scummvm/engines/gob/goblin.h
Sven Hesse 604077827f - Some clean-up
- Fixed sound playing and looping
- Changed Paula to use non-absolute panning, defaulting to 0.25/0.75 and 0.75/0.25, as per madmoose's suggestion
- Prepared/Cleaned-up Paula and Infogrames for the move to sound/mods/

svn-id: r25189
2007-01-25 14:18:12 +00:00

295 lines
8.3 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2004 Ivan Dubrov
* Copyright (C) 2004-2006 The ScummVM project
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
#ifndef GOB_GOBLIN_H
#define GOB_GOBLIN_H
#include "gob/gob.h"
#include "gob/util.h"
#include "gob/sound.h"
#include "gob/mult.h"
namespace Gob {
#define TYPE_USUAL 0
#define TYPE_AMORPHOUS 1
#define TYPE_MOBILE 3
class Goblin {
public:
#include "common/pack-start.h" // START STRUCT PACKING
struct Gob_State {
int16 animation;// +0h
int16 layer; // +2h
int16 unk0; // +4h
int16 unk1; // +6h
int16 sndItem; // +8h, high/low byte - sound sample index
int16 freq; // +Ah, high/low byte * 100 - frequency
int16 repCount; // +Ch high/low byte - repeat count
int16 sndFrame; // +Eh
};
typedef Gob_State *Gob_PState;
typedef Gob_PState Gob_StateLine[6];
struct Gob_Object {
int16 animation; // +0h
int16 state; // +2h
int16 stateColumn; // +4h
int16 curFrame; // +6h
int16 xPos; // +8h
int16 yPos; // +Ah
int16 dirtyLeft; // +Ch
int16 dirtyTop; // +Eh
int16 dirtyRight; // +10h
int16 dirtyBottom; // +12h
int16 left; // +14h
int16 top; // +16h
int16 right; // +18h
int16 bottom; // +1ah
int16 nextState; // +1ch
int16 multState; // +1eh
int16 actionStartState; // +20h
int16 curLookDir; // +22h
int16 pickable; // +24h
int16 relaxTime; // +26h
Gob_StateLine *stateMach; // +28h
Gob_StateLine *realStateMach; // +2ch
char doAnim; // +30h
char order; // +31h
char noTick; // +32h
char toRedraw; // +33h
char type; // +34h
char maxTick; // +35h
char tick; // +36h
char multObjIndex; // +37h, from which play mult animations
char unk14; // +38h
char visible; // +39h
};
struct Gob_Pos {
char x;
char y;
};
#include "common/pack-end.h" // END STRUCT PACKING
Util::List *_objList;
Gob_Object *_goblins[4];
int16 _currentGoblin;
Snd::SoundDesc *_soundData[16];
int16 _gobStateLayer;
char _goesAtTarget;
char _readyToAct;
int16 _gobAction; // 0 - move, 3 - do action, 4 - pick
// goblins 0 - picker, 1 - fighter, 2 - mage
Gob_Pos _gobPositions[3];
int16 _gobDestX;
int16 _gobDestY;
int16 _pressedMapX;
int16 _pressedMapY;
char _pathExistence;
// Pointers to interpreter variables
int32 *_some0ValPtr;
int32 *_gobRetVarPtr;
int32 *_curGobVarPtr;
int32 *_curGobXPosVarPtr;
int32 *_curGobYPosVarPtr;
int32 *_itemInPocketVarPtr;
int32 *_curGobStateVarPtr;
int32 *_curGobFrameVarPtr;
int32 *_curGobMultStateVarPtr;
int32 *_curGobNextStateVarPtr;
int32 *_curGobScrXVarPtr;
int32 *_curGobScrYVarPtr;
int32 *_curGobLeftVarPtr;
int32 *_curGobTopVarPtr;
int32 *_curGobRightVarPtr;
int32 *_curGobBottomVarPtr;
int32 *_curGobDoAnimVarPtr;
int32 *_curGobOrderVarPtr;
int32 *_curGobNoTickVarPtr;
int32 *_curGobTypeVarPtr;
int32 *_curGobMaxTickVarPtr;
int32 *_curGobTickVarPtr;
int32 *_curGobActStartStateVarPtr;
int32 *_curGobLookDirVarPtr;
int32 *_curGobPickableVarPtr;
int32 *_curGobRelaxVarPtr;
int32 *_curGobMaxFrameVarPtr;
int32 *_destItemStateVarPtr;
int32 *_destItemFrameVarPtr;
int32 *_destItemMultStateVarPtr;
int32 *_destItemNextStateVarPtr;
int32 *_destItemScrXVarPtr;
int32 *_destItemScrYVarPtr;
int32 *_destItemLeftVarPtr;
int32 *_destItemTopVarPtr;
int32 *_destItemRightVarPtr;
int32 *_destItemBottomVarPtr;
int32 *_destItemDoAnimVarPtr;
int32 *_destItemOrderVarPtr;
int32 *_destItemNoTickVarPtr;
int32 *_destItemTypeVarPtr;
int32 *_destItemMaxTickVarPtr;
int32 *_destItemTickVarPtr;
int32 *_destItemActStartStVarPtr;
int32 *_destItemLookDirVarPtr;
int32 *_destItemPickableVarPtr;
int32 *_destItemRelaxVarPtr;
int32 *_destItemMaxFrameVarPtr;
int16 _destItemType;
int16 _destItemState;
int16 _itemToObject[20];
Gob_Object *_objects[20];
int16 _objCount;
int16 _gobsCount;
int16 _itemIndInPocket;
int16 _itemIdInPocket;
char _itemByteFlag;
int16 _destItemId;
int16 _destActionItem;
Gob_Object *_actDestItemDesc;
int16 _forceNextState[10];
char _boreCounter;
int16 _positionedGob;
char _noPick;
// GOB2:
int16 _soundSlotsCount;
int16 _soundSlots[60];
int16 _word_2F9C0;
int16 _word_2F9BE;
int16 _word_2F9BC;
int16 _word_2F9BA;
int16 _dword_2F9B6; // index into the variables array
int16 _dword_2F9B2; // index into the variables array
// Functions
char rotateState(int16 from, int16 to);
void playSound(Snd::SoundDesc * snd, int16 repCount, int16 freq);
void drawObjects(void);
void animateObjects(void);
int16 getObjMaxFrame(Gob_Object * obj);
int16 objIntersected(Gob_Object * obj1, Gob_Object * obj2);
void setMultStates(Gob_Object * gobDesc);
int16 nextLayer(Gob_Object * gobDesc);
void showBoredom(int16 gobIndex);
void switchGoblin(int16 index);
void zeroObjects(void);
void freeAllObjects(void);
void loadObjects(char *source);
void initVarPointers(void);
void saveGobDataToVars(int16 xPos, int16 yPos, int16 someVal);
void loadGobDataFromVars(void);
void pickItem(int16 indexToPocket, int16 idToPocket);
void placeItem(int16 indexInPocket, int16 idInPocket);
void swapItems(int16 indexToPick, int16 idToPick);
void treatItemPick(int16 itemId);
int16 treatItem(int16 action);
int16 doMove(Gob_Object *gobDesc, int16 cont, int16 action);
void sub_195C7(int16 index, int16 state);
void sub_11984(Mult::Mult_Object *obj);
void sub_197A6(int16 destX, int16 destY, int16 objIndex);
void sub_19AB7(Mult::Mult_AnimData *animData);
void sub_19B45(Mult::Mult_AnimData *animData);
virtual void handleGoblins(void) = 0;
virtual void placeObject(Gob_Object * objDesc, char animated,
int16 index, int16 x, int16 y, int16 state) = 0;
virtual void freeObjects(void) = 0;
virtual void initiateMove(Mult::Mult_Object *obj) = 0;
virtual void moveAdvance(Mult::Mult_Object *obj, Gob_Object *gobDesc,
int16 nextAct, int16 framesCount) = 0;
Goblin(GobEngine *vm);
virtual ~Goblin();
protected:
int16 _rotStates[4][4];
GobEngine *_vm;
int16 peekGoblin(Gob_Object *curGob);
void initList(void);
void sortByOrder(Util::List *list);
void adjustDest(int16 posX, int16 posY);
void adjustTarget(void);
void targetDummyItem(Gob_Object *gobDesc);
void targetItem(void);
void moveFindItem(int16 posX, int16 posY);
void moveCheckSelect(int16 framesCount, Gob_Object * gobDesc, int16 *pGobIndex, int16 *nextAct);
void moveInitStep(int16 framesCount, int16 action, int16 cont,
Gob_Object *gobDesc, int16 *pGobIndex, int16 *pNextAct);
void moveTreatRopeStairs(Gob_Object *gobDesc);
void playSounds(Mult::Mult_Object *obj);
virtual void movePathFind(Mult::Mult_Object *obj, Gob_Object *gobDesc, int16 nextAct) = 0;
};
class Goblin_v1 : public Goblin {
public:
virtual void handleGoblins(void) {}
virtual void placeObject(Gob_Object * objDesc, char animated,
int16 index, int16 x, int16 y, int16 state);
virtual void freeObjects(void);
virtual void initiateMove(Mult::Mult_Object *obj);
virtual void moveAdvance(Mult::Mult_Object *obj, Gob_Object *gobDesc,
int16 nextAct, int16 framesCount);
Goblin_v1(GobEngine *vm);
virtual ~Goblin_v1() {};
protected:
virtual void movePathFind(Mult::Mult_Object *obj, Gob_Object *gobDesc, int16 nextAct);
};
class Goblin_v2 : public Goblin_v1 {
public:
virtual void handleGoblins(void);
virtual void placeObject(Gob_Object * objDesc, char animated,
int16 index, int16 x, int16 y, int16 state);
virtual void freeObjects(void);
virtual void initiateMove(Mult::Mult_Object *obj);
virtual void moveAdvance(Mult::Mult_Object *obj, Gob_Object *gobDesc,
int16 nextAct, int16 framesCount);
Goblin_v2(GobEngine *vm);
virtual ~Goblin_v2() {};
protected:
virtual void movePathFind(Mult::Mult_Object *obj, Gob_Object *gobDesc, int16 nextAct);
};
} // End of namespace Gob
#endif /* __GOBLIN_H */