mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-22 09:49:11 +00:00
51933629d1
svn-id: r45616
679 lines
18 KiB
C++
679 lines
18 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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#include "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/global.h"
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#include "gob/util.h"
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#include "gob/game.h"
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#include "gob/map.h"
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#include "gob/mult.h"
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#include "gob/scenery.h"
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#include "gob/inter.h"
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namespace Gob {
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Goblin_v2::Goblin_v2(GobEngine *vm) : Goblin_v1(vm) {
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_gobsCount = -1;
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_rotStates[0][0] = 0; _rotStates[0][1] = 18; _rotStates[0][2] = 19; _rotStates[0][3] = 20;
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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] = 23; _rotStates[3][1] = 21; _rotStates[3][2] = 22; _rotStates[3][3] = 6;
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}
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void Goblin_v2::freeObjects() {
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if (_gobsCount < 0)
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return;
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for (int i = 0; i < _gobsCount; i++) {
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delete[] _vm->_mult->_objects[i].goblinStates[0];
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delete[] _vm->_mult->_objects[i].goblinStates;
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}
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for (int i = 0; i < _soundSlotsCount; i++)
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if ((_soundSlots[i] & 0x8000) == 0)
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_vm->_game->freeSoundSlot(_soundSlots[i]);
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_gobsCount = -1;
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}
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void Goblin_v2::placeObject(Gob_Object *objDesc, char animated,
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int16 index, int16 x, int16 y, int16 state) {
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Mult::Mult_Object *obj;
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Mult::Mult_AnimData *objAnim;
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int16 layer;
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int16 animation;
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obj = &_vm->_mult->_objects[index];
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objAnim = obj->pAnimData;
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obj->goblinX = x;
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obj->goblinY = y;
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objAnim->order = y;
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if (state == -1) {
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objAnim->frame = 0;
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objAnim->isPaused = 0;
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objAnim->isStatic = 0;
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objAnim->newCycle = 0;
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_vm->_scenery->updateAnim(objAnim->layer, 0, objAnim->animation, 0,
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*obj->pPosX, *obj->pPosY, 0);
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if (!_vm->_map->_bigTiles)
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*obj->pPosY = (y + 1) * _vm->_map->_tilesHeight
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- (_vm->_scenery->_animBottom - _vm->_scenery->_animTop);
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else
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*obj->pPosY = ((y + 1) * _vm->_map->_tilesHeight) -
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(_vm->_scenery->_animBottom - _vm->_scenery->_animTop) - (y + 1) / 2;
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*obj->pPosX = x * _vm->_map->_tilesWidth;
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} else {
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if ((obj->goblinStates != 0) && (obj->goblinStates[state] != 0)) {
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layer = obj->goblinStates[state][0].layer;
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animation = obj->goblinStates[state][0].animation;
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objAnim->state = state;
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objAnim->layer = layer;
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objAnim->animation = animation;
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objAnim->frame = 0;
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objAnim->isPaused = 0;
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objAnim->isStatic = 0;
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objAnim->newCycle = _vm->_scenery->getAnimLayer(animation, layer)->framesCount;
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_vm->_scenery->updateAnim(layer, 0, animation, 0, *obj->pPosX, *obj->pPosY, 0);
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if (!_vm->_map->_bigTiles)
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*obj->pPosY = (y + 1) * _vm->_map->_tilesHeight
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- (_vm->_scenery->_animBottom - _vm->_scenery->_animTop);
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else
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*obj->pPosY = ((y + 1) * _vm->_map->_tilesHeight) -
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(_vm->_scenery->_animBottom - _vm->_scenery->_animTop) - (y + 1) / 2;
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*obj->pPosX = x * _vm->_map->_tilesWidth;
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initiateMove(obj);
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} else
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initiateMove(obj);
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}
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}
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void Goblin_v2::initiateMove(Mult::Mult_Object *obj) {
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obj->destX = obj->gobDestX;
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obj->destY = obj->gobDestY;
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_vm->_map->findNearestToDest(obj);
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_vm->_map->findNearestToGob(obj);
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_vm->_map->optimizePoints(obj, obj->goblinX, obj->goblinY);
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obj->pAnimData->pathExistence = _vm->_map->checkDirectPath(obj,
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obj->goblinX, obj->goblinY, obj->gobDestX, obj->gobDestY);
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if (obj->pAnimData->pathExistence == 3) {
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obj->destX = _vm->_map->_wayPoints[obj->nearestWayPoint].x;
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obj->destY = _vm->_map->_wayPoints[obj->nearestWayPoint].y;
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}
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}
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void Goblin_v2::movePathFind(Mult::Mult_Object *obj, Gob_Object *gobDesc, int16 nextAct) {
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Mult::Mult_AnimData *animData;
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int16 framesCount;
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int16 gobX;
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int16 gobY;
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int16 gobDestX;
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int16 gobDestY;
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int16 destX;
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int16 destY;
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int16 dir;
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dir = 0;
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animData = obj->pAnimData;
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framesCount = _vm->_scenery->getAnimLayer(animData->animation, animData->layer)->framesCount;
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animData->newCycle = framesCount;
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gobX = obj->goblinX;
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gobY = obj->goblinY;
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animData->order = gobY;
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gobDestX = obj->gobDestX;
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gobDestY = obj->gobDestY;
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animData->destX = gobDestX;
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animData->destY = gobDestY;
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destX = obj->destX;
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destY = obj->destY;
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if (animData->pathExistence == 1) {
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dir = _vm->_map->getDirection(gobX, gobY, destX, destY);
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if (dir == 0)
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animData->pathExistence = 0;
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if ((gobX == destX) && (gobY == destY))
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animData->pathExistence = 4;
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} else if (animData->pathExistence == 3) {
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if ((gobX == gobDestX) && (gobY == gobDestY)) {
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animData->pathExistence = 4;
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destX = gobDestX;
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destY = gobDestY;
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} else {
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if (_vm->_map->checkDirectPath(obj, gobX, gobY, gobDestX, gobDestY) != 1) {
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if ((gobX == destX) && (gobY == destY)) {
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if (obj->nearestWayPoint > obj->nearestDest) {
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_vm->_map->optimizePoints(obj, gobX, gobY);
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destX = _vm->_map->_wayPoints[obj->nearestWayPoint].x;
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destY = _vm->_map->_wayPoints[obj->nearestWayPoint].y;
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if (_vm->_map->checkDirectPath(obj, gobX, gobY, destX, destY) == 3) {
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WRITE_VAR(56, 1);
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animData->pathExistence = 0;
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}
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if (obj->nearestWayPoint > obj->nearestDest)
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obj->nearestWayPoint--;
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} else if (obj->nearestWayPoint < obj->nearestDest) {
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_vm->_map->optimizePoints(obj, gobX, gobY);
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destX = _vm->_map->_wayPoints[obj->nearestWayPoint].x;
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destY = _vm->_map->_wayPoints[obj->nearestWayPoint].y;
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if (_vm->_map->checkDirectPath(obj, gobX, gobY, destX, destY) == 3) {
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WRITE_VAR(56, 1);
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animData->pathExistence = 0;
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}
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if (obj->nearestWayPoint < obj->nearestDest)
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obj->nearestWayPoint++;
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} else {
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if ((_vm->_map->checkDirectPath(obj, gobX, gobY, gobDestX, gobDestY) == 3) &&
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(_vm->_map->getPass(gobDestX, gobDestY) != 0)) {
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destX = _vm->_map->_wayPoints[obj->nearestWayPoint].x;
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destY = _vm->_map->_wayPoints[obj->nearestWayPoint].y;
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WRITE_VAR(56, 1);
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} else {
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animData->pathExistence = 1;
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destX = gobDestX;
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destY = gobDestY;
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}
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}
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}
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} else {
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destX = gobDestX;
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destY = gobDestY;
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}
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dir = _vm->_map->getDirection(gobX, gobY, destX, destY);
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}
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}
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obj->goblinX = gobX;
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obj->goblinY = gobY;
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obj->gobDestX = gobDestX;
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obj->gobDestY = gobDestY;
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obj->destX = destX;
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obj->destY = destY;
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switch (dir) {
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case Map::kDirNW:
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animData->nextState = 1;
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if (_vm->_map->_screenWidth == 640) {
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if (_vm->_map->getPass(obj->goblinX, obj->goblinY) == 10)
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animData->nextState = 40;
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if (_vm->_map->getPass(obj->goblinX - 1, obj->goblinY - 2) != 10)
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animData->nextState = 1;
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}
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break;
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case Map::kDirN:
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animData->nextState =
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(animData->curLookDir == 2) ? 2 : rotateState(animData->curLookDir, 2);
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if (_vm->_map->_screenWidth == 640) {
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if (_vm->_map->getPass(obj->goblinX, obj->goblinY) == 10) {
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if (_vm->_map->getPass(obj->goblinX - 1, obj->goblinY - 2) != 10) {
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if (_vm->_map->getPass(obj->goblinX + 1, obj->goblinY - 2) == 10)
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animData->nextState = 42;
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else
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animData->nextState = 2;
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} else
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animData->nextState = 40;
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} else if (_vm->_map->getPass(obj->goblinX, obj->goblinY) == 20)
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animData->nextState = 38;
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else if (_vm->_map->getPass(obj->goblinX, obj->goblinY) == 19)
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animData->nextState = 26;
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}
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break;
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case Map::kDirNE:
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animData->nextState = 3;
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if (_vm->_map->_screenWidth == 640) {
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if (_vm->_map->getPass(obj->goblinX, obj->goblinY) == 10)
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animData->nextState = 42;
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if (_vm->_map->getPass(obj->goblinX + 1, obj->goblinY - 2) != 10)
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animData->nextState = 3;
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}
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break;
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case Map::kDirW:
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animData->nextState = rotateState(animData->curLookDir, 0);
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break;
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case Map::kDirE:
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animData->nextState = rotateState(animData->curLookDir, 4);
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break;
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case Map::kDirSW:
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animData->nextState = 7;
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if (_vm->_map->_screenWidth == 640) {
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if (_vm->_map->getPass(obj->goblinX, obj->goblinY) == 10)
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animData->nextState = 41;
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if (_vm->_map->getPass(obj->goblinX - 1, obj->goblinY + 2) != 10)
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animData->nextState = 7;
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}
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break;
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case Map::kDirS:
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animData->nextState =
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(animData->curLookDir == 6) ? 6 : rotateState(animData->curLookDir, 6);
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if (_vm->_map->_screenWidth == 640) {
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if (_vm->_map->getPass(obj->goblinX, obj->goblinY) == 20)
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animData->nextState = 39;
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if (_vm->_map->getPass(obj->goblinX, obj->goblinY) == 19)
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animData->nextState = 27;
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}
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break;
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case Map::kDirSE:
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animData->nextState = 5;
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if (_vm->_map->_screenWidth == 640) {
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if (_vm->_map->getPass(obj->goblinX, obj->goblinY) == 10)
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animData->nextState = 43;
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if (_vm->_map->getPass(obj->goblinX + 1, obj->goblinY + 2) != 10)
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animData->nextState = 5;
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}
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break;
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default:
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if (animData->curLookDir == 0)
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animData->nextState = 8;
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else if (animData->curLookDir == 2)
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animData->nextState = 29;
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else if (animData->curLookDir == 4)
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animData->nextState = 9;
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else if (animData->curLookDir == 6)
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animData->nextState = 28;
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break;
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}
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}
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void Goblin_v2::moveAdvance(Mult::Mult_Object *obj, Gob_Object *gobDesc,
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int16 nextAct, int16 framesCount) {
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Mult::Mult_AnimData *animData;
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int16 gobX;
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int16 gobY;
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int16 animation;
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int16 state;
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int16 layer;
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if (!obj->goblinStates)
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return;
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movePathFind(obj, 0, 0);
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playSounds(obj);
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animData = obj->pAnimData;
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framesCount = _vm->_scenery->getAnimLayer(animData->animation, animData->layer)->framesCount;
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if (animData->isPaused == 0)
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animData->frame++;
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switch (animData->stateType) {
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case 0:
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case 1:
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animData->isPaused = 0;
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break;
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case 4:
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if (animData->frame == 0)
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animData->isPaused = 1;
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break;
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case 6:
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if (animData->frame >= framesCount)
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animData->isPaused = 1;
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break;
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}
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switch (animData->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 23:
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case 40:
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case 41:
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animData->curLookDir = 0;
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break;
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case 2:
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case 15:
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case 18:
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case 21:
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case 26:
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case 38:
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animData->curLookDir = 2;
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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 19:
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case 22:
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case 42:
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case 43:
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animData->curLookDir = 4;
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break;
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case 6:
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case 14:
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case 17:
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case 20:
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case 27:
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case 39:
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animData->curLookDir = 6;
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break;
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case 8:
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case 9:
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case 28:
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case 29:
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if (animData->pathExistence == 4)
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animData->pathExistence = 5;
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break;
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}
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if ((animData->newState != -1) && (animData->frame == framesCount) &&
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(animData->newState != animData->state)) {
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animData->nextState = animData->newState;
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animData->newState = -1;
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animData->state = animData->nextState;
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Scenery::AnimLayer *animLayer =
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_vm->_scenery->getAnimLayer(animData->animation, animData->layer);
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*obj->pPosX += animLayer->animDeltaX;
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*obj->pPosY += animLayer->animDeltaY;
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animation = obj->goblinStates[animData->nextState][0].animation;
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layer = obj->goblinStates[animData->nextState][0].layer;
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animData->layer = layer;
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animData->animation = animation;
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animData->frame = 0;
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} else {
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if (isMovement(animData->state)) {
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state = animData->nextState;
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if (animData->frame == ((framesCount + 1) / 2)) {
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gobX = obj->goblinX;
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gobY = obj->goblinY;
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advMovement(obj, state);
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if (animData->state != state) {
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animation = obj->goblinStates[state][0].animation;
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layer = obj->goblinStates[state][0].layer;
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animData->layer = layer;
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animData->animation = animation;
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animData->frame = 0;
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animData->state = state;
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_vm->_scenery->updateAnim(layer, 0, animation, 0, *obj->pPosX, *obj->pPosY, 0);
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if (_vm->_map->_bigTiles)
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*obj->pPosY = ((gobY + 1) * _vm->_map->_tilesHeight) -
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(_vm->_scenery->_animBottom - _vm->_scenery->_animTop) - (gobY + 1) / 2;
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else
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*obj->pPosY = ((gobY + 1) * _vm->_map->_tilesHeight) -
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(_vm->_scenery->_animBottom - _vm->_scenery->_animTop);
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*obj->pPosX = gobX * _vm->_map->_tilesWidth;
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}
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}
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}
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if (animData->frame >= framesCount) {
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state = animData->nextState;
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animation = obj->goblinStates[state][0].animation;
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layer = obj->goblinStates[state][0].layer;
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animData->layer = layer;
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animData->animation = animation;
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animData->frame = 0;
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animData->state = state;
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gobX = obj->goblinX;
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gobY = obj->goblinY;
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advMovement(obj, state);
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_vm->_scenery->updateAnim(layer, 0, animation, 0, *obj->pPosX, *obj->pPosY, 0);
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if (_vm->_map->_bigTiles)
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*obj->pPosY = ((gobY + 1) * _vm->_map->_tilesHeight) -
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(_vm->_scenery->_animBottom - _vm->_scenery->_animTop) - (gobY + 1) / 2;
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else
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*obj->pPosY = ((gobY + 1) * _vm->_map->_tilesHeight) -
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(_vm->_scenery->_animBottom - _vm->_scenery->_animTop);
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*obj->pPosX = gobX * _vm->_map->_tilesWidth;
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}
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}
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}
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void Goblin_v2::handleGoblins() {
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Mult::Mult_Object *obj0, *obj1;
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Mult::Mult_AnimData *anim0, *anim1;
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int16 pass;
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int16 gob1State, gob2State;
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int16 gob1X, gob2X;
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int16 gob1Y, gob2Y;
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int16 gob1DestX, gob2DestX;
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int16 gob1DestY, gob2DestY;
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obj0 = &_vm->_mult->_objects[0];
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obj1 = &_vm->_mult->_objects[1];
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anim0 = obj0->pAnimData;
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anim1 = obj1->pAnimData;
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gob1State = anim0->state;
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gob2State = anim1->state;
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if (!anim0->isBusy) {
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if (!_gob1Busy && (anim0->isStatic == 0)) {
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if ((VAR(_gob1RelaxTimeVar) == 0) && (gob1State == 28)) {
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// Goblin 1 showing boredom
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gob1State = _vm->_util->getRandom(3) + 24;
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setState(0, gob1State);
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WRITE_VAR(_gob1RelaxTimeVar, 100);
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} else
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WRITE_VAR(_gob1RelaxTimeVar, VAR(_gob1RelaxTimeVar) - 1);
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}
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if ((gob1State == 8) || (gob1State == 9) || (gob1State == 29))
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anim0->curLookDir = 6;
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}
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if (!anim1->isBusy) {
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if (!_gob2Busy && (anim1->isStatic == 0)) {
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if ((VAR(_gob2RelaxTimeVar) == 0) && (gob2State == 28)) {
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// Goblin 2 showing boredom
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gob2State = _vm->_util->getRandom(3) + 24;
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setState(1, gob2State);
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WRITE_VAR(_gob2RelaxTimeVar, 100);
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} else
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WRITE_VAR(_gob2RelaxTimeVar, VAR(_gob2RelaxTimeVar) - 1);
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}
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if ((gob2State == 8) || (gob2State == 9) || (gob2State == 29))
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anim1->curLookDir = 6;
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}
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if ((anim0->isBusy == 1) && (anim0->isStatic == 0) &&
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((anim0->state == 28) || (anim0->state == 29)))
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anim0->curLookDir = 0;
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if ((anim1->isBusy == 1) && (anim1->isStatic == 0) &&
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((anim1->state == 28) || (anim1->state == 29)))
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anim1->curLookDir = 0;
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if (VAR(18) != ((uint32) -1)) {
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if (anim0->layer == 44)
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anim0->curLookDir = 4;
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else if (anim0->layer == 45)
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anim0->curLookDir = 0;
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if (anim0->isBusy == 0)
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anim0->curLookDir = 6;
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}
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if (VAR(19) != ((uint32) -1)) {
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if (anim1->layer == 48)
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anim1->curLookDir = 4;
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else if (anim1->layer == 49)
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anim1->curLookDir = 0;
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if (anim1->isBusy == 0)
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anim1->curLookDir = 6;
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}
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if ((anim0->layer == 45) && (anim0->curLookDir == 4) && (anim0->pathExistence == 5) &&
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(VAR(18) == ((uint32) -1)) && !_gob1NoTurn) {
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setState(0, 19); // Turning right->left
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}
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if ((anim0->layer == 44) && (anim0->curLookDir == 0) && (anim0->pathExistence == 5) &&
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(VAR(18) == ((uint32) -1)) && !_gob1NoTurn) {
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setState(0, 16); // Turning left->right
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}
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if ((anim1->layer == 49) && (anim1->curLookDir == 4) && (anim1->pathExistence == 5) &&
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(VAR(19) == ((uint32) -1)) && !_gob2NoTurn) {
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setState(1, 19); // Turning right->left
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}
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if ((anim1->layer == 48) && (anim1->curLookDir == 0) && (anim1->pathExistence == 5) &&
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(VAR(19) == ((uint32) -1)) && !_gob2NoTurn) {
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setState(1, 16); // Turning left->right
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}
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|
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gob1X = obj0->goblinX;
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gob2X = obj1->goblinX;
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gob1Y = obj0->goblinY;
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gob2Y = obj1->goblinY;
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gob1DestX = anim0->destX;
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gob2DestX = anim1->destX;
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gob1DestY = anim0->destY;
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gob2DestY = anim1->destY;
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pass = _vm->_map->getPass(gob1X, gob1Y);
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if ((pass > 17) && (pass < 21)) // Ladders, ropes, stairs
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updateLayer1(anim0);
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pass = _vm->_map->getPass(gob2X, gob2Y);
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if ((pass > 17) && (pass < 21)) // Ladders, ropes, stairs
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updateLayer2(anim1);
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if ((gob1DestX < 0) || (gob1DestX > 39) || (gob1DestY < 0) || (gob1DestY > 39))
|
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return;
|
|
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if (gob1Y > gob1DestY) {
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if (_vm->_map->getPass(gob1DestX, gob1DestY) > 17) {
|
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do {
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gob1DestY--;
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} while (_vm->_map->getPass(gob1DestX, gob1DestY) > 17);
|
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gob1DestY++;
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if (_vm->_map->getPass(gob1DestX - 1, gob1DestY) == 0) {
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if (_vm->_map->getPass(gob1DestX + 1, gob1DestY) != 0)
|
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gob1DestX++;
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} else
|
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gob1DestX--;
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move(gob1DestX, gob1DestY, 0);
|
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}
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} else {
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if (_vm->_map->getPass(gob1DestX, gob1DestY) > 17) {
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do {
|
|
gob1DestY++;
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} while (_vm->_map->getPass(gob1DestX, gob1DestY) > 17);
|
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gob1DestY--;
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if (_vm->_map->getPass(gob1DestX - 1, gob1DestY) == 0) {
|
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if (_vm->_map->getPass(gob1DestX + 1, gob1DestY) != 0)
|
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gob1DestX++;
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} else
|
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gob1DestX--;
|
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move(gob1DestX, gob1DestY, 0);
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}
|
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}
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if (gob2Y > gob2DestY) {
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if (_vm->_map->getPass(gob2DestX, gob2DestY) > 17) {
|
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do {
|
|
gob2DestY--;
|
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} while (_vm->_map->getPass(gob2DestX, gob2DestY) > 17);
|
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gob2DestY++;
|
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if (_vm->_map->getPass(gob2DestX - 1, gob2DestY) == 0) {
|
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if (_vm->_map->getPass(gob2DestX + 1, gob2DestY) != 0)
|
|
gob2DestX++;
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} else
|
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gob2DestX--;
|
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move(gob2DestX, gob2DestY, 1);
|
|
}
|
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} else {
|
|
if (_vm->_map->getPass(gob2DestX, gob2DestY) > 17) {
|
|
do {
|
|
gob2DestY++;
|
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} while (_vm->_map->getPass(gob2DestX, gob2DestY) > 17);
|
|
gob2DestY--;
|
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if (_vm->_map->getPass(gob2DestX - 1, gob2DestY) == 0) {
|
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if (_vm->_map->getPass(gob2DestX + 1, gob2DestY) != 0)
|
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gob2DestX++;
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} else
|
|
gob2DestX--;
|
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move(gob2DestX, gob2DestY, 1);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool Goblin_v2::isMovement(int8 state) {
|
|
if ((state >= 0) && (state < 8))
|
|
return true;
|
|
if ((state == 38) || (state == 39))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
void Goblin_v2::advMovement(Mult::Mult_Object *obj, int8 state) {
|
|
switch (state) {
|
|
case 0:
|
|
obj->goblinX--;
|
|
break;
|
|
|
|
case 1:
|
|
obj->goblinX--;
|
|
obj->goblinY--;
|
|
break;
|
|
|
|
case 2:
|
|
case 38:
|
|
obj->goblinY--;
|
|
break;
|
|
|
|
case 3:
|
|
obj->goblinX++;
|
|
obj->goblinY--;
|
|
break;
|
|
|
|
case 4:
|
|
obj->goblinX++;
|
|
break;
|
|
|
|
case 5:
|
|
obj->goblinX++;
|
|
obj->goblinY++;
|
|
break;
|
|
|
|
case 6:
|
|
case 39:
|
|
obj->goblinY++;
|
|
break;
|
|
|
|
case 7:
|
|
obj->goblinX--;
|
|
obj->goblinY++;
|
|
break;
|
|
}
|
|
}
|
|
|
|
} // End of namespace Gob
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