mirror of
https://github.com/libretro/scummvm.git
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638 lines
15 KiB
C++
638 lines
15 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 "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/mult.h"
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#include "gob/map.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_v4::Goblin_v4(GobEngine *vm) : Goblin_v3(vm) {
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}
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void Goblin_v4::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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const WayPoint &wayPoint = _vm->_map->getWayPoint(obj->nearestWayPoint);
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destX = wayPoint.x;
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destY = wayPoint.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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const WayPoint &wayPoint = _vm->_map->getWayPoint(obj->nearestWayPoint);
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destX = wayPoint.x;
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destY = wayPoint.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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const WayPoint &wayPoint = _vm->_map->getWayPoint(obj->nearestWayPoint);
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destX = wayPoint.x;
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destY = wayPoint.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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if (_vm->_map->getVersion() == 4) {
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switch (dir) {
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case kDirNW:
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animData->nextState = turnState(animData->state, kDirNW);
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if ((_vm->_map->getPass(obj->goblinX, obj->goblinY) == 10) &&
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(animData->nextState == 1))
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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 = turnState(animData->state, kDirNW);
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break;
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case kDirN:
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animData->nextState =
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(animData->curLookDir == 2) ? 2 : turnState(animData->state, kDirN);
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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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}
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if ((_vm->_map->getPass(obj->goblinX, obj->goblinY) == 20) &&
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(animData->nextState == 2))
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animData->nextState = 38;
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if ((_vm->_map->getPass(obj->goblinX, obj->goblinY) == 19) &&
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(animData->nextState == 2))
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animData->nextState = 26;
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break;
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case kDirNE:
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animData->nextState = turnState(animData->state, kDirNE);
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if ((_vm->_map->getPass(obj->goblinX, obj->goblinY) == 10) &&
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(animData->nextState == 3))
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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 = turnState(animData->state, kDirNE);
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break;
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case kDirW:
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animData->nextState = turnState(animData->state, kDirW);
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break;
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case kDirE:
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animData->nextState = turnState(animData->state, kDirE);
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break;
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case kDirSW:
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animData->nextState = turnState(animData->state, kDirSW);
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if ((_vm->_map->getPass(obj->goblinX, obj->goblinY) == 10) &&
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(animData->nextState == 7))
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animData->nextState = 41;
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if (_vm->_map->getPass(obj->goblinX - 1, obj->goblinY) != 10)
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animData->nextState = turnState(animData->state, kDirSW);
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break;
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case kDirS:
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animData->nextState =
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(animData->curLookDir == 6) ? 6 : turnState(animData->state, kDirS);
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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 = 43;
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else
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animData->nextState = 6;
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} else
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animData->nextState = 41;
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}
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if ((_vm->_map->getPass(obj->goblinX, obj->goblinY) == 20) &&
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(animData->nextState == 6))
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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 == 6))
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animData->nextState = 27;
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break;
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case kDirSE:
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animData->nextState = turnState(animData->state, kDirSE);
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if ((_vm->_map->getPass(obj->goblinX, obj->goblinY) == 10) &&
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(animData->nextState == 5))
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animData->nextState = 43;
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if (_vm->_map->getPass(obj->goblinX + 1, obj->goblinY) != 10)
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animData->nextState = turnState(animData->state, kDirSE);
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break;
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default:
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switch (animData->state) {
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case 0:
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case 8:
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animData->nextState = 8;
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break;
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case 1:
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case 10:
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case 40:
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animData->nextState = 10;
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break;
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case 2:
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case 29:
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animData->nextState = 29;
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break;
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case 3:
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case 11:
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case 42:
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animData->nextState = 11;
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break;
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case 4:
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case 9:
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animData->nextState = 9;
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break;
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case 5:
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case 30:
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case 43:
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animData->nextState = 30;
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break;
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case 6:
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case 28:
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animData->nextState = 28;
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break;
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case 7:
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case 31:
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case 41:
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animData->nextState = 31;
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break;
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}
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break;
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}
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} else {
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switch (dir) {
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case kDirNW:
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animData->nextState = 1;
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if (_vm->_map->getScreenWidth() == 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 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->getScreenWidth() == 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 kDirNE:
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animData->nextState = 3;
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if (_vm->_map->getScreenWidth() == 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 kDirW:
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animData->nextState = rotateState(animData->curLookDir, 0);
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break;
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case kDirE:
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animData->nextState = rotateState(animData->curLookDir, 4);
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break;
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case kDirSW:
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animData->nextState = 7;
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if (_vm->_map->getScreenWidth() == 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 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->getScreenWidth() == 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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else 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 kDirSE:
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animData->nextState = 5;
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if (_vm->_map->getScreenWidth() == 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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switch (animData->curLookDir) {
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case 0:
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animData->nextState = 8;
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break;
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case 1:
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animData->nextState = 10;
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break;
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case 2:
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animData->nextState = 29;
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break;
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case 3:
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animData->nextState = 11;
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break;
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case 4:
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animData->nextState = 9;
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break;
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case 5:
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animData->nextState = 30;
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break;
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case 6:
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animData->nextState = 28;
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break;
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case 7:
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animData->nextState = 31;
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break;
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}
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break;
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}
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}
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}
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void Goblin_v4::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 10:
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case 11:
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case 28:
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case 29:
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case 30:
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case 31:
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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->hasBigTiles())
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*obj->pPosY = ((gobY + 1) * _vm->_map->getTilesHeight()) -
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(_vm->_scenery->_animBottom - _vm->_scenery->_animTop) - (gobY + 1) / 2;
|
|
else
|
|
*obj->pPosY = ((gobY + 1) * _vm->_map->getTilesHeight()) -
|
|
(_vm->_scenery->_animBottom - _vm->_scenery->_animTop);
|
|
*obj->pPosX = gobX * _vm->_map->getTilesWidth();
|
|
}
|
|
}
|
|
}
|
|
|
|
if (animData->frame >= framesCount) {
|
|
state = animData->nextState;
|
|
animation = obj->goblinStates[state][0].animation;
|
|
layer = obj->goblinStates[state][0].layer;
|
|
animData->layer = layer;
|
|
animData->animation = animation;
|
|
animData->frame = 0;
|
|
animData->state = state;
|
|
gobX = obj->goblinX;
|
|
gobY = obj->goblinY;
|
|
|
|
advMovement(obj, state);
|
|
|
|
_vm->_scenery->updateAnim(layer, 0, animation, 0, *obj->pPosX, *obj->pPosY, 0);
|
|
if (_vm->_map->hasBigTiles())
|
|
*obj->pPosY = ((gobY + 1) * _vm->_map->getTilesHeight()) -
|
|
(_vm->_scenery->_animBottom - _vm->_scenery->_animTop) - (gobY + 1) / 2;
|
|
else
|
|
*obj->pPosY = ((gobY + 1) * _vm->_map->getTilesHeight()) -
|
|
(_vm->_scenery->_animBottom - _vm->_scenery->_animTop);
|
|
*obj->pPosX = gobX * _vm->_map->getTilesWidth();
|
|
}
|
|
}
|
|
}
|
|
|
|
int16 Goblin_v4::turnState(int16 state, uint16 dir) {
|
|
static const int16 newStates[8][8] = {
|
|
{ 0, 1, 10, 10, 10, 31, 31, 7},
|
|
{ 0, 1, 2, 29, 29, 29, 8, 8},
|
|
{10, 1, 2, 3, 11, 11, 11, 10},
|
|
{29, 29, 2, 3, 4, 9, 9, 9},
|
|
{30, 11, 11, 3, 4, 5, 30, 30},
|
|
{28, 28, 9, 9, 4, 5, 6, 28},
|
|
{31, 31, 31, 30, 30, 5, 6, 7},
|
|
{ 0, 8, 8, 8, 28, 28, 6, 7}
|
|
};
|
|
int16 dx = state, cx = 0;
|
|
|
|
switch (state) {
|
|
case 0:
|
|
case 8:
|
|
dx = 0;
|
|
break;
|
|
|
|
case 1:
|
|
case 10:
|
|
case 40:
|
|
dx = 1;
|
|
break;
|
|
|
|
case 3:
|
|
case 11:
|
|
case 42:
|
|
dx = 3;
|
|
break;
|
|
|
|
case 5:
|
|
case 30:
|
|
case 43:
|
|
dx = 5;
|
|
break;
|
|
|
|
case 7:
|
|
case 31:
|
|
case 41:
|
|
dx = 7;
|
|
break;
|
|
|
|
case 9:
|
|
dx = 4;
|
|
break;
|
|
|
|
case 28:
|
|
dx = 6;
|
|
break;
|
|
|
|
case 29:
|
|
dx = 2;
|
|
break;
|
|
}
|
|
|
|
switch (dir) {
|
|
case kDirNW:
|
|
cx = 1;
|
|
break;
|
|
|
|
case kDirN:
|
|
cx = 2;
|
|
break;
|
|
|
|
case kDirNE:
|
|
cx = 3;
|
|
break;
|
|
|
|
case kDirW:
|
|
cx = 0;
|
|
break;
|
|
|
|
case kDirE:
|
|
cx = 4;
|
|
break;
|
|
|
|
case kDirSW:
|
|
cx = 7;
|
|
break;
|
|
|
|
case kDirS:
|
|
cx = 6;
|
|
break;
|
|
|
|
case kDirSE:
|
|
cx = 5;
|
|
break;
|
|
}
|
|
|
|
return newStates[dx][cx];
|
|
}
|
|
|
|
} // End of namespace Gob
|