vm->_mult->_objects[i].goblinStates[0];
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delete[] _vm->_mult->_objects[i].goblinStates;
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}
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for (i = 0; i < _vm->_goblin->_soundSlotsCount; i++)
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if ((_vm->_goblin->_soundSlots[i] & 0x8000) == 0)
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_vm->_game->freeSoundSlot(_vm->_goblin->_soundSlots[i]);
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// delete[] off_2F2AB;
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_gobsCount = -1;
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}
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void Goblin_v2::placeObject(Gob_Object *objDesc, char animated,
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int16 index, int16 x, int16 y, int16 state) {
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Mult::Mult_Object *obj;
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Mult::Mult_AnimData *objAnim;
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int16 layer;
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int16 animation;
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obj = &_vm->_mult->_objects[index];
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objAnim = obj->pAnimData;
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obj->goblinX = x;
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obj->goblinY = y;
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objAnim->order = y;
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if (state == -1) {
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objAnim->frame = 0;
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objAnim->isPaused = 0;
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objAnim->isStatic = 0;
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objAnim->newCycle = 0;
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_vm->_scenery->updateAnim(objAnim->layer, 0, objAnim->animation, 0,
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*obj->pPosX, *obj->pPosY, 0);
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if (!_vm->_map->_bigTiles)
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*obj->pPosY = (y + 1) * _vm->_map->_tilesHeight
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- (_vm->_scenery->_animBottom - _vm->_scenery->_animTop);
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else
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*obj->pPosY = ((y + 1) / 2) * _vm->_map->_tilesHeight
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- (_vm->_scenery->_animBottom - _vm->_scenery->_animTop);
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*obj->pPosX = x * _vm->_map->_tilesWidth;
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} else {
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if (obj->goblinStates[state] != 0) {
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layer = obj->goblinStates[state][0].layer;
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animation = obj->goblinStates[state][0].animation;
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objAnim->state = state;
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objAnim->layer = layer;
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objAnim->animation = animation;
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objAnim->frame = 0;
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objAnim->isPaused = 0;
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objAnim->isStatic = 0;
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objAnim->newCycle = _vm->_scenery->_animations[animation].layers[layer]->framesCount;
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_vm->_scenery->updateAnim(layer, 0, animation, 0, *obj->pPosX, *obj->pPosY, 0);
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if (!_vm->_map->_bigTiles)
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*obj->pPosY = (y + 1) * _vm->_map->_tilesHeight
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- (_vm->_scenery->_animBottom - _vm->_scenery->_animTop);
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else
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*obj->pPosY = ((y + 1) / 2) * _vm->_map->_tilesHeight
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- (_vm->_scenery->_animBottom - _vm->_scenery->_animTop);
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*obj->pPosX = x * _vm->_map->_tilesWidth;
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initiateMove(obj);
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} else
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initiateMove(obj);
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}
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}
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void Goblin_v2::initiateMove(Mult::Mult_Object *obj) {
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obj->destX = obj->gobDestX;
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obj->destY = obj->gobDestY;
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_vm->_map->findNearestToDest(obj);
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_vm->_map->findNearestToGob(obj);
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_vm->_map->optimizePoints(obj, obj->goblinX, obj->goblinY);
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obj->pAnimData->pathExistence = _vm->_map->checkDirectPath(obj,
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obj->goblinX, obj->goblinY, obj->gobDestX, obj->gobDestY);
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if (obj->pAnimData->pathExistence == 3) {
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obj->destX = _vm->_map->_wayPoints[obj->nearestWayPoint].x;
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obj->destY = _vm->_map->_wayPoints[obj->nearestWayPoint].y;
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}
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}
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void Goblin_v2::movePathFind(Mult::Mult_Object *obj, Gob_Object *gobDesc, int16 nextAct) {
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Mult::Mult_AnimData *animData;
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int16 framesCount;
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int16 gobX;
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int16 gobY;
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int16 gobDestX;
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int16 gobDestY;
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int16 destX;
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int16 destY;
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int16 dir;
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dir = 0;
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animData = obj->pAnimData;
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framesCount =
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_vm->_scenery->_animations[(int)animData->animation].layers[animData->layer]->framesCount;
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gobX = obj->goblinX;
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gobY = obj->goblinY;
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animData->order = gobY;
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gobDestX = obj->gobDestX;
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gobDestY = obj->gobDestY;
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animData->field_13 = gobDestX;
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animData->field_14 = gobDestY;
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destX = obj->destX;
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destY = obj->destY;
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if (animData->pathExistence == 1) {
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dir = _vm->_map->getDirection(gobX, gobY, destX, destY);
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if (dir == 0)
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animData->pathExistence = 0;
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if ((gobX == destX) && (gobY == destY))
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animData->pathExistence = 4;
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} else if (animData->pathExistence == 3) {
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if ((gobX == gobDestX) && (gobY == gobDestY)) {
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animData->pathExistence = 4;
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destX = gobDestX;
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destY = gobDestY;
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} else {
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if (_vm->_map->checkDirectPath(obj, gobX, gobY, gobDestX, gobDestY) != 1) {
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if ((gobX == destX) && (gobY == destY)) {
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if (obj->nearestWayPoint > obj->nearestDest) {
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_vm->_map->optimizePoints(obj, gobX, gobY);
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destX = _vm->_map->_wayPoints[obj->nearestWayPoint].x;
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destY = _vm->_map->_wayPoints[obj->nearestWayPoint].y;
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if (_vm->_map->checkDirectPath(obj, gobX, gobY, destX, destY) == 3) {
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WRITE_VAR(56, 1);
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animData->pathExistence = 0;
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}
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if (obj->nearestWayPoint > obj->nearestDest)
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obj->nearestWayPoint--;
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} else if (obj->nearestWayPoint < obj->nearestDest) { // loc_10E96
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_vm->_map->optimizePoints(obj, gobX, gobY);
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destX = _vm->_map->_wayPoints[obj->nearestWayPoint].x;
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destY = _vm->_map->_wayPoints[obj->nearestWayPoint].y;
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if (_vm->_map->checkDirectPath(obj, gobX, gobY, destX, destY) == 3) {
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WRITE_VAR(56, 1);
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animData->pathExistence = 0;
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}
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if (obj->nearestWayPoint < obj->nearestDest)
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obj->nearestWayPoint++;
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} else {
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if ((_vm->_map->checkDirectPath(obj, gobX, gobY, gobDestX, gobDestY) == 3) &&
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(_vm->_map->getPass(gobDestX, gobDestY) != 0)) {
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destX = _vm->_map->_wayPoints[obj->nearestWayPoint].x;
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destY = _vm->_map->_wayPoints[obj->nearestWayPoint].y;
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WRITE_VAR(56, 1);
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} else {
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animData->pathExistence = 1;
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destX = gobDestX;
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destY = gobDestY;
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}
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}
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}
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} else {
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destX = gobDestX;
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destY = gobDestY;
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}
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dir = _vm->_map->getDirection(gobX, gobY, destX, destY);
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}
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}
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obj->goblinX = gobX;
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obj->goblinY = gobY;
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obj->gobDestX = gobDestX;
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obj->gobDestY = gobDestY;
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obj->destX = destX;
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obj->destY = destY;
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switch (dir) {
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case Map::kDirNW:
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animData->nextState = 1;
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if (_vm->_map->_screenWidth == 640) {
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if (_vm->_map->getPass(obj->goblinX, obj->goblinY) == 10)
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animData->nextState = 40;
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if (_vm->_map->getPass(obj->goblinX - 1, obj->goblinY - 2) != 10)
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animData->nextState = 1;
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}
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break;
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case Map::kDirN:
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animData->nextState = animData->curLookDir == 2 ? 2 : rotateState(2, animData->curLookDir);
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if (_vm->_map->_screenWidth == 640) {
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if (_vm->_map->getPass(obj->goblinX, obj->goblinY) == 10) {
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if (_vm->_map->getPass(obj->goblinX - 1, obj->goblinY - 2) != 10) {
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if (_vm->_map->getPass(obj->goblinX + 1, obj->goblinY - 2) == 10)
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animData->nextState = 42;
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else
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animData->nextState = 2;
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} else
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animData->nextState = 40;
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} else if (_vm->_map->getPass(obj->goblinX, obj->goblinY) == 20)
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animData->nextState = 38;
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else if (_vm->_map->getPass(obj->goblinX, obj->goblinY) == 19)
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animData->nextState = 26;
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}
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break;
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case Map::kDirNE:
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animData->nextState = 3;
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if (_vm->_map->_screenWidth == 640) {
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if (_vm->_map->getPass(obj->goblinX, obj->goblinY) == 10)
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animData->nextState = 42;
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if (_vm->_map->getPass(obj->goblinX + 1, obj->goblinY - 2) != 10)
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animData->nextState = 3;
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}
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break;
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case Map::kDirW:
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animData->nextState = rotateState(0, animData->curLookDir);
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break;
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case Map::kDirE:
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animData->nextState = rotateState(4, animData->curLookDir);
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break;
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case Map::kDirSW:
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animData->nextState = 7;
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if (_vm->_map->_screenWidth == 640) {
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if (_vm->_map->getPass(obj->goblinX, obj->goblinY) == 10)
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animData->nextState = 41;
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if (_vm->_map->getPass(obj->goblinX - 1, obj->goblinY) != 10)
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animData->nextState = 7;
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}
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break;
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case Map::kDirS:
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animData->nextState = animData->curLookDir == 6 ? 6 : rotateState(6, animData->curLookDir);
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if (_vm->_map->_screenWidth == 640) {
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if (_vm->_map->getPass(obj->goblinX, obj->goblinY) == 20)
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animData->nextState = 39;
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else if (_vm->_map->getPass(obj->goblinX, obj->goblinY) == 19)
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animData->nextState = 27;
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}
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break;
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case Map::kDirSE:
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animData->nextState = 5;
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if (_vm->_map->_screenWidth == 640) {
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if (_vm->_map->getPass(obj->goblinX, obj->goblinY) == 10)
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animData->nextState = 43;
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if (_vm->_map->getPass(obj->goblinX + 1, obj->goblinY) != 10)
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animData->nextState = 5;
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}
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break;
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default:
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if (animData->curLookDir == 0)
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animData->nextState = 8;
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else if (animData->curLookDir == 2)
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animData->nextState = 29;
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else if (animData->curLookDir == 4)
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animData->nextState = 9;
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else if (animData->curLookDir == 6)
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animData->nextState = 28;
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break;
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}
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}
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void Goblin_v2::moveAdvance(Mult::Mult_Object *obj, Gob_Object *gobDesc,
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int16 nextAct, int16 framesCount) {
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Mult::Mult_AnimData *animData;
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int16 gobX;
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int16 gobY;
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int16 animation;
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int16 state;
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int16 layer;
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movePathFind(obj, 0, 0);
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playSounds(obj);
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animData = obj->pAnimData;
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framesCount =
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_vm->_scenery->_animations[(int)animData->animation].layers[animData->layer]->framesCount;
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if (animData->isPaused == 0)
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animData->frame++;
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switch (animData->field_16) {
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case 0:
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case 1:
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animData->isPaused = 0;
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break;
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case 4:
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if (animData->frame == 0)
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animData->isPaused = 1;
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break;
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case 6:
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if (animData->frame >= framesCount)
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animData->isPaused = 1;
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break;
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}
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switch(animData->state) {
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case 0:
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case 1:
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case 7:
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case 13:
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case 16:
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case 23:
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// loc_11452
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animData->curLookDir = 0;
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break;
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case 2:
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case 15:
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case 18:
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case 21:
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animData->curLookDir = 2;
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break;
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case 3:
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case 4:
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case 5:
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case 12:
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case 19:
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case 22:
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animData->curLookDir = 4;
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break;
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case 6:
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case 14:
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case 17:
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case 20:
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animData->curLookDir = 6;
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break;
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case 8:
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case 9:
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case 28:
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case 29:
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if (animData->pathExistence == 4)
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animData->pathExistence = 5;
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break;
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}
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if ((animData->field_F != -1) && (animData->frame == framesCount) &&
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(animData->field_F != animData->state)) { // loc_114B6
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animData->nextState = animData->field_F;
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animData->field_F = -1;
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animData->state = animData->nextState;
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*obj->pPosX +=
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_vm->_scenery->_animations[animData->animation].layers[animData->layer]->animDeltaX;
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*obj->pPosY +=
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_vm->_scenery->_animations[animData->animation].layers[animData->layer]->animDeltaY;
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animation = obj->goblinStates[animData->nextState][0].animation;
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layer = obj->goblinStates[animData->nextState][0].layer;
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animData->layer = layer;
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animData->animation = animation;
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animData->frame = 0;
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} else {
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if (((animData->state >= 0) && (animData->state < 8)) ||
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(animData->state == 38) || (animData->state == 39)) { // loc_115C4
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state = animData->nextState;
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if (animData->frame == ((framesCount + 1) / 2)) {
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gobX = obj->goblinX;
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gobY = obj->goblinY;
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switch (state) {
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case 0:
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obj->goblinX--;
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break;
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case 1:
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obj->goblinX--;
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obj->goblinY--;
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break;
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case 2:
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case 38:
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obj->goblinY--;
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break;
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case 3:
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obj->goblinX++;
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obj->goblinY--;
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break;
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case 4:
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obj->goblinX++;
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break;
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case 5:
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obj->goblinX++;
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obj->goblinY++;
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break;
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case 6:
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case 39:
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obj->goblinY++;
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break;
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case 7:
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obj->goblinX--;
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obj->goblinY++;
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break;
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}
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if (animData->state != state) {
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animation = obj->goblinStates[state][0].animation;
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layer = obj->goblinStates[state][0].layer;
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animData->layer = layer;
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animData->animation = animation;
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animData->frame = 0;
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animData->state = state;
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_vm->_scenery->updateAnim(layer, 0, animation, 0, *obj->pPosX, *obj->pPosY, 0);
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if (_vm->_map->_bigTiles)
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*obj->pPosY = ((gobY + 1) * _vm->_map->_tilesHeight) -
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(_vm->_scenery->_animBottom - _vm->_scenery->_animTop) - (gobY + 1) / 2;
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else
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*obj->pPosY = ((gobY + 1) * _vm->_map->_tilesHeight) -
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(_vm->_scenery->_animBottom - _vm->_scenery->_animTop);
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*obj->pPosX = gobX * _vm->_map->_tilesWidth;
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}
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}
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}
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if (animData->frame >= framesCount) {
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state = animData->nextState;
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animation = obj->goblinStates[state][0].animation;
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layer = obj->goblinStates[state][0].layer;
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animData->layer = layer;
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animData->animation = animation;
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animData->frame = 0;
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animData->state = state;
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|
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
|