scummvm/engines/gob/goblin_v4.cpp
2014-02-18 02:39:34 +01:00

638 lines
15 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.
*
*/
#include "gob/gob.h"
#include "gob/goblin.h"
#include "gob/global.h"
#include "gob/mult.h"
#include "gob/map.h"
#include "gob/scenery.h"
#include "gob/inter.h"
namespace Gob {
Goblin_v4::Goblin_v4(GobEngine *vm) : Goblin_v3(vm) {
}
void Goblin_v4::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->getAnimLayer(animData->animation, animData->layer)->framesCount;
animData->newCycle = framesCount;
gobX = obj->goblinX;
gobY = obj->goblinY;
animData->order = gobY;
gobDestX = obj->gobDestX;
gobDestY = obj->gobDestY;
animData->destX = gobDestX;
animData->destY = 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);
const WayPoint &wayPoint = _vm->_map->getWayPoint(obj->nearestWayPoint);
destX = wayPoint.x;
destY = wayPoint.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) {
_vm->_map->optimizePoints(obj, gobX, gobY);
const WayPoint &wayPoint = _vm->_map->getWayPoint(obj->nearestWayPoint);
destX = wayPoint.x;
destY = wayPoint.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)) {
const WayPoint &wayPoint = _vm->_map->getWayPoint(obj->nearestWayPoint);
destX = wayPoint.x;
destY = wayPoint.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;
if (_vm->_map->getVersion() == 4) {
switch (dir) {
case kDirNW:
animData->nextState = turnState(animData->state, kDirNW);
if ((_vm->_map->getPass(obj->goblinX, obj->goblinY) == 10) &&
(animData->nextState == 1))
animData->nextState = 40;
if (_vm->_map->getPass(obj->goblinX - 1, obj->goblinY - 2) != 10)
animData->nextState = turnState(animData->state, kDirNW);
break;
case kDirN:
animData->nextState =
(animData->curLookDir == 2) ? 2 : turnState(animData->state, kDirN);
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;
}
if ((_vm->_map->getPass(obj->goblinX, obj->goblinY) == 20) &&
(animData->nextState == 2))
animData->nextState = 38;
if ((_vm->_map->getPass(obj->goblinX, obj->goblinY) == 19) &&
(animData->nextState == 2))
animData->nextState = 26;
break;
case kDirNE:
animData->nextState = turnState(animData->state, kDirNE);
if ((_vm->_map->getPass(obj->goblinX, obj->goblinY) == 10) &&
(animData->nextState == 3))
animData->nextState = 42;
if (_vm->_map->getPass(obj->goblinX + 1, obj->goblinY - 2) != 10)
animData->nextState = turnState(animData->state, kDirNE);
break;
case kDirW:
animData->nextState = turnState(animData->state, kDirW);
break;
case kDirE:
animData->nextState = turnState(animData->state, kDirE);
break;
case kDirSW:
animData->nextState = turnState(animData->state, kDirSW);
if ((_vm->_map->getPass(obj->goblinX, obj->goblinY) == 10) &&
(animData->nextState == 7))
animData->nextState = 41;
if (_vm->_map->getPass(obj->goblinX - 1, obj->goblinY) != 10)
animData->nextState = turnState(animData->state, kDirSW);
break;
case kDirS:
animData->nextState =
(animData->curLookDir == 6) ? 6 : turnState(animData->state, kDirS);
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 = 43;
else
animData->nextState = 6;
} else
animData->nextState = 41;
}
if ((_vm->_map->getPass(obj->goblinX, obj->goblinY) == 20) &&
(animData->nextState == 6))
animData->nextState = 39;
if ((_vm->_map->getPass(obj->goblinX, obj->goblinY) == 19) &&
(animData->nextState == 6))
animData->nextState = 27;
break;
case kDirSE:
animData->nextState = turnState(animData->state, kDirSE);
if ((_vm->_map->getPass(obj->goblinX, obj->goblinY) == 10) &&
(animData->nextState == 5))
animData->nextState = 43;
if (_vm->_map->getPass(obj->goblinX + 1, obj->goblinY) != 10)
animData->nextState = turnState(animData->state, kDirSE);
break;
default:
switch (animData->state) {
case 0:
case 8:
animData->nextState = 8;
break;
case 1:
case 10:
case 40:
animData->nextState = 10;
break;
case 2:
case 29:
animData->nextState = 29;
break;
case 3:
case 11:
case 42:
animData->nextState = 11;
break;
case 4:
case 9:
animData->nextState = 9;
break;
case 5:
case 30:
case 43:
animData->nextState = 30;
break;
case 6:
case 28:
animData->nextState = 28;
break;
case 7:
case 31:
case 41:
animData->nextState = 31;
break;
}
break;
}
} else {
switch (dir) {
case kDirNW:
animData->nextState = 1;
if (_vm->_map->getScreenWidth() == 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 kDirN:
animData->nextState =
(animData->curLookDir == 2) ? 2 : rotateState(animData->curLookDir, 2);
if (_vm->_map->getScreenWidth() == 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 kDirNE:
animData->nextState = 3;
if (_vm->_map->getScreenWidth() == 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 kDirW:
animData->nextState = rotateState(animData->curLookDir, 0);
break;
case kDirE:
animData->nextState = rotateState(animData->curLookDir, 4);
break;
case kDirSW:
animData->nextState = 7;
if (_vm->_map->getScreenWidth() == 640) {
if (_vm->_map->getPass(obj->goblinX, obj->goblinY) == 10)
animData->nextState = 41;
if (_vm->_map->getPass(obj->goblinX - 1, obj->goblinY + 2) != 10)
animData->nextState = 7;
}
break;
case kDirS:
animData->nextState =
(animData->curLookDir == 6) ? 6 : rotateState(animData->curLookDir, 6);
if (_vm->_map->getScreenWidth() == 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 kDirSE:
animData->nextState = 5;
if (_vm->_map->getScreenWidth() == 640) {
if (_vm->_map->getPass(obj->goblinX, obj->goblinY) == 10)
animData->nextState = 43;
if (_vm->_map->getPass(obj->goblinX + 1, obj->goblinY + 2) != 10)
animData->nextState = 5;
}
break;
default:
switch (animData->curLookDir) {
case 0:
animData->nextState = 8;
break;
case 1:
animData->nextState = 10;
break;
case 2:
animData->nextState = 29;
break;
case 3:
animData->nextState = 11;
break;
case 4:
animData->nextState = 9;
break;
case 5:
animData->nextState = 30;
break;
case 6:
animData->nextState = 28;
break;
case 7:
animData->nextState = 31;
break;
}
break;
}
}
}
void Goblin_v4::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;
if (!obj->goblinStates)
return;
movePathFind(obj, 0, 0);
playSounds(obj);
animData = obj->pAnimData;
framesCount = _vm->_scenery->getAnimLayer(animData->animation, animData->layer)->framesCount;
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;
}
switch (animData->state) {
case 0:
case 1:
case 7:
case 13:
case 16:
case 23:
case 40:
case 41:
animData->curLookDir = 0;
break;
case 2:
case 15:
case 18:
case 21:
case 26:
case 38:
animData->curLookDir = 2;
break;
case 3:
case 4:
case 5:
case 12:
case 19:
case 22:
case 42:
case 43:
animData->curLookDir = 4;
break;
case 6:
case 14:
case 17:
case 20:
case 27:
case 39:
animData->curLookDir = 6;
break;
case 8:
case 9:
case 10:
case 11:
case 28:
case 29:
case 30:
case 31:
if (animData->pathExistence == 4)
animData->pathExistence = 5;
break;
}
if ((animData->newState != -1) && (animData->frame == framesCount) &&
(animData->newState != animData->state)) {
animData->nextState = animData->newState;
animData->newState = -1;
animData->state = animData->nextState;
Scenery::AnimLayer *animLayer =
_vm->_scenery->getAnimLayer(animData->animation, animData->layer);
*obj->pPosX += animLayer->animDeltaX;
*obj->pPosY += animLayer->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 (isMovement(animData->state)) {
state = animData->nextState;
if (animData->frame == ((framesCount + 1) / 2)) {
gobX = obj->goblinX;
gobY = obj->goblinY;
advMovement(obj, state);
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->hasBigTiles())
*obj->pPosY = ((gobY + 1) * _vm->_map->getTilesHeight()) -
(_vm->_scenery->_animBottom - _vm->_scenery->_animTop) - (gobY + 1) / 2;
else
*obj->pPosY = ((gobY + 1) * _vm->_map->getTilesHeight()) -
(_vm->_scenery->_animBottom - _vm->_scenery->_animTop);
*obj->pPosX = gobX * _vm->_map->getTilesWidth();
}
}
}
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;
advMovement(obj, state);
_vm->_scenery->updateAnim(layer, 0, animation, 0, *obj->pPosX, *obj->pPosY, 0);
if (_vm->_map->hasBigTiles())
*obj->pPosY = ((gobY + 1) * _vm->_map->getTilesHeight()) -
(_vm->_scenery->_animBottom - _vm->_scenery->_animTop) - (gobY + 1) / 2;
else
*obj->pPosY = ((gobY + 1) * _vm->_map->getTilesHeight()) -
(_vm->_scenery->_animBottom - _vm->_scenery->_animTop);
*obj->pPosX = gobX * _vm->_map->getTilesWidth();
}
}
}
int16 Goblin_v4::turnState(int16 state, uint16 dir) {
static const int16 newStates[8][8] = {
{ 0, 1, 10, 10, 10, 31, 31, 7},
{ 0, 1, 2, 29, 29, 29, 8, 8},
{10, 1, 2, 3, 11, 11, 11, 10},
{29, 29, 2, 3, 4, 9, 9, 9},
{30, 11, 11, 3, 4, 5, 30, 30},
{28, 28, 9, 9, 4, 5, 6, 28},
{31, 31, 31, 30, 30, 5, 6, 7},
{ 0, 8, 8, 8, 28, 28, 6, 7}
};
int16 dx = state, cx = 0;
switch (state) {
case 0:
case 8:
dx = 0;
break;
case 1:
case 10:
case 40:
dx = 1;
break;
case 3:
case 11:
case 42:
dx = 3;
break;
case 5:
case 30:
case 43:
dx = 5;
break;
case 7:
case 31:
case 41:
dx = 7;
break;
case 9:
dx = 4;
break;
case 28:
dx = 6;
break;
case 29:
dx = 2;
break;
}
switch (dir) {
case kDirNW:
cx = 1;
break;
case kDirN:
cx = 2;
break;
case kDirNE:
cx = 3;
break;
case kDirW:
cx = 0;
break;
case kDirE:
cx = 4;
break;
case kDirSW:
cx = 7;
break;
case kDirS:
cx = 6;
break;
case kDirSE:
cx = 5;
break;
}
return newStates[dx][cx];
}
} // End of namespace Gob