/* 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. * * $URL$ * $Id$ * */ #include "common/stdafx.h" #include "common/endian.h" #include "gob/gob.h" #include "gob/goblin.h" #include "gob/scenery.h" namespace Gob { Goblin_v1::Goblin_v1(GobEngine *vm) : Goblin(vm) { } void Goblin_v1::freeObjects(void) { int16 i; int16 state; int16 col; for (i = 0; i < 16; i++) { if (_soundData[i] == 0) continue; _vm->_snd->freeSoundDesc(_soundData[i]); _soundData[i] = 0; } for (i = 0; i < 4; i++) { if (_goblins[i] == 0) continue; _goblins[i]->stateMach = _goblins[i]->realStateMach; for (state = 0; state < 40; state++) { for (col = 0; col < 6; col++) { delete _goblins[i]->stateMach[state][col]; _goblins[i]->stateMach[state][col] = 0; } } if (i == 3) { for (state = 40; state < 70; state++) { delete _goblins[3]->stateMach[state][0]; _goblins[3]->stateMach[state][0] = 0; } } delete[] _goblins[i]->stateMach; delete _goblins[i]; _goblins[i] = 0; } for (i = 0; i < 20; i++) { if (_objects[i] == 0) continue; _objects[i]->stateMach = _objects[i]->realStateMach; for (state = 0; state < 40; state++) { for (col = 0; col < 6; col++) { delete _objects[i]->stateMach[state][col]; _objects[i]->stateMach[state][col] = 0; } } delete[] _objects[i]->stateMach; delete _objects[i]; _objects[i] = 0; } } void Goblin_v1::placeObject(Gob_Object *objDesc, char animated, int16 index, int16 x, int16 y, int16 state) { int16 layer; if (objDesc->stateMach[objDesc->state][0] != 0) { objDesc->animation = objDesc->stateMach[objDesc->state][0]->animation; objDesc->noTick = 0; objDesc->toRedraw = 1; objDesc->doAnim = animated; objDesc->maxTick = 1; objDesc->tick = 1; objDesc->curFrame = 0; objDesc->type = 0; objDesc->actionStartState = 0; objDesc->nextState = -1; objDesc->multState = -1; objDesc->stateColumn = 0; objDesc->curLookDir = 0; objDesc->visible = 1; objDesc->pickable = 0; objDesc->unk14 = 0; objDesc->relaxTime = _vm->_util->getRandom(30); layer = objDesc->stateMach[objDesc->state][0]->layer; _vm->_scenery->updateAnim(layer, 0, objDesc->animation, 0, objDesc->xPos, objDesc->yPos, 0); objDesc->order = _vm->_scenery->_toRedrawBottom / 24 + 3; objDesc->left = objDesc->xPos; objDesc->right = objDesc->xPos; objDesc->dirtyLeft = objDesc->xPos; objDesc->dirtyRight = objDesc->xPos; objDesc->top = objDesc->yPos; objDesc->bottom = objDesc->yPos; objDesc->dirtyTop = objDesc->yPos; objDesc->dirtyBottom = objDesc->yPos; _vm->_util->listInsertBack(_objList, objDesc); } } } // End of namespace Gob