scummvm/engines/gob/goblin_v3.cpp
2014-02-18 02:39:34 +01:00

134 lines
2.6 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/mult.h"
namespace Gob {
Goblin_v3::Goblin_v3(GobEngine *vm) : Goblin_v2(vm) {
}
bool Goblin_v3::isMovement(int8 state) {
if ((state >= 0) && (state < 8))
return true;
if ((state >= 40) && (state < 44))
return true;
if ((state == 26) || (state == 27))
return true;
if ((state == 38) || (state == 39))
return true;
return false;
}
void Goblin_v3::advMovement(Mult::Mult_Object *obj, int8 state) {
switch (state) {
case 0:
obj->goblinX--;
break;
case 1:
obj->goblinX--;
obj->goblinY--;
break;
case 2:
case 26:
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 27:
case 39:
obj->goblinY++;
break;
case 7:
obj->goblinX--;
obj->goblinY++;
break;
case 40:
obj->goblinX--;
obj->goblinY -= 2;
break;
case 41:
obj->goblinX--;
obj->goblinY += 2;
break;
case 42:
obj->goblinX++;
obj->goblinY -= 2;
break;
case 43:
obj->goblinX++;
obj->goblinY += 2;
break;
}
}
void Goblin_v3::placeObject(Gob_Object *objDesc, char animated,
int16 index, int16 x, int16 y, int16 state) {
Mult::Mult_Object &obj = _vm->_mult->_objects[index];
Mult::Mult_AnimData &objAnim = *(obj.pAnimData);
if (!obj.goblinStates)
return;
if ((state != -1) && (obj.goblinStates[state] != 0)) {
if (state == 8)
objAnim.curLookDir = 0;
else if (state == 9)
objAnim.curLookDir = 4;
else if (state == 28)
objAnim.curLookDir = 6;
else if (state == 29)
objAnim.curLookDir = 2;
}
Goblin_v2::placeObject(objDesc, animated, index, x, y, state);
}
} // End of namespace Gob