/* ScummVM - Graphic Adventure Engine
 *
 * ScummVM is the legal property of its developers, whose names
 * are too numerous to list here. Please refer to the COPYRIGHT
 * file distributed with this source distribution.
 *
 * 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.
 *
 */

#include "common/str.h"

#include "gob/gob.h"
#include "gob/goblin.h"
#include "gob/global.h"
#include "gob/util.h"
#include "gob/draw.h"
#include "gob/game.h"
#include "gob/map.h"
#include "gob/mult.h"
#include "gob/scenery.h"
#include "gob/inter.h"
#include "gob/sound/sound.h"

namespace Gob {

Goblin::Goblin(GobEngine *vm) : _vm(vm) {
	_goesAtTarget = 0;
	_readyToAct = 0;
	_gobAction = 0;
	_itemIndInPocket = 5;
	_itemIdInPocket = 2;
	_itemByteFlag = 0;
	_destItemId = -1;
	_destActionItem = 0;
	_actDestItemDesc = 0;
	_forceNextState[0] = -1;
	_forceNextState[1] = -1;
	_forceNextState[2] = -1;
	_forceNextState[3] = -1;
	_forceNextState[4] = -1;
	_forceNextState[5] = -1;
	_forceNextState[6] = -1;
	_forceNextState[7] = 0;
	_forceNextState[8] = 0;
	_forceNextState[9] = 0;

	_boreCounter = 0;
	_positionedGob = 5;

	_noPick = 0;
	_objList = 0;

	for (int i = 0; i < 4; i++)
		_goblins[i] = 0;
	for (int i = 0; i < 3; i++) {
		_gobPositions[i].x = 0;
		_gobPositions[i].y = 0;
	}
	_currentGoblin = 0;

	_gobDestX = 0;
	_gobDestY = 0;
	_pressedMapX = 0;
	_pressedMapY = 0;
	_pathExistence = 0;

	_destItemType = 0;
	_destItemState = 0;
	for (int i = 0; i < 20; i++) {
		_itemToObject[i] = 0;
		_objects[i] = 0;
	}
	_objCount = 0;
	_gobsCount = 0;

	_soundSlotsCount = 0;
	for (int i = 0; i < 60; i++)
		_soundSlots[i] = -1;

	_gob1Busy = false;
	_gob2Busy = false;
	_gob1RelaxTimeVar = 0;
	_gob2RelaxTimeVar = 0;
	_gob1NoTurn = false;
	_gob2NoTurn = false;
}

Goblin::~Goblin() {
	int i, state, col;

	if (_objList)
		_vm->_util->deleteList(_objList);

	for (i = 0; i < 4; i++) {
		if (_goblins[i]) {
			if (_goblins[i]->realStateMach) {
				for (state = 0; state < (i == 3 ? 70 : 40); state++)
					if (_goblins[i]->realStateMach[state])
						for (col = 0; col < 6; col++)
							if (_goblins[i]->realStateMach[state][col])
								delete _goblins[i]->realStateMach[state][col];
				delete[] _goblins[i]->realStateMach;
			}
			delete _goblins[i];
		}
	}
	for (i = 0; i < 20; i++) {
		if (_objects[i]) {
			if (_objects[i]->realStateMach) {
				for (state = 0; state < 40; state++)
					for (col = 0; col < 6; col++)
						if (_objects[i]->realStateMach[state][col])
							delete _objects[i]->realStateMach[state][col];
				delete[] _objects[i]->realStateMach;
			}
			delete _objects[i];
		}
	}

	for (i = 0; i < 16; i++)
		_soundData[i].free();
}

char Goblin::rotateState(int16 from, int16 to) {
	return _rotStates[from / 2][to / 2];
}

int16 Goblin::peekGoblin(Gob_Object *_curGob) {
	Util::ListNode *ptr;
	Gob_Object *desc;
	int16 index;
	int16 i;

	ptr = _objList->pHead;
	index = 0;
	while (ptr != 0) {
		desc = (Gob_Object *)ptr->pData;
		if (desc != _curGob) {
			for (i = 0; i < 3; i++) {
				if (desc != _goblins[i])
					continue;

				if ((_vm->_global->_inter_mouseX < desc->right) &&
				    (_vm->_global->_inter_mouseX > desc->left) &&
				    (_vm->_global->_inter_mouseY < desc->bottom) &&
				    (_vm->_global->_inter_mouseY > desc->top)) {
					index = i + 1;
				}
			}
		}
		ptr = ptr->pNext;
	}
	return index;
}

void Goblin::initList() {
	_objList = new Util::List;
	_objList->pHead = 0;
	_objList->pTail = 0;
}

void Goblin::sortByOrder(Util::List *list) {
	Util::ListNode *ptr;
	Util::ListNode *ptr2;

	ptr = list->pHead;
	while (ptr->pNext != 0) {
		for (ptr2 = ptr->pNext; ptr2 != 0; ptr2 = ptr2->pNext) {
			Gob_Object *objDesc = (Gob_Object *)ptr->pData;
			Gob_Object *objDesc2 = (Gob_Object *)ptr2->pData;

			if (objDesc->order <= objDesc2->order) {
				if (objDesc->order != objDesc2->order)
					continue;

				if (objDesc->bottom <= objDesc2->bottom) {
					if (objDesc->bottom != objDesc2->bottom)
						continue;

					if (objDesc != _goblins[_currentGoblin])
						continue;
				}
			}

			SWAP(ptr->pData, ptr2->pData);
		}
		ptr = ptr->pNext;
	}
}

void Goblin::playSound(SoundDesc &snd, int16 repCount, int16 freq) {
	if (!snd.empty()) {
		_vm->_sound->blasterStop(0);
		_vm->_sound->blasterPlay(&snd, repCount, freq);
	}
}

void Goblin::drawObjects() {
	Util::ListNode *ptr;
	Util::ListNode *ptr2;

	Gob_Object *objDesc;
	Gob_Object *gobDesc2;
	int16 layer;

	ptr = _objList->pHead;
	for (ptr = _objList->pHead; ptr != 0; ptr = ptr->pNext) {
		objDesc = (Gob_Object *)ptr->pData;

		if (objDesc->type == 3)
			objDesc->toRedraw = 1;
		else if (objDesc->type == 1)
			objDesc->toRedraw = 0;
	}

	for (ptr = _objList->pHead; ptr != 0; ptr = ptr->pNext) {
		objDesc = (Gob_Object *)ptr->pData;
		if (objDesc->toRedraw == 0)
			continue;

		_vm->_draw->_backSurface->blit(*_vm->_mult->_animSurf,
		    objDesc->left, objDesc->top, objDesc->right,
		    objDesc->bottom, objDesc->left, objDesc->top);

		_vm->_draw->invalidateRect(objDesc->left, objDesc->top,
		    objDesc->right, objDesc->bottom);

		if (objDesc->type != 0)
			continue;

		layer =
		    objDesc->stateMach[objDesc->state][objDesc->stateColumn]->
		    layer;
		_vm->_scenery->updateAnim(layer, objDesc->curFrame, objDesc->animation,
		    0, objDesc->xPos, objDesc->yPos, 0);

		if (_vm->_scenery->_toRedrawLeft == -12345) {
			objDesc->dirtyLeft = objDesc->left;
			objDesc->dirtyRight = objDesc->right;
			objDesc->dirtyTop = objDesc->top;
			objDesc->dirtyBottom = objDesc->bottom;
		} else {
			objDesc->dirtyLeft =
			    MIN(objDesc->left, _vm->_scenery->_toRedrawLeft);
			objDesc->dirtyRight =
			    MAX(objDesc->right, _vm->_scenery->_toRedrawRight);
			objDesc->dirtyTop =
			    MIN(objDesc->top, _vm->_scenery->_toRedrawTop);
			objDesc->dirtyBottom =
			    MAX(objDesc->bottom, _vm->_scenery->_toRedrawBottom);
		}

		objDesc->dirtyLeft = 0;
		objDesc->dirtyRight = 319;
		objDesc->dirtyTop = 0;
		objDesc->dirtyBottom = 199;
	}

	sortByOrder(_objList);
	for (ptr = _objList->pHead; ptr != 0; ptr = ptr->pNext) {
		objDesc = (Gob_Object *)ptr->pData;
		if (objDesc->toRedraw) {
			layer =
			    objDesc->stateMach[objDesc->state][objDesc->
			    stateColumn]->layer;

			if (objDesc->type == 0) {
				if (objDesc->visible == 0) {
					_vm->_scenery->updateAnim(layer,
					    objDesc->curFrame,
					    objDesc->animation, 0,
					    objDesc->xPos, objDesc->yPos, 0);

				} else {
					_vm->_scenery->updateAnim(layer,
					    objDesc->curFrame,
					    objDesc->animation, 2,
					    objDesc->xPos, objDesc->yPos, 1);
				}
				if (_vm->_scenery->_toRedrawLeft == -12345) {
					objDesc->left = 0;
					objDesc->top = 0;
					objDesc->right = 0;
					objDesc->bottom = 0;
				} else {
					_vm->_draw->invalidateRect(_vm->_scenery->_toRedrawLeft,
					    _vm->_scenery->_toRedrawTop,
					    _vm->_scenery->_toRedrawRight,
					    _vm->_scenery->_toRedrawBottom);

					objDesc->left = _vm->_scenery->_toRedrawLeft;
					objDesc->top = _vm->_scenery->_toRedrawTop;
					objDesc->right = _vm->_scenery->_toRedrawRight;
					objDesc->bottom = _vm->_scenery->_toRedrawBottom;
					_vm->_scenery->updateStatic(objDesc->order);
				}
			} else {
				objDesc->left = 0;
				objDesc->top = 0;
				objDesc->right = 0;
				objDesc->bottom = 0;
				objDesc->type = 1;
			}
			continue;
		}

		if ((objDesc->type == 0) && (objDesc->visible != 0)) {
			for (ptr2 = _objList->pHead; ptr2 != 0; ptr2 = ptr2->pNext) {
				gobDesc2 = (Gob_Object *)ptr2->pData;

				if (gobDesc2->toRedraw == 0)
					continue;

				if (objDesc->right < gobDesc2->dirtyLeft)
					continue;

				if (gobDesc2->dirtyRight < objDesc->left)
					continue;

				if (objDesc->bottom < gobDesc2->dirtyTop)
					continue;

				if (gobDesc2->dirtyBottom < objDesc->top)
					continue;

				_vm->_scenery->_toRedrawLeft = gobDesc2->dirtyLeft;
				_vm->_scenery->_toRedrawRight = gobDesc2->dirtyRight;
				_vm->_scenery->_toRedrawTop = gobDesc2->dirtyTop;
				_vm->_scenery->_toRedrawBottom = gobDesc2->dirtyBottom;

				layer =
				    objDesc->stateMach[objDesc->
				    state][objDesc->stateColumn]->layer;

				_vm->_scenery->updateAnim(layer, objDesc->curFrame,
				    objDesc->animation, 4, objDesc->xPos,
				    objDesc->yPos, 1);

				_vm->_scenery->updateStatic(objDesc->order);
			}
		}
	}

	for (ptr = _objList->pHead; ptr != 0; ptr = ptr->pNext) {
		objDesc = (Gob_Object *)ptr->pData;
		if ((objDesc->toRedraw == 0) || (objDesc->type == 1))
			continue;

		Gob_State *state = objDesc->stateMach[objDesc->state][objDesc->stateColumn];
		int16 sndFrame;
		int16 sndItem;
		int16 freq;
		int16 repCount;

		if (state->sndFrame & 0xFF00) {
			// There are two frames which trigger a sound effect,
			// so everything has to be encoded in one byte each.
			// Note that the frequency is multiplied by 100, not -
			// as I would have thought, 0x100.

			sndFrame = (state->sndFrame >> 8) & 0xFF;
			sndItem = (state->sndItem >> 8) & 0xFF;
			freq = 100 * ((state->freq >> 8) & 0xFF);
			repCount = (state->repCount >> 8) & 0xFF;

			if (objDesc->curFrame == sndFrame) {
				if (sndItem != 0xFF) {
					playSound(_soundData[sndItem], repCount, freq);
				}
			}

			sndFrame = state->sndFrame & 0xFF;
			sndItem = state->sndItem & 0xFF;
			freq = 100 * (state->freq & 0xFF);
			repCount = state->repCount & 0xFF;

			if (objDesc->curFrame == sndFrame) {
				if (sndItem != 0xFF) {
					playSound(_soundData[sndItem], repCount, freq);
				}
			}
		} else {
			// There is only one, so frequency etc. are used as is.
			sndFrame = state->sndFrame;
			sndItem = state->sndItem;
			freq = state->freq;
			repCount = state->repCount;

			if (objDesc->curFrame == sndFrame) {
				if (sndItem != -1) {
					playSound(_soundData[sndItem], repCount, freq);
				}
			}
		}
	}
}

void Goblin::animateObjects() {
	Util::ListNode *node;
	Gob_Object *objDesc;
	Scenery::AnimLayer *pLayer;
	int16 layer;

	for (node = _objList->pHead; node != 0; node = node->pNext) {
		objDesc = (Gob_Object *)node->pData;
		if ((objDesc->doAnim != 1) || (objDesc->type != 0))
			continue;

		if (objDesc->noTick != 0)
			continue;

		if (objDesc->tick < objDesc->maxTick)
			objDesc->tick++;

		if (objDesc->tick >= objDesc->maxTick) {
			objDesc->tick = 1;
			objDesc->curFrame++;

			layer = objDesc->stateMach[objDesc->state][0]->layer;
			pLayer = _vm->_scenery->getAnimLayer(objDesc->animation, layer);

			if (objDesc->curFrame < pLayer->framesCount)
				continue;

			objDesc->curFrame = 0;

			objDesc->xPos += pLayer->animDeltaX;
			objDesc->yPos += pLayer->animDeltaY;

			if ((objDesc->nextState == -1) &&
					(objDesc->multState == -1) &&
					(objDesc->unk14 == 0)) {
				objDesc->toRedraw = 0;
				objDesc->curFrame = pLayer->framesCount - 1;
			}

			if (objDesc->multState != -1) {
				if (objDesc->multState > 39) {
					objDesc->stateMach = _goblins[(int)(objDesc->multObjIndex)]->stateMach;
					objDesc->state = objDesc->multState - 40;
				} else {
					objDesc->stateMach = objDesc->realStateMach;
					objDesc->state = objDesc->multState;
				}
				objDesc->animation =
				    objDesc->stateMach[objDesc->state][0]->
				    animation;
				objDesc->multState = -1;
			} else {
				if (objDesc->nextState == -1)
					continue;

				objDesc->stateMach = objDesc->realStateMach;
				objDesc->state = objDesc->nextState;
				objDesc->animation =
				    objDesc->stateMach[objDesc->state][0]->
				    animation;
				objDesc->nextState = -1;
			}
			objDesc->toRedraw = 1;
		}
	}
}

int16 Goblin::getObjMaxFrame(Gob_Object * objDesc) {
	int16 layer;

	layer = objDesc->stateMach[objDesc->state][0]->layer;
	return _vm->_scenery->getAnimLayer(objDesc->animation, layer)->framesCount - 1;
}

bool Goblin::objIntersected(Gob_Object *obj1, Gob_Object *obj2) {
	if ((obj1->type == 1) || (obj2->type == 1))
		return false;

	if (obj1->right < obj2->left)
		return false;

	if (obj1->left > obj2->right)
		return false;

	if (obj1->bottom < obj2->top)
		return false;

	if (obj1->top > obj2->bottom)
		return false;

	return true;
}

void Goblin::setMultStates(Gob_Object * gobDesc) {
	gobDesc->stateMach = _goblins[(int)gobDesc->multObjIndex]->stateMach;
}

int16 Goblin::nextLayer(Gob_Object *gobDesc) {
	if (gobDesc->nextState == 10)
		gobDesc->curLookDir = 0;

	if (gobDesc->nextState == 11)
		gobDesc->curLookDir = 4;

	if (gobDesc->nextState > 39) {
		setMultStates(gobDesc);
	} else {
		gobDesc->stateMach = gobDesc->realStateMach;
	}

	gobDesc->curFrame = 0;
	if (gobDesc->nextState > 39)
		gobDesc->state = gobDesc->nextState - 40;
	else
		gobDesc->state = gobDesc->nextState;

	gobDesc->animation = gobDesc->stateMach[gobDesc->state][0]->animation;
	return gobDesc->stateMach[gobDesc->state][0]->layer;
}

void Goblin::showBoredom(int16 gobIndex) {
	Gob_Object *gobDesc;
	int16 frame;
	int16 frameCount;
	int16 layer;
	int16 state;
	int16 boreFlag;

	gobDesc = _goblins[gobIndex];
	layer = gobDesc->stateMach[gobDesc->state][0]->layer;

	frameCount = _vm->_scenery->getAnimLayer(gobDesc->animation, layer)->framesCount;
	state = gobDesc->state;
	frame = gobDesc->curFrame;

	gobDesc->noTick = 0;
	gobDesc->toRedraw = 1;

	boreFlag = 1 << _vm->_util->getRandom(7);

	if (gobIndex != _currentGoblin && _vm->_util->getRandom(3) != 0) {
		if (state == 21) {
			if ((boreFlag & 16) || (boreFlag & 32)) {
				gobDesc->multState = 92 + gobIndex;
			} else if (boreFlag & 1) {
				gobDesc->multState = 86 + gobIndex;
			} else if (boreFlag & 2) {
				gobDesc->multState = 80 + gobIndex;
			} else if (boreFlag & 4) {
				gobDesc->multState = 89 + gobIndex;
			} else if (boreFlag & 8) {
				gobDesc->multState = 104 + gobIndex;
			}
		}
		gobDesc->nextState = 21;
	} else if ((state >= 18) && (state <= 21) && (VAR(59) == 0)) {
		if ((state == 30) || (state == 31)) // ???
			return;

		if (frame != frameCount)
			return;

		gobDesc->multState = 104 + gobIndex;
	}
}

// index - goblin to select+1
// index==0 - switch to next
void Goblin::switchGoblin(int16 index) {
	int16 next;
	int16 tmp;

	debugC(4, kDebugGameFlow, "switchGoblin");
	if (VAR(59) != 0)
		return;

	if ((_goblins[_currentGoblin]->state <= 39) &&
	    (_goblins[_currentGoblin]->curFrame != 0))
		return;

	if ((index != 0) && (_goblins[index - 1]->type != 0))
		return;

	if (index == 0)
		next = (_currentGoblin + 1) % 3;
	else
		next = index - 1;

	if ((_vm->_map->getPass(_vm->_map->_curGoblinX, _vm->_map->_curGoblinY) == 3) ||
	    (_vm->_map->getPass(_vm->_map->_curGoblinX, _vm->_map->_curGoblinY) == 6))
		return;

	if ((_goblins[(_currentGoblin + 1) % 3]->type != 0) &&
	    (_goblins[(_currentGoblin + 2) % 3]->type != 0))
		return;

	_gobPositions[_currentGoblin].x = _vm->_map->_curGoblinX;
	_gobPositions[_currentGoblin].y = _vm->_map->_curGoblinY;

	_goblins[_currentGoblin]->doAnim = 1;
	_goblins[_currentGoblin]->nextState = 21;

	nextLayer(_goblins[_currentGoblin]);

	_currentGoblin = next;
	if (_goblins[_currentGoblin]->type != 0)
		_currentGoblin = (_currentGoblin + 1) % 3;

	_goblins[_currentGoblin]->doAnim = 0;
	if (_goblins[_currentGoblin]->curLookDir == 4)
		_goblins[_currentGoblin]->nextState = 18;
	else
		_goblins[_currentGoblin]->nextState = 19;

	_goblins[_currentGoblin]->toRedraw = 1;
	nextLayer(_goblins[_currentGoblin]);

	tmp = _gobPositions[_currentGoblin].x;
	_pressedMapX = tmp;
	_vm->_map->_destX = tmp;
	_gobDestX = tmp;
	_vm->_map->_curGoblinX = tmp;

	tmp = _gobPositions[_currentGoblin].y;
	_pressedMapY = tmp;
	_vm->_map->_destY = tmp;
	_gobDestY = tmp;
	_vm->_map->_curGoblinY = tmp;

	_curGobVarPtr = (uint32) _currentGoblin;
	_pathExistence = 0;
	_readyToAct = 0;
}

void Goblin::adjustDest(int16 posX, int16 posY) {
	int16 resDelta;
	int16 resDeltaDir;
	int16 resDeltaPix;
	int16 deltaPix;
	int16 i;

	if ((_vm->_map->getPass(_pressedMapX, _pressedMapY) == 0) &&
	    ((_gobAction == 0) ||
			(_vm->_map->getItem(_pressedMapX, _pressedMapY) == 0))) {

		resDelta = -1;
		resDeltaDir = 0;
		resDeltaPix = 0;

		for (i = 1; (i <= _pressedMapX) &&
				(_vm->_map->getPass(_pressedMapX - i, _pressedMapY) == 0); i++)
			;

		if (i <= _pressedMapX) {
			resDeltaPix = (i - 1) * 12 + (posX % 12) + 1;
			resDelta = i;
		}

		for (i = 1; ((i + _pressedMapX) < _vm->_map->getMapWidth()) &&
				(_vm->_map->getPass(_pressedMapX + i, _pressedMapY) == 0); i++)
			;

		if ((_pressedMapX + i) < _vm->_map->getMapWidth()) {
			deltaPix = (i * 12) - (posX % 12);
			if ((resDelta == -1) || (deltaPix < resDeltaPix)) {
				resDeltaPix = deltaPix;
				resDelta = i;
				resDeltaDir = 1;
			}
		}

		for (i = 1; ((i + _pressedMapY) < _vm->_map->getMapHeight()) &&
				(_vm->_map->getPass(_pressedMapX, _pressedMapY + i) == 0); i++)
			;

		if ((_pressedMapY + i) < _vm->_map->getMapHeight()) {
			deltaPix = (i * 6) - (posY % 6);
			if ((resDelta == -1) || (deltaPix < resDeltaPix)) {
				resDeltaPix = deltaPix;
				resDelta = i;
				resDeltaDir = 2;
			}
		}

		for (i = 1; (i <= _pressedMapY) &&
				(_vm->_map->getPass(_pressedMapX, _pressedMapY - i) == 0); i++)
			;

		if (i <= _pressedMapY) {
			deltaPix = (i * 6) + (posY % 6);
			if ((resDelta == -1) || (deltaPix < resDeltaPix)) {
				resDeltaPix = deltaPix;
				resDelta = i;
				resDeltaDir = 3;
			}
		}

		switch (resDeltaDir) {
		case 0:
			_pressedMapX -= resDelta;
			break;

		case 1:
			_pressedMapX += resDelta;
			break;

		case 2:
			_pressedMapY += resDelta;
			break;

		case 3:
			_pressedMapY -= resDelta;
			break;
		}

	}
	_pressedMapX = CLIP((int)_pressedMapX, 0, _vm->_map->getMapWidth() - 1);
	_pressedMapY = CLIP((int)_pressedMapY, 0, _vm->_map->getMapHeight() - 1);
}

void Goblin::adjustTarget() {
	if ((_gobAction == 4) &&
	    (_vm->_map->getItem(_pressedMapX, _pressedMapY) == 0)) {

		if ((_pressedMapY > 0) &&
		    (_vm->_map->getItem(_pressedMapX, _pressedMapY - 1) != 0)) {
			_pressedMapY--;
		} else if ((_pressedMapX < (_vm->_map->getMapWidth() - 1)) &&
				(_vm->_map->getItem(_pressedMapX + 1, _pressedMapY) != 0)) {
			_pressedMapX++;
		} else if ((_pressedMapX < (_vm->_map->getMapWidth() - 1)) &&
				(_pressedMapY > 0) &&
				(_vm->_map->getItem(_pressedMapX + 1, _pressedMapY - 1) != 0)) {
			_pressedMapY--;
			_pressedMapX++;
		}
	}
	_pressedMapX = CLIP((int)_pressedMapX, 0, _vm->_map->getMapWidth() - 1);
	_pressedMapY = CLIP((int)_pressedMapY, 0, _vm->_map->getMapHeight() - 1);
}

void Goblin::targetDummyItem(Gob_Object *gobDesc) {
	if (_vm->_map->getItem(_pressedMapX, _pressedMapY) == 0 &&
	    _vm->_map->getPass(_pressedMapX, _pressedMapY) == 1) {
		if (gobDesc->curLookDir == 0) {
			_vm->_map->_itemPoses[0].x = _pressedMapX;
			_vm->_map->_itemPoses[0].y = _pressedMapY;
			_vm->_map->_itemPoses[0].orient = -4;
		} else {
			_vm->_map->_itemPoses[0].x = _pressedMapX;
			_vm->_map->_itemPoses[0].y = _pressedMapY;
			_vm->_map->_itemPoses[0].orient = -1;
		}
	}
}

void Goblin::targetItem() {
	int16 tmpX;
	int16 tmpY;
	int16 items;
	int16 layer;
	int16 tmpPosX;
	int16 tmpPosY;
	Gob_Object *itemDesc;

	if ((_gobAction == 3) || (_gobAction == 4)) {
		items = _vm->_map->getItem(_pressedMapX, _pressedMapY);
		if ((_gobAction == 4) && ((items & 0xFF00) != 0) &&
		    (_objects[_itemToObject[(items & 0xFF00) >> 8]]->pickable == 1)) {
			_destItemId = (items & 0xFF00) >> 8;
			_destActionItem = (items & 0xFF00) >> 8;
			_itemByteFlag = 1;
		} else if ((items & 0xFF) == 0) {
			_destItemId = (items & 0xFF00) >> 8;
			_destActionItem = (items & 0xFF00) >> 8;
			_itemByteFlag = 1;
		} else if ((_gobAction == 3) && (_currentGoblin == 2) &&
				((items & 0xFF00) != 0)) {
			_destItemId = (items & 0xFF00) >> 8;
			_destActionItem = (items & 0xFF00) >> 8;
			_itemByteFlag = 1;
		} else {
			_destItemId = items & 0xFF;
			_destActionItem = items & 0xFF;
			_itemByteFlag = 0;
		}

		_pressedMapY = _vm->_map->_itemPoses[_destItemId].y;
		_vm->_map->_destY = _vm->_map->_itemPoses[_destItemId].y;
		_gobDestY = _vm->_map->_itemPoses[_destItemId].y;

		if ((_gobAction == 3) || (_destActionItem == 0)) {
			_pressedMapX = _vm->_map->_itemPoses[_destItemId].x;
			_vm->_map->_destX = _vm->_map->_itemPoses[_destItemId].x;
			_gobDestX = _vm->_map->_itemPoses[_destItemId].x;
		} else if ((items & 0xFF00) != 0) {
			if (_vm->_map->_itemPoses[_destItemId].orient == 4) {
				if ((_vm->_map->getItem(_pressedMapX - 1, _pressedMapY) & 0xFF00) ==
						(_vm->_map->getItem(_pressedMapX, _pressedMapY) & 0xFF00)) {
					_pressedMapX--;
					_vm->_map->_destX = _pressedMapX;
					_gobDestX = _pressedMapX;
				}
			} else if (_vm->_map->_itemPoses[_destItemId].orient == 0) {

				if ((_vm->_map->getItem(_pressedMapX + 1, _pressedMapY) & 0xFF00) ==
						(_vm->_map->getItem(_pressedMapX, _pressedMapY) & 0xFF00)) {
					_pressedMapX++;
					_vm->_map->_destX = _pressedMapX;
					_gobDestX = _pressedMapX;
				}
			}

			if ((_vm->_map->getItem(_pressedMapX, _pressedMapY + 1) & 0xFF00) ==
			    (_vm->_map->getItem(_pressedMapX, _pressedMapY) & 0xFF00)) {
				_pressedMapY++;
				_vm->_map->_destY = _pressedMapY;
				_gobDestY = _pressedMapY;
			}
		} else {
			if (_vm->_map->_itemPoses[_destItemId].orient == 4) {
				if ((_vm->_map->getItem(_pressedMapX - 1, _pressedMapY)) ==
				    (_vm->_map->getItem(_pressedMapX, _pressedMapY))) {
					_pressedMapX--;
					_vm->_map->_destX = _pressedMapX;
					_gobDestX = _pressedMapX;
				}
			} else if (_vm->_map->_itemPoses[_destItemId].orient == 0) {

				if ((_vm->_map->getItem(_pressedMapX + 1, _pressedMapY)) ==
				    (_vm->_map->getItem(_pressedMapX, _pressedMapY))) {
					_pressedMapX++;
					_vm->_map->_destX = _pressedMapX;
					_gobDestX = _pressedMapX;
				}
			}

			if (_pressedMapY < (_vm->_map->getMapHeight()-1)) {
				if ((_vm->_map->getItem(_pressedMapX, _pressedMapY + 1)) ==
						(_vm->_map->getItem(_pressedMapX, _pressedMapY))) {
					_pressedMapY++;
					_vm->_map->_destY = _pressedMapY;
					_gobDestY = _pressedMapY;
				}
			}

		}

		if ((_gobAction == 4) && (_destActionItem != 0) &&
			 (_itemToObject[_destActionItem] != -1) &&
			 (_objects[_itemToObject[_destActionItem]]->pickable == 1)) {

			itemDesc = _objects[_itemToObject[_destActionItem]];

			itemDesc->animation = itemDesc->stateMach[itemDesc->state][0]->animation;
			layer =
				itemDesc->stateMach[itemDesc->state][itemDesc->stateColumn]->layer;

			_vm->_scenery->updateAnim(layer, 0, itemDesc->animation, 0,
			    itemDesc->xPos, itemDesc->yPos, 0);

			tmpX = (_vm->_scenery->_toRedrawRight + _vm->_scenery->_toRedrawLeft) / 2;
			tmpY = _vm->_scenery->_toRedrawBottom;

			tmpPosY = tmpY / 6;
			if (((tmpY % 3) < 3) && (tmpPosY > 0))
				tmpPosY--;

			tmpPosX = tmpX / 12;
			if (((tmpX % 12) < 6) && (tmpPosX > 0))
				tmpPosX--;

			if ((_vm->_map->_itemPoses[_destActionItem].orient == 0) ||
			    (_vm->_map->_itemPoses[_destActionItem].orient == -1)) {
				tmpPosX++;
			}

			if (_vm->_map->getPass(tmpPosX, tmpPosY) == 1) {
				_pressedMapX = tmpPosX;
				_vm->_map->_destX = tmpPosX;
				_gobDestX = tmpPosX;

				_pressedMapY = tmpPosY;
				_vm->_map->_destY = tmpPosY;
				_gobDestY = tmpPosY;
			}
		}
	}
	_pressedMapX = CLIP((int)_pressedMapX, 0, _vm->_map->getMapWidth() - 1);
	_pressedMapY = CLIP((int)_pressedMapY, 0, _vm->_map->getMapHeight() - 1);
}

void Goblin::moveFindItem(int16 posX, int16 posY) {
	int16 i;
	if ((_gobAction == 3) || (_gobAction == 4)) {
		for (i = 0; i < 20; i++) {
			if (_objects[i] == 0)
				continue;

			if (_objects[i]->type != 0)
				continue;

			if (_objects[i]->left > posX)
				continue;

			if (_objects[i]->right < posX)
				continue;

			if (_objects[i]->top > posY)
				continue;

			if (_objects[i]->bottom < posY)
				continue;

			if ((_objects[i]->right - _objects[i]->left) < 40)
				posX = (_objects[i]->left + _objects[i]->right) / 2;

			if ((_objects[i]->bottom - _objects[i]->top) < 40)
				posY = (_objects[i]->top + _objects[i]->bottom) / 2;

			break;
		}

		_pressedMapX = CLIP(posX / 12, 0, _vm->_map->getMapWidth() - 1);
		_pressedMapY = CLIP(posY / 6, 0, _vm->_map->getMapHeight() - 1);

		if ((_vm->_map->getItem(_pressedMapX, _pressedMapY) == 0) && (i < 20)) {

			if ((_pressedMapY < (_vm->_map->getMapHeight() - 1)) &&
					(_vm->_map->getItem(_pressedMapX, _pressedMapY + 1) != 0)) {
				_pressedMapY++;
			} else if ((_pressedMapX < (_vm->_map->getMapWidth() - 1)) &&
					(_pressedMapY < (_vm->_map->getMapHeight() - 1)) &&
					(_vm->_map->getItem(_pressedMapX + 1, _pressedMapY + 1) != 0)) {
				_pressedMapX++;
				_pressedMapY++;
			} else if ((_pressedMapX < (_vm->_map->getMapWidth() - 1)) &&
					(_vm->_map->getItem(_pressedMapX + 1, _pressedMapY) != 0)) {
				_pressedMapX++;
			} else if ((_pressedMapX < (_vm->_map->getMapWidth() - 1)) &&
					(_pressedMapY > 0) &&
					(_vm->_map->getItem(_pressedMapX + 1, _pressedMapY - 1) != 0)) {
				_pressedMapX++;
				_pressedMapY--;
			} else if ((_pressedMapY > 0) &&
					(_vm->_map->getItem(_pressedMapX, _pressedMapY - 1) != 0)) {
				_pressedMapY--;
			} else if ((_pressedMapY > 0) && (_pressedMapX > 0) &&
					(_vm->_map->getItem(_pressedMapX - 1, _pressedMapY - 1) != 0)) {
				_pressedMapY--;
				_pressedMapX--;
			} else if ((_pressedMapX > 0) &&
					(_vm->_map->getItem(_pressedMapX - 1, _pressedMapY) != 0)) {
				_pressedMapX--;
			} else if ((_pressedMapX > 0) &&
					(_pressedMapY < (_vm->_map->getMapHeight() - 1)) &&
					(_vm->_map->getItem(_pressedMapX - 1, _pressedMapY + 1) != 0)) {
				_pressedMapX--;
				_pressedMapY++;
			}
		}
	} else {
		_pressedMapX = CLIP(posX / 12, 0, _vm->_map->getMapWidth() - 1);
		_pressedMapY = CLIP(posY / 6, 0, _vm->_map->getMapHeight() - 1);
	}
}

void Goblin::moveCheckSelect(int16 framesCount, Gob_Object *gobDesc,
		int16 *pGobIndex, int16 *nextAct) {
	if ((gobDesc->right > _vm->_global->_inter_mouseX) &&
	    (gobDesc->left < _vm->_global->_inter_mouseX) &&
	    (gobDesc->bottom > _vm->_global->_inter_mouseY) &&
	    ((gobDesc->bottom - 10) < _vm->_global->_inter_mouseY) &&
			(_gobAction == 0)) {
		if (gobDesc->curLookDir & 4)
			*nextAct = 16;
		else
			*nextAct = 23;

		gobDesc->curFrame = framesCount - 1;
		_pathExistence = 0;
	} else {
		*pGobIndex = peekGoblin(gobDesc);

		if (*pGobIndex != 0) {
			_pathExistence = 0;
		} else if ((_vm->_map->_curGoblinX == _pressedMapX) &&
		    (_vm->_map->_curGoblinY == _pressedMapY)) {

			if (_gobAction != 0)
				_readyToAct = 1;

			_pathExistence = 0;
		}
	}
}

void Goblin::moveInitStep(int16 framesCount, int16 action, int16 cont,
	    Gob_Object *gobDesc, int16 *pGobIndex, int16 *pNextAct) {
	int16 posX;
	int16 posY;

	if ((cont != 0) && (_goesAtTarget == 0) &&
	    (_readyToAct == 0) && (VAR(59) == 0) &&
	    (gobDesc->type != 1) &&
	    (gobDesc->state != 10) && (gobDesc->state != 11)) {
		if (gobDesc->state >= 40) {
			gobDesc->curFrame = framesCount - 1;
		}

		_gobAction = action;
		_forceNextState[0] = -1;
		_forceNextState[1] = -1;
		_forceNextState[2] = -1;

		if (action == 3) {
			posX = _vm->_global->_inter_mouseX + 6;
			posY = _vm->_global->_inter_mouseY + 7;
		} else if (action == 4) {
			posX = _vm->_global->_inter_mouseX + 7;
			posY = _vm->_global->_inter_mouseY + 12;
		} else {
			posX = _vm->_global->_inter_mouseX;
			posY = _vm->_global->_inter_mouseY;
		}

		moveFindItem(posX, posY);
		adjustDest(posX, posY);
		adjustTarget();

		_vm->_map->_destX = _pressedMapX;
		_gobDestX = _pressedMapX;

		_vm->_map->_destY = _pressedMapY;
		_gobDestY = _pressedMapY;

		targetDummyItem(gobDesc);

		targetItem();
		initiateMove(0);

		moveCheckSelect(framesCount, gobDesc, pGobIndex, pNextAct);
	} else {

		if ((_readyToAct != 0) && ((_vm->_map->_curGoblinX != _pressedMapX) ||
			(_vm->_map->_curGoblinY != _pressedMapY)))
			_readyToAct = 0;

		if (gobDesc->type == 1) {
			*pGobIndex = peekGoblin(gobDesc);
		}
	}
}

void Goblin::moveTreatRopeStairs(Gob_Object *gobDesc) {
	if (_currentGoblin != 1)
		return;

	if ((gobDesc->nextState == 28) &&
	    (_vm->_map->getPass(_vm->_map->_curGoblinX, _vm->_map->_curGoblinY - 1) == 6)) {
		_forceNextState[0] = 28;
		_forceNextState[1] = -1;
	}

	if ((gobDesc->nextState == 29) &&
			(_vm->_map->getPass(_vm->_map->_curGoblinX, _vm->_map->_curGoblinY + 1) == 6)) {
		_forceNextState[0] = 29;
		_forceNextState[1] = -1;
	}

	if (((gobDesc->nextState == 28) || (gobDesc->nextState == 29) ||
				(gobDesc->nextState == 20)) &&
			(_vm->_map->getPass(_vm->_map->_curGoblinX, _vm->_map->_curGoblinY) == 6)) {
		if (((gobDesc->curLookDir == 0) || (gobDesc->curLookDir == 4) ||
					(gobDesc->curLookDir == 2)) &&
				(_vm->_map->getPass(_vm->_map->_curGoblinX, _vm->_map->_curGoblinY - 1) == 6)) {
			_forceNextState[0] = 28;
			_forceNextState[1] = -1;
		} else if (((gobDesc->curLookDir == 0) || (gobDesc->curLookDir == 4) ||
					(gobDesc->curLookDir == 6)) &&
				(_vm->_map->getPass(_vm->_map->_curGoblinX, _vm->_map->_curGoblinY + 1) == 6)) {
			_forceNextState[0] = 29;
			_forceNextState[1] = -1;
		}
	}

	if ((gobDesc->nextState == 8) &&
			(_vm->_map->getPass(_vm->_map->_curGoblinX, _vm->_map->_curGoblinY - 1) == 3)) {
		_forceNextState[0] = 8;
		_forceNextState[1] = -1;
	}

	if ((gobDesc->nextState == 9) &&
			(_vm->_map->getPass(_vm->_map->_curGoblinX, _vm->_map->_curGoblinY + 1) == 3)) {
		_forceNextState[0] = 9;
		_forceNextState[1] = -1;
	}

	if ((gobDesc->nextState == 20) &&
			(_vm->_map->getPass(_vm->_map->_curGoblinX, _vm->_map->_curGoblinY) == 3)) {
		if (((gobDesc->curLookDir == 0) || (gobDesc->curLookDir == 4) ||
					(gobDesc->curLookDir == 2)) &&
				(_vm->_map->getPass(_vm->_map->_curGoblinX, _vm->_map->_curGoblinY - 1) == 3)) {
			_forceNextState[0] = 8;
			_forceNextState[1] = -1;
		} else if (((gobDesc->curLookDir == 0) || (gobDesc->curLookDir == 4) ||
					(gobDesc->curLookDir == 6))
				&& (_vm->_map->getPass(_vm->_map->_curGoblinX, _vm->_map->_curGoblinY + 1) == 3)) {
			_forceNextState[0] = 9;
			_forceNextState[1] = -1;
		}
	}

}

int16 Goblin::doMove(Gob_Object *gobDesc, int16 cont, int16 action) {
	int16 framesCount;
	int16 nextAct;
	int16 gobIndex;
	int16 layer;

	nextAct = 0;
	gobIndex = 0;

	layer = gobDesc->stateMach[gobDesc->state][0]->layer;
	framesCount = _vm->_scenery->getAnimLayer(gobDesc->animation, layer)->framesCount;

	if ((VAR(59) == 0) &&
	    (gobDesc->state != 30) && (gobDesc->state != 31)) {
		gobDesc->order = (gobDesc->bottom) / 24 + 3;
	}

	if (_positionedGob != _currentGoblin) {
		_vm->_map->_curGoblinX = _gobPositions[_currentGoblin].x;
		_vm->_map->_curGoblinY = _gobPositions[_currentGoblin].y;
	}

	_positionedGob = _currentGoblin;

	gobDesc->animation =
	    gobDesc->stateMach[gobDesc->state][gobDesc->stateColumn]->animation;

	_gobStateLayer =
	    gobDesc->stateMach[gobDesc->state][gobDesc->stateColumn]->layer;

	moveInitStep(framesCount, action, cont, gobDesc, &gobIndex, &nextAct);
	moveTreatRopeStairs(gobDesc);
	moveAdvance(0, gobDesc, nextAct, framesCount);

	return gobIndex;
}

void Goblin::zeroObjects() {
	for (int i = 0; i < 4; i++)
		_goblins[i] = 0;

	for (int i = 0; i < 20; i++)
		_objects[i] = 0;

	for (int i = 0; i < 16; i++)
		_vm->_sound->sampleFree(&_soundData[i]);
}

void Goblin::freeAllObjects() {
	_vm->_util->deleteList(_objList);
	_objList = 0;
	freeObjects();
}

void Goblin::loadObjects(const char *source) {
	zeroObjects();
	for (int i = 0; i < 20; i++)
		_itemToObject[i] = 100;

	freeObjects();
	initList();
	Common::strlcpy(_vm->_map->_sourceFile, source, 15);

	_vm->_map->_sourceFile[strlen(_vm->_map->_sourceFile) - 4] = 0;
	_vm->_map->loadMapObjects(source);

	for (int i = 0; i < _gobsCount; i++)
		placeObject(_goblins[i], 0, 0, 0, 0, 0);

	for (int i = 0; i < _objCount; i++)
		placeObject(_objects[i], 1, 0, 0, 0, 0);

	initVarPointers();
	_actDestItemDesc = 0;
}

void Goblin::saveGobDataToVars(int16 xPos, int16 yPos, int16 someVal) {
	Gob_Object *obj;
	_some0ValPtr = (uint32) someVal;
	_curGobXPosVarPtr = (uint32) xPos;
	_curGobYPosVarPtr = (uint32) yPos;
	_itemInPocketVarPtr = (uint32) _itemIndInPocket;

	obj = _goblins[_currentGoblin];

	_curGobStateVarPtr = (uint32) obj->state;
	_curGobFrameVarPtr = (uint32) obj->curFrame;
	_curGobMultStateVarPtr = (uint32) obj->multState;
	_curGobNextStateVarPtr = (uint32) obj->nextState;
	_curGobScrXVarPtr = (uint32) obj->xPos;
	_curGobScrYVarPtr = (uint32) obj->yPos;
	_curGobLeftVarPtr = (uint32) obj->left;
	_curGobTopVarPtr = (uint32) obj->top;
	_curGobRightVarPtr = (uint32) obj->right;
	_curGobBottomVarPtr = (uint32) obj->bottom;
	_curGobDoAnimVarPtr = (uint32) obj->doAnim;
	_curGobOrderVarPtr = (uint32) obj->order;
	_curGobNoTickVarPtr = (uint32) obj->noTick;
	_curGobTypeVarPtr = (uint32) obj->type;
	_curGobMaxTickVarPtr = (uint32) obj->maxTick;
	_curGobTickVarPtr = (uint32) obj->tick;
	_curGobActStartStateVarPtr = (uint32) obj->actionStartState;
	_curGobLookDirVarPtr = (uint32) obj->curLookDir;
	_curGobPickableVarPtr = (uint32) obj->pickable;
	_curGobRelaxVarPtr = (uint32) obj->relaxTime;
	_curGobMaxFrameVarPtr = (uint32) getObjMaxFrame(obj);

	if (_actDestItemDesc == 0)
		return;

	obj = _actDestItemDesc;
	_destItemStateVarPtr = (uint32) obj->state;
	_destItemFrameVarPtr = (uint32) obj->curFrame;
	_destItemMultStateVarPtr = (uint32) obj->multState;
	_destItemNextStateVarPtr = (uint32) obj->nextState;
	_destItemScrXVarPtr = (uint32) obj->xPos;
	_destItemScrYVarPtr = (uint32) obj->yPos;
	_destItemLeftVarPtr = (uint32) obj->left;
	_destItemTopVarPtr = (uint32) obj->top;
	_destItemRightVarPtr = (uint32) obj->right;
	_destItemBottomVarPtr = (uint32) obj->bottom;
	_destItemDoAnimVarPtr = (uint32) obj->doAnim;
	_destItemOrderVarPtr = (uint32) obj->order;
	_destItemNoTickVarPtr = (uint32) obj->noTick;
	_destItemTypeVarPtr = (uint32) obj->type;
	_destItemMaxTickVarPtr = (uint32) obj->maxTick;
	_destItemTickVarPtr = (uint32) obj->tick;
	_destItemActStartStVarPtr = (uint32) obj->actionStartState;
	_destItemLookDirVarPtr = (uint32) obj->curLookDir;
	_destItemPickableVarPtr = (uint32) obj->pickable;
	_destItemRelaxVarPtr = (uint32) obj->relaxTime;
	_destItemMaxFrameVarPtr = (uint32) getObjMaxFrame(obj);

	_destItemState = obj->state;
	_destItemType = obj->type;
}

void Goblin::initVarPointers() {
	_gobRetVarPtr.set(*_vm->_inter->_variables, 236);
	_curGobStateVarPtr.set(*_vm->_inter->_variables, 240);
	_curGobFrameVarPtr.set(*_vm->_inter->_variables, 244);
	_curGobMultStateVarPtr.set(*_vm->_inter->_variables, 248);
	_curGobNextStateVarPtr.set(*_vm->_inter->_variables, 252);
	_curGobScrXVarPtr.set(*_vm->_inter->_variables, 256);
	_curGobScrYVarPtr.set(*_vm->_inter->_variables, 260);
	_curGobLeftVarPtr.set(*_vm->_inter->_variables, 264);
	_curGobTopVarPtr.set(*_vm->_inter->_variables, 268);
	_curGobRightVarPtr.set(*_vm->_inter->_variables, 272);
	_curGobBottomVarPtr.set(*_vm->_inter->_variables, 276);
	_curGobDoAnimVarPtr.set(*_vm->_inter->_variables, 280);
	_curGobOrderVarPtr.set(*_vm->_inter->_variables, 284);
	_curGobNoTickVarPtr.set(*_vm->_inter->_variables, 288);
	_curGobTypeVarPtr.set(*_vm->_inter->_variables, 292);
	_curGobMaxTickVarPtr.set(*_vm->_inter->_variables, 296);
	_curGobTickVarPtr.set(*_vm->_inter->_variables, 300);
	_curGobActStartStateVarPtr.set(*_vm->_inter->_variables, 304);
	_curGobLookDirVarPtr.set(*_vm->_inter->_variables, 308);
	_curGobPickableVarPtr.set(*_vm->_inter->_variables, 320);
	_curGobRelaxVarPtr.set(*_vm->_inter->_variables, 324);
	_destItemStateVarPtr.set(*_vm->_inter->_variables, 328);
	_destItemFrameVarPtr.set(*_vm->_inter->_variables, 332);
	_destItemMultStateVarPtr.set(*_vm->_inter->_variables, 336);
	_destItemNextStateVarPtr.set(*_vm->_inter->_variables, 340);
	_destItemScrXVarPtr.set(*_vm->_inter->_variables, 344);
	_destItemScrYVarPtr.set(*_vm->_inter->_variables, 348);
	_destItemLeftVarPtr.set(*_vm->_inter->_variables, 352);
	_destItemTopVarPtr.set(*_vm->_inter->_variables, 356);
	_destItemRightVarPtr.set(*_vm->_inter->_variables, 360);
	_destItemBottomVarPtr.set(*_vm->_inter->_variables, 364);
	_destItemDoAnimVarPtr.set(*_vm->_inter->_variables, 368);
	_destItemOrderVarPtr.set(*_vm->_inter->_variables, 372);
	_destItemNoTickVarPtr.set(*_vm->_inter->_variables, 376);
	_destItemTypeVarPtr.set(*_vm->_inter->_variables, 380);
	_destItemMaxTickVarPtr.set(*_vm->_inter->_variables, 384);
	_destItemTickVarPtr.set(*_vm->_inter->_variables, 388);
	_destItemActStartStVarPtr.set(*_vm->_inter->_variables, 392);
	_destItemLookDirVarPtr.set(*_vm->_inter->_variables, 396);
	_destItemPickableVarPtr.set(*_vm->_inter->_variables, 408);
	_destItemRelaxVarPtr.set(*_vm->_inter->_variables, 412);
	_destItemMaxFrameVarPtr.set(*_vm->_inter->_variables, 420);
	_curGobVarPtr.set(*_vm->_inter->_variables, 424);
	_some0ValPtr.set(*_vm->_inter->_variables, 428);
	_curGobXPosVarPtr.set(*_vm->_inter->_variables, 432);
	_curGobYPosVarPtr.set(*_vm->_inter->_variables, 436);
	_curGobMaxFrameVarPtr.set(*_vm->_inter->_variables, 440);

	_itemInPocketVarPtr.set(*_vm->_inter->_variables, 456);

	_itemInPocketVarPtr = (uint32) -2;
}

void Goblin::loadGobDataFromVars() {
	Gob_Object *obj;

	_itemIndInPocket = (int32) _itemInPocketVarPtr;

	obj = _goblins[_currentGoblin];

	obj->state = (int32) _curGobStateVarPtr;
	obj->curFrame = (int32) _curGobFrameVarPtr;
	obj->multState = (int32) _curGobMultStateVarPtr;
	obj->nextState = (int32) _curGobNextStateVarPtr;
	obj->xPos = (int32) _curGobScrXVarPtr;
	obj->yPos = (int32) _curGobScrYVarPtr;
	obj->left = (int32) _curGobLeftVarPtr;
	obj->top = (int32) _curGobTopVarPtr;
	obj->right = (int32) _curGobRightVarPtr;
	obj->bottom = (int32) _curGobBottomVarPtr;
	obj->doAnim = (int32) _curGobDoAnimVarPtr;
	obj->order = (int32) _curGobOrderVarPtr;
	obj->noTick = (int32) _curGobNoTickVarPtr;
	obj->type = (int32) _curGobTypeVarPtr;
	obj->maxTick = (int32) _curGobMaxTickVarPtr;
	obj->tick = (int32) _curGobTickVarPtr;
	obj->actionStartState = (int32) _curGobActStartStateVarPtr;
	obj->curLookDir = (int32) _curGobLookDirVarPtr;
	obj->pickable = (int32) _curGobPickableVarPtr;
	obj->relaxTime = (int32) _curGobRelaxVarPtr;

	if (_actDestItemDesc == 0)
		return;

	obj = _actDestItemDesc;

	obj->state = (int32) _destItemStateVarPtr;
	obj->curFrame = (int32) _destItemFrameVarPtr;
	obj->multState = (int32) _destItemMultStateVarPtr;
	obj->nextState = (int32) _destItemNextStateVarPtr;
	obj->xPos = (int32) _destItemScrXVarPtr;
	obj->yPos = (int32) _destItemScrYVarPtr;
	obj->left = (int32) _destItemLeftVarPtr;
	obj->top = (int32) _destItemTopVarPtr;
	obj->right = (int32) _destItemRightVarPtr;
	obj->bottom = (int32) _destItemBottomVarPtr;
	obj->doAnim = (int32) _destItemDoAnimVarPtr;
	obj->order = (int32) _destItemOrderVarPtr;
	obj->noTick = (int32) _destItemNoTickVarPtr;
	obj->type = (int32) _destItemTypeVarPtr;
	obj->maxTick = (int32) _destItemMaxTickVarPtr;
	obj->tick = (int32) _destItemTickVarPtr;
	obj->actionStartState = (int32) _destItemActStartStVarPtr;
	obj->curLookDir = (int32) _destItemLookDirVarPtr;
	obj->pickable = (int32) _destItemPickableVarPtr;
	obj->relaxTime = (int32) _destItemRelaxVarPtr;

	if (obj->type != _destItemType)
		obj->toRedraw = 1;

	if ((obj->state != _destItemState) && (obj->type == 0))
		obj->toRedraw = 1;
}

void Goblin::pickItem(int16 indexToPocket, int16 idToPocket) {
	if (_objects[indexToPocket]->pickable != 1)
		return;

	_objects[indexToPocket]->type = 3;

	_itemIndInPocket = indexToPocket;
	_itemIdInPocket = idToPocket;

	for (int y = 0; y < _vm->_map->getMapHeight(); y++) {
		for (int x = 0; x < _vm->_map->getMapWidth(); x++) {
			if (_itemByteFlag == 1) {
				if (((_vm->_map->getItem(x, y) & 0xFF00) >> 8) == idToPocket)
					_vm->_map->setItem(x, y, _vm->_map->getItem(x, y) & 0xFF);
			} else {
				if ((_vm->_map->getItem(x, y) & 0xFF) == idToPocket)
					_vm->_map->setItem(x, y, _vm->_map->getItem(x, y) & 0xFF00);
			}
		}
	}

	if ((idToPocket >= 0) && (idToPocket < 20)) {
		_vm->_map->_itemPoses[_itemIdInPocket].x = 0;
		_vm->_map->_itemPoses[_itemIdInPocket].y = 0;
		_vm->_map->_itemPoses[_itemIdInPocket].orient = 0;
	}
}

void Goblin::placeItem(int16 indexInPocket, int16 idInPocket) {
	Gob_Object *itemDesc;
	int16 lookDir;
	int16 xPos;
	int16 yPos;
	int16 layer;

	itemDesc = _objects[indexInPocket];
	lookDir = _goblins[0]->curLookDir & 4;

	xPos = _gobPositions[0].x;
	yPos = _gobPositions[0].y;

	_itemIndInPocket = -1;
	_itemIdInPocket = 0;

	itemDesc->pickable = 1;
	itemDesc->type = 0;
	itemDesc->toRedraw = 1;
	itemDesc->curFrame = 0;
	itemDesc->order = _goblins[0]->order;
	itemDesc->animation =
	    itemDesc->stateMach[itemDesc->state][0]->animation;
	layer =
	    itemDesc->stateMach[itemDesc->state][itemDesc->stateColumn]->layer;

	_vm->_scenery->updateAnim(layer, 0, itemDesc->animation, 0,
	    itemDesc->xPos, itemDesc->yPos, 0);

	itemDesc->yPos += (_gobPositions[0].y * 6) + 5 -
		_vm->_scenery->_toRedrawBottom;

	if (lookDir == 4)
		itemDesc->xPos += (_gobPositions[0].x * 12 + 14) -
			(_vm->_scenery->_toRedrawLeft + _vm->_scenery->_toRedrawRight) / 2;
	else
		itemDesc->xPos += (_gobPositions[0].x * 12) -
			(_vm->_scenery->_toRedrawLeft + _vm->_scenery->_toRedrawRight) / 2;

	_vm->_map->placeItem(xPos, yPos, idInPocket);

	if (yPos > 0)
		_vm->_map->placeItem(xPos, yPos - 1, idInPocket);

	if (lookDir == 4) {
		if (xPos < _vm->_map->getMapWidth() - 1) {
			_vm->_map->placeItem(xPos + 1, yPos, idInPocket);

			if (yPos > 0)
				_vm->_map->placeItem(xPos + 1, yPos - 1, idInPocket);
		}
	} else {
		if (xPos > 0) {
			_vm->_map->placeItem(xPos - 1, yPos, idInPocket);

			if (yPos > 0)
				_vm->_map->placeItem(xPos - 1, yPos - 1, idInPocket);
		}
	}

	if ((idInPocket >= 0) && (idInPocket < 20)) {
		_vm->_map->_itemPoses[idInPocket].x = _gobPositions[0].x;
		_vm->_map->_itemPoses[idInPocket].y = _gobPositions[0].y;
		_vm->_map->_itemPoses[idInPocket].orient = lookDir;
		if (_vm->_map->_itemPoses[idInPocket].orient == 0) {
			if (_vm->_map->getPass(_vm->_map->_itemPoses[idInPocket].x + 1,
						(int)_vm->_map->_itemPoses[idInPocket].y) == 1)
				_vm->_map->_itemPoses[idInPocket].x++;
		} else {
			if (_vm->_map->getPass(_vm->_map->_itemPoses[idInPocket].x - 1,
						(int)_vm->_map->_itemPoses[idInPocket].y) == 1)
				_vm->_map->_itemPoses[idInPocket].x--;
		}
	}
}

void Goblin::swapItems(int16 indexToPick, int16 idToPick) {
	int16 layer;
	Gob_Object *pickObj;
	Gob_Object *placeObj;
	int16 idToPlace;
	int16 x, y;

	pickObj = _objects[indexToPick];
	placeObj = _objects[_itemIndInPocket];

	idToPlace = _itemIdInPocket;
	pickObj->type = 3;
	_itemIndInPocket = indexToPick;
	_itemIdInPocket = idToPick;

	if (_itemByteFlag == 0) {
		for (y = 0; y < _vm->_map->getMapHeight(); y++) {
			for (x = 0; x < _vm->_map->getMapWidth(); x++) {
				if ((_vm->_map->getItem(x, y) & 0xFF) == idToPick)
					_vm->_map->setItem(x, y, (_vm->_map->getItem(x, y) & 0xFF00) + idToPlace);
			}
		}
	} else {

		for (y = 0; y < _vm->_map->getMapHeight(); y++) {
			for (x = 0; x < _vm->_map->getMapWidth(); x++) {
				if (((_vm->_map->getItem(x, y) & 0xFF00) >> 8) == idToPick)
					_vm->_map->setItem(x, y, (_vm->_map->getItem(x, y) & 0xFF) + (idToPlace << 8));
			}
		}
	}

	if (idToPick >= 0 && idToPick < 20) {
		_vm->_map->_itemPoses[idToPlace].x =
		    _vm->_map->_itemPoses[_itemIdInPocket].x;
		_vm->_map->_itemPoses[idToPlace].y =
		    _vm->_map->_itemPoses[_itemIdInPocket].y;
		_vm->_map->_itemPoses[idToPlace].orient =
		    _vm->_map->_itemPoses[_itemIdInPocket].orient;

		_vm->_map->_itemPoses[_itemIdInPocket].x = 0;
		_vm->_map->_itemPoses[_itemIdInPocket].y = 0;
		_vm->_map->_itemPoses[_itemIdInPocket].orient = 0;
	}

	_itemIndInPocket = -1;
	_itemIdInPocket = 0;

	placeObj->type = 0;
	placeObj->nextState = -1;
	placeObj->multState = -1;
	placeObj->unk14 = 0;
	placeObj->toRedraw = 1;
	placeObj->curFrame = 0;
	placeObj->order = _goblins[0]->order;

	placeObj->animation =
	    placeObj->stateMach[placeObj->state][0]->animation;

	layer = placeObj->stateMach[placeObj->state][placeObj->stateColumn]->layer;
	_vm->_scenery->updateAnim(layer, 0, placeObj->animation, 0, placeObj->xPos,
	    placeObj->yPos, 0);

	placeObj->yPos += (_gobPositions[0].y * 6) + 5 -
		_vm->_scenery->_toRedrawBottom;

	if (_vm->_map->_itemPoses[idToPlace].orient == 4)
		placeObj->xPos += (_gobPositions[0].x * 12 + 14) -
			(_vm->_scenery->_toRedrawLeft + _vm->_scenery->_toRedrawRight) / 2;
	else
		placeObj->xPos += (_gobPositions[0].x * 12) -
			(_vm->_scenery->_toRedrawLeft + _vm->_scenery->_toRedrawRight) / 2;
}

void Goblin::treatItemPick(int16 itemId) {
	int16 itemIndex;
	Gob_Object *gobDesc;

	gobDesc = _goblins[_currentGoblin];

	if (gobDesc->curFrame != 9)
		return;

	if (gobDesc->stateMach != gobDesc->realStateMach)
		return;

	_readyToAct = 0;
	_goesAtTarget = 0;

	itemIndex = _itemToObject[itemId];
	if ((itemId != 0) && (itemIndex != -1) && (_objects[itemIndex]->pickable != 1))
		itemIndex = -1;

	if ((_itemIndInPocket != -1) && (_itemIndInPocket == itemIndex))
		itemIndex = -1;

	if ((_itemIndInPocket != -1) && (itemIndex != -1) &&
			(_objects[itemIndex]->pickable == 1)) {
		swapItems(itemIndex, itemId);
		_itemIndInPocket = itemIndex;
		_itemIdInPocket = itemId;
		return;
	}

	if ((_itemIndInPocket != -1) && (itemIndex == -1)) {
		placeItem(_itemIndInPocket, _itemIdInPocket);
		return;
	}

	if ((_itemIndInPocket == -1) && (itemIndex != -1)) {
		pickItem(itemIndex, itemId);
		return;
	}
}

int16 Goblin::treatItem(int16 action) {
	int16 state;

	state = _goblins[_currentGoblin]->state;
	if (((state == 10) || (state == 11)) &&
	    (_goblins[_currentGoblin]->curFrame == 0)) {
		_readyToAct = 0;
	}

	if ((action == 3) && (_currentGoblin == 0) &&
	    ((state == 10) || (state == 11)) && (_goblins[0]->curFrame == 0)) {
		saveGobDataToVars(_gobPositions[_currentGoblin].x,
		    _gobPositions[_currentGoblin].y, 0);
		_goesAtTarget = 1;
		return -1;
	}

	if ((_noPick == 0) && (_currentGoblin == 0) &&
	    ((state == 10) || (state == 11))) {
		treatItemPick(_destActionItem);

		saveGobDataToVars(_gobPositions[_currentGoblin].x,
		    _gobPositions[_currentGoblin].y, 0);
		return 0;
	}

	if (_goesAtTarget == 0) {
		saveGobDataToVars(_gobPositions[_currentGoblin].x,
		    _gobPositions[_currentGoblin].y, 0);
		return 0;
	} else {

		if ((_itemToObject[_destActionItem] != 100) && (_destActionItem != 0)) {
			if (_itemToObject[_destActionItem] == -1)
				_actDestItemDesc = 0;
			else
				_actDestItemDesc = _objects[_itemToObject[_destActionItem]];
		}

		_goesAtTarget = 0;
		saveGobDataToVars(_gobPositions[_currentGoblin].x,
		    _gobPositions[_currentGoblin].y, 0);
		return _destActionItem;
	}
}

void Goblin::playSounds(Mult::Mult_Object *obj) {
	Mult::Mult_AnimData *animData;
	bool speaker;
	int16 frequency;
	int16 repCount;
	int16 sndSlot;
	int16 frame;

	if (!obj->goblinStates)
		return;

	animData = obj->pAnimData;

	for (int i = 1; i <= obj->goblinStates[animData->state][0].dataCount; i++) {
		speaker = obj->goblinStates[animData->state][i].speaker != 0;

		if ((obj->goblinStates[animData->state][i].sndItem != -1) ||
				(speaker == 1)) {

			frame = obj->goblinStates[animData->state][i].sndFrame;
			repCount = obj->goblinStates[animData->state][i].repCount;
			frequency = obj->goblinStates[animData->state][i].freq;
			if (animData->frame != frame)
				continue;

			if (!speaker) {
				sndSlot = obj->goblinStates[animData->state][i].sndItem;
				_vm->_sound->blasterStop(0);
				if (sndSlot < _soundSlotsCount)
					_vm->_sound->blasterPlay(_vm->_sound->sampleGetBySlot(_soundSlots[sndSlot] & 0x7FFF),
							repCount, frequency);
			} else
				_vm->_sound->speakerOn(frequency, repCount * 10);

		}
	}

}

void Goblin::setState(int16 index, int16 state) {
	Mult::Mult_Object *obj;
	Mult::Mult_AnimData *animData;
	int16 layer;
	int16 animation;

	obj = &_vm->_mult->_objects[index];
	animData = obj->pAnimData;

	if (obj->goblinStates[state] == 0)
		return;

	layer = obj->goblinStates[state][0].layer;
	animation = obj->goblinStates[state][0].animation;
	animData->layer = layer;
	animData->animation = animation;
	animData->state = state;
	animData->frame = 0;
	animData->isPaused = 0;
	animData->isStatic = 0;
	animData->newCycle = _vm->_scenery->getAnimLayer(animation, layer)->framesCount;
	_vm->_scenery->updateAnim(layer, 0, animation, 0, *obj->pPosX, *obj->pPosY, 1);

	if (_vm->_map->hasBigTiles()) {
		*obj->pPosY = ((obj->goblinY + 1) * _vm->_map->getTilesHeight()) -
			(_vm->_scenery->_animBottom - _vm->_scenery->_animTop) -
			(obj->goblinY + 1) / 2;
	} else {
		*obj->pPosY = (obj->goblinY + 1) * _vm->_map->getTilesHeight() -
			(_vm->_scenery->_animBottom - _vm->_scenery->_animTop);
	}
	*obj->pPosX = obj->goblinX * _vm->_map->getTilesWidth();
}

void Goblin::animate(Mult::Mult_Object *obj) {
	Mult::Mult_AnimData *animData;
	int16 layer;
	int16 animation;
	int16 framesCount;

	animData = obj->pAnimData;

	if (animData->isStatic != 0)
		return;

	layer = obj->goblinStates[animData->state][0].layer;
	animation = obj->goblinStates[animData->state][0].animation;
	framesCount = _vm->_scenery->getAnimLayer(animation, layer)->framesCount;
	animData->newCycle = framesCount;
	playSounds(obj);

	if (animData->isPaused == 0)
		animData->frame++;

	switch (animData->stateType) {
	case 0:
	case 1:
		animData->isPaused = 0;
		break;

	case 4:
		if (animData->frame == 0)
			animData->isPaused = 1;
		break;

	case 6:
		if (animData->frame >= framesCount)
			animData->isPaused = 1;
		break;
	}

	if ((animData->newState == -1) && (animData->frame >= framesCount)) {
		if (animData->framesLeft <= 0) {
			animData->framesLeft = animData->maxFrame;
			animData->frame = 0;
		} else
			animData->framesLeft --;
	}

	if (animData->frame < framesCount)
		return;

	if (animData->newState != -1) {
		animData->frame = 0;
		animData->state = animData->newState;
		animData->newState = -1;
		animData->animation = obj->goblinStates[animData->state][0].animation;
		animData->layer = obj->goblinStates[animData->state][0].layer;

		Scenery::AnimLayer *animLayer = _vm->_scenery->getAnimLayer(animation, layer);
		*obj->pPosX += animLayer->animDeltaX;
		*obj->pPosY += animLayer->animDeltaY;
		animData->newCycle = animLayer->framesCount;
		animData->isPaused = 0;
	} else
		animData->frame--;
}

void Goblin::move(int16 destX, int16 destY, int16 objIndex) {

	Mult::Mult_Object   *obj      = &_vm->_mult->_objects[objIndex];
	Mult::Mult_AnimData *animData = obj->pAnimData;

	obj->gobDestX   = destX;
	obj->gobDestY   = destY;
	animData->destX = destX;
	animData->destY = destY;

	if (animData->isBusy != 0) {
		if ((destX == -1) && (destY == -1)) {
			int16 mouseX = _vm->_global->_inter_mouseX;
			int16 mouseY = _vm->_global->_inter_mouseY;

			if (_vm->_map->hasBigTiles())
				mouseY += ((_vm->_global->_inter_mouseY / _vm->_map->getTilesHeight()) + 1) / 2;

			int16 gobDestX = mouseX / _vm->_map->getTilesWidth();
			int16 gobDestY = mouseY / _vm->_map->getTilesHeight();

			if (_vm->_map->getPass(gobDestX, gobDestY) == 0)
				_vm->_map->findNearestWalkable(gobDestX, gobDestY, mouseX, mouseY);

			obj->gobDestX = (gobDestX == -1) ? obj->goblinX : gobDestX;
			obj->gobDestY = (gobDestY == -1) ? obj->goblinY : gobDestY;

			animData->destX = obj->gobDestX;
			animData->destY = obj->gobDestY;
		}
	}

	WRITE_VAR(56, 0);

	byte passType = _vm->_map->getPass(obj->gobDestX, obj->gobDestY);

	// Prevent continuous walking on wide stairs
	if (passType == 11) {
		if (_vm->_map->getScreenWidth() == 640) {
			obj->gobDestY++;
			animData->destY++;
		}
	}

	// Prevent stopping in the middle of big ladders
	if ((passType == 19) || (passType == 20)) {
		int ladderTop = 0;
		while (_vm->_map->getPass(obj->gobDestX, obj->gobDestY + ladderTop) == passType)
			ladderTop++;

		int ladderBottom = 0;
		while (_vm->_map->getPass(obj->gobDestX, obj->gobDestY + ladderBottom) == passType)
			ladderBottom--;

		int ladderDest;
		if (ABS(ladderBottom) <= ladderTop)
			ladderDest = obj->gobDestY + ladderBottom;
		else
			ladderDest = obj->gobDestY + ladderTop;

		obj->gobDestY   = ladderDest;
		animData->destY = ladderDest;
	}

	initiateMove(obj);
}

void Goblin::updateLayer1(Mult::Mult_AnimData *animData) {
	switch (animData->state) {
	case 2:
		animData->layer = 8;
		break;

	case 6:
		animData->layer = 9;
		break;

	case 17:
		animData->layer = 26;
		break;

	case 18:
		animData->layer = 32;
		break;

	case 21:
		animData->layer = 22;
		break;

	case 22:
		animData->layer = 20;
		break;

	case 23:
		animData->layer = 21;
		break;
	}
}

void Goblin::updateLayer2(Mult::Mult_AnimData *animData) {
	switch (animData->state) {
	case 2:
		animData->layer = 10;
		break;

	case 6:
		animData->layer = 11;
		break;

	case 17:
		animData->layer = 29;
		break;

	case 18:
		animData->layer = 35;
		break;

	case 21:
		animData->layer = 25;
		break;

	case 22:
		animData->layer = 23;
		break;

	case 23:
		animData->layer = 24;
		break;
	}
}

} // End of namespace Gob