scummvm/engines/gob/map_v2.cpp
Sven Hesse d6f1ba1540 - More GOB2 map conversions
- Added Music_Dummy (for --music-driver=null)
- Implemented IMDs. That took longer than I expected...
  On the bright side, Ween's intro now plays more correctly

svn-id: r22754
2006-05-29 18:24:52 +00:00

230 lines
6.3 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2004 Ivan Dubrov
* Copyright (C) 2004-2006 The ScummVM project
*
* 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/stdafx.h"
#include "common/endian.h"
#include "gob/gob.h"
#include "gob/map.h"
#include "gob/dataio.h"
#include "gob/goblin.h"
#include "gob/sound.h"
#include "gob/inter.h"
#include "gob/game.h"
#include "gob/parse.h"
#include "gob/mult.h"
#include "gob/scenery.h"
namespace Gob {
Map_v2::Map_v2(GobEngine *vm) : Map_v1(vm) {
}
void Map_v2::loadMapObjects(char *avjFile) {
int i;
int j;
int k;
uint8 wayPointsCount;
int16 var;
int16 id;
int16 mapHeight;
int16 mapWidth;
int16 offData;
int16 tmp;
int16 numData;
int16 statesCount;
int16 state;
char *variables;
char *extData;
char *dataPtr;
char *dataPtrBak;
char *dataPtrBak2;
char statesMask[102];
Goblin::Gob2_State *statesPtr;
var = _vm->_parse->parseVarIndex();
variables = _vm->_global->_inter_variables + var;
id = _vm->_inter->load16();
if (id == -1) {
_passMap = (int8 *)(_vm->_global->_inter_variables + var);
return;
}
extData = _vm->_game->loadExtData(id, 0, 0);
dataPtr = extData;
if (*dataPtr++ == 3) {
_vm->_map->_screenWidth = 640;
_vm->_map->_passWidth = 65;
} else {
_vm->_map->_screenWidth = 320;
_vm->_map->_passWidth = 40;
}
_wayPointsCount = *dataPtr++;
_vm->_map->_tilesWidth = READ_LE_UINT16(dataPtr);
dataPtr += 2;
_vm->_map->_tilesHeight = READ_LE_UINT16(dataPtr);
dataPtr += 2;
_vm->_map->_bigTiles = !(_vm->_map->_tilesHeight & 0xFF00);
_vm->_map->_tilesHeight &= 0xFF;
_mapWidth = _vm->_map->_screenWidth / _vm->_map->_tilesWidth;
_mapHeight = 200 / _vm->_map->_tilesHeight;
dataPtrBak = dataPtr;
dataPtr += _mapWidth * _mapHeight;
if (*extData == 1)
wayPointsCount = _wayPointsCount = 40;
else
wayPointsCount = _wayPointsCount == 0 ? 1 : _wayPointsCount;
_wayPoints = new Point[wayPointsCount];
for (i = 0; i < wayPointsCount; i++) {
_wayPoints[i].x = -1;
_wayPoints[i].y = -1;
_wayPoints[i].field_2 = -1;
}
for (i = 0; i < _wayPointsCount; i++) {
_wayPoints[i].x = *dataPtr++;
_wayPoints[i].y = *dataPtr++;
_wayPoints[i].field_2 = *dataPtr++;
}
// In the original asm, this writes byte-wise into the variables-array
if (variables != _vm->_global->_inter_variables) {
_passMap = (int8 *) variables;
mapHeight = 200 / _vm->_map->_tilesHeight;
mapWidth = _vm->_map->_screenWidth / _vm->_map->_tilesWidth;
for (i = 0; i < mapHeight; i++) {
offData = (mapWidth * i);
for (j = 0; j < mapWidth; j++) {
setPass(j, i, *(dataPtrBak + offData + j), _vm->_map->_passWidth);
}
}
}
tmp = READ_LE_UINT16(dataPtr);
dataPtr += tmp * 14 + 2;
tmp = READ_LE_UINT16(dataPtr);
dataPtr += tmp * 14 + 2;
dataPtr += 28;
tmp = READ_LE_UINT16(dataPtr);
dataPtr += tmp * 14 + 2;
_vm->_goblin->_gobsCount = tmp;
for (i = 0; i < _vm->_goblin->_gobsCount; i++) {
memset(statesMask, -1, 101);
_vm->_mult->_objects[i].goblinStates = new Goblin::Gob2_State*[101];
memset(_vm->_mult->_objects[i].goblinStates, 0, 101 * sizeof(Goblin::Gob2_State *));
memcpy(statesMask, dataPtr, 100);
dataPtr += 100;
dataPtrBak2 = dataPtr;
statesCount = 0;
for (j = 0; j < 100; j++) {
if (statesMask[j] != -1) {
statesCount++;
dataPtr += 4;
numData = *dataPtr++;
statesCount += numData;
dataPtr += numData * 9;
}
}
statesPtr = new Goblin::Gob2_State[statesCount];
_vm->_mult->_objects[i].goblinStates[0] = statesPtr;
dataPtr = dataPtrBak2;
for (j = 0; j < 100; j++) {
state = statesMask[j];
if (state != -1) {
_vm->_mult->_objects[i].goblinStates[state] = statesPtr++;
_vm->_mult->_objects[i].goblinStates[state][0].animation = READ_LE_UINT16(dataPtr);
dataPtr += 2;
_vm->_mult->_objects[i].goblinStates[state][0].layer = READ_LE_UINT16(dataPtr);
dataPtr += 2;
numData = *dataPtr++;
_vm->_mult->_objects[i].goblinStates[state][0].field_4 = numData;
for (k = 0; k < numData; k++) {
dataPtr++;
_vm->_mult->_objects[i].goblinStates[state][k].animation = *dataPtr << 8;
dataPtr += 2;
_vm->_mult->_objects[i].goblinStates[state][k].animation += *dataPtr;
dataPtr += 2;
_vm->_mult->_objects[i].goblinStates[state][k].layer = *dataPtr << 8;
dataPtr += 2;
_vm->_mult->_objects[i].goblinStates[state][k].layer += *dataPtr;
_vm->_mult->_objects[i].goblinStates[state][k].field_4 = READ_LE_UINT16(dataPtr);
dataPtr += 2;
statesPtr++;
}
}
}
}
_vm->_goblin->_soundSlotsCount = _vm->_inter->load16();
for (i = 0; i < _vm->_goblin->_soundSlotsCount; i++)
_vm->_goblin->_soundSlots[i] = _vm->_inter->loadSound(1);
}
void Map_v2::findNearestToGob(int16 index) {
Mult::Mult_Object *obj = &_vm->_mult->_objects[index];
int16 wayPoint = findNearestWayPoint(obj->goblinX, obj->goblinY);
if (wayPoint != -1)
obj->nearestWayPoint = wayPoint;
}
void Map_v2::findNearestToDest(int16 index) {
Mult::Mult_Object *obj = &_vm->_mult->_objects[index];
int16 wayPoint = findNearestWayPoint(obj->destX, obj->destY);
if (wayPoint != -1)
obj->nearestDest = wayPoint;
}
void Map_v2::optimizePoints(int16 index, int16 x, int16 y) {
Mult::Mult_Object *obj;
int i;
int16 var_2;
obj = &_vm->_mult->_objects[index];
if (obj->nearestWayPoint < obj->nearestDest) {
var_2 = obj->nearestWayPoint;
for (i = obj->nearestWayPoint; i <= obj->nearestDest; i++) {
if (checkDirectPath(index, x, y, _wayPoints[i].x, _wayPoints[i].y) == 1)
obj->nearestWayPoint = i;
}
} else {
for (i = obj->nearestWayPoint; i >= obj->nearestDest && _wayPoints[i].field_2 != 1; i--) {
if (checkDirectPath(index, x, y, _wayPoints[i].x, _wayPoints[i].y) == 1)
obj->nearestWayPoint = i;
}
}
}
} // End of namespace Gob