mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-22 18:02:05 +00:00
51933629d1
svn-id: r45616
1885 lines
51 KiB
C++
1885 lines
51 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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* $URL$
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* $Id$
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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/helper.h"
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#include "gob/global.h"
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#include "gob/util.h"
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#include "gob/draw.h"
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#include "gob/game.h"
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#include "gob/map.h"
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#include "gob/mult.h"
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#include "gob/scenery.h"
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#include "gob/inter.h"
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#include "gob/sound/sound.h"
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namespace Gob {
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Goblin::Goblin(GobEngine *vm) : _vm(vm) {
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_goesAtTarget = 0;
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_readyToAct = 0;
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_gobAction = 0;
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_itemIndInPocket = 5;
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_itemIdInPocket = 2;
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_itemByteFlag = 0;
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_destItemId = -1;
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_destActionItem = 0;
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_actDestItemDesc = 0;
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_forceNextState[0] = -1;
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_forceNextState[1] = -1;
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_forceNextState[2] = -1;
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_forceNextState[3] = -1;
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_forceNextState[4] = -1;
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_forceNextState[5] = -1;
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_forceNextState[6] = -1;
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_forceNextState[7] = 0;
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_forceNextState[8] = 0;
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_forceNextState[9] = 0;
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_boreCounter = 0;
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_positionedGob = 5;
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_noPick = 0;
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_objList = 0;
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for (int i = 0; i < 4; i++)
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_goblins[i] = 0;
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for (int i = 0; i < 3; i++) {
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_gobPositions[i].x = 0;
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_gobPositions[i].y = 0;
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}
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_currentGoblin = 0;
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_gobDestX = 0;
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_gobDestY = 0;
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_pressedMapX = 0;
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_pressedMapY = 0;
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_pathExistence = 0;
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_destItemType = 0;
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_destItemState = 0;
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for (int i = 0; i < 20; i++) {
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_itemToObject[i] = 0;
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_objects[i] = 0;
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}
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_objCount = 0;
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_gobsCount = 0;
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_soundSlotsCount = 0;
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for (int i = 0; i < 60; i++)
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_soundSlots[i] = -1;
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_gob1Busy = false;
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_gob2Busy = false;
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_gob1RelaxTimeVar = 0;
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_gob2RelaxTimeVar = 0;
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_gob1NoTurn = false;
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_gob2NoTurn = false;
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}
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Goblin::~Goblin() {
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int i, state, col;
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if (_objList)
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_vm->_util->deleteList(_objList);
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for (i = 0; i < 4; i++) {
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if (_goblins[i]) {
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if (_goblins[i]->realStateMach) {
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for (state = 0; state < (i == 3 ? 70 : 40); state++)
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if (_goblins[i]->realStateMach[state])
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for (col = 0; col < 6; col++)
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if (_goblins[i]->realStateMach[state][col])
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delete _goblins[i]->realStateMach[state][col];
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delete[] _goblins[i]->realStateMach;
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}
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delete _goblins[i];
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}
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}
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for (i = 0; i < 20; i++) {
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if (_objects[i]) {
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if (_objects[i]->realStateMach) {
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for (state = 0; state < 40; state++)
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for (col = 0; col < 6; col++)
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if (_objects[i]->realStateMach[state][col])
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delete _objects[i]->realStateMach[state][col];
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delete[] _objects[i]->realStateMach;
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}
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delete _objects[i];
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}
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}
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for (i = 0; i < 16; i++)
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_soundData[i].free();
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}
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char Goblin::rotateState(int16 from, int16 to) {
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return _rotStates[from / 2][to / 2];
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}
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int16 Goblin::peekGoblin(Gob_Object *_curGob) {
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Util::ListNode *ptr;
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Gob_Object *desc;
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int16 index;
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int16 i;
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ptr = _objList->pHead;
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index = 0;
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while (ptr != 0) {
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desc = (Gob_Object *) ptr->pData;
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if (desc != _curGob) {
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for (i = 0; i < 3; i++) {
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if (desc != _goblins[i])
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continue;
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if ((_vm->_global->_inter_mouseX < desc->right) &&
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(_vm->_global->_inter_mouseX > desc->left) &&
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(_vm->_global->_inter_mouseY < desc->bottom) &&
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(_vm->_global->_inter_mouseY > desc->top)) {
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index = i + 1;
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}
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}
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}
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ptr = ptr->pNext;
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}
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return index;
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}
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void Goblin::initList() {
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_objList = new Util::List;
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_objList->pHead = 0;
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_objList->pTail = 0;
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}
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void Goblin::sortByOrder(Util::List *list) {
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Util::ListNode *ptr;
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Util::ListNode *ptr2;
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ptr = list->pHead;
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while (ptr->pNext != 0) {
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for (ptr2 = ptr->pNext; ptr2 != 0; ptr2 = ptr2->pNext) {
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Gob_Object *objDesc = (Gob_Object *)ptr->pData;
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Gob_Object *objDesc2 = (Gob_Object *)ptr2->pData;
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if (objDesc->order <= objDesc2->order) {
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if (objDesc->order != objDesc2->order)
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continue;
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if (objDesc->bottom <= objDesc2->bottom) {
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if (objDesc->bottom != objDesc2->bottom)
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continue;
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if (objDesc != _goblins[_currentGoblin])
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continue;
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}
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}
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SWAP(ptr->pData, ptr2->pData);
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}
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ptr = ptr->pNext;
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}
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}
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void Goblin::playSound(SoundDesc &snd, int16 repCount, int16 freq) {
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if (!snd.empty()) {
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_vm->_sound->blasterStop(0);
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_vm->_sound->blasterPlay(&snd, repCount, freq);
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}
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}
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void Goblin::drawObjects() {
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Util::ListNode *ptr;
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Util::ListNode *ptr2;
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Gob_Object *objDesc;
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Gob_Object *gobDesc2;
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int16 layer;
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ptr = _objList->pHead;
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for (ptr = _objList->pHead; ptr != 0; ptr = ptr->pNext) {
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objDesc = (Gob_Object *) ptr->pData;
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if (objDesc->type == 3)
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objDesc->toRedraw = 1;
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else if (objDesc->type == 1)
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objDesc->toRedraw = 0;
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}
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for (ptr = _objList->pHead; ptr != 0; ptr = ptr->pNext) {
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objDesc = (Gob_Object *) ptr->pData;
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if (objDesc->toRedraw == 0)
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continue;
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_vm->_video->drawSprite(*_vm->_mult->_animSurf, *_vm->_draw->_backSurface,
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objDesc->left, objDesc->top, objDesc->right,
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objDesc->bottom, objDesc->left, objDesc->top, 0);
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_vm->_draw->invalidateRect(objDesc->left, objDesc->top,
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objDesc->right, objDesc->bottom);
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if (objDesc->type != 0)
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continue;
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layer =
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objDesc->stateMach[objDesc->state][objDesc->stateColumn]->
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layer;
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_vm->_scenery->updateAnim(layer, objDesc->curFrame, objDesc->animation,
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0, objDesc->xPos, objDesc->yPos, 0);
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if (_vm->_scenery->_toRedrawLeft == -12345) {
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objDesc->dirtyLeft = objDesc->left;
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objDesc->dirtyRight = objDesc->right;
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objDesc->dirtyTop = objDesc->top;
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objDesc->dirtyBottom = objDesc->bottom;
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} else {
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objDesc->dirtyLeft =
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MIN(objDesc->left, _vm->_scenery->_toRedrawLeft);
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objDesc->dirtyRight =
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MAX(objDesc->right, _vm->_scenery->_toRedrawRight);
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objDesc->dirtyTop =
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MIN(objDesc->top, _vm->_scenery->_toRedrawTop);
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objDesc->dirtyBottom =
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MAX(objDesc->bottom, _vm->_scenery->_toRedrawBottom);
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}
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objDesc->dirtyLeft = 0;
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objDesc->dirtyRight = 319;
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objDesc->dirtyTop = 0;
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objDesc->dirtyBottom = 199;
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}
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sortByOrder(_objList);
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for (ptr = _objList->pHead; ptr != 0; ptr = ptr->pNext) {
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objDesc = (Gob_Object *) ptr->pData;
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if (objDesc->toRedraw) {
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layer =
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objDesc->stateMach[objDesc->state][objDesc->
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stateColumn]->layer;
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if (objDesc->type == 0) {
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if (objDesc->visible == 0) {
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_vm->_scenery->updateAnim(layer,
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objDesc->curFrame,
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objDesc->animation, 0,
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objDesc->xPos, objDesc->yPos, 0);
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} else {
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_vm->_scenery->updateAnim(layer,
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objDesc->curFrame,
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objDesc->animation, 2,
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objDesc->xPos, objDesc->yPos, 1);
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}
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if (_vm->_scenery->_toRedrawLeft == -12345) {
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objDesc->left = 0;
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objDesc->top = 0;
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objDesc->right = 0;
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objDesc->bottom = 0;
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} else {
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_vm->_draw->invalidateRect(_vm->_scenery->_toRedrawLeft,
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_vm->_scenery->_toRedrawTop,
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_vm->_scenery->_toRedrawRight,
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_vm->_scenery->_toRedrawBottom);
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objDesc->left = _vm->_scenery->_toRedrawLeft;
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objDesc->top = _vm->_scenery->_toRedrawTop;
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objDesc->right = _vm->_scenery->_toRedrawRight;
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objDesc->bottom = _vm->_scenery->_toRedrawBottom;
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_vm->_scenery->updateStatic(objDesc->order);
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}
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} else {
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objDesc->left = 0;
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objDesc->top = 0;
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objDesc->right = 0;
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objDesc->bottom = 0;
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objDesc->type = 1;
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}
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continue;
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}
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if ((objDesc->type == 0) && (objDesc->visible != 0)) {
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for (ptr2 = _objList->pHead; ptr2 != 0; ptr2 = ptr2->pNext) {
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gobDesc2 = (Gob_Object *) ptr2->pData;
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if (gobDesc2->toRedraw == 0)
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continue;
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if (objDesc->right < gobDesc2->dirtyLeft)
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continue;
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if (gobDesc2->dirtyRight < objDesc->left)
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continue;
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if (objDesc->bottom < gobDesc2->dirtyTop)
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continue;
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if (gobDesc2->dirtyBottom < objDesc->top)
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continue;
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_vm->_scenery->_toRedrawLeft = gobDesc2->dirtyLeft;
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_vm->_scenery->_toRedrawRight = gobDesc2->dirtyRight;
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_vm->_scenery->_toRedrawTop = gobDesc2->dirtyTop;
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_vm->_scenery->_toRedrawBottom = gobDesc2->dirtyBottom;
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layer =
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objDesc->stateMach[objDesc->
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state][objDesc->stateColumn]->layer;
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_vm->_scenery->updateAnim(layer, objDesc->curFrame,
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objDesc->animation, 4, objDesc->xPos,
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objDesc->yPos, 1);
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_vm->_scenery->updateStatic(objDesc->order);
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}
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}
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}
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for (ptr = _objList->pHead; ptr != 0; ptr = ptr->pNext) {
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objDesc = (Gob_Object *) ptr->pData;
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if ((objDesc->toRedraw == 0) || (objDesc->type == 1))
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continue;
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Gob_State *state = objDesc->stateMach[objDesc->state][objDesc->stateColumn];
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int16 sndFrame;
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int16 sndItem;
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int16 freq;
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int16 repCount;
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if (state->sndFrame & 0xFF00) {
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// There are two frames which trigger a sound effect,
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// so everything has to be encoded in one byte each.
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// Note that the frequency is multiplied by 100, not -
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// as I would have thought, 0x100.
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sndFrame = (state->sndFrame >> 8) & 0xFF;
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sndItem = (state->sndItem >> 8) & 0xFF;
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freq = 100 * ((state->freq >> 8) & 0xFF);
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repCount = (state->repCount >> 8) & 0xFF;
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if (objDesc->curFrame == sndFrame) {
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if (sndItem != 0xFF) {
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playSound(_soundData[sndItem], repCount, freq);
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}
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}
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sndFrame = state->sndFrame & 0xFF;
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sndItem = state->sndItem & 0xFF;
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freq = 100 * (state->freq & 0xFF);
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repCount = state->repCount & 0xFF;
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if (objDesc->curFrame == sndFrame) {
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if (sndItem != 0xFF) {
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playSound(_soundData[sndItem], repCount, freq);
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}
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}
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} else {
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// There is only one, so frequency etc. are used as is.
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sndFrame = state->sndFrame;
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sndItem = state->sndItem;
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freq = state->freq;
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repCount = state->repCount;
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if (objDesc->curFrame == sndFrame) {
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if (sndItem != -1) {
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playSound(_soundData[sndItem], repCount, freq);
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}
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}
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}
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}
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}
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void Goblin::animateObjects() {
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Util::ListNode *node;
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Gob_Object *objDesc;
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Scenery::AnimLayer *pLayer;
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int16 layer;
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for (node = _objList->pHead; node != 0; node = node->pNext) {
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objDesc = (Gob_Object *) node->pData;
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if ((objDesc->doAnim != 1) || (objDesc->type != 0))
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continue;
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if (objDesc->noTick != 0)
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continue;
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if (objDesc->tick < objDesc->maxTick)
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objDesc->tick++;
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if (objDesc->tick >= objDesc->maxTick) {
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objDesc->tick = 1;
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objDesc->curFrame++;
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layer = objDesc->stateMach[objDesc->state][0]->layer;
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pLayer = _vm->_scenery->getAnimLayer(objDesc->animation, layer);
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if (objDesc->curFrame < pLayer->framesCount)
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continue;
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objDesc->curFrame = 0;
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objDesc->xPos += pLayer->animDeltaX;
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objDesc->yPos += pLayer->animDeltaY;
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if ((objDesc->nextState == -1) &&
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(objDesc->multState == -1) &&
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(objDesc->unk14 == 0)) {
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objDesc->toRedraw = 0;
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objDesc->curFrame = pLayer->framesCount - 1;
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}
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if (objDesc->multState != -1) {
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if (objDesc->multState > 39) {
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objDesc->stateMach = _goblins[(int)(objDesc->multObjIndex)]->stateMach;
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objDesc->state = objDesc->multState - 40;
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} else {
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objDesc->stateMach = objDesc->realStateMach;
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objDesc->state = objDesc->multState;
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}
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objDesc->animation =
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objDesc->stateMach[objDesc->state][0]->
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animation;
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objDesc->multState = -1;
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} else {
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if (objDesc->nextState == -1)
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continue;
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objDesc->stateMach = objDesc->realStateMach;
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objDesc->state = objDesc->nextState;
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objDesc->animation =
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objDesc->stateMach[objDesc->state][0]->
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animation;
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objDesc->nextState = -1;
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}
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objDesc->toRedraw = 1;
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}
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}
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}
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int16 Goblin::getObjMaxFrame(Gob_Object * objDesc) {
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int16 layer;
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layer = objDesc->stateMach[objDesc->state][0]->layer;
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return _vm->_scenery->getAnimLayer(objDesc->animation, layer)->framesCount - 1;
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}
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bool Goblin::objIntersected(Gob_Object *obj1, Gob_Object *obj2) {
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if ((obj1->type == 1) || (obj2->type == 1))
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return false;
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if (obj1->right < obj2->left)
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return false;
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if (obj1->left > obj2->right)
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return false;
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if (obj1->bottom < obj2->top)
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return false;
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if (obj1->top > obj2->bottom)
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return false;
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return true;
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}
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void Goblin::setMultStates(Gob_Object * gobDesc) {
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gobDesc->stateMach = _goblins[(int)gobDesc->multObjIndex]->stateMach;
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}
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int16 Goblin::nextLayer(Gob_Object *gobDesc) {
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if (gobDesc->nextState == 10)
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gobDesc->curLookDir = 0;
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if (gobDesc->nextState == 11)
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gobDesc->curLookDir = 4;
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if (gobDesc->nextState > 39) {
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|
setMultStates(gobDesc);
|
|
} else {
|
|
gobDesc->stateMach = gobDesc->realStateMach;
|
|
}
|
|
|
|
gobDesc->curFrame = 0;
|
|
if (gobDesc->nextState > 39)
|
|
gobDesc->state = gobDesc->nextState - 40;
|
|
else
|
|
gobDesc->state = gobDesc->nextState;
|
|
|
|
gobDesc->animation = gobDesc->stateMach[gobDesc->state][0]->animation;
|
|
return gobDesc->stateMach[gobDesc->state][0]->layer;
|
|
}
|
|
|
|
void Goblin::showBoredom(int16 gobIndex) {
|
|
Gob_Object *gobDesc;
|
|
int16 frame;
|
|
int16 frameCount;
|
|
int16 layer;
|
|
int16 state;
|
|
int16 boreFlag;
|
|
|
|
gobDesc = _goblins[gobIndex];
|
|
layer = gobDesc->stateMach[gobDesc->state][0]->layer;
|
|
|
|
frameCount = _vm->_scenery->getAnimLayer(gobDesc->animation, layer)->framesCount;
|
|
state = gobDesc->state;
|
|
frame = gobDesc->curFrame;
|
|
|
|
gobDesc->noTick = 0;
|
|
gobDesc->toRedraw = 1;
|
|
|
|
boreFlag = 1 << _vm->_util->getRandom(7);
|
|
|
|
if (gobIndex != _currentGoblin && _vm->_util->getRandom(3) != 0) {
|
|
if (state == 21) {
|
|
if ((boreFlag & 16) || (boreFlag & 32)) {
|
|
gobDesc->multState = 92 + gobIndex;
|
|
} else if (boreFlag & 1) {
|
|
gobDesc->multState = 86 + gobIndex;
|
|
} else if (boreFlag & 2) {
|
|
gobDesc->multState = 80 + gobIndex;
|
|
} else if (boreFlag & 4) {
|
|
gobDesc->multState = 89 + gobIndex;
|
|
} else if (boreFlag & 8) {
|
|
gobDesc->multState = 104 + gobIndex;
|
|
}
|
|
}
|
|
gobDesc->nextState = 21;
|
|
} else if ((state >= 18) && (state <= 21) && (VAR(59) == 0)) {
|
|
if ((state == 30) || (state == 31)) // ???
|
|
return;
|
|
|
|
if (frame != frameCount)
|
|
return;
|
|
|
|
gobDesc->multState = 104 + gobIndex;
|
|
}
|
|
}
|
|
|
|
// index - goblin to select+1
|
|
// index==0 - switch to next
|
|
void Goblin::switchGoblin(int16 index) {
|
|
int16 next;
|
|
int16 tmp;
|
|
|
|
debugC(4, kDebugGameFlow, "switchGoblin");
|
|
if (VAR(59) != 0)
|
|
return;
|
|
|
|
if ((_goblins[_currentGoblin]->state <= 39) &&
|
|
(_goblins[_currentGoblin]->curFrame != 0))
|
|
return;
|
|
|
|
if ((index != 0) && (_goblins[index - 1]->type != 0))
|
|
return;
|
|
|
|
if (index == 0)
|
|
next = (_currentGoblin + 1) % 3;
|
|
else
|
|
next = index - 1;
|
|
|
|
if ((_vm->_map->getPass(_vm->_map->_curGoblinX, _vm->_map->_curGoblinY) == 3) ||
|
|
(_vm->_map->getPass(_vm->_map->_curGoblinX, _vm->_map->_curGoblinY) == 6))
|
|
return;
|
|
|
|
if ((_goblins[(_currentGoblin + 1) % 3]->type != 0) &&
|
|
(_goblins[(_currentGoblin + 2) % 3]->type != 0))
|
|
return;
|
|
|
|
_gobPositions[_currentGoblin].x = _vm->_map->_curGoblinX;
|
|
_gobPositions[_currentGoblin].y = _vm->_map->_curGoblinY;
|
|
|
|
_goblins[_currentGoblin]->doAnim = 1;
|
|
_goblins[_currentGoblin]->nextState = 21;
|
|
|
|
nextLayer(_goblins[_currentGoblin]);
|
|
|
|
_currentGoblin = next;
|
|
if (_goblins[_currentGoblin]->type != 0)
|
|
_currentGoblin = (_currentGoblin + 1) % 3;
|
|
|
|
_goblins[_currentGoblin]->doAnim = 0;
|
|
if (_goblins[_currentGoblin]->curLookDir == 4)
|
|
_goblins[_currentGoblin]->nextState = 18;
|
|
else
|
|
_goblins[_currentGoblin]->nextState = 19;
|
|
|
|
_goblins[_currentGoblin]->toRedraw = 1;
|
|
nextLayer(_goblins[_currentGoblin]);
|
|
|
|
tmp = _gobPositions[_currentGoblin].x;
|
|
_pressedMapX = tmp;
|
|
_vm->_map->_destX = tmp;
|
|
_gobDestX = tmp;
|
|
_vm->_map->_curGoblinX = tmp;
|
|
|
|
tmp = _gobPositions[_currentGoblin].y;
|
|
_pressedMapY = tmp;
|
|
_vm->_map->_destY = tmp;
|
|
_gobDestY = tmp;
|
|
_vm->_map->_curGoblinY = tmp;
|
|
|
|
_curGobVarPtr = (uint32) _currentGoblin;
|
|
_pathExistence = 0;
|
|
_readyToAct = 0;
|
|
}
|
|
|
|
void Goblin::adjustDest(int16 posX, int16 posY) {
|
|
int16 resDelta;
|
|
int16 resDeltaDir;
|
|
int16 resDeltaPix;
|
|
int16 deltaPix;
|
|
int16 i;
|
|
|
|
if ((_vm->_map->getPass(_pressedMapX, _pressedMapY) == 0) &&
|
|
((_gobAction == 0) ||
|
|
(_vm->_map->getItem(_pressedMapX, _pressedMapY) == 0))) {
|
|
|
|
resDelta = -1;
|
|
resDeltaDir = 0;
|
|
resDeltaPix = 0;
|
|
|
|
for (i = 1; (i <= _pressedMapX) &&
|
|
(_vm->_map->getPass(_pressedMapX - i, _pressedMapY) == 0); i++)
|
|
;
|
|
|
|
if (i <= _pressedMapX) {
|
|
resDeltaPix = (i - 1) * 12 + (posX % 12) + 1;
|
|
resDelta = i;
|
|
}
|
|
|
|
for (i = 1; ((i + _pressedMapX) < _vm->_map->_mapWidth) &&
|
|
(_vm->_map->getPass(_pressedMapX + i, _pressedMapY) == 0); i++)
|
|
;
|
|
|
|
if ((_pressedMapX + i) < _vm->_map->_mapWidth) {
|
|
deltaPix = (i * 12) - (posX % 12);
|
|
if ((resDelta == -1) || (deltaPix < resDeltaPix)) {
|
|
resDeltaPix = deltaPix;
|
|
resDelta = i;
|
|
resDeltaDir = 1;
|
|
}
|
|
}
|
|
|
|
for (i = 1; ((i + _pressedMapY) < _vm->_map->_mapHeight) &&
|
|
(_vm->_map->getPass(_pressedMapX, _pressedMapY + i) == 0); i++)
|
|
;
|
|
|
|
if ((_pressedMapY + i) < _vm->_map->_mapHeight) {
|
|
deltaPix = (i * 6) - (posY % 6);
|
|
if ((resDelta == -1) || (deltaPix < resDeltaPix)) {
|
|
resDeltaPix = deltaPix;
|
|
resDelta = i;
|
|
resDeltaDir = 2;
|
|
}
|
|
}
|
|
|
|
for (i = 1; (i <= _pressedMapY) &&
|
|
(_vm->_map->getPass(_pressedMapX, _pressedMapY - i) == 0); i++)
|
|
;
|
|
|
|
if (i <= _pressedMapY) {
|
|
deltaPix = (i * 6) + (posY % 6);
|
|
if ((resDelta == -1) || (deltaPix < resDeltaPix)) {
|
|
resDeltaPix = deltaPix;
|
|
resDelta = i;
|
|
resDeltaDir = 3;
|
|
}
|
|
}
|
|
|
|
switch (resDeltaDir) {
|
|
case 0:
|
|
_pressedMapX -= resDelta;
|
|
break;
|
|
|
|
case 1:
|
|
_pressedMapX += resDelta;
|
|
break;
|
|
|
|
case 2:
|
|
_pressedMapY += resDelta;
|
|
break;
|
|
|
|
case 3:
|
|
_pressedMapY -= resDelta;
|
|
break;
|
|
}
|
|
|
|
}
|
|
_pressedMapX = CLIP((int) _pressedMapX, 0, _vm->_map->_mapWidth - 1);
|
|
_pressedMapY = CLIP((int) _pressedMapY, 0, _vm->_map->_mapHeight - 1);
|
|
}
|
|
|
|
void Goblin::adjustTarget() {
|
|
if ((_gobAction == 4) &&
|
|
(_vm->_map->getItem(_pressedMapX, _pressedMapY) == 0)) {
|
|
|
|
if ((_pressedMapY > 0) &&
|
|
(_vm->_map->getItem(_pressedMapX, _pressedMapY - 1) != 0)) {
|
|
_pressedMapY--;
|
|
} else if ((_pressedMapX < (_vm->_map->_mapWidth - 1)) &&
|
|
(_vm->_map->getItem(_pressedMapX + 1, _pressedMapY) != 0)) {
|
|
_pressedMapX++;
|
|
} else if ((_pressedMapX < (_vm->_map->_mapWidth - 1)) &&
|
|
(_pressedMapY > 0) &&
|
|
(_vm->_map->getItem(_pressedMapX + 1, _pressedMapY - 1) != 0)) {
|
|
_pressedMapY--;
|
|
_pressedMapX++;
|
|
}
|
|
}
|
|
_pressedMapX = CLIP((int) _pressedMapX, 0, _vm->_map->_mapWidth - 1);
|
|
_pressedMapY = CLIP((int) _pressedMapY, 0, _vm->_map->_mapHeight - 1);
|
|
}
|
|
|
|
void Goblin::targetDummyItem(Gob_Object *gobDesc) {
|
|
if (_vm->_map->getItem(_pressedMapX, _pressedMapY) == 0 &&
|
|
_vm->_map->getPass(_pressedMapX, _pressedMapY) == 1) {
|
|
if (gobDesc->curLookDir == 0) {
|
|
_vm->_map->_itemPoses[0].x = _pressedMapX;
|
|
_vm->_map->_itemPoses[0].y = _pressedMapY;
|
|
_vm->_map->_itemPoses[0].orient = -4;
|
|
} else {
|
|
_vm->_map->_itemPoses[0].x = _pressedMapX;
|
|
_vm->_map->_itemPoses[0].y = _pressedMapY;
|
|
_vm->_map->_itemPoses[0].orient = -1;
|
|
}
|
|
}
|
|
}
|
|
|
|
void Goblin::targetItem() {
|
|
int16 tmpX;
|
|
int16 tmpY;
|
|
int16 items;
|
|
int16 layer;
|
|
int16 tmpPosX;
|
|
int16 tmpPosY;
|
|
Gob_Object *itemDesc;
|
|
|
|
if ((_gobAction == 3) || (_gobAction == 4)) {
|
|
items = _vm->_map->getItem(_pressedMapX, _pressedMapY);
|
|
if ((_gobAction == 4) && ((items & 0xFF00) != 0) &&
|
|
(_objects[_itemToObject[(items & 0xFF00) >> 8]]->pickable == 1)) {
|
|
_destItemId = (items & 0xFF00) >> 8;
|
|
_destActionItem = (items & 0xFF00) >> 8;
|
|
_itemByteFlag = 1;
|
|
} else if ((items & 0xFF) == 0) {
|
|
_destItemId = (items & 0xFF00) >> 8;
|
|
_destActionItem = (items & 0xFF00) >> 8;
|
|
_itemByteFlag = 1;
|
|
} else if ((_gobAction == 3) && (_currentGoblin == 2) &&
|
|
((items & 0xFF00) != 0)) {
|
|
_destItemId = (items & 0xFF00) >> 8;
|
|
_destActionItem = (items & 0xFF00) >> 8;
|
|
_itemByteFlag = 1;
|
|
} else {
|
|
_destItemId = items & 0xFF;
|
|
_destActionItem = items & 0xFF;
|
|
_itemByteFlag = 0;
|
|
}
|
|
|
|
_pressedMapY = _vm->_map->_itemPoses[_destItemId].y;
|
|
_vm->_map->_destY = _vm->_map->_itemPoses[_destItemId].y;
|
|
_gobDestY = _vm->_map->_itemPoses[_destItemId].y;
|
|
|
|
if ((_gobAction == 3) || (_destActionItem == 0)) {
|
|
_pressedMapX = _vm->_map->_itemPoses[_destItemId].x;
|
|
_vm->_map->_destX = _vm->_map->_itemPoses[_destItemId].x;
|
|
_gobDestX = _vm->_map->_itemPoses[_destItemId].x;
|
|
} else if ((items & 0xFF00) != 0) {
|
|
if (_vm->_map->_itemPoses[_destItemId].orient == 4) {
|
|
if ((_vm->_map->getItem(_pressedMapX - 1, _pressedMapY) & 0xFF00) ==
|
|
(_vm->_map->getItem(_pressedMapX, _pressedMapY) & 0xFF00)) {
|
|
_pressedMapX--;
|
|
_vm->_map->_destX = _pressedMapX;
|
|
_gobDestX = _pressedMapX;
|
|
}
|
|
} else if (_vm->_map->_itemPoses[_destItemId].orient == 0) {
|
|
|
|
if ((_vm->_map->getItem(_pressedMapX + 1, _pressedMapY) & 0xFF00) ==
|
|
(_vm->_map->getItem(_pressedMapX, _pressedMapY) & 0xFF00)) {
|
|
_pressedMapX++;
|
|
_vm->_map->_destX = _pressedMapX;
|
|
_gobDestX = _pressedMapX;
|
|
}
|
|
}
|
|
|
|
if ((_vm->_map->getItem(_pressedMapX, _pressedMapY + 1) & 0xFF00) ==
|
|
(_vm->_map->getItem(_pressedMapX, _pressedMapY) & 0xFF00)) {
|
|
_pressedMapY++;
|
|
_vm->_map->_destY = _pressedMapY;
|
|
_gobDestY = _pressedMapY;
|
|
}
|
|
} else {
|
|
if (_vm->_map->_itemPoses[_destItemId].orient == 4) {
|
|
if ((_vm->_map->getItem(_pressedMapX - 1, _pressedMapY)) ==
|
|
(_vm->_map->getItem(_pressedMapX, _pressedMapY))) {
|
|
_pressedMapX--;
|
|
_vm->_map->_destX = _pressedMapX;
|
|
_gobDestX = _pressedMapX;
|
|
}
|
|
} else if (_vm->_map->_itemPoses[_destItemId].orient == 0) {
|
|
|
|
if ((_vm->_map->getItem(_pressedMapX + 1, _pressedMapY)) ==
|
|
(_vm->_map->getItem(_pressedMapX, _pressedMapY))) {
|
|
_pressedMapX++;
|
|
_vm->_map->_destX = _pressedMapX;
|
|
_gobDestX = _pressedMapX;
|
|
}
|
|
}
|
|
|
|
if (_pressedMapY < (_vm->_map->_mapHeight-1)) {
|
|
if ((_vm->_map->getItem(_pressedMapX, _pressedMapY + 1)) ==
|
|
(_vm->_map->getItem(_pressedMapX, _pressedMapY))) {
|
|
_pressedMapY++;
|
|
_vm->_map->_destY = _pressedMapY;
|
|
_gobDestY = _pressedMapY;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
if ((_gobAction == 4) && (_destActionItem != 0) &&
|
|
(_itemToObject[_destActionItem] != -1) &&
|
|
(_objects[_itemToObject[_destActionItem]]->pickable == 1)) {
|
|
|
|
itemDesc = _objects[_itemToObject[_destActionItem]];
|
|
|
|
itemDesc->animation = itemDesc->stateMach[itemDesc->state][0]->animation;
|
|
layer =
|
|
itemDesc->stateMach[itemDesc->state][itemDesc->stateColumn]->layer;
|
|
|
|
_vm->_scenery->updateAnim(layer, 0, itemDesc->animation, 0,
|
|
itemDesc->xPos, itemDesc->yPos, 0);
|
|
|
|
tmpX = (_vm->_scenery->_toRedrawRight + _vm->_scenery->_toRedrawLeft) / 2;
|
|
tmpY = _vm->_scenery->_toRedrawBottom;
|
|
|
|
tmpPosY = tmpY / 6;
|
|
if (((tmpY % 3) < 3) && (tmpPosY > 0))
|
|
tmpPosY--;
|
|
|
|
tmpPosX = tmpX / 12;
|
|
if (((tmpX % 12) < 6) && (tmpPosX > 0))
|
|
tmpPosX--;
|
|
|
|
if ((_vm->_map->_itemPoses[_destActionItem].orient == 0) ||
|
|
(_vm->_map->_itemPoses[_destActionItem].orient == -1)) {
|
|
tmpPosX++;
|
|
}
|
|
|
|
if (_vm->_map->getPass(tmpPosX, tmpPosY) == 1) {
|
|
_pressedMapX = tmpPosX;
|
|
_vm->_map->_destX = tmpPosX;
|
|
_gobDestX = tmpPosX;
|
|
|
|
_pressedMapY = tmpPosY;
|
|
_vm->_map->_destY = tmpPosY;
|
|
_gobDestY = tmpPosY;
|
|
}
|
|
}
|
|
}
|
|
_pressedMapX = CLIP((int) _pressedMapX, 0, _vm->_map->_mapWidth - 1);
|
|
_pressedMapY = CLIP((int) _pressedMapY, 0, _vm->_map->_mapHeight - 1);
|
|
}
|
|
|
|
void Goblin::moveFindItem(int16 posX, int16 posY) {
|
|
int16 i;
|
|
if ((_gobAction == 3) || (_gobAction == 4)) {
|
|
for (i = 0; i < 20; i++) {
|
|
if (_objects[i] == 0)
|
|
continue;
|
|
|
|
if (_objects[i]->type != 0)
|
|
continue;
|
|
|
|
if (_objects[i]->left > posX)
|
|
continue;
|
|
|
|
if (_objects[i]->right < posX)
|
|
continue;
|
|
|
|
if (_objects[i]->top > posY)
|
|
continue;
|
|
|
|
if (_objects[i]->bottom < posY)
|
|
continue;
|
|
|
|
if ((_objects[i]->right - _objects[i]->left) < 40)
|
|
posX = (_objects[i]->left + _objects[i]->right) / 2;
|
|
|
|
if ((_objects[i]->bottom - _objects[i]->top) < 40)
|
|
posY = (_objects[i]->top + _objects[i]->bottom) / 2;
|
|
|
|
break;
|
|
}
|
|
|
|
_pressedMapX = CLIP(posX / 12, 0, _vm->_map->_mapWidth - 1);
|
|
_pressedMapY = CLIP(posY / 6, 0, _vm->_map->_mapHeight - 1);
|
|
|
|
if ((_vm->_map->getItem(_pressedMapX, _pressedMapY) == 0) && (i < 20)) {
|
|
|
|
if ((_pressedMapY < (_vm->_map->_mapHeight - 1)) &&
|
|
(_vm->_map->getItem(_pressedMapX, _pressedMapY + 1) != 0)) {
|
|
_pressedMapY++;
|
|
} else if ((_pressedMapX < (_vm->_map->_mapWidth - 1)) &&
|
|
(_pressedMapY < (_vm->_map->_mapHeight - 1)) &&
|
|
(_vm->_map->getItem(_pressedMapX + 1, _pressedMapY + 1) != 0)) {
|
|
_pressedMapX++;
|
|
_pressedMapY++;
|
|
} else if ((_pressedMapX < (_vm->_map->_mapWidth - 1)) &&
|
|
(_vm->_map->getItem(_pressedMapX + 1, _pressedMapY) != 0)) {
|
|
_pressedMapX++;
|
|
} else if ((_pressedMapX < (_vm->_map->_mapWidth - 1)) &&
|
|
(_pressedMapY > 0) &&
|
|
(_vm->_map->getItem(_pressedMapX + 1, _pressedMapY - 1) != 0)) {
|
|
_pressedMapX++;
|
|
_pressedMapY--;
|
|
} else if ((_pressedMapY > 0) &&
|
|
(_vm->_map->getItem(_pressedMapX, _pressedMapY - 1) != 0)) {
|
|
_pressedMapY--;
|
|
} else if ((_pressedMapY > 0) && (_pressedMapX > 0) &&
|
|
(_vm->_map->getItem(_pressedMapX - 1, _pressedMapY - 1) != 0)) {
|
|
_pressedMapY--;
|
|
_pressedMapX--;
|
|
} else if ((_pressedMapX > 0) &&
|
|
(_vm->_map->getItem(_pressedMapX - 1, _pressedMapY) != 0)) {
|
|
_pressedMapX--;
|
|
} else if ((_pressedMapX > 0) &&
|
|
(_pressedMapY < (_vm->_map->_mapHeight - 1)) &&
|
|
(_vm->_map->getItem(_pressedMapX - 1, _pressedMapY + 1) != 0)) {
|
|
_pressedMapX--;
|
|
_pressedMapY++;
|
|
}
|
|
}
|
|
} else {
|
|
_pressedMapX = CLIP(posX / 12, 0, _vm->_map->_mapWidth - 1);
|
|
_pressedMapY = CLIP(posY / 6, 0, _vm->_map->_mapHeight - 1);
|
|
}
|
|
}
|
|
|
|
void Goblin::moveCheckSelect(int16 framesCount, Gob_Object *gobDesc,
|
|
int16 *pGobIndex, int16 *nextAct) {
|
|
if ((gobDesc->right > _vm->_global->_inter_mouseX) &&
|
|
(gobDesc->left < _vm->_global->_inter_mouseX) &&
|
|
(gobDesc->bottom > _vm->_global->_inter_mouseY) &&
|
|
((gobDesc->bottom - 10) < _vm->_global->_inter_mouseY) &&
|
|
(_gobAction == 0)) {
|
|
if (gobDesc->curLookDir & 4)
|
|
*nextAct = 16;
|
|
else
|
|
*nextAct = 23;
|
|
|
|
gobDesc->curFrame = framesCount - 1;
|
|
_pathExistence = 0;
|
|
} else {
|
|
*pGobIndex = peekGoblin(gobDesc);
|
|
|
|
if (*pGobIndex != 0) {
|
|
_pathExistence = 0;
|
|
} else if ((_vm->_map->_curGoblinX == _pressedMapX) &&
|
|
(_vm->_map->_curGoblinY == _pressedMapY)) {
|
|
|
|
if (_gobAction != 0)
|
|
_readyToAct = 1;
|
|
|
|
_pathExistence = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
void Goblin::moveInitStep(int16 framesCount, int16 action, int16 cont,
|
|
Gob_Object *gobDesc, int16 *pGobIndex, int16 *pNextAct) {
|
|
int16 posX;
|
|
int16 posY;
|
|
|
|
if ((cont != 0) && (_goesAtTarget == 0) &&
|
|
(_readyToAct == 0) && (VAR(59) == 0) &&
|
|
(gobDesc->type != 1) &&
|
|
(gobDesc->state != 10) && (gobDesc->state != 11)) {
|
|
if (gobDesc->state >= 40) {
|
|
gobDesc->curFrame = framesCount - 1;
|
|
}
|
|
|
|
_gobAction = action;
|
|
_forceNextState[0] = -1;
|
|
_forceNextState[1] = -1;
|
|
_forceNextState[2] = -1;
|
|
|
|
if (action == 3) {
|
|
posX = _vm->_global->_inter_mouseX + 6;
|
|
posY = _vm->_global->_inter_mouseY + 7;
|
|
} else if (action == 4) {
|
|
posX = _vm->_global->_inter_mouseX + 7;
|
|
posY = _vm->_global->_inter_mouseY + 12;
|
|
} else {
|
|
posX = _vm->_global->_inter_mouseX;
|
|
posY = _vm->_global->_inter_mouseY;
|
|
}
|
|
|
|
moveFindItem(posX, posY);
|
|
adjustDest(posX, posY);
|
|
adjustTarget();
|
|
|
|
_vm->_map->_destX = _pressedMapX;
|
|
_gobDestX = _pressedMapX;
|
|
|
|
_vm->_map->_destY = _pressedMapY;
|
|
_gobDestY = _pressedMapY;
|
|
|
|
targetDummyItem(gobDesc);
|
|
|
|
targetItem();
|
|
initiateMove(0);
|
|
|
|
moveCheckSelect(framesCount, gobDesc, pGobIndex, pNextAct);
|
|
} else {
|
|
|
|
if ((_readyToAct != 0) && ((_vm->_map->_curGoblinX != _pressedMapX) ||
|
|
(_vm->_map->_curGoblinY != _pressedMapY)))
|
|
_readyToAct = 0;
|
|
|
|
if (gobDesc->type == 1) {
|
|
*pGobIndex = peekGoblin(gobDesc);
|
|
}
|
|
}
|
|
}
|
|
|
|
void Goblin::moveTreatRopeStairs(Gob_Object *gobDesc) {
|
|
if (_currentGoblin != 1)
|
|
return;
|
|
|
|
if ((gobDesc->nextState == 28) &&
|
|
(_vm->_map->getPass(_vm->_map->_curGoblinX, _vm->_map->_curGoblinY - 1) == 6)) {
|
|
_forceNextState[0] = 28;
|
|
_forceNextState[1] = -1;
|
|
}
|
|
|
|
if ((gobDesc->nextState == 29) &&
|
|
(_vm->_map->getPass(_vm->_map->_curGoblinX, _vm->_map->_curGoblinY + 1) == 6)) {
|
|
_forceNextState[0] = 29;
|
|
_forceNextState[1] = -1;
|
|
}
|
|
|
|
if (((gobDesc->nextState == 28) || (gobDesc->nextState == 29) ||
|
|
(gobDesc->nextState == 20)) &&
|
|
(_vm->_map->getPass(_vm->_map->_curGoblinX, _vm->_map->_curGoblinY) == 6)) {
|
|
if (((gobDesc->curLookDir == 0) || (gobDesc->curLookDir == 4) ||
|
|
(gobDesc->curLookDir == 2)) &&
|
|
(_vm->_map->getPass(_vm->_map->_curGoblinX, _vm->_map->_curGoblinY - 1) == 6)) {
|
|
_forceNextState[0] = 28;
|
|
_forceNextState[1] = -1;
|
|
} else if (((gobDesc->curLookDir == 0) || (gobDesc->curLookDir == 4) ||
|
|
(gobDesc->curLookDir == 6)) &&
|
|
(_vm->_map->getPass(_vm->_map->_curGoblinX, _vm->_map->_curGoblinY + 1) == 6)) {
|
|
_forceNextState[0] = 29;
|
|
_forceNextState[1] = -1;
|
|
}
|
|
}
|
|
|
|
if ((gobDesc->nextState == 8) &&
|
|
(_vm->_map->getPass(_vm->_map->_curGoblinX, _vm->_map->_curGoblinY - 1) == 3)) {
|
|
_forceNextState[0] = 8;
|
|
_forceNextState[1] = -1;
|
|
}
|
|
|
|
if ((gobDesc->nextState == 9) &&
|
|
(_vm->_map->getPass(_vm->_map->_curGoblinX, _vm->_map->_curGoblinY + 1) == 3)) {
|
|
_forceNextState[0] = 9;
|
|
_forceNextState[1] = -1;
|
|
}
|
|
|
|
if ((gobDesc->nextState == 20) &&
|
|
(_vm->_map->getPass(_vm->_map->_curGoblinX, _vm->_map->_curGoblinY) == 3)) {
|
|
if (((gobDesc->curLookDir == 0) || (gobDesc->curLookDir == 4) ||
|
|
(gobDesc->curLookDir == 2)) &&
|
|
(_vm->_map->getPass(_vm->_map->_curGoblinX, _vm->_map->_curGoblinY - 1) == 3)) {
|
|
_forceNextState[0] = 8;
|
|
_forceNextState[1] = -1;
|
|
} else if (((gobDesc->curLookDir == 0) || (gobDesc->curLookDir == 4) ||
|
|
(gobDesc->curLookDir == 6))
|
|
&& (_vm->_map->getPass(_vm->_map->_curGoblinX, _vm->_map->_curGoblinY + 1) == 3)) {
|
|
_forceNextState[0] = 9;
|
|
_forceNextState[1] = -1;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
int16 Goblin::doMove(Gob_Object *gobDesc, int16 cont, int16 action) {
|
|
int16 framesCount;
|
|
int16 nextAct;
|
|
int16 gobIndex;
|
|
int16 layer;
|
|
|
|
nextAct = 0;
|
|
gobIndex = 0;
|
|
|
|
layer = gobDesc->stateMach[gobDesc->state][0]->layer;
|
|
framesCount = _vm->_scenery->getAnimLayer(gobDesc->animation, layer)->framesCount;
|
|
|
|
if ((VAR(59) == 0) &&
|
|
(gobDesc->state != 30) && (gobDesc->state != 31)) {
|
|
gobDesc->order = (gobDesc->bottom) / 24 + 3;
|
|
}
|
|
|
|
if (_positionedGob != _currentGoblin) {
|
|
_vm->_map->_curGoblinX = _gobPositions[_currentGoblin].x;
|
|
_vm->_map->_curGoblinY = _gobPositions[_currentGoblin].y;
|
|
}
|
|
|
|
_positionedGob = _currentGoblin;
|
|
|
|
gobDesc->animation =
|
|
gobDesc->stateMach[gobDesc->state][gobDesc->stateColumn]->animation;
|
|
|
|
_gobStateLayer =
|
|
gobDesc->stateMach[gobDesc->state][gobDesc->stateColumn]->layer;
|
|
|
|
moveInitStep(framesCount, action, cont, gobDesc, &gobIndex, &nextAct);
|
|
moveTreatRopeStairs(gobDesc);
|
|
moveAdvance(0, gobDesc, nextAct, framesCount);
|
|
|
|
return gobIndex;
|
|
}
|
|
|
|
void Goblin::zeroObjects() {
|
|
for (int i = 0; i < 4; i++)
|
|
_goblins[i] = 0;
|
|
|
|
for (int i = 0; i < 20; i++)
|
|
_objects[i] = 0;
|
|
|
|
for (int i = 0; i < 16; i++)
|
|
_vm->_sound->sampleFree(&_soundData[i]);
|
|
}
|
|
|
|
void Goblin::freeAllObjects() {
|
|
_vm->_util->deleteList(_objList);
|
|
_objList = 0;
|
|
freeObjects();
|
|
}
|
|
|
|
void Goblin::loadObjects(const char *source) {
|
|
zeroObjects();
|
|
for (int i = 0; i < 20; i++)
|
|
_itemToObject[i] = 100;
|
|
|
|
freeObjects();
|
|
initList();
|
|
strncpy0(_vm->_map->_sourceFile, source, 14);
|
|
|
|
_vm->_map->_sourceFile[strlen(_vm->_map->_sourceFile) - 4] = 0;
|
|
_vm->_map->loadMapObjects(source);
|
|
|
|
for (int i = 0; i < _gobsCount; i++)
|
|
placeObject(_goblins[i], 0, 0, 0, 0, 0);
|
|
|
|
for (int i = 0; i < _objCount; i++)
|
|
placeObject(_objects[i], 1, 0, 0, 0, 0);
|
|
|
|
initVarPointers();
|
|
_actDestItemDesc = 0;
|
|
}
|
|
|
|
void Goblin::saveGobDataToVars(int16 xPos, int16 yPos, int16 someVal) {
|
|
Gob_Object *obj;
|
|
_some0ValPtr = (uint32) someVal;
|
|
_curGobXPosVarPtr = (uint32) xPos;
|
|
_curGobYPosVarPtr = (uint32) yPos;
|
|
_itemInPocketVarPtr = (uint32) _itemIndInPocket;
|
|
|
|
obj = _goblins[_currentGoblin];
|
|
|
|
_curGobStateVarPtr = (uint32) obj->state;
|
|
_curGobFrameVarPtr = (uint32) obj->curFrame;
|
|
_curGobMultStateVarPtr = (uint32) obj->multState;
|
|
_curGobNextStateVarPtr = (uint32) obj->nextState;
|
|
_curGobScrXVarPtr = (uint32) obj->xPos;
|
|
_curGobScrYVarPtr = (uint32) obj->yPos;
|
|
_curGobLeftVarPtr = (uint32) obj->left;
|
|
_curGobTopVarPtr = (uint32) obj->top;
|
|
_curGobRightVarPtr = (uint32) obj->right;
|
|
_curGobBottomVarPtr = (uint32) obj->bottom;
|
|
_curGobDoAnimVarPtr = (uint32) obj->doAnim;
|
|
_curGobOrderVarPtr = (uint32) obj->order;
|
|
_curGobNoTickVarPtr = (uint32) obj->noTick;
|
|
_curGobTypeVarPtr = (uint32) obj->type;
|
|
_curGobMaxTickVarPtr = (uint32) obj->maxTick;
|
|
_curGobTickVarPtr = (uint32) obj->tick;
|
|
_curGobActStartStateVarPtr = (uint32) obj->actionStartState;
|
|
_curGobLookDirVarPtr = (uint32) obj->curLookDir;
|
|
_curGobPickableVarPtr = (uint32) obj->pickable;
|
|
_curGobRelaxVarPtr = (uint32) obj->relaxTime;
|
|
_curGobMaxFrameVarPtr = (uint32) getObjMaxFrame(obj);
|
|
|
|
if (_actDestItemDesc == 0)
|
|
return;
|
|
|
|
obj = _actDestItemDesc;
|
|
_destItemStateVarPtr = (uint32) obj->state;
|
|
_destItemFrameVarPtr = (uint32) obj->curFrame;
|
|
_destItemMultStateVarPtr = (uint32) obj->multState;
|
|
_destItemNextStateVarPtr = (uint32) obj->nextState;
|
|
_destItemScrXVarPtr = (uint32) obj->xPos;
|
|
_destItemScrYVarPtr = (uint32) obj->yPos;
|
|
_destItemLeftVarPtr = (uint32) obj->left;
|
|
_destItemTopVarPtr = (uint32) obj->top;
|
|
_destItemRightVarPtr = (uint32) obj->right;
|
|
_destItemBottomVarPtr = (uint32) obj->bottom;
|
|
_destItemDoAnimVarPtr = (uint32) obj->doAnim;
|
|
_destItemOrderVarPtr = (uint32) obj->order;
|
|
_destItemNoTickVarPtr = (uint32) obj->noTick;
|
|
_destItemTypeVarPtr = (uint32) obj->type;
|
|
_destItemMaxTickVarPtr = (uint32) obj->maxTick;
|
|
_destItemTickVarPtr = (uint32) obj->tick;
|
|
_destItemActStartStVarPtr = (uint32) obj->actionStartState;
|
|
_destItemLookDirVarPtr = (uint32) obj->curLookDir;
|
|
_destItemPickableVarPtr = (uint32) obj->pickable;
|
|
_destItemRelaxVarPtr = (uint32) obj->relaxTime;
|
|
_destItemMaxFrameVarPtr = (uint32) getObjMaxFrame(obj);
|
|
|
|
_destItemState = obj->state;
|
|
_destItemType = obj->type;
|
|
}
|
|
|
|
void Goblin::initVarPointers() {
|
|
_gobRetVarPtr.set(*_vm->_inter->_variables, 236);
|
|
_curGobStateVarPtr.set(*_vm->_inter->_variables, 240);
|
|
_curGobFrameVarPtr.set(*_vm->_inter->_variables, 244);
|
|
_curGobMultStateVarPtr.set(*_vm->_inter->_variables, 248);
|
|
_curGobNextStateVarPtr.set(*_vm->_inter->_variables, 252);
|
|
_curGobScrXVarPtr.set(*_vm->_inter->_variables, 256);
|
|
_curGobScrYVarPtr.set(*_vm->_inter->_variables, 260);
|
|
_curGobLeftVarPtr.set(*_vm->_inter->_variables, 264);
|
|
_curGobTopVarPtr.set(*_vm->_inter->_variables, 268);
|
|
_curGobRightVarPtr.set(*_vm->_inter->_variables, 272);
|
|
_curGobBottomVarPtr.set(*_vm->_inter->_variables, 276);
|
|
_curGobDoAnimVarPtr.set(*_vm->_inter->_variables, 280);
|
|
_curGobOrderVarPtr.set(*_vm->_inter->_variables, 284);
|
|
_curGobNoTickVarPtr.set(*_vm->_inter->_variables, 288);
|
|
_curGobTypeVarPtr.set(*_vm->_inter->_variables, 292);
|
|
_curGobMaxTickVarPtr.set(*_vm->_inter->_variables, 296);
|
|
_curGobTickVarPtr.set(*_vm->_inter->_variables, 300);
|
|
_curGobActStartStateVarPtr.set(*_vm->_inter->_variables, 304);
|
|
_curGobLookDirVarPtr.set(*_vm->_inter->_variables, 308);
|
|
_curGobPickableVarPtr.set(*_vm->_inter->_variables, 320);
|
|
_curGobRelaxVarPtr.set(*_vm->_inter->_variables, 324);
|
|
_destItemStateVarPtr.set(*_vm->_inter->_variables, 328);
|
|
_destItemFrameVarPtr.set(*_vm->_inter->_variables, 332);
|
|
_destItemMultStateVarPtr.set(*_vm->_inter->_variables, 336);
|
|
_destItemNextStateVarPtr.set(*_vm->_inter->_variables, 340);
|
|
_destItemScrXVarPtr.set(*_vm->_inter->_variables, 344);
|
|
_destItemScrYVarPtr.set(*_vm->_inter->_variables, 348);
|
|
_destItemLeftVarPtr.set(*_vm->_inter->_variables, 352);
|
|
_destItemTopVarPtr.set(*_vm->_inter->_variables, 356);
|
|
_destItemRightVarPtr.set(*_vm->_inter->_variables, 360);
|
|
_destItemBottomVarPtr.set(*_vm->_inter->_variables, 364);
|
|
_destItemDoAnimVarPtr.set(*_vm->_inter->_variables, 368);
|
|
_destItemOrderVarPtr.set(*_vm->_inter->_variables, 372);
|
|
_destItemNoTickVarPtr.set(*_vm->_inter->_variables, 376);
|
|
_destItemTypeVarPtr.set(*_vm->_inter->_variables, 380);
|
|
_destItemMaxTickVarPtr.set(*_vm->_inter->_variables, 384);
|
|
_destItemTickVarPtr.set(*_vm->_inter->_variables, 388);
|
|
_destItemActStartStVarPtr.set(*_vm->_inter->_variables, 392);
|
|
_destItemLookDirVarPtr.set(*_vm->_inter->_variables, 396);
|
|
_destItemPickableVarPtr.set(*_vm->_inter->_variables, 408);
|
|
_destItemRelaxVarPtr.set(*_vm->_inter->_variables, 412);
|
|
_destItemMaxFrameVarPtr.set(*_vm->_inter->_variables, 420);
|
|
_curGobVarPtr.set(*_vm->_inter->_variables, 424);
|
|
_some0ValPtr.set(*_vm->_inter->_variables, 428);
|
|
_curGobXPosVarPtr.set(*_vm->_inter->_variables, 432);
|
|
_curGobYPosVarPtr.set(*_vm->_inter->_variables, 436);
|
|
_curGobMaxFrameVarPtr.set(*_vm->_inter->_variables, 440);
|
|
|
|
_itemInPocketVarPtr.set(*_vm->_inter->_variables, 456);
|
|
|
|
_itemInPocketVarPtr = (uint32) -2;
|
|
}
|
|
|
|
void Goblin::loadGobDataFromVars() {
|
|
Gob_Object *obj;
|
|
|
|
_itemIndInPocket = (int32) _itemInPocketVarPtr;
|
|
|
|
obj = _goblins[_currentGoblin];
|
|
|
|
obj->state = (int32) _curGobStateVarPtr;
|
|
obj->curFrame = (int32) _curGobFrameVarPtr;
|
|
obj->multState = (int32) _curGobMultStateVarPtr;
|
|
obj->nextState = (int32) _curGobNextStateVarPtr;
|
|
obj->xPos = (int32) _curGobScrXVarPtr;
|
|
obj->yPos = (int32) _curGobScrYVarPtr;
|
|
obj->left = (int32) _curGobLeftVarPtr;
|
|
obj->top = (int32) _curGobTopVarPtr;
|
|
obj->right = (int32) _curGobRightVarPtr;
|
|
obj->bottom = (int32) _curGobBottomVarPtr;
|
|
obj->doAnim = (int32) _curGobDoAnimVarPtr;
|
|
obj->order = (int32) _curGobOrderVarPtr;
|
|
obj->noTick = (int32) _curGobNoTickVarPtr;
|
|
obj->type = (int32) _curGobTypeVarPtr;
|
|
obj->maxTick = (int32) _curGobMaxTickVarPtr;
|
|
obj->tick = (int32) _curGobTickVarPtr;
|
|
obj->actionStartState = (int32) _curGobActStartStateVarPtr;
|
|
obj->curLookDir = (int32) _curGobLookDirVarPtr;
|
|
obj->pickable = (int32) _curGobPickableVarPtr;
|
|
obj->relaxTime = (int32) _curGobRelaxVarPtr;
|
|
|
|
if (_actDestItemDesc == 0)
|
|
return;
|
|
|
|
obj = _actDestItemDesc;
|
|
|
|
obj->state = (int32) _destItemStateVarPtr;
|
|
obj->curFrame = (int32) _destItemFrameVarPtr;
|
|
obj->multState = (int32) _destItemMultStateVarPtr;
|
|
obj->nextState = (int32) _destItemNextStateVarPtr;
|
|
obj->xPos = (int32) _destItemScrXVarPtr;
|
|
obj->yPos = (int32) _destItemScrYVarPtr;
|
|
obj->left = (int32) _destItemLeftVarPtr;
|
|
obj->top = (int32) _destItemTopVarPtr;
|
|
obj->right = (int32) _destItemRightVarPtr;
|
|
obj->bottom = (int32) _destItemBottomVarPtr;
|
|
obj->doAnim = (int32) _destItemDoAnimVarPtr;
|
|
obj->order = (int32) _destItemOrderVarPtr;
|
|
obj->noTick = (int32) _destItemNoTickVarPtr;
|
|
obj->type = (int32) _destItemTypeVarPtr;
|
|
obj->maxTick = (int32) _destItemMaxTickVarPtr;
|
|
obj->tick = (int32) _destItemTickVarPtr;
|
|
obj->actionStartState = (int32) _destItemActStartStVarPtr;
|
|
obj->curLookDir = (int32) _destItemLookDirVarPtr;
|
|
obj->pickable = (int32) _destItemPickableVarPtr;
|
|
obj->relaxTime = (int32) _destItemRelaxVarPtr;
|
|
|
|
if (obj->type != _destItemType)
|
|
obj->toRedraw = 1;
|
|
|
|
if ((obj->state != _destItemState) && (obj->type == 0))
|
|
obj->toRedraw = 1;
|
|
}
|
|
|
|
void Goblin::pickItem(int16 indexToPocket, int16 idToPocket) {
|
|
if (_objects[indexToPocket]->pickable != 1)
|
|
return;
|
|
|
|
_objects[indexToPocket]->type = 3;
|
|
|
|
_itemIndInPocket = indexToPocket;
|
|
_itemIdInPocket = idToPocket;
|
|
|
|
for (int y = 0; y < _vm->_map->_mapHeight; y++) {
|
|
for (int x = 0; x < _vm->_map->_mapWidth; x++) {
|
|
if (_itemByteFlag == 1) {
|
|
if (((_vm->_map->getItem(x, y) & 0xFF00) >> 8) == idToPocket)
|
|
_vm->_map->setItem(x, y, _vm->_map->getItem(x, y) & 0xFF);
|
|
} else {
|
|
if ((_vm->_map->getItem(x, y) & 0xFF) == idToPocket)
|
|
_vm->_map->setItem(x, y, _vm->_map->getItem(x, y) & 0xFF00);
|
|
}
|
|
}
|
|
}
|
|
|
|
if ((idToPocket >= 0) && (idToPocket < 20)) {
|
|
_vm->_map->_itemPoses[_itemIdInPocket].x = 0;
|
|
_vm->_map->_itemPoses[_itemIdInPocket].y = 0;
|
|
_vm->_map->_itemPoses[_itemIdInPocket].orient = 0;
|
|
}
|
|
}
|
|
|
|
void Goblin::placeItem(int16 indexInPocket, int16 idInPocket) {
|
|
Gob_Object *itemDesc;
|
|
int16 lookDir;
|
|
int16 xPos;
|
|
int16 yPos;
|
|
int16 layer;
|
|
|
|
itemDesc = _objects[indexInPocket];
|
|
lookDir = _goblins[0]->curLookDir & 4;
|
|
|
|
xPos = _gobPositions[0].x;
|
|
yPos = _gobPositions[0].y;
|
|
|
|
_itemIndInPocket = -1;
|
|
_itemIdInPocket = 0;
|
|
|
|
itemDesc->pickable = 1;
|
|
itemDesc->type = 0;
|
|
itemDesc->toRedraw = 1;
|
|
itemDesc->curFrame = 0;
|
|
itemDesc->order = _goblins[0]->order;
|
|
itemDesc->animation =
|
|
itemDesc->stateMach[itemDesc->state][0]->animation;
|
|
layer =
|
|
itemDesc->stateMach[itemDesc->state][itemDesc->stateColumn]->layer;
|
|
|
|
_vm->_scenery->updateAnim(layer, 0, itemDesc->animation, 0,
|
|
itemDesc->xPos, itemDesc->yPos, 0);
|
|
|
|
itemDesc->yPos += (_gobPositions[0].y * 6) + 5 -
|
|
_vm->_scenery->_toRedrawBottom;
|
|
|
|
if (lookDir == 4)
|
|
itemDesc->xPos += (_gobPositions[0].x * 12 + 14) -
|
|
(_vm->_scenery->_toRedrawLeft + _vm->_scenery->_toRedrawRight) / 2;
|
|
else
|
|
itemDesc->xPos += (_gobPositions[0].x * 12) -
|
|
(_vm->_scenery->_toRedrawLeft + _vm->_scenery->_toRedrawRight) / 2;
|
|
|
|
_vm->_map->placeItem(xPos, yPos, idInPocket);
|
|
|
|
if (yPos > 0)
|
|
_vm->_map->placeItem(xPos, yPos - 1, idInPocket);
|
|
|
|
if (lookDir == 4) {
|
|
if (xPos < _vm->_map->_mapWidth - 1) {
|
|
_vm->_map->placeItem(xPos + 1, yPos, idInPocket);
|
|
|
|
if (yPos > 0)
|
|
_vm->_map->placeItem(xPos + 1, yPos - 1, idInPocket);
|
|
}
|
|
} else {
|
|
if (xPos > 0) {
|
|
_vm->_map->placeItem(xPos - 1, yPos, idInPocket);
|
|
|
|
if (yPos > 0)
|
|
_vm->_map->placeItem(xPos - 1, yPos - 1, idInPocket);
|
|
}
|
|
}
|
|
|
|
if ((idInPocket >= 0) && (idInPocket < 20)) {
|
|
_vm->_map->_itemPoses[idInPocket].x = _gobPositions[0].x;
|
|
_vm->_map->_itemPoses[idInPocket].y = _gobPositions[0].y;
|
|
_vm->_map->_itemPoses[idInPocket].orient = lookDir;
|
|
if (_vm->_map->_itemPoses[idInPocket].orient == 0) {
|
|
if (_vm->_map->getPass(_vm->_map->_itemPoses[idInPocket].x + 1,
|
|
(int)_vm->_map->_itemPoses[idInPocket].y) == 1)
|
|
_vm->_map->_itemPoses[idInPocket].x++;
|
|
} else {
|
|
if (_vm->_map->getPass(_vm->_map->_itemPoses[idInPocket].x - 1,
|
|
(int)_vm->_map->_itemPoses[idInPocket].y) == 1)
|
|
_vm->_map->_itemPoses[idInPocket].x--;
|
|
}
|
|
}
|
|
}
|
|
|
|
void Goblin::swapItems(int16 indexToPick, int16 idToPick) {
|
|
int16 layer;
|
|
Gob_Object *pickObj;
|
|
Gob_Object *placeObj;
|
|
int16 idToPlace;
|
|
int16 x, y;
|
|
|
|
pickObj = _objects[indexToPick];
|
|
placeObj = _objects[_itemIndInPocket];
|
|
|
|
idToPlace = _itemIdInPocket;
|
|
pickObj->type = 3;
|
|
_itemIndInPocket = indexToPick;
|
|
_itemIdInPocket = idToPick;
|
|
|
|
if (_itemByteFlag == 0) {
|
|
for (y = 0; y < _vm->_map->_mapHeight; y++) {
|
|
for (x = 0; x < _vm->_map->_mapWidth; x++) {
|
|
if ((_vm->_map->getItem(x, y) & 0xFF) == idToPick)
|
|
_vm->_map->setItem(x, y, (_vm->_map->getItem(x, y) & 0xFF00) + idToPlace);
|
|
}
|
|
}
|
|
} else {
|
|
|
|
for (y = 0; y < _vm->_map->_mapHeight; y++) {
|
|
for (x = 0; x < _vm->_map->_mapWidth; x++) {
|
|
if (((_vm->_map->getItem(x, y) & 0xFF00) >> 8) == idToPick)
|
|
_vm->_map->setItem(x, y, (_vm->_map->getItem(x, y) & 0xFF) + (idToPlace << 8));
|
|
}
|
|
}
|
|
}
|
|
|
|
if (idToPick >= 0 && idToPick < 20) {
|
|
_vm->_map->_itemPoses[idToPlace].x =
|
|
_vm->_map->_itemPoses[_itemIdInPocket].x;
|
|
_vm->_map->_itemPoses[idToPlace].y =
|
|
_vm->_map->_itemPoses[_itemIdInPocket].y;
|
|
_vm->_map->_itemPoses[idToPlace].orient =
|
|
_vm->_map->_itemPoses[_itemIdInPocket].orient;
|
|
|
|
_vm->_map->_itemPoses[_itemIdInPocket].x = 0;
|
|
_vm->_map->_itemPoses[_itemIdInPocket].y = 0;
|
|
_vm->_map->_itemPoses[_itemIdInPocket].orient = 0;
|
|
}
|
|
|
|
_itemIndInPocket = -1;
|
|
_itemIdInPocket = 0;
|
|
|
|
placeObj->type = 0;
|
|
placeObj->nextState = -1;
|
|
placeObj->multState = -1;
|
|
placeObj->unk14 = 0;
|
|
placeObj->toRedraw = 1;
|
|
placeObj->curFrame = 0;
|
|
placeObj->order = _goblins[0]->order;
|
|
|
|
placeObj->animation =
|
|
placeObj->stateMach[placeObj->state][0]->animation;
|
|
|
|
layer = placeObj->stateMach[placeObj->state][placeObj->stateColumn]->layer;
|
|
_vm->_scenery->updateAnim(layer, 0, placeObj->animation, 0, placeObj->xPos,
|
|
placeObj->yPos, 0);
|
|
|
|
placeObj->yPos += (_gobPositions[0].y * 6) + 5 -
|
|
_vm->_scenery->_toRedrawBottom;
|
|
|
|
if (_vm->_map->_itemPoses[idToPlace].orient == 4)
|
|
placeObj->xPos += (_gobPositions[0].x * 12 + 14) -
|
|
(_vm->_scenery->_toRedrawLeft + _vm->_scenery->_toRedrawRight) / 2;
|
|
else
|
|
placeObj->xPos += (_gobPositions[0].x * 12) -
|
|
(_vm->_scenery->_toRedrawLeft + _vm->_scenery->_toRedrawRight) / 2;
|
|
}
|
|
|
|
void Goblin::treatItemPick(int16 itemId) {
|
|
int16 itemIndex;
|
|
Gob_Object *gobDesc;
|
|
|
|
gobDesc = _goblins[_currentGoblin];
|
|
|
|
if (gobDesc->curFrame != 9)
|
|
return;
|
|
|
|
if (gobDesc->stateMach != gobDesc->realStateMach)
|
|
return;
|
|
|
|
_readyToAct = 0;
|
|
_goesAtTarget = 0;
|
|
|
|
itemIndex = _itemToObject[itemId];
|
|
if ((itemId != 0) && (itemIndex != -1) && (_objects[itemIndex]->pickable != 1))
|
|
itemIndex = -1;
|
|
|
|
if ((_itemIndInPocket != -1) && (_itemIndInPocket == itemIndex))
|
|
itemIndex = -1;
|
|
|
|
if ((_itemIndInPocket != -1) && (itemIndex != -1) &&
|
|
(_objects[itemIndex]->pickable == 1)) {
|
|
swapItems(itemIndex, itemId);
|
|
_itemIndInPocket = itemIndex;
|
|
_itemIdInPocket = itemId;
|
|
return;
|
|
}
|
|
|
|
if ((_itemIndInPocket != -1) && (itemIndex == -1)) {
|
|
placeItem(_itemIndInPocket, _itemIdInPocket);
|
|
return;
|
|
}
|
|
|
|
if ((_itemIndInPocket == -1) && (itemIndex != -1)) {
|
|
pickItem(itemIndex, itemId);
|
|
return;
|
|
}
|
|
}
|
|
|
|
int16 Goblin::treatItem(int16 action) {
|
|
int16 state;
|
|
|
|
state = _goblins[_currentGoblin]->state;
|
|
if (((state == 10) || (state == 11)) &&
|
|
(_goblins[_currentGoblin]->curFrame == 0)) {
|
|
_readyToAct = 0;
|
|
}
|
|
|
|
if ((action == 3) && (_currentGoblin == 0) &&
|
|
((state == 10) || (state == 11)) && (_goblins[0]->curFrame == 0)) {
|
|
saveGobDataToVars(_gobPositions[_currentGoblin].x,
|
|
_gobPositions[_currentGoblin].y, 0);
|
|
_goesAtTarget = 1;
|
|
return -1;
|
|
}
|
|
|
|
if ((_noPick == 0) && (_currentGoblin == 0) &&
|
|
((state == 10) || (state == 11))) {
|
|
treatItemPick(_destActionItem);
|
|
|
|
saveGobDataToVars(_gobPositions[_currentGoblin].x,
|
|
_gobPositions[_currentGoblin].y, 0);
|
|
return 0;
|
|
}
|
|
|
|
if (_goesAtTarget == 0) {
|
|
saveGobDataToVars(_gobPositions[_currentGoblin].x,
|
|
_gobPositions[_currentGoblin].y, 0);
|
|
return 0;
|
|
} else {
|
|
|
|
if ((_itemToObject[_destActionItem] != 100) && (_destActionItem != 0)) {
|
|
if (_itemToObject[_destActionItem] == -1)
|
|
_actDestItemDesc = 0;
|
|
else
|
|
_actDestItemDesc = _objects[_itemToObject[_destActionItem]];
|
|
}
|
|
|
|
_goesAtTarget = 0;
|
|
saveGobDataToVars(_gobPositions[_currentGoblin].x,
|
|
_gobPositions[_currentGoblin].y, 0);
|
|
return _destActionItem;
|
|
}
|
|
}
|
|
|
|
void Goblin::playSounds(Mult::Mult_Object *obj) {
|
|
Mult::Mult_AnimData *animData;
|
|
bool speaker;
|
|
int16 frequency;
|
|
int16 repCount;
|
|
int16 sndSlot;
|
|
int16 frame;
|
|
|
|
if (!obj->goblinStates)
|
|
return;
|
|
|
|
animData = obj->pAnimData;
|
|
|
|
for (int i = 1; i <= obj->goblinStates[animData->state][0].dataCount; i++) {
|
|
speaker = obj->goblinStates[animData->state][i].speaker != 0;
|
|
|
|
if ((obj->goblinStates[animData->state][i].sndItem != -1) ||
|
|
(speaker == 1)) {
|
|
|
|
frame = obj->goblinStates[animData->state][i].sndFrame;
|
|
repCount = obj->goblinStates[animData->state][i].repCount;
|
|
frequency = obj->goblinStates[animData->state][i].freq;
|
|
if (animData->frame != frame)
|
|
continue;
|
|
|
|
if (!speaker) {
|
|
sndSlot = obj->goblinStates[animData->state][i].sndItem;
|
|
_vm->_sound->blasterStop(0);
|
|
if (sndSlot < _soundSlotsCount)
|
|
_vm->_sound->blasterPlay(_vm->_sound->sampleGetBySlot(_soundSlots[sndSlot] & 0x7FFF),
|
|
repCount, frequency);
|
|
} else
|
|
_vm->_sound->speakerOn(frequency, repCount * 10);
|
|
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
void Goblin::setState(int16 index, int16 state) {
|
|
Mult::Mult_Object *obj;
|
|
Mult::Mult_AnimData *animData;
|
|
int16 layer;
|
|
int16 animation;
|
|
|
|
obj = &_vm->_mult->_objects[index];
|
|
animData = obj->pAnimData;
|
|
|
|
if (obj->goblinStates[state] == 0)
|
|
return;
|
|
|
|
layer = obj->goblinStates[state][0].layer;
|
|
animation = obj->goblinStates[state][0].animation;
|
|
animData->layer = layer;
|
|
animData->animation = animation;
|
|
animData->state = state;
|
|
animData->frame = 0;
|
|
animData->isPaused = 0;
|
|
animData->isStatic = 0;
|
|
animData->newCycle = _vm->_scenery->getAnimLayer(animation, layer)->framesCount;
|
|
_vm->_scenery->updateAnim(layer, 0, animation, 0, *obj->pPosX, *obj->pPosY, 1);
|
|
|
|
if (_vm->_map->_bigTiles) {
|
|
*obj->pPosY = ((obj->goblinY + 1) * _vm->_map->_tilesHeight) -
|
|
(_vm->_scenery->_animBottom - _vm->_scenery->_animTop) -
|
|
(obj->goblinY + 1) / 2;
|
|
} else {
|
|
*obj->pPosY = (obj->goblinY + 1) * _vm->_map->_tilesHeight -
|
|
(_vm->_scenery->_animBottom - _vm->_scenery->_animTop);
|
|
}
|
|
*obj->pPosX = obj->goblinX * _vm->_map->_tilesWidth;
|
|
}
|
|
|
|
void Goblin::animate(Mult::Mult_Object *obj) {
|
|
Mult::Mult_AnimData *animData;
|
|
int16 layer;
|
|
int16 animation;
|
|
int16 framesCount;
|
|
|
|
animData = obj->pAnimData;
|
|
|
|
if (animData->isStatic != 0)
|
|
return;
|
|
|
|
layer = obj->goblinStates[animData->state][0].layer;
|
|
animation = obj->goblinStates[animData->state][0].animation;
|
|
framesCount = _vm->_scenery->getAnimLayer(animation, layer)->framesCount;
|
|
animData->newCycle = framesCount;
|
|
playSounds(obj);
|
|
|
|
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;
|
|
}
|
|
|
|
if ((animData->newState == -1) && (animData->frame >= framesCount)) {
|
|
if (animData->framesLeft <= 0) {
|
|
animData->framesLeft = animData->maxFrame;
|
|
animData->frame = 0;
|
|
} else
|
|
animData->framesLeft --;
|
|
}
|
|
|
|
if (animData->frame < framesCount)
|
|
return;
|
|
|
|
if (animData->newState != -1) {
|
|
animData->frame = 0;
|
|
animData->state = animData->newState;
|
|
animData->newState = -1;
|
|
animData->animation = obj->goblinStates[animData->state][0].animation;
|
|
animData->layer = obj->goblinStates[animData->state][0].layer;
|
|
|
|
Scenery::AnimLayer *animLayer = _vm->_scenery->getAnimLayer(animation, layer);
|
|
*obj->pPosX += animLayer->animDeltaX;
|
|
*obj->pPosY += animLayer->animDeltaY;
|
|
animData->newCycle = animLayer->framesCount;
|
|
animData->isPaused = 0;
|
|
} else
|
|
animData->frame--;
|
|
}
|
|
|
|
void Goblin::move(int16 destX, int16 destY, int16 objIndex) {
|
|
Mult::Mult_Object *obj;
|
|
Mult::Mult_AnimData *animData;
|
|
int16 mouseX;
|
|
int16 mouseY;
|
|
int16 gobDestX;
|
|
int16 gobDestY;
|
|
|
|
obj = &_vm->_mult->_objects[objIndex];
|
|
animData = obj->pAnimData;
|
|
|
|
obj->gobDestX = destX;
|
|
obj->gobDestY = destY;
|
|
animData->destX = destX;
|
|
animData->destY = destY;
|
|
|
|
if (animData->isBusy != 0) {
|
|
if ((destX == -1) && (destY == -1)) {
|
|
mouseX = _vm->_global->_inter_mouseX;
|
|
mouseY = _vm->_global->_inter_mouseY;
|
|
if (_vm->_map->_bigTiles)
|
|
mouseY += ((_vm->_global->_inter_mouseY / _vm->_map->_tilesHeight) + 1) / 2;
|
|
|
|
gobDestX = mouseX / _vm->_map->_tilesWidth;
|
|
gobDestY = mouseY / _vm->_map->_tilesHeight;
|
|
|
|
if (_vm->_map->getPass(gobDestX, gobDestY) == 0)
|
|
_vm->_map->findNearestWalkable(gobDestX, gobDestY, mouseX, mouseY);
|
|
|
|
animData->destX = obj->gobDestX =
|
|
(gobDestX == -1) ? obj->goblinX : gobDestX;
|
|
animData->destY = obj->gobDestY =
|
|
(gobDestY == -1) ? obj->goblinY : gobDestY;
|
|
}
|
|
}
|
|
initiateMove(obj);
|
|
}
|
|
|
|
void Goblin::updateLayer1(Mult::Mult_AnimData *animData) {
|
|
switch (animData->state) {
|
|
case 2:
|
|
animData->layer = 8;
|
|
break;
|
|
|
|
case 6:
|
|
animData->layer = 9;
|
|
break;
|
|
|
|
case 17:
|
|
animData->layer = 26;
|
|
break;
|
|
|
|
case 18:
|
|
animData->layer = 32;
|
|
break;
|
|
|
|
case 21:
|
|
animData->layer = 22;
|
|
break;
|
|
|
|
case 22:
|
|
animData->layer = 20;
|
|
break;
|
|
|
|
case 23:
|
|
animData->layer = 21;
|
|
break;
|
|
}
|
|
}
|
|
|
|
void Goblin::updateLayer2(Mult::Mult_AnimData *animData) {
|
|
switch (animData->state) {
|
|
case 2:
|
|
animData->layer = 10;
|
|
break;
|
|
|
|
case 6:
|
|
animData->layer = 11;
|
|
break;
|
|
|
|
case 17:
|
|
animData->layer = 29;
|
|
break;
|
|
|
|
case 18:
|
|
animData->layer = 35;
|
|
break;
|
|
|
|
case 21:
|
|
animData->layer = 25;
|
|
break;
|
|
|
|
case 22:
|
|
animData->layer = 23;
|
|
break;
|
|
|
|
case 23:
|
|
animData->layer = 24;
|
|
break;
|
|
}
|
|
}
|
|
|
|
} // End of namespace Gob
|