mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-29 05:03:29 +00:00
c0fc64ecbf
- renamed some variables svn-id: r45847
1637 lines
40 KiB
C++
1637 lines
40 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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#ifdef ENABLE_LOL
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#include "kyra/lol.h"
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#include "kyra/screen_lol.h"
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namespace Kyra {
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void LoLEngine::loadMonsterShapes(const char *file, int monsterIndex, int animType) {
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releaseMonsterShapes(monsterIndex);
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_screen->loadBitmap(file, 3, 3, 0);
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const uint8 *p = _screen->getCPagePtr(2);
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const uint8 *ts[16];
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for (int i = 0; i < 16; i++) {
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ts[i] = _screen->getPtrToShape(p, i);
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bool replaced = false;
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int pos = monsterIndex << 4;
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for (int ii = 0; ii < i; ii++) {
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if (ts[i] != ts[ii])
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continue;
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_monsterShapes[pos + i] = _monsterShapes[pos + ii];
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replaced = true;
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break;
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}
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if (!replaced)
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_monsterShapes[pos + i] = _screen->makeShapeCopy(p, i);
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int size = _screen->getShapePaletteSize(_monsterShapes[pos + i]) << 3;
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_monsterPalettes[pos + i] = new uint8[size];
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memset(_monsterPalettes[pos + i], 0, size);
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}
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for (int i = 0; i < 4; i++) {
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for (int ii = 0; ii < 16; ii++) {
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uint8 **of = &_monsterShapesEx[monsterIndex * 192 + i * 48 + ii * 3];
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int s = (i << 4) + ii + 17;
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of[0] = _screen->makeShapeCopy(p, s);
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of[1] = _screen->makeShapeCopy(p, s + 1);
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of[2] = _screen->makeShapeCopy(p, s + 2);
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}
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}
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_monsterAnimType[monsterIndex] = animType & 0xff;
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uint8 *palShape = _screen->makeShapeCopy(p, 16);
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_screen->clearPage(3);
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_screen->drawShape(2, palShape, 0, 0, 0, 0);
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uint8 *tmpPal1 = new uint8[64];
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uint8 *tmpPal2 = new uint8[256];
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uint16 *tmpPal3 = new uint16[256];
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memset(tmpPal1, 0, 64);
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for (int i = 0; i < 64; i++) {
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tmpPal1[i] = *p;
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p += 320;
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}
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p = _screen->getCPagePtr(2);
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for (int i = 0; i < 16; i++) {
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int pos = (monsterIndex << 4) + i;
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uint16 sz = MIN(_screen->getShapeSize(_monsterShapes[pos]) - 10, 256);
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memset(tmpPal2, 0, 256);
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memcpy(tmpPal2, _monsterShapes[pos] + 10, sz);
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memset(tmpPal3, 0xff, 256 * sizeof(uint16));
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uint8 numCol = *tmpPal2;
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for (int ii = 0; ii < numCol; ii++) {
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uint8 *cl = (uint8*)memchr(tmpPal1, tmpPal2[1 + ii], 64);
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if (!cl)
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continue;
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tmpPal3[ii] = (uint16) (cl - tmpPal1);
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}
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for (int ii = 0; ii < 8; ii++) {
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memset(tmpPal2, 0, 256);
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memcpy(tmpPal2, _monsterShapes[pos] + 10, sz);
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for (int iii = 0; iii < numCol; iii++) {
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if (tmpPal3[iii] == 0xffff)
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continue;
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if (p[tmpPal3[iii] * 320 + ii + 1])
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tmpPal2[1 + iii] = p[tmpPal3[iii] * 320 + ii + 1];
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}
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memcpy(_monsterPalettes[pos] + ii * numCol, &tmpPal2[1], numCol);
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}
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}
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delete[] tmpPal1;
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delete[] tmpPal2;
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delete[] tmpPal3;
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delete[] palShape;
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}
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void LoLEngine::releaseMonsterShapes(int monsterIndex) {
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for (int i = 0; i < 16; i++) {
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int pos = (monsterIndex << 4) + i;
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int pos2 = (monsterIndex << 4) + 16;
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if (_monsterShapes[pos]) {
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uint8 *t = _monsterShapes[pos];
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delete[] _monsterShapes[pos];
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for (int ii = pos; ii < pos2; ii++) {
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if (_monsterShapes[ii] == t)
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_monsterShapes[ii] = 0;
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}
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}
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if (_monsterPalettes[pos]) {
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delete[] _monsterPalettes[pos];
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_monsterPalettes[pos] = 0;
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}
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}
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for (int i = 0; i < 192; i++) {
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int pos = (monsterIndex * 192) + i;
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if (_monsterShapesEx[pos]) {
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delete[] _monsterShapesEx[pos];
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_monsterShapesEx[pos] = 0;
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}
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}
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}
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int LoLEngine::deleteMonstersFromBlock(int block) {
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int i = _levelBlockProperties[block].assignedObjects;
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int cnt = 0;
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uint16 next = 0;
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while (i) {
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next = findObject(i)->nextAssignedObject;
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if (!(i & 0x8000)) {
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i = next;
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continue;
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}
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MonsterInPlay *m = &_monsters[i & 0x7fff];
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cnt++;
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setMonsterMode(m, 14);
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checkSceneUpdateNeed(m->block);
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placeMonster(m, 0, 0);
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i = next;
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}
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return cnt;
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}
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void LoLEngine::setMonsterMode(MonsterInPlay *monster, int mode) {
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if (monster->mode == 13 && mode != 14)
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return;
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if (mode == 7) {
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monster->destX = _partyPosX;
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monster->destY = _partyPosY;
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}
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if (monster->mode == 1 && mode == 7) {
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for (int i = 0; i < 30; i++) {
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if (monster->mode != 1)
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continue;
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monster->mode = mode;
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monster->fightCurTick = 0;
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monster->destX = _partyPosX;
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monster->destY = _partyPosY;
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setMonsterDirection(monster, calcMonsterDirection(monster->x, monster->y, monster->destX, monster->destY));
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}
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} else {
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monster->mode = mode;
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monster->fightCurTick = 0;
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if (mode == 14)
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monster->hitPoints = 0;
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if (mode == 13 && (monster->flags & 0x20)) {
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monster->mode = 0;
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monsterDropItems(monster);
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if (_currentLevel != 29)
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setMonsterMode(monster, 14);
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runLevelScriptCustom(0x404, -1, monster->id, monster->id, 0, 0);
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checkSceneUpdateNeed(monster->block);
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if (monster->mode == 14)
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placeMonster(monster, 0, 0);
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}
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}
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}
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bool LoLEngine::updateMonsterAdjustBlocks(MonsterInPlay *monster) {
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static const uint8 dims[] = { 0, 13, 9, 3 };
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if (monster->properties->flags & 8)
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return true;
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uint16 x1 = (monster->x & 0xff00) | 0x80;
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uint16 y1 = (monster->y & 0xff00) | 0x80;
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int x2 = _partyPosX;
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int y2 = _partyPosY;
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uint16 dir = 0;
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if (monster->properties->flags & 1) {
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dir = monster->direction >> 1;
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} else {
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dir = calcMonsterDirection(x1, y1, x2, y2);
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if ((monster->properties->flags & 2) && (dir == (monster->direction ^ 4)))
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return false;
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dir >>= 1;
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}
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calcSpriteRelPosition(x1, y1, x2, y2, dir);
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x2 >>= 8;
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y2 >>= 8;
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if (y2 < 0 || y2 > 3)
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return false;
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int t = (x2 < 0) ? -x2 : x2;
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if (t > y2)
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return false;
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for (int i = 0; i < 18; i++)
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_visibleBlocks[i] = &_levelBlockProperties[(monster->block + _dscBlockIndex[dir + i]) & 0x3ff];
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int16 fx1 = 0;
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int16 fx2 = 0;
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setLevelShapesDim(x2 + dims[y2], fx1, fx2, 13);
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return (fx1 >= fx2) ? false : true;
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}
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void LoLEngine::placeMonster(MonsterInPlay *monster, uint16 x, uint16 y) {
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bool cont = true;
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int t = monster->block;
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if (monster->block) {
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removeAssignedObjectFromBlock(&_levelBlockProperties[t], ((uint16)monster->id) | 0x8000);
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_levelBlockProperties[t].direction = 5;
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checkSceneUpdateNeed(t);
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} else {
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cont = false;
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}
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monster->block = calcBlockIndex(x, y);
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if (monster->x != x || monster->y != y) {
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monster->x = x;
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monster->y = y;
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monster->currentSubFrame = (++monster->currentSubFrame) & 3;
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}
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if (monster->block == 0)
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return;
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assignMonsterToBlock(&_levelBlockProperties[monster->block].assignedObjects, ((uint16)monster->id) | 0x8000);
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_levelBlockProperties[monster->block].direction = 5;
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checkSceneUpdateNeed(monster->block);
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// WORKAROUND: Some monsters in the white tower have sound id's of 0xff. This is definitely a bug, since the
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// last valid track number is 249 and there is no specific handling for 0xff. Nonetheless this wouldn't
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// cause problems in the original code, because it just so happens that the invalid memory address points
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// to an entry in _ingameGMSoundIndex which just so happens to have a value of -1
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if (monster->properties->sounds[0] == 0 || monster->properties->sounds[0] == 255 || cont == false)
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return;
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if ((!(monster->properties->flags & 0x100) || ((monster->currentSubFrame & 1) == 0)) && monster->block == t)
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return;
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if (monster->block != t)
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runLevelScriptCustom(monster->block, 0x800, -1, monster->id, 0, 0);
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if (_updateFlags & 1)
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return;
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snd_processEnvironmentalSoundEffect(monster->properties->sounds[0], monster->block);
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}
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int LoLEngine::calcMonsterDirection(uint16 x1, uint16 y1, uint16 x2, uint16 y2) {
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int16 r = 0;
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int16 t1 = y1 - y2;
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if (t1 < 0) {
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r++;
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t1 = -t1;
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}
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r <<= 1;
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int16 t2 = x2 - x1;
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if (t2 < 0) {
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r++;
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t2 = -t2;
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}
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uint8 f = (t1 > t2) ? 1 : 0;
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if (t2 >= t1)
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SWAP(t1, t2);
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r = (r << 1) | f;
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t1 = (t1 + 1) >> 1;
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f = (t1 > t2) ? 1 : 0;
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r = (r << 1) | f;
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static const uint8 retVal[] = { 1, 2, 1, 0, 7, 6, 7, 0, 3, 2, 3, 4, 5, 6, 5, 4};
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return retVal[r];
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}
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void LoLEngine::setMonsterDirection(MonsterInPlay *monster, int dir) {
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monster->direction = dir;
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if (!(dir & 1) || ((monster->direction - (monster->facing << 1)) >= 2))
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monster->facing = monster->direction >> 1;
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checkSceneUpdateNeed(monster->block);
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}
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void LoLEngine::monsterDropItems(MonsterInPlay *monster) {
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uint16 a = monster->assignedItems;
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while (a) {
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uint16 b = a;
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a = _itemsInPlay[a].nextAssignedObject;
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setItemPosition(b, monster->x, monster->y, 0, 1);
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}
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}
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void LoLEngine::removeAssignedObjectFromBlock(LevelBlockProperty *l, int id) {
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uint16 *blockItemIndex = &l->assignedObjects;
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ItemInPlay *i = 0;
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while (*blockItemIndex) {
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if (*blockItemIndex == id) {
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i = findObject(id);
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*blockItemIndex = i->nextAssignedObject;
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i->nextAssignedObject = 0;
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return;
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}
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i = findObject(*blockItemIndex);
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blockItemIndex = &i->nextAssignedObject;
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}
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}
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void LoLEngine::removeDrawObjectFromBlock(LevelBlockProperty *l, int id) {
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uint16 *blockItemIndex = &l->drawObjects;
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ItemInPlay *i = 0;
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while (*blockItemIndex) {
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if (*blockItemIndex == id) {
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i = findObject(id);
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*blockItemIndex = i->nextDrawObject;
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i->nextDrawObject = 0;
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return;
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}
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i = findObject(*blockItemIndex);
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blockItemIndex = &i->nextDrawObject;
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}
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}
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void LoLEngine::assignMonsterToBlock(uint16 *assignedBlockObjects, int id) {
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ItemInPlay *t = findObject(id);
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t->nextAssignedObject = *assignedBlockObjects;
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*assignedBlockObjects = id;
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}
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int LoLEngine::checkBlockBeforeObjectPlacement(uint16 x, uint16 y, uint16 objectWidth, uint16 testFlag, uint16 wallFlag) {
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_objectLastDirection = 0;
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uint16 x2 = 0;
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uint16 y2 = 0;
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int xOffs = 0;
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int yOffs = 0;
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int flag = 0;
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int r = checkBlockForWallsAndSufficientSpace(calcBlockIndex(x, y), x, y, objectWidth, testFlag, wallFlag);
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if (r)
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return r;
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r = checkBlockOccupiedByParty(x, y, testFlag);
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if (r)
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return 4;
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if (x & 0x80) {
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if (((x & 0xff) + objectWidth) & 0xff00) {
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xOffs = 1;
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_objectLastDirection = 2;
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x2 = x + objectWidth;
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r = checkBlockForWallsAndSufficientSpace(calcBlockIndex(x2, y), x, y, objectWidth, testFlag, wallFlag);
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if (r)
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return r;
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r = checkBlockOccupiedByParty(x + xOffs, y, testFlag);
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if (r)
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return 4;
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flag = 1;
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}
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} else {
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if (((x & 0xff) - objectWidth) & 0xff00) {
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xOffs = -1;
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_objectLastDirection = 6;
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x2 = x - objectWidth;
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r = checkBlockForWallsAndSufficientSpace(calcBlockIndex(x2, y), x, y, objectWidth, testFlag, wallFlag);
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if (r)
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return r;
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r = checkBlockOccupiedByParty(x + xOffs, y, testFlag);
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if (r)
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return 4;
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flag = 1;
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}
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}
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if (y & 0x80) {
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if (((y & 0xff) + objectWidth) & 0xff00) {
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yOffs = 1;
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_objectLastDirection = 4;
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y2 = y + objectWidth;
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r = checkBlockForWallsAndSufficientSpace(calcBlockIndex(x, y2), x, y, objectWidth, testFlag, wallFlag);
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if (r)
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return r;
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r = checkBlockOccupiedByParty(x, y + yOffs, testFlag);
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if (r)
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return 4;
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flag &= 1;
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} else {
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flag = 0;
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}
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} else {
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if (((y & 0xff) - objectWidth) & 0xff00) {
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yOffs = -1;
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_objectLastDirection = 0;
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y2 = y - objectWidth;
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r = checkBlockForWallsAndSufficientSpace(calcBlockIndex(x, y2), x, y, objectWidth, testFlag, wallFlag);
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if (r)
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return r;
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r = checkBlockOccupiedByParty(x, y + yOffs, testFlag);
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if (r)
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return 4;
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flag &= 1;
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} else {
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flag = 0;
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}
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}
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if (!flag)
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return 0;
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r = checkBlockForWallsAndSufficientSpace(calcBlockIndex(x2, y2), x, y, objectWidth, testFlag, wallFlag);
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if (r)
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return r;
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r = checkBlockOccupiedByParty(x + xOffs, y + yOffs, testFlag);
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if (r)
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return 4;
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return 0;
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}
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int LoLEngine::checkBlockForWallsAndSufficientSpace(int block, int x, int y, int objectWidth, int testFlag, int wallFlag) {
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if (block == _currentBlock)
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testFlag &= 0xfffe;
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if (testFlag & 1) {
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_monsterCurBlock = block;
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if (testWallFlag(block, -1, wallFlag))
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return 1;
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_monsterCurBlock = 0;
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}
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if (!(testFlag & 2))
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return 0;
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uint16 b = _levelBlockProperties[block].assignedObjects;
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while (b & 0x8000) {
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MonsterInPlay *monster = &_monsters[b & 0x7fff];
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if (monster->mode < 13) {
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int r = checkDrawObjectSpace(x, y, monster->x, monster->y);
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if ((objectWidth + monster->properties->maxWidth) > r)
|
|
return 2;
|
|
}
|
|
|
|
b = findObject(b)->nextAssignedObject;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
int LoLEngine::calcMonsterSkillLevel(int id, int a) {
|
|
const uint16 *c = getCharacterOrMonsterStats(id);
|
|
int r = (a << 8) / c[4];
|
|
|
|
/*
|
|
if (!(id & 0x8000))
|
|
r = (r * _monsterModifiers[3 + _monsterDifficulty]) >> 8;
|
|
|
|
id &= 0x7fff;
|
|
|
|
if (_characters[id].skillLevels[1] <= 3)
|
|
return r;
|
|
else if (_characters[id].skillLevels[1] <= 7)
|
|
return (r- (r >> 2));*/
|
|
|
|
if (id & 0x8000) {
|
|
r = (r * _monsterModifiers[3 + _monsterDifficulty]) >> 8;
|
|
} else {
|
|
if (_characters[id].skillLevels[1] > 7)
|
|
r = (r - (r >> 1));
|
|
else if (_characters[id].skillLevels[1] > 3 && _characters[id].skillLevels[1] <= 7)
|
|
r = (r - (r >> 2));
|
|
}
|
|
|
|
return r;
|
|
}
|
|
|
|
int LoLEngine::checkBlockOccupiedByParty(int x, int y, int testFlag) {
|
|
if ((testFlag & 4) && (_currentBlock == calcBlockIndex(x, y)))
|
|
return 1;
|
|
|
|
return 0;
|
|
}
|
|
|
|
void LoLEngine::drawBlockObjects(int blockArrayIndex) {
|
|
LevelBlockProperty *l = _visibleBlocks[blockArrayIndex];
|
|
uint16 s = l->assignedObjects;
|
|
ItemInPlay *i = findObject(s);
|
|
|
|
if (l->direction != _currentDirection) {
|
|
l->drawObjects = 0;
|
|
l->direction = _currentDirection;
|
|
|
|
while (s) {
|
|
reassignDrawObjects(_currentDirection, s, l, true);
|
|
i = findObject(s);
|
|
s = i->nextAssignedObject;
|
|
}
|
|
}
|
|
|
|
s = l->drawObjects;
|
|
while (s) {
|
|
if (s & 0x8000) {
|
|
s &= 0x7fff;
|
|
if (blockArrayIndex < 15)
|
|
drawMonster(s);
|
|
s = _monsters[s].nextDrawObject;
|
|
} else {
|
|
i = &_itemsInPlay[s];
|
|
int fx = _sceneItemOffs[s & 7] << 1;
|
|
int fy = _sceneItemOffs[(s >> 1) & 7] + 5;
|
|
|
|
if (i->flyingHeight >= 2 && blockArrayIndex >= 15) {
|
|
s = i->nextDrawObject;
|
|
continue;
|
|
}
|
|
|
|
uint8 *shp = 0;
|
|
uint16 flg = 0;
|
|
|
|
if (i->flyingHeight >= 2)
|
|
fy -= ((i->flyingHeight - 1) * 6);
|
|
|
|
if ((_itemProperties[i->itemPropertyIndex].flags & 0x1000) && !(i->shpCurFrame_flg & 0xC000)) {
|
|
int shpIndex = _itemProperties[i->itemPropertyIndex].flags & 0x800 ? 7 : _itemProperties[i->itemPropertyIndex].shpIndex;
|
|
int ii = 0;
|
|
for (; ii < 8; ii++) {
|
|
if (!_flyingObjects[ii].enable)
|
|
continue;
|
|
|
|
if (_flyingObjects[ii].item == s)
|
|
break;
|
|
}
|
|
|
|
if (_flyingItemShapes[shpIndex].flipFlags && ((i->x ^ i->y) & 0x20))
|
|
flg |= 0x20;
|
|
|
|
flg |= _flyingItemShapes[shpIndex].drawFlags;
|
|
|
|
if (ii != 8) {
|
|
switch (_currentDirection - (_flyingObjects[ii].direction >> 1) + 3) {
|
|
case 1:
|
|
case 5:
|
|
shpIndex = _flyingItemShapes[shpIndex].shapeFront;
|
|
break;
|
|
case 3:
|
|
shpIndex = _flyingItemShapes[shpIndex].shapeBack;
|
|
break;
|
|
case 2:
|
|
case 6:
|
|
flg |= 0x10;
|
|
case 0:
|
|
case 4:
|
|
shpIndex = _flyingItemShapes[shpIndex].shapeLeft;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
shp = _thrownShapes[shpIndex];
|
|
}
|
|
|
|
if (shp)
|
|
fy += (shp[2] >> 2);
|
|
|
|
} else {
|
|
shp = (_itemProperties[i->itemPropertyIndex].flags & 0x40) ? _gameShapes[_itemProperties[i->itemPropertyIndex].shpIndex] :
|
|
_itemShapes[_gameShapeMap[_itemProperties[i->itemPropertyIndex].shpIndex << 1]];
|
|
}
|
|
|
|
if (shp)
|
|
drawItemOrMonster(shp, 0, i->x, i->y, fx, fy, flg, -1, false);
|
|
s = i->nextDrawObject;
|
|
}
|
|
}
|
|
}
|
|
|
|
void LoLEngine::drawMonster(uint16 id) {
|
|
MonsterInPlay *m = &_monsters[id];
|
|
int16 flg = _monsterDirFlags[(_currentDirection << 2) + m->facing];
|
|
int curFrm = getMonsterCurFrame(m, flg & 0xffef);
|
|
uint8 *shp = 0;
|
|
|
|
if (curFrm == -1) {
|
|
shp = _monsterShapes[m->properties->shapeIndex << 4];
|
|
calcDrawingLayerParameters(m->x + _monsterShiftOffs[m->shiftStep << 1], m->y + _monsterShiftOffs[(m->shiftStep << 1) + 1], _shpDmX, _shpDmY, _dmScaleW, _dmScaleH, shp, 0);
|
|
} else {
|
|
int d = m->flags & 7;
|
|
bool flip = m->properties->flags & 0x200 ? true : false;
|
|
flg &= 0x10;
|
|
shp = _monsterShapes[(m->properties->shapeIndex << 4) + curFrm];
|
|
|
|
if (m->properties->flags & 0x800)
|
|
flg |= 0x20;
|
|
|
|
uint8 *monsterPalette = d ? _monsterPalettes[(m->properties->shapeIndex << 4) + (curFrm & 0x0f)] + (shp[10] * (d - 1)) : 0;
|
|
uint8 *brightnessOverlay = drawItemOrMonster(shp, monsterPalette, m->x + _monsterShiftOffs[m->shiftStep << 1], m->y + _monsterShiftOffs[(m->shiftStep << 1) + 1], 0, 0, flg | 1, -1, flip);
|
|
|
|
for (int i = 0; i < 4; i++) {
|
|
int v = m->equipmentShapes[i] - 1;
|
|
if (v == -1)
|
|
break;
|
|
|
|
uint8 *shp2 = _monsterShapesEx[m->properties->shapeIndex * 192 + v * 48 + curFrm * 3];
|
|
if (!shp2)
|
|
continue;
|
|
|
|
drawDoorOrMonsterEquipment(shp2, 0, _shpDmX, _shpDmY, flg | 1, brightnessOverlay);
|
|
}
|
|
}
|
|
|
|
if (!m->damageReceived)
|
|
return;
|
|
|
|
int dW = _screen->getShapeScaledWidth(shp, _dmScaleW) >> 1;
|
|
int dH = _screen->getShapeScaledHeight(shp, _dmScaleH) >> 1;
|
|
|
|
int bloodAmount = (m->mode == 13) ? (m->fightCurTick << 1) : (m->properties->hitPoints / (m->damageReceived & 0x7fff));
|
|
|
|
shp = _gameShapes[6];
|
|
|
|
int bloodType = m->properties->flags & 0xc000;
|
|
if (bloodType == 0x4000)
|
|
bloodType = _flags.use16ColorMode ? 0xbb : 63;
|
|
else if (bloodType == 0x8000)
|
|
bloodType = _flags.use16ColorMode ? 0x55 : 15;
|
|
else if (bloodType == 0xc000)
|
|
bloodType = _flags.use16ColorMode ? 0x33 : 74;
|
|
else
|
|
bloodType = 0;
|
|
|
|
uint8 *tbl = new uint8[256];
|
|
if (bloodType) {
|
|
for (int i = 0; i < 256; i++) {
|
|
tbl[i] = i;
|
|
if (i < 2 || i > 7)
|
|
continue;
|
|
tbl[i] += bloodType;
|
|
}
|
|
}
|
|
|
|
dW += m->hitOffsX;
|
|
dH += m->hitOffsY;
|
|
|
|
bloodAmount = CLIP(bloodAmount, 1, 4);
|
|
|
|
int sW = _dmScaleW / bloodAmount;
|
|
int sH = _dmScaleH / bloodAmount;
|
|
|
|
_screen->drawShape(_sceneDrawPage1, shp, _shpDmX + dW, _shpDmY + dH, 13, 0x124, tbl, bloodType ? 1 : 0, sW, sH);
|
|
|
|
delete[] tbl;
|
|
}
|
|
|
|
int LoLEngine::getMonsterCurFrame(MonsterInPlay *m, uint16 dirFlags) {
|
|
int tmp = 0;
|
|
switch (_monsterAnimType[m->properties->shapeIndex]) {
|
|
case 0:
|
|
// default
|
|
if (dirFlags) {
|
|
return (m->mode == 13) ? -1 : (dirFlags + m->currentSubFrame);
|
|
} else {
|
|
if (m->damageReceived)
|
|
return 12;
|
|
|
|
switch (m->mode - 5) {
|
|
case 0:
|
|
return (m->properties->flags & 4) ? 13 : 0;
|
|
case 3:
|
|
return (m->fightCurTick + 13);
|
|
case 6:
|
|
return 14;
|
|
case 8:
|
|
return -1;
|
|
default:
|
|
return m->currentSubFrame;
|
|
}
|
|
}
|
|
break;
|
|
case 1:
|
|
// monsters whose outward appearance reflects the damage they have taken
|
|
tmp = (m->properties->hitPoints * _monsterModifiers[_monsterDifficulty]) >> 8;
|
|
if (m->hitPoints > (tmp >> 1))
|
|
tmp = 0;
|
|
else if (m->hitPoints > (tmp >> 2))
|
|
tmp = 4;
|
|
else
|
|
tmp = 8;
|
|
|
|
switch (m->mode) {
|
|
case 8:
|
|
return (m->fightCurTick + tmp);
|
|
case 11:
|
|
return 12;
|
|
case 13:
|
|
return (m->fightCurTick + 12);
|
|
default:
|
|
return tmp;
|
|
}
|
|
|
|
break;
|
|
case 2:
|
|
return (m->fightCurTick >= 13) ? 13 : m->fightCurTick;
|
|
break;
|
|
case 3:
|
|
switch (m->mode) {
|
|
case 5:
|
|
return m->damageReceived ? 5 : 6;
|
|
case 8:
|
|
return (m->fightCurTick + 6);
|
|
case 11:
|
|
return 5;
|
|
default:
|
|
return m->damageReceived ? 5 : m->currentSubFrame;
|
|
}
|
|
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
void LoLEngine::reassignDrawObjects(uint16 direction, uint16 itemIndex, LevelBlockProperty *l, bool flag) {
|
|
if (l->direction != direction) {
|
|
l->direction = 5;
|
|
return;
|
|
}
|
|
|
|
ItemInPlay *newObject = findObject(itemIndex);
|
|
int r = calcItemMonsterPosition(newObject, direction);
|
|
uint16 *b = &l->drawObjects;
|
|
ItemInPlay *lastObject = 0;
|
|
|
|
while (*b) {
|
|
lastObject = findObject(*b);
|
|
|
|
if (flag) {
|
|
if (calcItemMonsterPosition(lastObject, direction) >= r)
|
|
break;
|
|
} else {
|
|
if (calcItemMonsterPosition(lastObject, direction) > r)
|
|
break;
|
|
}
|
|
|
|
b = &lastObject->nextDrawObject;
|
|
}
|
|
|
|
newObject->nextDrawObject = *b;
|
|
*b = itemIndex;
|
|
}
|
|
|
|
void LoLEngine::redrawSceneItem() {
|
|
assignVisibleBlocks(_currentBlock, _currentDirection);
|
|
_screen->fillRect(112, 0, 287, 119, 0);
|
|
|
|
static const uint8 sceneClickTileIndex[] = { 13, 16};
|
|
|
|
int16 x1 = 0;
|
|
int16 x2 = 0;
|
|
|
|
for (int i = 0; i < 2; i++) {
|
|
uint8 tile = sceneClickTileIndex[i];
|
|
setLevelShapesDim(tile, x1, x2, 13);
|
|
uint16 s = _visibleBlocks[tile]->drawObjects;
|
|
|
|
int t = (i << 7) + 1;
|
|
while (s) {
|
|
if (s & 0x8000) {
|
|
s = _monsters[s & 0x7fff].nextDrawObject;
|
|
} else {
|
|
ItemInPlay *item = &_itemsInPlay[s];
|
|
|
|
if (item->shpCurFrame_flg & 0x4000) {
|
|
if (checkDrawObjectSpace(item->x, item->y, _partyPosX, _partyPosY) < 320) {
|
|
int fx = _sceneItemOffs[s & 7] << 1;
|
|
int fy = _sceneItemOffs[(s >> 1) & 7] + 5;
|
|
if (item->flyingHeight > 1)
|
|
fy -= ((item->flyingHeight - 1) * 6);
|
|
|
|
uint8 *shp = (_itemProperties[item->itemPropertyIndex].flags & 0x40) ? _gameShapes[_itemProperties[item->itemPropertyIndex].shpIndex] :
|
|
_itemShapes[_gameShapeMap[_itemProperties[item->itemPropertyIndex].shpIndex << 1]];
|
|
|
|
drawItemOrMonster(shp, 0, item->x, item->y, fx, fy, 0, t, 0);
|
|
_screen->updateScreen();
|
|
}
|
|
}
|
|
|
|
s = item->nextDrawObject;
|
|
t++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
int LoLEngine::calcItemMonsterPosition(ItemInPlay *i, uint16 direction) {
|
|
int x = i->x;
|
|
int y = i->y;
|
|
|
|
calcSpriteRelPosition(_partyPosX, _partyPosY, x, y, direction);
|
|
|
|
if (y < 0)
|
|
y = 0;
|
|
|
|
int res = (i->flyingHeight << 12);
|
|
res |= (4095 - y);
|
|
|
|
return res;
|
|
}
|
|
|
|
void LoLEngine::calcSpriteRelPosition(uint16 x1, uint16 y1, int &x2, int &y2, uint16 direction) {
|
|
int a = x2 - x1;
|
|
int b = y1 - y2;
|
|
|
|
if (direction) {
|
|
if (direction != 2)
|
|
SWAP(a, b);
|
|
if (direction != 3) {
|
|
a = -a;
|
|
if (direction != 1)
|
|
b = -b;
|
|
} else {
|
|
b = -b;
|
|
}
|
|
}
|
|
|
|
x2 = a;
|
|
y2 = b;
|
|
}
|
|
|
|
void LoLEngine::drawDoor(uint8 *shape, uint8 *doorPalette, int index, int unk2, int w, int h, int flags) {
|
|
uint8 c = _dscDoor1[(_currentDirection << 5) + unk2];
|
|
int r = (c / 5) + 5 * _dscDimMap[index];
|
|
uint16 d = _dscShapeOvlIndex[r];
|
|
uint16 t = (index << 5) + c;
|
|
|
|
_shpDmY = _dscDoorMonsterY[t] + 120;
|
|
|
|
if (flags & 1) {
|
|
// TODO / UNUSED
|
|
flags |=1;
|
|
}
|
|
|
|
int u = 0;
|
|
|
|
if (flags & 2) {
|
|
uint8 dimW = _dscDimMap[index];
|
|
_dmScaleW = _dscDoorMonsterScaleTable[dimW << 1];
|
|
_dmScaleH = _dscDoorMonsterScaleTable[(dimW << 1) + 1];
|
|
u = _dscDoor4[dimW];
|
|
}
|
|
|
|
d += 2;
|
|
|
|
if (!_dmScaleW || !_dmScaleH)
|
|
return;
|
|
|
|
int s = _screen->getShapeScaledHeight(shape, _dmScaleH) >> 1;
|
|
|
|
if (w)
|
|
w = (w * _dmScaleW) >> 8;
|
|
|
|
if (h)
|
|
h = (h * _dmScaleH) >> 8;
|
|
|
|
_shpDmX = _dscDoorMonsterX[t] + w + 200;
|
|
_shpDmY = _shpDmY + 4 - s + h - u;
|
|
|
|
if (d > 7)
|
|
d = 7;
|
|
|
|
if (_flags.use16ColorMode) {
|
|
uint8 bb = _blockBrightness >> 4;
|
|
if (d > bb)
|
|
d -= bb;
|
|
else
|
|
d = 0;
|
|
}
|
|
|
|
uint8 *brightnessOverlay = _screen->getLevelOverlay(d);
|
|
int doorScaledWitdh = _screen->getShapeScaledWidth(shape, _dmScaleW);
|
|
|
|
_shpDmX -= (doorScaledWitdh >> 1);
|
|
_shpDmY -= s;
|
|
|
|
drawDoorOrMonsterEquipment(shape, doorPalette, _shpDmX, _shpDmY, flags, brightnessOverlay);
|
|
}
|
|
|
|
void LoLEngine::drawDoorOrMonsterEquipment(uint8 *shape, uint8 *objectPalette, int x, int y, int flags, const uint8 *brightnessOverlay) {
|
|
int flg = 0;
|
|
|
|
if (flags & 0x10)
|
|
flg |= 1;
|
|
|
|
if (flags & 0x20)
|
|
flg |= 0x1000;
|
|
|
|
if (flags & 0x40)
|
|
flg |= 2;
|
|
|
|
if (flg & 0x1000) {
|
|
if (objectPalette)
|
|
_screen->drawShape(_sceneDrawPage1, shape, x, y, 13, flg | 0x9104, objectPalette, brightnessOverlay, 1, _transparencyTable1, _transparencyTable2, _dmScaleW, _dmScaleH);
|
|
else
|
|
_screen->drawShape(_sceneDrawPage1, shape, x, y, 13, flg | 0x1104, brightnessOverlay, 1, _transparencyTable1, _transparencyTable2, _dmScaleW, _dmScaleH);
|
|
} else {
|
|
if (objectPalette)
|
|
_screen->drawShape(_sceneDrawPage1, shape, x, y, 13, flg | 0x8104, objectPalette, brightnessOverlay, 1, _dmScaleW, _dmScaleH);
|
|
else
|
|
_screen->drawShape(_sceneDrawPage1, shape, x, y, 13, flg | 0x104, brightnessOverlay, 1, _dmScaleW, _dmScaleH);
|
|
}
|
|
}
|
|
|
|
uint8 *LoLEngine::drawItemOrMonster(uint8 *shape, uint8 *monsterPalette, int x, int y, int fineX, int fineY, int flags, int tblValue, bool vflip) {
|
|
uint8 *ovl2 = 0;
|
|
uint8 *brightnessOverlay = 0;
|
|
uint8 tmpOvl[16];
|
|
|
|
if (flags & 0x80) {
|
|
flags &= 0xff7f;
|
|
ovl2 = monsterPalette;
|
|
monsterPalette = 0;
|
|
} else {
|
|
ovl2 = _screen->getLevelOverlay(_flags.use16ColorMode ? 5 : 4);
|
|
}
|
|
|
|
int r = calcDrawingLayerParameters(x, y, _shpDmX, _shpDmY, _dmScaleW, _dmScaleH, shape, vflip);
|
|
|
|
if (tblValue == -1) {
|
|
r = 7 - ((r / 3) - 1);
|
|
r = CLIP(r, 0, 7);
|
|
if (_flags.use16ColorMode) {
|
|
uint8 bb = _blockBrightness >> 4;
|
|
if (r > bb)
|
|
r -= bb;
|
|
else
|
|
r = 0;
|
|
}
|
|
brightnessOverlay = _screen->getLevelOverlay(r);
|
|
} else {
|
|
memset(tmpOvl + 1, tblValue, 15);
|
|
tmpOvl[0] = 0;
|
|
monsterPalette = tmpOvl;
|
|
brightnessOverlay = _screen->getLevelOverlay(7);
|
|
}
|
|
|
|
int flg = flags & 0x10 ? 1 : 0;
|
|
if (flags & 0x20)
|
|
flg |= 0x1000;
|
|
if (flags & 0x40)
|
|
flg |= 2;
|
|
|
|
if (_flags.use16ColorMode) {
|
|
if (_currentLevel != 22)
|
|
flg &= 0xdfff;
|
|
|
|
} else {
|
|
if (_currentLevel == 22) {
|
|
if (brightnessOverlay)
|
|
brightnessOverlay[255] = 0;
|
|
} else {
|
|
flg |= 0x2000;
|
|
}
|
|
}
|
|
|
|
_shpDmX += ((_dmScaleW * fineX) >> 8);
|
|
_shpDmY += ((_dmScaleH * fineY) >> 8);
|
|
|
|
int dH = _screen->getShapeScaledHeight(shape, _dmScaleH) >> 1;
|
|
|
|
if (flg & 0x1000) {
|
|
if (monsterPalette)
|
|
_screen->drawShape(_sceneDrawPage1, shape, _shpDmX, _shpDmY, 13, flg | 0x8124, monsterPalette, brightnessOverlay, 0, _transparencyTable1, _transparencyTable2, _dmScaleW, _dmScaleH, ovl2);
|
|
else
|
|
_screen->drawShape(_sceneDrawPage1, shape, _shpDmX, _shpDmY, 13, flg | 0x124, brightnessOverlay, 0, _transparencyTable1, _transparencyTable2, _dmScaleW, _dmScaleH, ovl2);
|
|
} else {
|
|
if (monsterPalette)
|
|
_screen->drawShape(_sceneDrawPage1, shape, _shpDmX, _shpDmY, 13, flg | 0x8124, monsterPalette, brightnessOverlay, 1, _dmScaleW, _dmScaleH, ovl2);
|
|
else
|
|
_screen->drawShape(_sceneDrawPage1, shape, _shpDmX, _shpDmY, 13, flg | 0x124, brightnessOverlay, 1, _dmScaleW, _dmScaleH, ovl2);
|
|
}
|
|
|
|
_shpDmX -= (_screen->getShapeScaledWidth(shape, _dmScaleW) >> 1);
|
|
_shpDmY -= dH;
|
|
|
|
return brightnessOverlay;
|
|
}
|
|
|
|
int LoLEngine::calcDrawingLayerParameters(int x1, int y1, int &x2, int &y2, uint16 &w, uint16 &h, uint8 *shape, int vflip) {
|
|
calcSpriteRelPosition(_partyPosX, _partyPosY, x1, y1, _currentDirection);
|
|
|
|
if (y1 < 0) {
|
|
w = h = x2 = y2 = 0;
|
|
return 0;
|
|
}
|
|
|
|
int l = y1 >> 5;
|
|
y2 = _monsterScaleY[l];
|
|
x2 = ((_monsterScaleX[l] * x1) >> 8) + 200;
|
|
w = h = (_shpDmY > 120) ? 0x100 : _monsterScaleWH[_shpDmY - 56];
|
|
|
|
if (vflip)
|
|
// objects aligned to the ceiling (like the "lobsters" in the mines)
|
|
y2 = ((120 - y2) >> 1) + (_screen->getShapeScaledHeight(shape, _dmScaleH) >> 1);
|
|
else
|
|
y2 -= (_screen->getShapeScaledHeight(shape, _dmScaleH) >> 1);
|
|
|
|
return l;
|
|
}
|
|
|
|
void LoLEngine::updateMonster(MonsterInPlay *monster) {
|
|
static const uint8 flags[] = { 1, 0, 1, 3, 3, 0, 0, 3, 4, 1, 0, 0, 4, 0, 0 };
|
|
if (monster->mode > 14)
|
|
return;
|
|
|
|
int f = flags[monster->mode];
|
|
if ((monster->speedTick++ < monster->properties->speedTotalWaitTicks) && (!(f & 4)))
|
|
return;
|
|
|
|
monster->speedTick = 0;
|
|
|
|
if (monster->properties->flags & 0x40) {
|
|
monster->hitPoints += rollDice(1, 8);
|
|
if (monster->hitPoints > monster->properties->hitPoints)
|
|
monster->hitPoints = monster->properties->hitPoints;
|
|
}
|
|
|
|
if (monster->flags & 8) {
|
|
monster->destX = _partyPosX;
|
|
monster->destY = _partyPosY;
|
|
}
|
|
|
|
if (f & 2) {
|
|
if (updateMonsterAdjustBlocks(monster)) {
|
|
setMonsterMode(monster, 7);
|
|
f &= 6;
|
|
}
|
|
}
|
|
|
|
if ((f & 1) && (monster->flags & 0x10))
|
|
setMonsterMode(monster, 7);
|
|
|
|
if ((monster->mode != 11) && (monster->mode != 14)) {
|
|
if (!(_rnd.getRandomNumber(255) & 3)) {
|
|
monster->shiftStep = (++monster->shiftStep) & 0x0f;
|
|
checkSceneUpdateNeed(monster->block);
|
|
}
|
|
}
|
|
|
|
switch (monster->mode) {
|
|
case 0:
|
|
case 1:
|
|
// friendly mode
|
|
if (monster->flags & 0x10) {
|
|
for (int i = 0; i < 30; i++) {
|
|
if (_monsters[i].mode == 1)
|
|
setMonsterMode(&_monsters[i], 7);
|
|
}
|
|
} else if (monster->mode == 1) {
|
|
moveMonster(monster);
|
|
}
|
|
break;
|
|
|
|
case 2:
|
|
moveMonster(monster);
|
|
break;
|
|
|
|
case 3:
|
|
if (updateMonsterAdjustBlocks(monster))
|
|
setMonsterMode(monster, 7);
|
|
for (int i = 0; i < 4; i++) {
|
|
if (calcNewBlockPosition(monster->block, i) == _currentBlock)
|
|
setMonsterMode(monster, 7);
|
|
}
|
|
break;
|
|
|
|
case 4:
|
|
// straying around not tracing the party
|
|
moveStrayingMonster(monster);
|
|
break;
|
|
|
|
case 5:
|
|
// second recovery phase after delivering an attack
|
|
// monsters will rearrange positions in this phase so as to allow a maximum
|
|
// number of monsters possible attacking at the same time
|
|
_partyAwake = true;
|
|
monster->fightCurTick--;
|
|
if ((monster->fightCurTick <= 0) || (checkDrawObjectSpace(_partyPosX, _partyPosY, monster->x, monster->y) > 256) || (monster->flags & 8))
|
|
setMonsterMode(monster, 7);
|
|
else
|
|
rearrangeAttackingMonster(monster);
|
|
break;
|
|
|
|
case 6:
|
|
// same as mode 5, but without rearranging
|
|
if (--monster->fightCurTick <= 0)
|
|
setMonsterMode(monster, 7);
|
|
break;
|
|
|
|
case 7:
|
|
// monster destination is set to current party position
|
|
// depending on the flag setting this gets updated each round
|
|
// monster can't change mode before arriving at destination and/or attacking the party
|
|
if (!chasePartyWithDistanceAttacks(monster))
|
|
chasePartyWithCloseAttacks(monster);
|
|
checkSceneUpdateNeed(monster->block);
|
|
break;
|
|
|
|
case 8:
|
|
// first recovery phase after delivering an attack
|
|
if (++monster->fightCurTick > 2) {
|
|
setMonsterMode(monster, 5);
|
|
monster->fightCurTick = (int8) ((((8 << 8) / monster->properties->fightingStats[4]) * _monsterModifiers[6 + _monsterDifficulty]) >> 8);
|
|
}
|
|
checkSceneUpdateNeed(monster->block);
|
|
break;
|
|
|
|
case 9:
|
|
if (--monster->fightCurTick) {
|
|
chasePartyWithCloseAttacks(monster);
|
|
} else {
|
|
setMonsterMode(monster, 7);
|
|
monster->flags &= 0xfff7;
|
|
}
|
|
break;
|
|
|
|
case 12:
|
|
checkSceneUpdateNeed(monster->block);
|
|
if (++monster->fightCurTick > 13)
|
|
runLevelScriptCustom(0x404, -1, monster->id, monster->id, 0, 0);
|
|
break;
|
|
|
|
case 13:
|
|
// monster death
|
|
if (++monster->fightCurTick > 2)
|
|
killMonster(monster);
|
|
checkSceneUpdateNeed(monster->block);
|
|
break;
|
|
|
|
case 14:
|
|
monster->damageReceived = 0;
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if (monster->damageReceived) {
|
|
if (monster->damageReceived & 0x8000)
|
|
monster->damageReceived &= 0x7fff;
|
|
else
|
|
monster->damageReceived = 0;
|
|
checkSceneUpdateNeed(monster->block);
|
|
}
|
|
|
|
monster->flags &= 0xffef;
|
|
}
|
|
|
|
void LoLEngine::moveMonster(MonsterInPlay *monster) {
|
|
static const int8 turnPos[] = { 0, 2, 6, 6, 0, 2, 4, 4, 2, 2, 4, 6, 0, 0, 4, 6, 0 };
|
|
if (monster->x != monster->destX || monster->y != monster->destY) {
|
|
walkMonster(monster);
|
|
} else if (monster->direction != monster->destDirection) {
|
|
int i = (monster->facing << 2) + (monster->destDirection >> 1);
|
|
setMonsterDirection(monster, turnPos[i]);
|
|
}
|
|
}
|
|
|
|
void LoLEngine::walkMonster(MonsterInPlay *monster) {
|
|
if (monster->properties->flags & 0x400)
|
|
return;
|
|
|
|
int s = walkMonsterCalcNextStep(monster);
|
|
|
|
if (s == -1) {
|
|
if (walkMonsterCheckDest(monster->x, monster->y, monster, 4) != 1)
|
|
return;
|
|
|
|
_objectLastDirection ^= 4;
|
|
setMonsterDirection(monster, _objectLastDirection);
|
|
} else {
|
|
setMonsterDirection(monster, s);
|
|
if (monster->numDistAttacks) {
|
|
if (getMonsterDistance(monster->block, _currentBlock) >= 2) {
|
|
if (checkForPossibleDistanceAttack(monster->block, monster->direction, 3, _currentBlock) != 5) {
|
|
if (monster->distAttackTick)
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
int fx = 0;
|
|
int fy = 0;
|
|
|
|
getNextStepCoords(monster->x, monster->y, fx, fy, (s == -1) ? _objectLastDirection : s);
|
|
placeMonster(monster, fx, fy);
|
|
}
|
|
|
|
bool LoLEngine::chasePartyWithDistanceAttacks(MonsterInPlay *monster) {
|
|
if (!monster->numDistAttacks)
|
|
return false;
|
|
|
|
if (monster->distAttackTick > 0) {
|
|
monster->distAttackTick--;
|
|
return false;
|
|
}
|
|
|
|
int dir = checkForPossibleDistanceAttack(monster->block, monster->facing, 4, _currentBlock);
|
|
if (dir == 5)
|
|
return false;
|
|
|
|
int s = 0;
|
|
|
|
if (monster->flags & 0x10) {
|
|
s = monster->properties->numDistWeapons ? rollDice(1, monster->properties->numDistWeapons) : 0;
|
|
} else {
|
|
s = monster->curDistWeapon++;
|
|
if (monster->curDistWeapon >= monster->properties->numDistWeapons)
|
|
monster->curDistWeapon = 0;
|
|
}
|
|
|
|
int flyingObject = monster->properties->distWeapons[s];
|
|
|
|
if (flyingObject & 0xc000) {
|
|
if (getMonsterDistance(monster->block, _currentBlock) > 1) {
|
|
int type = flyingObject & 0x4000 ? 0 : 1;
|
|
flyingObject = makeItem(flyingObject & 0x3fff, 0, 0);
|
|
|
|
if (flyingObject) {
|
|
if (!launchObject(type, flyingObject, monster->x, monster->y, 12, dir << 1, -1, monster->id | 0x8000, 0x3f))
|
|
deleteItem(flyingObject);
|
|
}
|
|
}
|
|
} else if (!(flyingObject & 0x2000)) {
|
|
if (getMonsterDistance(monster->block, _currentBlock) > 1)
|
|
return false;
|
|
|
|
if (flyingObject == 1) {
|
|
snd_playSoundEffect(147, -1);
|
|
shakeScene(10, 2, 2, 1);
|
|
|
|
for (int i = 0; i < 4; i++) {
|
|
if (!(_characters[i].flags & 1))
|
|
continue;
|
|
|
|
int item = removeCharacterItem(i, 15);
|
|
if (item)
|
|
setItemPosition(item, _partyPosX, _partyPosY, 0, 1);
|
|
|
|
inflictDamage(i, 20, 0xFFFF, 0, 2);
|
|
}
|
|
|
|
} else if (flyingObject == 3) {
|
|
// shriek
|
|
for (int i = 0; i < 30; i++) {
|
|
if (getMonsterDistance(monster->block, _monsters[i].block) < 7)
|
|
setMonsterMode(monster, 7);
|
|
}
|
|
_txt->printMessage(2, "%s", getLangString(0x401a));
|
|
|
|
} else if (flyingObject == 4) {
|
|
launchMagicViper();
|
|
|
|
} else {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if (monster->numDistAttacks != 255)
|
|
monster->numDistAttacks--;
|
|
|
|
monster->distAttackTick = (monster->properties->fightingStats[4] * 8) >> 8;
|
|
|
|
return true;
|
|
}
|
|
|
|
void LoLEngine::chasePartyWithCloseAttacks(MonsterInPlay *monster) {
|
|
if (!(monster->flags & 8)) {
|
|
int dir = calcMonsterDirection(monster->x & 0xff00, monster->y & 0xff00, _partyPosX & 0xff00, _partyPosY & 0xff00);
|
|
int x1 = _partyPosX;
|
|
int y1 = _partyPosY;
|
|
|
|
calcSpriteRelPosition(monster->x, monster->y, x1, y1, dir >> 1);
|
|
|
|
int t = (x1 < 0) ? -x1 : x1;
|
|
if (y1 <= 160 && t <= 80) {
|
|
if ((monster->direction == dir) && (monster->facing == (dir >> 1))) {
|
|
int dst = getNearestPartyMemberFromPos(monster->x, monster->y);
|
|
snd_playSoundEffect(monster->properties->sounds[1], -1);
|
|
int m = monster->id | 0x8000;
|
|
int hit = battleHitSkillTest(m, dst, 0);
|
|
|
|
if (hit) {
|
|
int mx = calcInflictableDamage(m, dst, hit);
|
|
int dmg = rollDice(2, mx );
|
|
inflictDamage(dst, dmg, m, 0, 0);
|
|
applyMonsterAttackSkill(monster, dst, dmg);
|
|
}
|
|
|
|
setMonsterMode(monster, 8);
|
|
checkSceneUpdateNeed(monster->block);
|
|
|
|
} else {
|
|
setMonsterDirection(monster, dir);
|
|
checkSceneUpdateNeed(monster->block);
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (monster->x != monster->destX || monster->y != monster->destY) {
|
|
walkMonster(monster);
|
|
} else {
|
|
setMonsterDirection(monster, monster->destDirection);
|
|
setMonsterMode(monster, (rollDice(1, 100) <= 50) ? 4 : 3);
|
|
}
|
|
}
|
|
|
|
int LoLEngine::walkMonsterCalcNextStep(MonsterInPlay *monster) {
|
|
static const int8 walkMonsterTable1[] = { 7, -6, 5, -4, 3, -2, 1, 0 };
|
|
static const int8 walkMonsterTable2[] = { -7, 6, -5, 4, -3, 2, -1, 0 };
|
|
|
|
if (++_monsterStepCounter > 10) {
|
|
_monsterStepCounter = 0;
|
|
_monsterStepMode ^= 1;
|
|
}
|
|
|
|
const int8 *tbl = _monsterStepMode ? walkMonsterTable2 : walkMonsterTable1;
|
|
|
|
int sx = monster->x;
|
|
int sy = monster->y;
|
|
int s = monster->direction;
|
|
int d = calcMonsterDirection(monster->x, monster->y, monster->destX, monster->destY);
|
|
|
|
if (monster->flags & 8)
|
|
d ^= 4;
|
|
|
|
d = (d - s) & 7;
|
|
|
|
if (d >= 5)
|
|
s = (s - 1) & 7;
|
|
else if (d)
|
|
s = (s + 1) & 7;
|
|
|
|
for (int i = 7; i > -1; i--) {
|
|
s = (s + tbl[i]) & 7;
|
|
|
|
int fx = 0;
|
|
int fy = 0;
|
|
getNextStepCoords(sx, sy, fx, fy, s);
|
|
d = walkMonsterCheckDest(fx, fy, monster, 4);
|
|
|
|
if (!d)
|
|
return s;
|
|
|
|
if ((d != 1) || (s & 1) || (!(monster->properties->flags & 0x80)))
|
|
continue;
|
|
|
|
uint8 w = _levelBlockProperties[_monsterCurBlock].walls[(s >> 1) ^ 2];
|
|
|
|
if (_wllWallFlags[w] & 0x20) {
|
|
if (_wllBuffer3[w] == 5) {
|
|
openCloseDoor(_monsterCurBlock, 1);
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
if (_wllWallFlags[w] & 8)
|
|
return -1;
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
int LoLEngine::getMonsterDistance(uint16 block1, uint16 block2) {
|
|
int b1x = block1 & 0x1f;
|
|
int b1y = block1 >> 5;
|
|
int b2x = block2 & 0x1f;
|
|
int b2y = block2 >> 5;
|
|
|
|
uint8 dy = ABS(b2y - b1y);
|
|
uint8 dx = ABS(b2x - b1x);
|
|
|
|
if (dx > dy)
|
|
SWAP(dx, dy);
|
|
|
|
return (dx >> 1) + dy;
|
|
}
|
|
|
|
int LoLEngine::checkForPossibleDistanceAttack(uint16 monsterBlock, int direction, int distance, uint16 curBlock) {
|
|
int mdist = getMonsterDistance(curBlock, monsterBlock);
|
|
|
|
if (mdist > distance)
|
|
return 5;
|
|
|
|
int dir = calcMonsterDirection(monsterBlock & 0x1f, monsterBlock >> 5, curBlock & 0x1f, curBlock >> 5);
|
|
if ((dir & 1) || (dir != (direction << 1)))
|
|
return 5;
|
|
|
|
if (((monsterBlock & 0x1f) != (curBlock & 0x1f)) && ((monsterBlock & 0xffe0) != (curBlock & 0xffe0)))
|
|
return 5;
|
|
|
|
if (distance < 0)
|
|
return 5;
|
|
|
|
int p = monsterBlock;
|
|
|
|
for (int i = 0; i < distance; i++) {
|
|
p = calcNewBlockPosition(p, direction);
|
|
|
|
if (p == curBlock)
|
|
return direction;
|
|
|
|
if (_wllWallFlags[_levelBlockProperties[p].walls[direction ^ 2]] & 2)
|
|
return 5;
|
|
|
|
if (_levelBlockProperties[p].assignedObjects & 0x8000)
|
|
return 5;
|
|
}
|
|
|
|
return 5;
|
|
}
|
|
|
|
int LoLEngine::walkMonsterCheckDest(int x, int y, MonsterInPlay *monster, int unk) {
|
|
uint8 m = monster->mode;
|
|
monster->mode = 15;
|
|
|
|
int res = checkBlockBeforeObjectPlacement(x, y, monster->properties->maxWidth, 7, monster->properties->flags & 0x1000 ? 32 : unk);
|
|
|
|
monster->mode = m;
|
|
return res;
|
|
}
|
|
|
|
void LoLEngine::getNextStepCoords(int16 srcX, int16 srcY, int &newX, int &newY, uint16 direction) {
|
|
static const int8 shiftTableX[] = { 0, 32, 32, 32, 0, -32, -32, -32 };
|
|
static const int8 shiftTableY[] = { -32, -32, 0, 32, 32, 32, 0, -32 };
|
|
|
|
newX = (srcX + shiftTableX[direction]) & 0x1fff;
|
|
newY = (srcY + shiftTableY[direction]) & 0x1fff;
|
|
}
|
|
|
|
void LoLEngine::rearrangeAttackingMonster(MonsterInPlay *monster) {
|
|
int t = (monster->direction >> 1);
|
|
uint16 mx = monster->x;
|
|
uint16 my = monster->y;
|
|
uint16 *c = (t & 1) ? &my : &mx;
|
|
bool centered = (*c & 0x7f) ? false : true;
|
|
|
|
bool posFlag = true;
|
|
if (monster->properties->maxWidth <= 63) {
|
|
if (centered) {
|
|
bool r = false;
|
|
|
|
if (monster->nextAssignedObject & 0x8000) {
|
|
r = true;
|
|
} else {
|
|
uint16 id = _levelBlockProperties[monster->block].assignedObjects;
|
|
id = (id & 0x8000) ? (id & 0x7fff) : 0xffff;
|
|
|
|
if (id != monster->id) {
|
|
r = true;
|
|
} else {
|
|
for (int i = 0; i < 3; i++) {
|
|
t = (t + 1) & 3;
|
|
id = _levelBlockProperties[calcNewBlockPosition(monster->block, t)].assignedObjects;
|
|
id = (id & 0x8000) ? (id & 0x7fff) : 0xffff;
|
|
if (id != 0xffff)
|
|
r = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (r)
|
|
posFlag = false;
|
|
} else {
|
|
posFlag = false;
|
|
}
|
|
}
|
|
|
|
if (centered && posFlag)
|
|
return;
|
|
|
|
if (posFlag) {
|
|
if (*c & 0x80)
|
|
*c -= 32;
|
|
else
|
|
*c += 32;
|
|
} else {
|
|
if (*c & 0x80)
|
|
*c += 32;
|
|
else
|
|
*c -= 32;
|
|
}
|
|
|
|
if (walkMonsterCheckDest(mx, my, monster, 4))
|
|
return;
|
|
|
|
int fx = _partyPosX;
|
|
int fy = _partyPosY;
|
|
calcSpriteRelPosition(mx, my, fx, fy, monster->direction >> 1);
|
|
|
|
t = (fx < 0) ? -fx : fx;
|
|
if (fy > 160 || t > 80)
|
|
return;
|
|
|
|
placeMonster(monster, mx, my);
|
|
}
|
|
|
|
void LoLEngine::moveStrayingMonster(MonsterInPlay *monster) {
|
|
int x = 0;
|
|
int y = 0;
|
|
|
|
if (monster->fightCurTick) {
|
|
uint8 d = (monster->direction - monster->fightCurTick) & 6;
|
|
uint8 id = monster->id;
|
|
|
|
for (int i = 0; i < 7; i++) {
|
|
getNextStepCoords(monster->x, monster->y, x, y, d);
|
|
|
|
if (!walkMonsterCheckDest(x, y, monster, 4)) {
|
|
placeMonster(monster, x, y);
|
|
setMonsterDirection(monster, d);
|
|
if (!i) {
|
|
if (++id > 3)
|
|
monster->fightCurTick = 0;
|
|
}
|
|
return;
|
|
}
|
|
|
|
d = (d + monster->fightCurTick) & 6;
|
|
}
|
|
setMonsterMode(monster, 3);
|
|
|
|
} else {
|
|
monster->direction &= 6;
|
|
getNextStepCoords(monster->x, monster->y, x, y, monster->direction);
|
|
if (!walkMonsterCheckDest(x, y, monster, 4)) {
|
|
placeMonster(monster, x, y);
|
|
} else {
|
|
monster->fightCurTick = _rnd.getRandomBit() ? 2 : -2;
|
|
monster->direction = (monster->direction + monster->fightCurTick) & 6;
|
|
}
|
|
}
|
|
}
|
|
|
|
void LoLEngine::killMonster(MonsterInPlay *monster) {
|
|
setMonsterMode(monster, 14);
|
|
monsterDropItems(monster);
|
|
checkSceneUpdateNeed(monster->block);
|
|
|
|
uint8 w = _levelBlockProperties[monster->block].walls[0];
|
|
uint8 f = _levelBlockProperties[monster->block].flags;
|
|
if (_wllVmpMap[w] == 0 && _wllShapeMap[w] == 0 && !(f & 0x40) && !(monster->properties->flags & 0x1000))
|
|
_levelBlockProperties[monster->block].flags |= 0x80;
|
|
|
|
placeMonster(monster, 0, 0);
|
|
}
|
|
|
|
} // End of namespace Kyra
|
|
|
|
#endif // ENABLE_LOL
|
|
|