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/* 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/mult.h"
#include "gob/game.h"
#include "gob/scenery.h"
#include "gob/map.h"
namespace Gob {
Goblin_v2::Goblin_v2(GobEngine *vm) : Goblin_v1(vm) {
_gobsCount = -1;
}
void Goblin_v2::freeObjects(void) {
int i;
if (_gobsCount < 0)
return;
for (i = 0; i < _gobsCount; i++) {
delete[] _vm->_mult->_objects[i].goblinStates[0];
delete[] _vm->_mult->_objects[i].goblinStates;
}
for (i = 0; i < _vm->_goblin->_soundSlotsCount; i++)
if ((_vm->_goblin->_soundSlots[i] & 0x8000) == 0)
_vm->_game->freeSoundSlot(_vm->_goblin->_soundSlots[i]);
// delete[] off_2F2AB;
_gobsCount = -1;
}
void Goblin_v2::placeObject(Gob_Object *objDesc, char animated,
int16 index, int16 x, int16 y, int16 state) {
Mult::Mult_Object *obj;
Mult::Mult_AnimData *objAnim;
int16 layer;
int16 animation;
obj = &_vm->_mult->_objects[index];
objAnim = obj->pAnimData;
obj->goblinX = x;
obj->goblinY = y;
objAnim->order = y;
if (state == -1) {
objAnim->frame = 0;
objAnim->isPaused = 0;
objAnim->isStatic = 0;
objAnim->newCycle = 0;
_vm->_scenery->updateAnim(objAnim->layer, 0, objAnim->animation, 0,
*obj->pPosX, *obj->pPosY, 0);
if (!_vm->_map->_bigTiles)
*obj->pPosY = (y + 1) * _vm->_map->_tilesHeight
- (_vm->_scenery->_animBottom - _vm->_scenery->_animTop);
else
*obj->pPosY = ((y + 1) / 2) * _vm->_map->_tilesHeight
- (_vm->_scenery->_animBottom - _vm->_scenery->_animTop);
*obj->pPosX = x * _vm->_map->_tilesWidth;
} else {
if (obj->goblinStates[state] != 0) {
layer = obj->goblinStates[state][0].layer;
animation = obj->goblinStates[state][0].animation;
objAnim->state = state;
objAnim->layer = layer;
objAnim->animation = animation;
objAnim->frame = 0;
objAnim->isPaused = 0;
objAnim->isStatic = 0;
objAnim->newCycle = _vm->_scenery->_animations[animation].layers[layer]->framesCount;
_vm->_scenery->updateAnim(layer, 0, animation, 0, *obj->pPosX, *obj->pPosY, 0);
if (!_vm->_map->_bigTiles)
*obj->pPosY = (y + 1) * _vm->_map->_tilesHeight
- (_vm->_scenery->_animBottom - _vm->_scenery->_animTop);
else
*obj->pPosY = ((y + 1) / 2) * _vm->_map->_tilesHeight
- (_vm->_scenery->_animBottom - _vm->_scenery->_animTop);
*obj->pPosX = x * _vm->_map->_tilesWidth;
initiateMove(index);
} else
initiateMove(index);
}
}
void Goblin_v2::initiateMove(int16 index) {
Mult::Mult_Object *obj = &_vm->_mult->_objects[index];
obj->destX = obj->gobDestX;
obj->destY = obj->gobDestY;
_vm->_map->findNearestToDest(index);
_vm->_map->findNearestToGob(index);
_vm->_map->optimizePoints(index, obj->goblinX, obj->goblinY);
obj->pAnimData->field_12 = _vm->_map->checkDirectPath(index,
obj->goblinX, obj->goblinY, obj->gobDestX, obj->gobDestY);
if (obj->pAnimData->field_12 == 3) {
obj->destX = _vm->_map->_wayPoints[obj->nearestWayPoint].x;
obj->destY = _vm->_map->_wayPoints[obj->nearestWayPoint].y;
}
}
} // End of namespace Gob
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