mirror of
https://github.com/libretro/scummvm.git
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134 lines
2.6 KiB
C++
134 lines
2.6 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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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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*/
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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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namespace Gob {
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Goblin_v3::Goblin_v3(GobEngine *vm) : Goblin_v2(vm) {
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}
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bool Goblin_v3::isMovement(int8 state) {
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if ((state >= 0) && (state < 8))
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return true;
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if ((state >= 40) && (state < 44))
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return true;
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if ((state == 26) || (state == 27))
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return true;
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if ((state == 38) || (state == 39))
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return true;
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return false;
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}
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void Goblin_v3::advMovement(Mult::Mult_Object *obj, int8 state) {
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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 26:
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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 27:
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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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case 40:
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obj->goblinX--;
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obj->goblinY -= 2;
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break;
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case 41:
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obj->goblinX--;
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obj->goblinY += 2;
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break;
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case 42:
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obj->goblinX++;
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obj->goblinY -= 2;
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break;
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case 43:
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obj->goblinX++;
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obj->goblinY += 2;
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break;
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}
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}
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void Goblin_v3::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 = _vm->_mult->_objects[index];
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Mult::Mult_AnimData &objAnim = *(obj.pAnimData);
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if (!obj.goblinStates)
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return;
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if ((state != -1) && (obj.goblinStates[state] != 0)) {
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if (state == 8)
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objAnim.curLookDir = 0;
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else if (state == 9)
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objAnim.curLookDir = 4;
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else if (state == 28)
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objAnim.curLookDir = 6;
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else if (state == 29)
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objAnim.curLookDir = 2;
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}
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Goblin_v2::placeObject(objDesc, animated, index, x, y, state);
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}
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} // End of namespace Gob
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