scummvm/engines/gob/goblin_v2.cpp
Sven Hesse c88ee19478 GOB: Stub some Adibou mult stuff
svn-id: r55653
2011-01-30 13:14:32 +00:00

709 lines
18 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.
*
* $URL$
* $Id$
*
*/
#include "common/endian.h"
#include "gob/gob.h"
#include "gob/goblin.h"
#include "gob/global.h"
#include "gob/util.h"
#include "gob/game.h"
#include "gob/map.h"
#include "gob/mult.h"
#include "gob/scenery.h"
#include "gob/inter.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() {
_vm->_map->_mapUnknownBool = false;
if (_gobsCount < 0)
return;
for (int i = 0; i < _gobsCount; i++) {
delete[] _vm->_mult->_objects[i].goblinStates[0];
delete[] _vm->_mult->_objects[i].goblinStates;
}
for (int i = 0; i < _soundSlotsCount; i++)
if ((_soundSlots[i] & 0x8000) == 0)
_vm->_game->freeSoundSlot(_soundSlots[i]);
_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->hasBigTiles())
*obj->pPosY = (y + 1) * _vm->_map->getTilesHeight()
- (_vm->_scenery->_animBottom - _vm->_scenery->_animTop);
else
*obj->pPosY = ((y + 1) * _vm->_map->getTilesHeight()) -
(_vm->_scenery->_animBottom - _vm->_scenery->_animTop) - (y + 1) / 2;
*obj->pPosX = x * _vm->_map->getTilesWidth();
} else {
if ((obj->goblinStates != 0) && (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->getAnimLayer(animation, layer)->framesCount;
_vm->_scenery->updateAnim(layer, 0, animation, 0, *obj->pPosX, *obj->pPosY, 0);
if (!_vm->_map->hasBigTiles())
*obj->pPosY = (y + 1) * _vm->_map->getTilesHeight()
- (_vm->_scenery->_animBottom - _vm->_scenery->_animTop);
else
*obj->pPosY = ((y + 1) * _vm->_map->getTilesHeight()) -
(_vm->_scenery->_animBottom - _vm->_scenery->_animTop) - (y + 1) / 2;
*obj->pPosX = x * _vm->_map->getTilesWidth();
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) {
const WayPoint &wayPoint = _vm->_map->getWayPoint(obj->nearestWayPoint);
obj->destX = wayPoint.x;
obj->destY = wayPoint.y;
}
}
void Goblin_v2::movePathFind(Mult::Mult_Object *obj, Gob_Object *gobDesc, int16 nextAct) {
Mult::Mult_AnimData *animData = obj->pAnimData;
animData->newCycle = _vm->_scenery->getAnimLayer(animData->animation, animData->layer)->framesCount;
int16 gobX = obj->goblinX;
int16 gobY = obj->goblinY;
int16 destX = obj->destX;
int16 destY = obj->destY;
int16 gobDestX = obj->gobDestX;
int16 gobDestY = obj->gobDestY;
animData->destX = gobDestX;
animData->destY = gobDestY;
animData->order = gobY;
Direction dir = kDirNone;
if (animData->pathExistence == 1) {
dir = _vm->_map->getDirection(gobX, gobY, destX, destY);
if (dir == kDirNone)
animData->pathExistence = 0;
if ((gobX == gobDestX) && (gobY == gobDestY))
animData->pathExistence = 4;
} else if (animData->pathExistence == 3) {
if ((gobX != gobDestX) || (gobY != gobDestY)) {
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);
} else {
animData->pathExistence = 4;
destX = gobDestX;
destY = gobDestY;
}
}
obj->goblinX = gobX;
obj->goblinY = gobY;
obj->destX = destX;
obj->destY = destY;
obj->gobDestX = gobDestX;
obj->gobDestY = gobDestY;
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)
animData->nextState = 40;
else if (_vm->_map->getPass(obj->goblinX + 1, obj->goblinY - 2) == 10)
animData->nextState = 42;
else
animData->nextState = 2;
}
if (_vm->_map->getPass(obj->goblinX, obj->goblinY) == 20)
animData->nextState = 38;
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;
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:
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) {
if (!obj->goblinStates)
return;
movePathFind(obj, 0, 0);
playSounds(obj);
Mult::Mult_AnimData *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 28:
case 29:
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;
int16 animation = obj->goblinStates[animData->nextState][0].animation;
int16 layer = obj->goblinStates[animData->nextState][0].layer;
animData->layer = layer;
animData->animation = animation;
animData->frame = 0;
return;
}
if (isMovement(animData->state)) {
int16 state = animData->nextState;
if (animData->frame == ((framesCount + 1) / 2)) {
int16 gobX = obj->goblinX;
int16 gobY = obj->goblinY + 1;
advMovement(obj, state);
if (animData->state != state) {
int16 animation = obj->goblinStates[state][0].animation;
int16 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);
uint32 gobPosX = gobX * _vm->_map->getTilesWidth();
uint32 gobPosY = (gobY * _vm->_map->getTilesHeight()) -
(_vm->_scenery->_animBottom - _vm->_scenery->_animTop);
if (_vm->_map->hasBigTiles())
gobPosY -= gobY / 2;
*obj->pPosX = gobPosX;
*obj->pPosY = gobPosY;
}
}
}
if (animData->frame < framesCount)
return;
int16 state = animData->nextState;
int16 animation = obj->goblinStates[state][0].animation;
int16 layer = obj->goblinStates[state][0].layer;
animData->layer = layer;
animData->animation = animation;
animData->frame = 0;
animData->state = state;
int16 gobX = obj->goblinX;
int16 gobY = obj->goblinY + 1;
advMovement(obj, state);
_vm->_scenery->updateAnim(layer, 0, animation, 0, *obj->pPosX, *obj->pPosY, 0);
uint32 gobPosX = gobX * _vm->_map->getTilesWidth();
uint32 gobPosY = (gobY * _vm->_map->getTilesHeight()) -
(_vm->_scenery->_animBottom - _vm->_scenery->_animTop);
if (_vm->_map->hasBigTiles())
gobPosY -= gobY / 2;
*obj->pPosX = gobPosX;
*obj->pPosY = gobPosY;
}
void Goblin_v2::handleGoblins() {
Mult::Mult_Object *obj0, *obj1;
Mult::Mult_AnimData *anim0, *anim1;
int16 pass;
int16 gob1State, gob2State;
int16 gob1X, gob2X;
int16 gob1Y, gob2Y;
int16 gob1DestX, gob2DestX;
int16 gob1DestY, gob2DestY;
obj0 = &_vm->_mult->_objects[0];
obj1 = &_vm->_mult->_objects[1];
anim0 = obj0->pAnimData;
anim1 = obj1->pAnimData;
gob1State = anim0->state;
gob2State = anim1->state;
if (!anim0->isBusy) {
if (!_gob1Busy && (anim0->isStatic == 0)) {
if ((VAR(_gob1RelaxTimeVar) == 0) && (gob1State == 28)) {
// Goblin 1 showing boredom
gob1State = _vm->_util->getRandom(3) + 24;
setState(0, gob1State);
WRITE_VAR(_gob1RelaxTimeVar, 100);
} else
WRITE_VAR(_gob1RelaxTimeVar, VAR(_gob1RelaxTimeVar) - 1);
}
if ((gob1State == 8) || (gob1State == 9) || (gob1State == 29))
anim0->curLookDir = 6;
}
if (!anim1->isBusy) {
if (!_gob2Busy && (anim1->isStatic == 0)) {
if ((VAR(_gob2RelaxTimeVar) == 0) && (gob2State == 28)) {
// Goblin 2 showing boredom
gob2State = _vm->_util->getRandom(3) + 24;
setState(1, gob2State);
WRITE_VAR(_gob2RelaxTimeVar, 100);
} else
WRITE_VAR(_gob2RelaxTimeVar, VAR(_gob2RelaxTimeVar) - 1);
}
if ((gob2State == 8) || (gob2State == 9) || (gob2State == 29))
anim1->curLookDir = 6;
}
if ((anim0->isBusy == 1) && (anim0->isStatic == 0) &&
((anim0->state == 28) || (anim0->state == 29)))
anim0->curLookDir = 0;
if ((anim1->isBusy == 1) && (anim1->isStatic == 0) &&
((anim1->state == 28) || (anim1->state == 29)))
anim1->curLookDir = 0;
if (VAR(18) != ((uint32) -1)) {
if (anim0->layer == 44)
anim0->curLookDir = 4;
else if (anim0->layer == 45)
anim0->curLookDir = 0;
if (anim0->isBusy == 0)
anim0->curLookDir = 6;
}
if (VAR(19) != ((uint32) -1)) {
if (anim1->layer == 48)
anim1->curLookDir = 4;
else if (anim1->layer == 49)
anim1->curLookDir = 0;
if (anim1->isBusy == 0)
anim1->curLookDir = 6;
}
if ((anim0->layer == 45) && (anim0->curLookDir == 4) && (anim0->pathExistence == 5) &&
(VAR(18) == ((uint32) -1)) && !_gob1NoTurn) {
setState(0, 19); // Turning right->left
}
if ((anim0->layer == 44) && (anim0->curLookDir == 0) && (anim0->pathExistence == 5) &&
(VAR(18) == ((uint32) -1)) && !_gob1NoTurn) {
setState(0, 16); // Turning left->right
}
if ((anim1->layer == 49) && (anim1->curLookDir == 4) && (anim1->pathExistence == 5) &&
(VAR(19) == ((uint32) -1)) && !_gob2NoTurn) {
setState(1, 19); // Turning right->left
}
if ((anim1->layer == 48) && (anim1->curLookDir == 0) && (anim1->pathExistence == 5) &&
(VAR(19) == ((uint32) -1)) && !_gob2NoTurn) {
setState(1, 16); // Turning left->right
}
gob1X = obj0->goblinX;
gob2X = obj1->goblinX;
gob1Y = obj0->goblinY;
gob2Y = obj1->goblinY;
gob1DestX = anim0->destX;
gob2DestX = anim1->destX;
gob1DestY = anim0->destY;
gob2DestY = anim1->destY;
pass = _vm->_map->getPass(gob1X, gob1Y);
if ((pass > 17) && (pass < 21)) // Ladders, ropes, stairs
updateLayer1(anim0);
pass = _vm->_map->getPass(gob2X, gob2Y);
if ((pass > 17) && (pass < 21)) // Ladders, ropes, stairs
updateLayer2(anim1);
if ((gob1DestX < 0) || (gob1DestX > 39) || (gob1DestY < 0) || (gob1DestY > 39))
return;
if (gob1Y > gob1DestY) {
if (_vm->_map->getPass(gob1DestX, gob1DestY) > 17) {
do {
gob1DestY--;
} while (_vm->_map->getPass(gob1DestX, gob1DestY) > 17);
gob1DestY++;
if (_vm->_map->getPass(gob1DestX - 1, gob1DestY) == 0) {
if (_vm->_map->getPass(gob1DestX + 1, gob1DestY) != 0)
gob1DestX++;
} else
gob1DestX--;
move(gob1DestX, gob1DestY, 0);
}
} else {
if (_vm->_map->getPass(gob1DestX, gob1DestY) > 17) {
do {
gob1DestY++;
} while (_vm->_map->getPass(gob1DestX, gob1DestY) > 17);
gob1DestY--;
if (_vm->_map->getPass(gob1DestX - 1, gob1DestY) == 0) {
if (_vm->_map->getPass(gob1DestX + 1, gob1DestY) != 0)
gob1DestX++;
} else
gob1DestX--;
move(gob1DestX, gob1DestY, 0);
}
}
if (gob2Y > gob2DestY) {
if (_vm->_map->getPass(gob2DestX, gob2DestY) > 17) {
do {
gob2DestY--;
} while (_vm->_map->getPass(gob2DestX, gob2DestY) > 17);
gob2DestY++;
if (_vm->_map->getPass(gob2DestX - 1, gob2DestY) == 0) {
if (_vm->_map->getPass(gob2DestX + 1, gob2DestY) != 0)
gob2DestX++;
} else
gob2DestX--;
move(gob2DestX, gob2DestY, 1);
}
} else {
if (_vm->_map->getPass(gob2DestX, gob2DestY) > 17) {
do {
gob2DestY++;
} while (_vm->_map->getPass(gob2DestX, gob2DestY) > 17);
gob2DestY--;
if (_vm->_map->getPass(gob2DestX - 1, gob2DestY) == 0) {
if (_vm->_map->getPass(gob2DestX + 1, gob2DestY) != 0)
gob2DestX++;
} else
gob2DestX--;
move(gob2DestX, gob2DestY, 1);
}
}
}
bool Goblin_v2::isMovement(int8 state) {
if ((state >= 0) && (state < 8))
return true;
if ((state == 38) || (state == 39))
return true;
return false;
}
void Goblin_v2::advMovement(Mult::Mult_Object *obj, int8 state) {
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;
}
}
} // End of namespace Gob