mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-21 09:21:08 +00:00
705 lines
17 KiB
C++
705 lines
17 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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*/
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#include "common/endian.h"
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#include "gob/gob.h"
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#include "gob/goblin.h"
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#include "gob/util.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/sound/sound.h"
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namespace Gob {
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Goblin_v1::Goblin_v1(GobEngine *vm) : Goblin(vm) {
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_rotStates[0][0] = 0; _rotStates[0][1] = 22; _rotStates[0][2] = 23; _rotStates[0][3] = 24;
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_rotStates[1][0] = 13; _rotStates[1][1] = 2; _rotStates[1][2] = 12; _rotStates[1][3] = 14;
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_rotStates[2][0] = 16; _rotStates[2][1] = 15; _rotStates[2][2] = 4; _rotStates[2][3] = 17;
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_rotStates[3][0] = 27; _rotStates[3][1] = 25; _rotStates[3][2] = 26; _rotStates[3][3] = 6;
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}
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void Goblin_v1::freeObjects() {
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int16 state;
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int16 col;
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for (int i = 0; i < 16; i++)
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_vm->_sound->sampleFree(&_soundData[i]);
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for (int i = 0; i < 4; i++) {
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if (_goblins[i] == 0)
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continue;
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_goblins[i]->stateMach = _goblins[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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delete _goblins[i]->stateMach[state][col];
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_goblins[i]->stateMach[state][col] = 0;
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}
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}
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if (i == 3) {
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for (state = 40; state < 70; state++) {
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delete _goblins[3]->stateMach[state][0];
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_goblins[3]->stateMach[state][0] = 0;
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}
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}
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delete[] _goblins[i]->stateMach;
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delete _goblins[i];
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_goblins[i] = 0;
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}
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for (int i = 0; i < 20; i++) {
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if (_objects[i] == 0)
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continue;
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_objects[i]->stateMach = _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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delete _objects[i]->stateMach[state][col];
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_objects[i]->stateMach[state][col] = 0;
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}
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}
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delete[] _objects[i]->stateMach;
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delete _objects[i];
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_objects[i] = 0;
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}
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}
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void Goblin_v1::placeObject(Gob_Object *objDesc, char animated,
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int16 index, int16 x, int16 y, int16 state) {
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int16 layer;
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if (objDesc->stateMach[objDesc->state][0] != 0) {
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objDesc->animation = objDesc->stateMach[objDesc->state][0]->animation;
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objDesc->noTick = 0;
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objDesc->toRedraw = 1;
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objDesc->doAnim = animated;
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objDesc->maxTick = 1;
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objDesc->tick = 1;
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objDesc->curFrame = 0;
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objDesc->type = 0;
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objDesc->actionStartState = 0;
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objDesc->nextState = -1;
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objDesc->multState = -1;
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objDesc->stateColumn = 0;
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objDesc->curLookDir = 0;
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objDesc->visible = 1;
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objDesc->pickable = 0;
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objDesc->unk14 = 0;
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objDesc->relaxTime = _vm->_util->getRandom(30);
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layer = objDesc->stateMach[objDesc->state][0]->layer;
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_vm->_scenery->updateAnim(layer, 0, objDesc->animation, 0,
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objDesc->xPos, objDesc->yPos, 0);
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objDesc->order = _vm->_scenery->_toRedrawBottom / 24 + 3;
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objDesc->left = objDesc->xPos;
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objDesc->right = objDesc->xPos;
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objDesc->dirtyLeft = objDesc->xPos;
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objDesc->dirtyRight = objDesc->xPos;
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objDesc->top = objDesc->yPos;
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objDesc->bottom = objDesc->yPos;
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objDesc->dirtyTop = objDesc->yPos;
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objDesc->dirtyBottom = objDesc->yPos;
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_vm->_util->listInsertBack(_objList, objDesc);
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}
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}
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void Goblin_v1::initiateMove(Mult::Mult_Object *obj) {
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_vm->_map->findNearestToDest(0);
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_vm->_map->findNearestToGob(0);
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_vm->_map->optimizePoints(0, 0, 0);
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_pathExistence = _vm->_map->checkDirectPath(0,
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_vm->_map->_curGoblinX, _vm->_map->_curGoblinY,
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_pressedMapX, _pressedMapY);
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if (_pathExistence == 3) {
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if (_vm->_map->checkLongPath(_vm->_map->_curGoblinX, _vm->_map->_curGoblinY,
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_pressedMapX, _pressedMapY,
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_vm->_map->_nearestWayPoint, _vm->_map->_nearestDest) == 0) {
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_pathExistence = 0;
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} else {
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const WayPoint &wayPoint = _vm->_map->getWayPoint(_vm->_map->_nearestWayPoint);
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_vm->_map->_destX = wayPoint.x;
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_vm->_map->_destY = wayPoint.y;
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}
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}
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}
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void Goblin_v1::movePathFind(Mult::Mult_Object *obj,
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Gob_Object *gobDesc, int16 nextAct) {
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if (_pathExistence == 1) {
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_vm->_map->_curGoblinX = _gobPositions[_currentGoblin].x;
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_vm->_map->_curGoblinY = _gobPositions[_currentGoblin].y;
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if ((_vm->_map->_curGoblinX == _pressedMapX) &&
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(_vm->_map->_curGoblinY == _pressedMapY) && (_gobAction != 0)) {
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_readyToAct = 1;
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_pathExistence = 0;
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}
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nextAct = (int16) _vm->_map->getDirection(_vm->_map->_curGoblinX,
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_vm->_map->_curGoblinY, _vm->_map->_destX, _vm->_map->_destY);
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if (nextAct == kDirNone)
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_pathExistence = 0;
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} else if (_pathExistence == 3) {
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_vm->_map->_curGoblinX = _gobPositions[_currentGoblin].x;
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_vm->_map->_curGoblinY = _gobPositions[_currentGoblin].y;
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if ((_vm->_map->_curGoblinX == _gobDestX) &&
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(_vm->_map->_curGoblinY == _gobDestY)) {
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_pathExistence = 1;
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_vm->_map->_destX = _pressedMapX;
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_vm->_map->_destY = _pressedMapY;
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} else {
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if (_vm->_map->checkDirectPath(0, _vm->_map->_curGoblinX,
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_vm->_map->_curGoblinY, _gobDestX, _gobDestY) == 1) {
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_vm->_map->_destX = _gobDestX;
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_vm->_map->_destY = _gobDestY;
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} else if ((_vm->_map->_curGoblinX == _vm->_map->_destX) &&
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(_vm->_map->_curGoblinY == _vm->_map->_destY)) {
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if (_vm->_map->_nearestWayPoint > _vm->_map->_nearestDest) {
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_vm->_map->optimizePoints(0, 0, 0);
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const WayPoint &wayPoint = _vm->_map->getWayPoint(_vm->_map->_nearestWayPoint);
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_vm->_map->_destX = wayPoint.x;
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_vm->_map->_destY = wayPoint.y;
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if (_vm->_map->_nearestWayPoint > _vm->_map->_nearestDest)
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_vm->_map->_nearestWayPoint--;
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} else if (_vm->_map->_nearestWayPoint < _vm->_map->_nearestDest) {
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_vm->_map->optimizePoints(0, 0, 0);
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const WayPoint &wayPoint = _vm->_map->getWayPoint(_vm->_map->_nearestWayPoint);
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_vm->_map->_destX = wayPoint.x;
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_vm->_map->_destY = wayPoint.y;
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if (_vm->_map->_nearestWayPoint < _vm->_map->_nearestDest)
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_vm->_map->_nearestWayPoint++;
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} else {
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if ((_vm->_map->checkDirectPath(0, _vm->_map->_curGoblinX,
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_vm->_map->_curGoblinY, _gobDestX, _gobDestY) == 3) &&
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(_vm->_map->getPass(_pressedMapX, _pressedMapY) != 0)) {
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const WayPoint &wayPoint = _vm->_map->getWayPoint(_vm->_map->_nearestWayPoint);
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_vm->_map->_destX = wayPoint.x;
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_vm->_map->_destY = wayPoint.y;
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} else {
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_pathExistence = 1;
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_vm->_map->_destX = _pressedMapX;
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_vm->_map->_destY = _pressedMapY;
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}
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}
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}
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nextAct = (int16) _vm->_map->getDirection(_vm->_map->_curGoblinX,
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_vm->_map->_curGoblinY, _vm->_map->_destX, _vm->_map->_destY);
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}
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}
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if ((_readyToAct != 0) && ((_gobAction == 3) || (_gobAction == 4)))
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nextAct = 0x4DC8;
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switch (nextAct) {
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case kDirW:
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gobDesc->nextState = rotateState(gobDesc->curLookDir, 0);
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break;
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case kDirE:
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gobDesc->nextState = rotateState(gobDesc->curLookDir, 4);
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break;
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case 16:
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gobDesc->nextState = 16;
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break;
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case 23:
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gobDesc->nextState = 23;
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break;
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case kDirN:
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if ((_vm->_map->getPass(_vm->_map->_curGoblinX, _vm->_map->_curGoblinY - 1) == 6) &&
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(_currentGoblin != 1)) {
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_pathExistence = 0;
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break;
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}
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if (_vm->_map->getPass(_vm->_map->_curGoblinX, _vm->_map->_curGoblinY) == 3) {
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gobDesc->nextState = 8;
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break;
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}
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if ((_vm->_map->getPass(_vm->_map->_curGoblinX, _vm->_map->_curGoblinY) == 6) &&
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(_currentGoblin == 1)) {
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gobDesc->nextState = 28;
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break;
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}
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gobDesc->nextState = rotateState(gobDesc->curLookDir, 2);
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break;
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case kDirS:
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if ((_vm->_map->getPass(_vm->_map->_curGoblinX, _vm->_map->_curGoblinY + 1) == 6) &&
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(_currentGoblin != 1)) {
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_pathExistence = 0;
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break;
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}
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if (_vm->_map->getPass(_vm->_map->_curGoblinX, _vm->_map->_curGoblinY) == 3) {
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gobDesc->nextState = 9;
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break;
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}
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if ((_vm->_map->getPass(_vm->_map->_curGoblinX, _vm->_map->_curGoblinY) == 6) &&
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(_currentGoblin == 1)) {
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gobDesc->nextState = 29;
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break;
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}
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gobDesc->nextState = rotateState(gobDesc->curLookDir, 6);
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break;
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case kDirSE:
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if ((_vm->_map->getPass(_vm->_map->_curGoblinX + 1, _vm->_map->_curGoblinY + 1) == 6) &&
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(_currentGoblin != 1)) {
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_pathExistence = 0;
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break;
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}
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gobDesc->nextState = 5;
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if (gobDesc->curLookDir == 4)
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break;
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gobDesc->nextState = rotateState(gobDesc->curLookDir, 4);
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break;
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case kDirSW:
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if ((_vm->_map->getPass(_vm->_map->_curGoblinX - 1, _vm->_map->_curGoblinY + 1) == 6) &&
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(_currentGoblin != 1)) {
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_pathExistence = 0;
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break;
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}
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gobDesc->nextState = 7;
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if (gobDesc->curLookDir == 0)
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break;
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gobDesc->nextState = rotateState(gobDesc->curLookDir, 0);
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break;
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case kDirNW:
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if ((_vm->_map->getPass(_vm->_map->_curGoblinX - 1, _vm->_map->_curGoblinY - 1) == 6) &&
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(_currentGoblin != 1)) {
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_pathExistence = 0;
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break;
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}
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gobDesc->nextState = 1;
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if (gobDesc->curLookDir == 0)
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break;
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gobDesc->nextState = rotateState(gobDesc->curLookDir, 0);
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break;
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case kDirNE:
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if ((_vm->_map->getPass(_vm->_map->_curGoblinX + 1, _vm->_map->_curGoblinY - 1) == 6) &&
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(_currentGoblin != 1)) {
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_pathExistence = 0;
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break;
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}
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gobDesc->nextState = 3;
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if (gobDesc->curLookDir == 4)
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break;
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gobDesc->nextState = rotateState(gobDesc->curLookDir, 4);
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break;
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case 0x4DC8:
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if ((_currentGoblin == 0) && (_gobAction == 3) &&
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(_itemIndInPocket == -1)) {
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_destItemId = -1;
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_readyToAct = 0;
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break;
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}
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if ((_currentGoblin == 0) && (_gobAction == 4) &&
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(_itemIndInPocket == -1) && (_destActionItem == 0)) {
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gobDesc->multState = 104;
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_destItemId = -1;
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_readyToAct = 0;
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break;
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}
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if ((_currentGoblin == 0) && (_gobAction == 4) &&
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(_itemIndInPocket == -1 && _destActionItem != 0) &&
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(_itemToObject[_destActionItem] != -1) &&
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(_objects[_itemToObject[_destActionItem]]->pickable == 0)) {
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gobDesc->multState = 104;
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_destItemId = -1;
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_readyToAct = 0;
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break;
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}
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switch (_vm->_map->_itemPoses[_destActionItem].orient) {
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case 0:
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case -4:
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gobDesc->nextState = 10;
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gobDesc->curLookDir = 0;
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_destItemId = -1;
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break;
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case -1:
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case 4:
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gobDesc->nextState = 11;
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gobDesc->curLookDir = 4;
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_destItemId = -1;
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break;
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}
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break;
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default:
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if ((_vm->_map->getPass(_vm->_map->_curGoblinX, _vm->_map->_curGoblinY) == 3) ||
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((_vm->_map->getPass(_vm->_map->_curGoblinX, _vm->_map->_curGoblinY) == 6)
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&& (_currentGoblin == 1))) {
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gobDesc->nextState = 20;
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break;
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}
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switch (gobDesc->curLookDir) {
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case 2:
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case 4:
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gobDesc->nextState = 18;
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break;
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case 6:
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case 0:
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gobDesc->nextState = 19;
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break;
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}
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break;
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}
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return;
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}
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void Goblin_v1::moveAdvance(Mult::Mult_Object *obj, Gob_Object *gobDesc,
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int16 nextAct, int16 framesCount) {
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int16 i;
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int16 newX;
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int16 newY;
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int16 flag;
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movePathFind(0, gobDesc, nextAct);
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gobDesc->curFrame++;
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if (gobDesc->curFrame == 1)
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gobDesc->actionStartState = gobDesc->state;
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if ((_goesAtTarget == 0) && (gobDesc->stateMach == gobDesc->realStateMach)) {
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switch (gobDesc->state) {
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case 0:
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case 1:
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case 7:
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case 13:
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case 16:
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case 27:
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gobDesc->curLookDir = 0;
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break;
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case 3:
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case 4:
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case 5:
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case 12:
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case 23:
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case 26:
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gobDesc->curLookDir = 4;
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break;
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case 28:
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if (_currentGoblin != 1)
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break;
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gobDesc->curLookDir = 2;
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break;
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case 2:
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case 8:
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case 15:
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case 22:
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case 25:
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gobDesc->curLookDir = 2;
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break;
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case 29:
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if (_currentGoblin != 1)
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break;
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gobDesc->curLookDir = 6;
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break;
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case 6:
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case 9:
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case 14:
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case 17:
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case 24:
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gobDesc->curLookDir = 6;
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break;
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}
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}
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if ((gobDesc->state >= 0) && (gobDesc->state < 10) &&
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(gobDesc->stateMach == gobDesc->realStateMach) &&
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((gobDesc->curFrame == 3) || (gobDesc->curFrame == 6))) {
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_vm->_sound->speakerOn(10 * _vm->_util->getRandom(3) + 50, 5);
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}
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if ((_currentGoblin == 0) &&
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(gobDesc->stateMach == gobDesc->realStateMach) &&
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((gobDesc->state == 10) || (gobDesc->state == 11)) &&
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(gobDesc->curFrame == 9)) {
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_vm->_sound->blasterStop(0);
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if (_itemIndInPocket != -1)
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_vm->_sound->blasterPlay(&_soundData[14], 1, 9000);
|
|
else
|
|
_vm->_sound->blasterPlay(&_soundData[14], 1, 5000);
|
|
}
|
|
|
|
if (_boreCounter++ == 120) {
|
|
_boreCounter = 0;
|
|
for (i = 0; i < 3; i++)
|
|
showBoredom(i);
|
|
}
|
|
|
|
if ((gobDesc->multState != -1) && (gobDesc->curFrame == framesCount) &&
|
|
(gobDesc->state != gobDesc->multState)) {
|
|
gobDesc->nextState = gobDesc->multState;
|
|
gobDesc->multState = -1;
|
|
|
|
newX = _vm->_scenery->getAnimLayer(gobDesc->animation,
|
|
_gobStateLayer)->animDeltaX + gobDesc->xPos;
|
|
|
|
newY = _vm->_scenery->getAnimLayer(gobDesc->animation,
|
|
_gobStateLayer)->animDeltaY + gobDesc->yPos;
|
|
|
|
_gobStateLayer = nextLayer(gobDesc);
|
|
|
|
gobDesc->xPos = newX;
|
|
gobDesc->yPos = newY;
|
|
} else {
|
|
if ((gobDesc->curFrame == 3) &&
|
|
(gobDesc->stateMach == gobDesc->realStateMach) &&
|
|
((gobDesc->state < 10) ||
|
|
((_currentGoblin == 1) && ((gobDesc->state == 28) ||
|
|
(gobDesc->state == 29))))) {
|
|
flag = 0;
|
|
if (_forceNextState[0] != -1) {
|
|
gobDesc->nextState = _forceNextState[0];
|
|
for (i = 0; i < 9; i++)
|
|
_forceNextState[i] = _forceNextState[i + 1];
|
|
}
|
|
|
|
_vm->_map->_curGoblinX = _gobPositions[_currentGoblin].x;
|
|
_vm->_map->_curGoblinY = _gobPositions[_currentGoblin].y;
|
|
|
|
if (gobDesc->nextState != gobDesc->state) {
|
|
_gobStateLayer = nextLayer(gobDesc);
|
|
flag = 1;
|
|
}
|
|
|
|
switch (gobDesc->state) {
|
|
case 0:
|
|
_gobPositions[_currentGoblin].x--;
|
|
break;
|
|
|
|
case 2:
|
|
case 8:
|
|
_gobPositions[_currentGoblin].y--;
|
|
break;
|
|
|
|
case 4:
|
|
_gobPositions[_currentGoblin].x++;
|
|
break;
|
|
|
|
case 6:
|
|
case 9:
|
|
_gobPositions[_currentGoblin].y++;
|
|
break;
|
|
|
|
case 1:
|
|
_gobPositions[_currentGoblin].x--;
|
|
_gobPositions[_currentGoblin].y--;
|
|
break;
|
|
|
|
case 3:
|
|
_gobPositions[_currentGoblin].x++;
|
|
_gobPositions[_currentGoblin].y--;
|
|
break;
|
|
|
|
case 5:
|
|
_gobPositions[_currentGoblin].x++;
|
|
_gobPositions[_currentGoblin].y++;
|
|
break;
|
|
|
|
case 7:
|
|
_gobPositions[_currentGoblin].x--;
|
|
_gobPositions[_currentGoblin].y++;
|
|
break;
|
|
|
|
case 38:
|
|
_gobPositions[_currentGoblin].y++;
|
|
break;
|
|
}
|
|
|
|
if (_currentGoblin == 1) {
|
|
if (gobDesc->state == 28)
|
|
_gobPositions[1].y--;
|
|
|
|
if (gobDesc->state == 29)
|
|
_gobPositions[1].y++;
|
|
}
|
|
|
|
if (flag != 0) {
|
|
_vm->_scenery->updateAnim(_gobStateLayer, 0,
|
|
gobDesc->animation, 0, gobDesc->xPos, gobDesc->yPos, 0);
|
|
|
|
gobDesc->yPos =
|
|
(_vm->_map->_curGoblinY + 1) * 6 -
|
|
(_vm->_scenery->_toRedrawBottom - _vm->_scenery->_animTop);
|
|
gobDesc->xPos =
|
|
_vm->_map->_curGoblinX * 12 - (_vm->_scenery->_toRedrawLeft -
|
|
_vm->_scenery->_animLeft);
|
|
}
|
|
|
|
if (((gobDesc->state == 10) || (gobDesc->state == 11)) &&
|
|
(_currentGoblin != 0))
|
|
_goesAtTarget = 1;
|
|
}
|
|
|
|
if (gobDesc->curFrame != framesCount)
|
|
return;
|
|
|
|
if (_forceNextState[0] != -1) {
|
|
gobDesc->nextState = _forceNextState[0];
|
|
for (i = 0; i < 9; i++)
|
|
_forceNextState[i] = _forceNextState[i + 1];
|
|
}
|
|
|
|
_vm->_map->_curGoblinX = _gobPositions[_currentGoblin].x;
|
|
_vm->_map->_curGoblinY = _gobPositions[_currentGoblin].y;
|
|
|
|
_gobStateLayer = nextLayer(gobDesc);
|
|
if (gobDesc->stateMach == gobDesc->realStateMach) {
|
|
|
|
switch (gobDesc->nextState) {
|
|
case 0:
|
|
_gobPositions[_currentGoblin].x--;
|
|
break;
|
|
|
|
case 2:
|
|
case 8:
|
|
_gobPositions[_currentGoblin].y--;
|
|
break;
|
|
|
|
case 4:
|
|
_gobPositions[_currentGoblin].x++;
|
|
break;
|
|
|
|
case 6:
|
|
case 9:
|
|
_gobPositions[_currentGoblin].y++;
|
|
break;
|
|
|
|
case 1:
|
|
_gobPositions[_currentGoblin].x--;
|
|
_gobPositions[_currentGoblin].y--;
|
|
break;
|
|
|
|
case 3:
|
|
_gobPositions[_currentGoblin].x++;
|
|
_gobPositions[_currentGoblin].y--;
|
|
break;
|
|
|
|
case 5:
|
|
_gobPositions[_currentGoblin].x++;
|
|
_gobPositions[_currentGoblin].y++;
|
|
break;
|
|
|
|
case 7:
|
|
_gobPositions[_currentGoblin].x--;
|
|
_gobPositions[_currentGoblin].y++;
|
|
break;
|
|
|
|
case 38:
|
|
_gobPositions[_currentGoblin].y++;
|
|
break;
|
|
}
|
|
|
|
if (_currentGoblin == 1) {
|
|
if (gobDesc->nextState == 28)
|
|
_gobPositions[1].y--;
|
|
|
|
if (gobDesc->nextState == 29)
|
|
_gobPositions[1].y++;
|
|
}
|
|
}
|
|
|
|
_vm->_scenery->updateAnim(_gobStateLayer, 0, gobDesc->animation, 0,
|
|
gobDesc->xPos, gobDesc->yPos, 0);
|
|
|
|
gobDesc->yPos =
|
|
(_vm->_map->_curGoblinY + 1) * 6 - (_vm->_scenery->_toRedrawBottom -
|
|
_vm->_scenery->_animTop);
|
|
gobDesc->xPos =
|
|
_vm->_map->_curGoblinX * 12 -
|
|
(_vm->_scenery->_toRedrawLeft - _vm->_scenery->_animLeft);
|
|
|
|
if (((gobDesc->state == 10) || (gobDesc->state == 11)) &&
|
|
(_currentGoblin != 0))
|
|
_goesAtTarget = 1;
|
|
}
|
|
return;
|
|
}
|
|
|
|
} // End of namespace Gob
|