mirror of
https://github.com/libretro/scummvm.git
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1c4715b71f
- Fixed some mistakes I made in the Parse_v2 functions. Now the goblins (finally) move. Also, the correct music is played in the first screen. - Found the hook for the menu - On freeing a sound slot, only stop the playing music if it's in the slot to free svn-id: r23700
214 lines
6.1 KiB
C++
214 lines
6.1 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2004 Ivan Dubrov
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* Copyright (C) 2004-2006 The ScummVM project
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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#include "common/stdafx.h"
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#include "common/endian.h"
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#include "common/stream.h"
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#include "gob/gob.h"
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#include "gob/map.h"
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#include "gob/dataio.h"
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#include "gob/goblin.h"
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#include "gob/sound.h"
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#include "gob/inter.h"
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#include "gob/game.h"
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#include "gob/parse.h"
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#include "gob/mult.h"
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#include "gob/scenery.h"
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namespace Gob {
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Map_v2::Map_v2(GobEngine *vm) : Map_v1(vm) {
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}
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Map_v2::~Map_v2() {
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_passMap = 0;
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}
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void Map_v2::loadMapObjects(char *avjFile) {
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int i;
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int j;
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int k;
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uint8 wayPointsCount;
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int16 var;
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int16 id;
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int16 mapHeight;
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int16 mapWidth;
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int16 tmp;
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int16 numData;
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int16 statesCount;
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int16 state;
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char *variables;
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char *extData;
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uint32 dataPos1;
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uint32 dataPos2;
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int8 statesMask[102];
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Mult::Mult_GobState *statesPtr;
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var = _vm->_parse->parseVarIndex();
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variables = _vm->_global->_inter_variables + var;
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id = _vm->_inter->load16();
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if (id == -1) {
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_passMap = (int8 *)(_vm->_global->_inter_variables + var);
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return;
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}
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extData = _vm->_game->loadExtData(id, 0, 0);
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Common::MemoryReadStream mapData((byte *) extData, 4294967295U);
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if (mapData.readByte() == 3) {
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_screenWidth = 640;
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_passWidth = 65;
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} else {
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_screenWidth = 320;
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_passWidth = 40;
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}
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_wayPointsCount = mapData.readByte();
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_tilesWidth = mapData.readSint16LE();
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_tilesHeight = mapData.readSint16LE();
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_bigTiles = !(_tilesHeight & 0xFF00);
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_tilesHeight &= 0xFF;
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_mapWidth = _screenWidth / _tilesWidth;
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_mapHeight = 200 / _tilesHeight;
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dataPos2 = mapData.pos();
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mapData.seek(_mapWidth * _mapHeight, SEEK_CUR);
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if (*extData == 1)
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wayPointsCount = _wayPointsCount = 40;
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else
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wayPointsCount = _wayPointsCount == 0 ? 1 : _wayPointsCount;
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_wayPoints = new Point[wayPointsCount];
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for (i = 0; i < _wayPointsCount; i++) {
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_wayPoints[i].x = mapData.readSByte();
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_wayPoints[i].y = mapData.readSByte();
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_wayPoints[i].field_2 = mapData.readSByte();
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}
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// In the original asm, this writes byte-wise into the variables-array
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dataPos1 = mapData.pos();
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mapData.seek(dataPos2);
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if (variables != _vm->_global->_inter_variables) {
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_passMap = (int8 *) variables;
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mapHeight = 200 / _tilesHeight;
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mapWidth = _screenWidth / _tilesWidth;
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for (i = 0; i < mapHeight; i++)
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for (j = 0; j < mapWidth; j++)
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setPass(j, i, mapData.readSByte());
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}
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mapData.seek(dataPos1);
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tmp = mapData.readSint16LE();
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mapData.seek(tmp * 14, SEEK_CUR);
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tmp = mapData.readSint16LE();
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mapData.seek(tmp * 14 + 28, SEEK_CUR);
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tmp = mapData.readSint16LE();
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mapData.seek(tmp * 14, SEEK_CUR);
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_vm->_goblin->_gobsCount = tmp;
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for (i = 0; i < _vm->_goblin->_gobsCount; i++) {
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memset(statesMask, -1, 101);
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_vm->_mult->_objects[i].goblinStates = new Mult::Mult_GobState*[101];
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memset(_vm->_mult->_objects[i].goblinStates, 0, 101 * sizeof(Mult::Mult_GobState *));
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mapData.read(statesMask, 100);
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dataPos1 = mapData.pos();
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statesCount = 0;
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for (j = 0; j < 100; j++) {
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if (statesMask[j] != -1) {
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statesCount++;
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mapData.seek(4, SEEK_CUR);
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numData = mapData.readByte();
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statesCount += numData;
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mapData.seek(numData * 9, SEEK_CUR);
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}
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}
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statesPtr = new Mult::Mult_GobState[statesCount];
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_vm->_mult->_objects[i].goblinStates[0] = statesPtr;
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mapData.seek(dataPos1);
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for (j = 0; j < 100; j++) {
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state = statesMask[j];
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if (state != -1) {
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_vm->_mult->_objects[i].goblinStates[state] = statesPtr++;
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_vm->_mult->_objects[i].goblinStates[state][0].animation = mapData.readSint16LE();
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_vm->_mult->_objects[i].goblinStates[state][0].layer = mapData.readSint16LE();
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numData = mapData.readByte();
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_vm->_mult->_objects[i].goblinStates[state][0].dataCount = numData;
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for (k = 1; k <= numData; k++) {
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mapData.seek(1, SEEK_CUR);
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_vm->_mult->_objects[i].goblinStates[state][k].sndItem = mapData.readSByte();
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mapData.seek(1, SEEK_CUR);
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_vm->_mult->_objects[i].goblinStates[state][k].sndFrame = mapData.readByte();
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mapData.seek(1, SEEK_CUR);
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_vm->_mult->_objects[i].goblinStates[state][k].freq = mapData.readSint16LE();
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_vm->_mult->_objects[i].goblinStates[state][k].repCount = mapData.readSByte();
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_vm->_mult->_objects[i].goblinStates[state][k].speaker = mapData.readByte();
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statesPtr++;
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}
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}
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}
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}
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_vm->_goblin->_soundSlotsCount = _vm->_inter->load16();
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for (i = 0; i < _vm->_goblin->_soundSlotsCount; i++)
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_vm->_goblin->_soundSlots[i] = _vm->_inter->loadSound(1);
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}
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void Map_v2::findNearestToGob(Mult::Mult_Object *obj) {
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int16 wayPoint = findNearestWayPoint(obj->goblinX, obj->goblinY);
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if (wayPoint != -1)
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obj->nearestWayPoint = wayPoint;
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}
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void Map_v2::findNearestToDest(Mult::Mult_Object *obj) {
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int16 wayPoint = findNearestWayPoint(obj->destX, obj->destY);
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if (wayPoint != -1)
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obj->nearestDest = wayPoint;
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}
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void Map_v2::optimizePoints(Mult::Mult_Object *obj, int16 x, int16 y) {
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int i;
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int16 var_2;
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if (obj->nearestWayPoint < obj->nearestDest) {
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var_2 = obj->nearestWayPoint;
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for (i = obj->nearestWayPoint; i <= obj->nearestDest; i++) {
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if (checkDirectPath(obj, x, y, _wayPoints[i].x, _wayPoints[i].y) == 1)
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obj->nearestWayPoint = i;
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}
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} else {
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for (i = obj->nearestWayPoint; i >= obj->nearestDest && _wayPoints[i].field_2 != 1; i--) {
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if (checkDirectPath(obj, x, y, _wayPoints[i].x, _wayPoints[i].y) == 1)
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obj->nearestWayPoint = i;
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}
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}
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}
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} // End of namespace Gob
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