scummvm/gob/goblin.cpp

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/* ScummVM - Scumm Interpreter
* Copyright (C) 2004 Ivan Dubrov
* Copyright (C) 2004-2005 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.
*
* $Header$
*
*/
#include "gob/gob.h"
#include "gob/goblin.h"
#include "gob/inter.h"
#include "gob/global.h"
#include "gob/draw.h"
#include "gob/video.h"
#include "gob/anim.h"
#include "gob/scenery.h"
#include "gob/map.h"
#include "gob/sound.h"
#include "gob/game.h"
#include "gob/dataio.h"
#include "gob/cdrom.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;
rotStates[0][0] = 0; rotStates[0][1] = 22; rotStates[0][2] = 23; rotStates[0][3] = 24;
rotStates[1][0] = 13; rotStates[1][1] = 2; rotStates[1][2] = 12; rotStates[1][3] = 14;
rotStates[2][0] = 16; rotStates[2][1] = 15; rotStates[2][2] = 4; rotStates[2][3] = 17;
rotStates[3][0] = 27; rotStates[3][1] = 25; rotStates[3][2] = 26; rotStates[3][3] = 6;
boreCounter = 0;
positionedGob = 5;
noPick = 0;
objList = 0;
for (int i = 0; i < 4; i++)
goblins[i] = 0;
currentGoblin = 0;
for (int i = 0; i < 16; i++)
soundData[i] = 0;
for (int i = 0; i < 3; i++) {
gobPositions[i].x = 0;
gobPositions[i].y = 0;
}
gobDestX = 0;
gobDestY = 0;
pressedMapX = 0;
pressedMapY = 0;
pathExistence = 0;
some0ValPtr = 0;
gobRetVarPtr = 0;
curGobVarPtr = 0;
curGobXPosVarPtr = 0;
curGobYPosVarPtr = 0;
itemInPocketVarPtr = 0;
curGobStateVarPtr = 0;
curGobFrameVarPtr = 0;
curGobMultStateVarPtr = 0;
curGobNextStateVarPtr = 0;
curGobScrXVarPtr = 0;
curGobScrYVarPtr = 0;
curGobLeftVarPtr = 0;
curGobTopVarPtr = 0;
curGobRightVarPtr = 0;
curGobBottomVarPtr = 0;
curGobDoAnimVarPtr = 0;
curGobOrderVarPtr = 0;
curGobNoTickVarPtr = 0;
curGobTypeVarPtr = 0;
curGobMaxTickVarPtr = 0;
curGobTickVarPtr = 0;
curGobActStartStateVarPtr = 0;
curGobLookDirVarPtr = 0;
curGobPickableVarPtr = 0;
curGobRelaxVarPtr = 0;
curGobMaxFrameVarPtr = 0;
destItemStateVarPtr = 0;
destItemFrameVarPtr = 0;
destItemMultStateVarPtr = 0;
destItemNextStateVarPtr = 0;
destItemScrXVarPtr = 0;
destItemScrYVarPtr = 0;
destItemLeftVarPtr = 0;
destItemTopVarPtr = 0;
destItemRightVarPtr = 0;
destItemBottomVarPtr = 0;
destItemDoAnimVarPtr = 0;
destItemOrderVarPtr = 0;
destItemNoTickVarPtr = 0;
destItemTypeVarPtr = 0;
destItemMaxTickVarPtr = 0;
destItemTickVarPtr = 0;
destItemActStartStVarPtr = 0;
destItemLookDirVarPtr = 0;
destItemPickableVarPtr = 0;
destItemRelaxVarPtr = 0;
destItemMaxFrameVarPtr = 0;
destItemType = 0;
destItemState = 0;
for (int i = 0; i < 20; i++) {
itemToObject[i] = 0;
objects[i] = 0;
}
objCount = 0;
gobsCount = 0;
}
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(void) {
objList = (Util::List *) malloc(sizeof(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(Snd::SoundDesc *snd, int16 repCount, int16 freq) {
if (snd != 0) {
_vm->_snd->stopSound(0);
_vm->_snd->playSample(snd, repCount, freq);
}
}
void Goblin::drawObjects(void) {
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->_video->drawSprite(_vm->_anim->_animSurf, _vm->_draw->backSurface,
objDesc->left, objDesc->top, objDesc->right,
objDesc->bottom, objDesc->left, objDesc->top, 0);
_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);
}
}
}
}
// _vm->_scenery->updateAnim(27, 0, 9, 2, 10, 10, 1);
}
void Goblin::animateObjects(void) {
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->animations[objDesc->animation].layers[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;
2005-04-05 17:41:37 +00:00
objDesc->state = objDesc->multState - 40;
} else {
2005-04-05 17:41:37 +00:00
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;
}
}
}
void Goblin::placeObject(Gob_Object *objDesc, char animated) {
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);
}
}
int16 Goblin::getObjMaxFrame(Gob_Object * objDesc) {
int16 layer;
layer = objDesc->stateMach[objDesc->state][0]->layer;
return _vm->_scenery->animations[objDesc->animation].layers[layer]->framesCount -
1;
}
int16 Goblin::objIntersected(Gob_Object *obj1, Gob_Object *obj2) {
if (obj1->type == 1 || obj2->type == 1)
return 0;
if (obj1->right < obj2->left)
return 0;
if (obj1->left > obj2->right)
return 0;
if (obj1->bottom < obj2->top)
return 0;
if (obj1->top > obj2->bottom)
return 0;
return 1;
}
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->animations[gobDesc->animation].layers[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;
debug(4, "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->_passMap[_vm->_map->_curGoblinY][_vm->_map->_curGoblinX] == 3 ||
_vm->_map->_passMap[_vm->_map->_curGoblinY][_vm->_map->_curGoblinX] == 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 = 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->_passMap[pressedMapY][pressedMapX] == 0 &&
(gobAction == 0
|| _vm->_map->_itemsMap[pressedMapY][pressedMapX] == 0)) {
resDelta = -1;
resDeltaDir = 0;
resDeltaPix = 0;
for (i = 1;
i <= pressedMapX
&& _vm->_map->_passMap[pressedMapY][pressedMapX - i] == 0;
i++);
if (i <= pressedMapX) {
resDeltaPix = (i - 1) * 12 + (posX % 12) + 1;
resDelta = i;
}
for (i = 1;
(i + pressedMapX) < Map::kMapWidth
&& _vm->_map->_passMap[pressedMapY][pressedMapX + i] == 0;
i++);
if (pressedMapX + i < Map::kMapWidth) {
deltaPix = (i * 12) - (posX % 12);
if (resDelta == -1 || deltaPix < resDeltaPix) {
resDeltaPix = deltaPix;
resDelta = i;
resDeltaDir = 1;
}
}
for (i = 1;
(i + pressedMapY) < Map::kMapHeight
&& _vm->_map->_passMap[pressedMapY + i][pressedMapX] == 0;
i++);
if (pressedMapY + i < Map::kMapHeight) {
deltaPix = (i * 6) - (posY % 6);
if (resDelta == -1 || deltaPix < resDeltaPix) {
resDeltaPix = deltaPix;
resDelta = i;
resDeltaDir = 2;
}
}
for (i = 1;
i <= pressedMapY
&& _vm->_map->_passMap[pressedMapY - i][pressedMapX] == 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;
}
}
}
void Goblin::adjustTarget(void) {
if (gobAction == 4
&& _vm->_map->_itemsMap[pressedMapY][pressedMapX] == 0) {
if (pressedMapY > 0
&& _vm->_map->_itemsMap[pressedMapY - 1][pressedMapX] !=
0) {
pressedMapY--;
} else if (pressedMapX < Map::kMapWidth - 1
&& _vm->_map->_itemsMap[pressedMapY][pressedMapX + 1] !=
0) {
pressedMapX++;
} else if (pressedMapX < Map::kMapWidth - 1 && pressedMapY > 0
&& _vm->_map->_itemsMap[pressedMapY - 1][pressedMapX +
1] != 0) {
pressedMapY--;
pressedMapX++;
}
}
}
void Goblin::targetDummyItem(Gob_Object *gobDesc) {
if (_vm->_map->_itemsMap[pressedMapY][pressedMapX] == 0 &&
_vm->_map->_passMap[pressedMapY][pressedMapX] == 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(void) {
int16 tmpX;
int16 tmpY;
int16 items;
int16 layer;
int16 tmpPosX;
int16 tmpPosY;
Gob_Object *itemDesc;
if (gobAction == 3 || gobAction == 4) {
items = _vm->_map->_itemsMap[pressedMapY][pressedMapX];
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->_itemsMap[pressedMapY]
[pressedMapX - 1] & 0xff00) ==
(_vm->_map->_itemsMap[pressedMapY]
[pressedMapX] & 0xff00)) {
pressedMapX--;
_vm->_map->_destX = pressedMapX;
gobDestX = pressedMapX;
}
} else if (_vm->_map->_itemPoses[destItemId].orient == 0) {
if ((_vm->_map->_itemsMap[pressedMapY]
[pressedMapX + 1] & 0xff00) ==
(_vm->_map->_itemsMap[pressedMapY]
[pressedMapX] & 0xff00)) {
pressedMapX++;
_vm->_map->_destX = pressedMapX;
gobDestX = pressedMapX;
}
}
if ((_vm->_map->_itemsMap[pressedMapY +
1][pressedMapX] & 0xff00) ==
(_vm->_map->_itemsMap[pressedMapY][pressedMapX] &
0xff00)) {
pressedMapY++;
_vm->_map->_destY = pressedMapY;
gobDestY = pressedMapY;
}
} else {
if (_vm->_map->_itemPoses[destItemId].orient == 4) {
if ((_vm->_map->_itemsMap[pressedMapY]
[pressedMapX - 1]) ==
(_vm->_map->_itemsMap[pressedMapY]
[pressedMapX])) {
pressedMapX--;
_vm->_map->_destX = pressedMapX;
gobDestX = pressedMapX;
}
} else if (_vm->_map->_itemPoses[destItemId].orient == 0) {
if ((_vm->_map->_itemsMap[pressedMapY]
[pressedMapX + 1]) ==
(_vm->_map->_itemsMap[pressedMapY]
[pressedMapX])) {
pressedMapX++;
_vm->_map->_destX = pressedMapX;
gobDestX = pressedMapX;
}
}
if ((_vm->_map->_itemsMap[pressedMapY +
1][pressedMapX]) ==
(_vm->_map->_itemsMap[pressedMapY][pressedMapX])) {
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->_passMap[tmpPosY][tmpPosX] == 1) {
pressedMapX = tmpPosX;
_vm->_map->_destX = tmpPosX;
gobDestX = tmpPosX;
pressedMapY = tmpPosY;
_vm->_map->_destY = tmpPosY;
gobDestY = tmpPosY;
}
}
}
}
void Goblin::initiateMove(void) {
_vm->_map->findNearestToDest();
_vm->_map->findNearestToGob();
_vm->_map->optimizePoints();
pathExistence = _vm->_map->checkDirectPath(_vm->_map->_curGoblinX, _vm->_map->_curGoblinY,
pressedMapX, pressedMapY);
if (pathExistence == 3) {
if (_vm->_map->checkLongPath(_vm->_map->_curGoblinX, _vm->_map->_curGoblinY,
pressedMapX, pressedMapY,
_vm->_map->_nearestWayPoint, _vm->_map->_nearestDest) == 0) {
pathExistence = 0;
} else {
_vm->_map->_destX = _vm->_map->_wayPoints[_vm->_map->_nearestWayPoint].x;
_vm->_map->_destY = _vm->_map->_wayPoints[_vm->_map->_nearestWayPoint].y;
}
}
}
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 = posX / 12;
pressedMapY = posY / 6;
if (_vm->_map->_itemsMap[pressedMapY][pressedMapX] == 0
&& i < 20) {
if (_vm->_map->_itemsMap[pressedMapY +
1][pressedMapX] != 0) {
pressedMapY++;
} else if (_vm->_map->_itemsMap[pressedMapY +
1][pressedMapX + 1] != 0) {
pressedMapX++;
pressedMapY++;
} else
if (_vm->_map->_itemsMap[pressedMapY][pressedMapX +
1] != 0) {
pressedMapX++;
} else if (_vm->_map->_itemsMap[pressedMapY -
1][pressedMapX + 1] != 0) {
pressedMapX++;
pressedMapY--;
} else if (_vm->_map->_itemsMap[pressedMapY -
1][pressedMapX] != 0) {
pressedMapY--;
} else if (_vm->_map->_itemsMap[pressedMapY -
1][pressedMapX - 1] != 0) {
pressedMapY--;
pressedMapX--;
} else
if (_vm->_map->_itemsMap[pressedMapY][pressedMapX -
1] != 0) {
pressedMapX--;
} else if (_vm->_map->_itemsMap[pressedMapY +
1][pressedMapX - 1] != 0) {
pressedMapX--;
pressedMapY++;
}
}
} else {
pressedMapX = posX / 12;
pressedMapY = posY / 6;
}
}
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();
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->_passMap[_vm->_map->_curGoblinY - 1][_vm->_map->_curGoblinX] == 6) {
forceNextState[0] = 28;
forceNextState[1] = -1;
}
if (gobDesc->nextState == 29
&& _vm->_map->_passMap[_vm->_map->_curGoblinY + 1][_vm->_map->_curGoblinX] == 6) {
forceNextState[0] = 29;
forceNextState[1] = -1;
}
if ((gobDesc->nextState == 28 || gobDesc->nextState == 29
|| gobDesc->nextState == 20)
&& _vm->_map->_passMap[_vm->_map->_curGoblinY][_vm->_map->_curGoblinX] == 6) {
if ((gobDesc->curLookDir == 0 || gobDesc->curLookDir == 4
|| gobDesc->curLookDir == 2)
&& _vm->_map->_passMap[_vm->_map->_curGoblinY - 1][_vm->_map->_curGoblinX] == 6) {
forceNextState[0] = 28;
forceNextState[1] = -1;
} else if ((gobDesc->curLookDir == 0
|| gobDesc->curLookDir == 4
|| gobDesc->curLookDir == 6)
&& _vm->_map->_passMap[_vm->_map->_curGoblinY + 1][_vm->_map->_curGoblinX] == 6) {
forceNextState[0] = 29;
forceNextState[1] = -1;
}
}
if (gobDesc->nextState == 8
&& _vm->_map->_passMap[_vm->_map->_curGoblinY - 1][_vm->_map->_curGoblinX] == 3) {
forceNextState[0] = 8;
forceNextState[1] = -1;
}
if (gobDesc->nextState == 9
&& _vm->_map->_passMap[_vm->_map->_curGoblinY + 1][_vm->_map->_curGoblinX] == 3) {
forceNextState[0] = 9;
forceNextState[1] = -1;
}
if (gobDesc->nextState == 20
&& _vm->_map->_passMap[_vm->_map->_curGoblinY][_vm->_map->_curGoblinX] == 3) {
if ((gobDesc->curLookDir == 0 || gobDesc->curLookDir == 4
|| gobDesc->curLookDir == 2)
&& _vm->_map->_passMap[_vm->_map->_curGoblinY - 1][_vm->_map->_curGoblinX] == 3) {
forceNextState[0] = 8;
forceNextState[1] = -1;
} else if ((gobDesc->curLookDir == 0
|| gobDesc->curLookDir == 4
|| gobDesc->curLookDir == 6)
&& _vm->_map->_passMap[_vm->_map->_curGoblinY + 1][_vm->_map->_curGoblinX] == 3) {
forceNextState[0] = 9;
forceNextState[1] = -1;
}
}
}
void Goblin::movePathFind(Gob_Object *gobDesc, int16 nextAct) {
if (pathExistence == 1) {
_vm->_map->_curGoblinX = gobPositions[currentGoblin].x;
_vm->_map->_curGoblinY = gobPositions[currentGoblin].y;
if (_vm->_map->_curGoblinX == pressedMapX &&
_vm->_map->_curGoblinY == pressedMapY && gobAction != 0) {
readyToAct = 1;
pathExistence = 0;
}
nextAct = _vm->_map->getDirection(_vm->_map->_curGoblinX, _vm->_map->_curGoblinY,
_vm->_map->_destX, _vm->_map->_destY);
if (nextAct == 0)
pathExistence = 0;
} else if (pathExistence == 3) {
_vm->_map->_curGoblinX = gobPositions[currentGoblin].x;
_vm->_map->_curGoblinY = gobPositions[currentGoblin].y;
if (_vm->_map->_curGoblinX == gobDestX && _vm->_map->_curGoblinY == gobDestY) {
pathExistence = 1;
_vm->_map->_destX = pressedMapX;
_vm->_map->_destY = pressedMapY;
} else {
if (_vm->_map->checkDirectPath(_vm->_map->_curGoblinX, _vm->_map->_curGoblinY,
gobDestX, gobDestY) == 1) {
_vm->_map->_destX = gobDestX;
_vm->_map->_destY = gobDestY;
} else if (_vm->_map->_curGoblinX == _vm->_map->_destX && _vm->_map->_curGoblinY == _vm->_map->_destY) {
if (_vm->_map->_nearestWayPoint > _vm->_map->_nearestDest) {
_vm->_map->optimizePoints();
_vm->_map->_destX =
_vm->_map->_wayPoints[_vm->_map->_nearestWayPoint].
x;
_vm->_map->_destY =
_vm->_map->_wayPoints[_vm->_map->_nearestWayPoint].
y;
if (_vm->_map->_nearestWayPoint > _vm->_map->_nearestDest)
_vm->_map->_nearestWayPoint--;
} else if (_vm->_map->_nearestWayPoint < _vm->_map->_nearestDest) {
_vm->_map->optimizePoints();
_vm->_map->_destX =
_vm->_map->_wayPoints[_vm->_map->_nearestWayPoint].
x;
_vm->_map->_destY =
_vm->_map->_wayPoints[_vm->_map->_nearestWayPoint].
y;
if (_vm->_map->_nearestWayPoint < _vm->_map->_nearestDest)
_vm->_map->_nearestWayPoint++;
} else {
if (_vm->_map->checkDirectPath(_vm->_map->_curGoblinX,
_vm->_map->_curGoblinY, gobDestX,
gobDestY) == 3 && _vm->_map->_passMap[pressedMapY][pressedMapX] != 0) {
_vm->_map->_destX = _vm->_map->_wayPoints[_vm->_map->_nearestWayPoint].x;
_vm->_map->_destY = _vm->_map->_wayPoints[_vm->_map->_nearestWayPoint].y;
} else {
pathExistence = 1;
_vm->_map->_destX = pressedMapX;
_vm->_map->_destY = pressedMapY;
}
}
}
nextAct =
_vm->_map->getDirection(_vm->_map->_curGoblinX, _vm->_map->_curGoblinY,
_vm->_map->_destX, _vm->_map->_destY);
}
}
if (readyToAct != 0 && (gobAction == 3 || gobAction == 4))
nextAct = 0x4dc8;
switch (nextAct) {
case Map::kDirW:
gobDesc->nextState = rotateState(gobDesc->curLookDir, 0);
break;
case Map::kDirE:
gobDesc->nextState = rotateState(gobDesc->curLookDir, 4);
break;
case 16:
gobDesc->nextState = 16;
break;
case 23:
gobDesc->nextState = 23;
break;
case Map::kDirN:
if (_vm->_map->_passMap[_vm->_map->_curGoblinY - 1][_vm->_map->_curGoblinX] == 6 &&
currentGoblin != 1) {
pathExistence = 0;
break;
}
if (_vm->_map->_passMap[_vm->_map->_curGoblinY][_vm->_map->_curGoblinX] == 3) {
gobDesc->nextState = 8;
break;
}
if (_vm->_map->_passMap[_vm->_map->_curGoblinY][_vm->_map->_curGoblinX] == 6 &&
currentGoblin == 1) {
gobDesc->nextState = 28;
break;
}
gobDesc->nextState = rotateState(gobDesc->curLookDir, 2);
break;
case Map::kDirS:
if (_vm->_map->_passMap[_vm->_map->_curGoblinY + 1][_vm->_map->_curGoblinX] == 6 &&
currentGoblin != 1) {
pathExistence = 0;
break;
}
if (_vm->_map->_passMap[_vm->_map->_curGoblinY][_vm->_map->_curGoblinX] == 3) {
gobDesc->nextState = 9;
break;
}
if (_vm->_map->_passMap[_vm->_map->_curGoblinY][_vm->_map->_curGoblinX] == 6 &&
currentGoblin == 1) {
gobDesc->nextState = 29;
break;
}
gobDesc->nextState = rotateState(gobDesc->curLookDir, 6);
break;
case Map::kDirSE:
if (_vm->_map->_passMap[_vm->_map->_curGoblinY + 1][_vm->_map->_curGoblinX + 1] == 6 &&
currentGoblin != 1) {
pathExistence = 0;
break;
}
gobDesc->nextState = 5;
if (gobDesc->curLookDir == 4)
break;
gobDesc->nextState = rotateState(gobDesc->curLookDir, 4);
break;
case Map::kDirSW:
if (_vm->_map->_passMap[_vm->_map->_curGoblinY + 1][_vm->_map->_curGoblinX - 1] == 6 &&
currentGoblin != 1) {
pathExistence = 0;
break;
}
gobDesc->nextState = 7;
if (gobDesc->curLookDir == 0)
break;
gobDesc->nextState = rotateState(gobDesc->curLookDir, 0);
break;
case Map::kDirNW:
if (_vm->_map->_passMap[_vm->_map->_curGoblinY - 1][_vm->_map->_curGoblinX - 1] == 6 &&
currentGoblin != 1) {
pathExistence = 0;
break;
}
gobDesc->nextState = 1;
if (gobDesc->curLookDir == 0)
break;
gobDesc->nextState = rotateState(gobDesc->curLookDir, 0);
break;
case Map::kDirNE:
if (_vm->_map->_passMap[_vm->_map->_curGoblinY - 1][_vm->_map->_curGoblinX + 1] == 6 &&
currentGoblin != 1) {
pathExistence = 0;
break;
}
gobDesc->nextState = 3;
if (gobDesc->curLookDir == 4)
break;
gobDesc->nextState = rotateState(gobDesc->curLookDir, 4);
break;
case 0x4dc8:
if (currentGoblin == 0 && gobAction == 3
&& itemIndInPocket == -1) {
destItemId = -1;
readyToAct = 0;
break;
}
if (currentGoblin == 0 && gobAction == 4 &&
itemIndInPocket == -1 && destActionItem == 0) {
gobDesc->multState = 104;
destItemId = -1;
readyToAct = 0;
break;
}
if (currentGoblin == 0 && gobAction == 4 &&
itemIndInPocket == -1 && destActionItem != 0 &&
itemToObject[destActionItem] != -1 &&
objects[itemToObject[destActionItem]]->
pickable == 0) {
gobDesc->multState = 104;
destItemId = -1;
readyToAct = 0;
break;
}
switch (_vm->_map->_itemPoses[destActionItem].orient) {
case 0:
case -4:
gobDesc->nextState = 10;
gobDesc->curLookDir = 0;
destItemId = -1;
break;
case -1:
case 4:
gobDesc->nextState = 11;
gobDesc->curLookDir = 4;
destItemId = -1;
break;
}
break;
default:
if (_vm->_map->_passMap[_vm->_map->_curGoblinY][_vm->_map->_curGoblinX] == 3 ||
(_vm->_map->_passMap[_vm->_map->_curGoblinY][_vm->_map->_curGoblinX] == 6
&& currentGoblin == 1)) {
gobDesc->nextState = 20;
break;
}
switch (gobDesc->curLookDir) {
case 2:
case 4:
gobDesc->nextState = 18;
break;
case 6:
case 0:
gobDesc->nextState = 19;
break;
}
break;
}
return;
}
void Goblin::moveAdvance(Gob_Object *gobDesc, int16 nextAct, int16 framesCount) {
int16 i;
int16 newX;
int16 newY;
int16 flag;
movePathFind(gobDesc, nextAct);
gobDesc->curFrame++;
if (gobDesc->curFrame == 1)
gobDesc->actionStartState = gobDesc->state;
if (goesAtTarget == 0
&& gobDesc->stateMach == gobDesc->realStateMach) {
switch (gobDesc->state) {
case 0:
case 1:
case 7:
case 13:
case 16:
case 27:
gobDesc->curLookDir = 0;
break;
case 3:
case 4:
case 5:
case 12:
case 23:
case 26:
gobDesc->curLookDir = 4;
break;
case 28:
if (currentGoblin != 1)
break;
gobDesc->curLookDir = 2;
break;
case 2:
case 8:
case 15:
case 22:
case 25:
gobDesc->curLookDir = 2;
break;
case 29:
if (currentGoblin != 1)
break;
gobDesc->curLookDir = 6;
break;
case 6:
case 9:
case 14:
case 17:
case 24:
gobDesc->curLookDir = 6;
break;
}
}
if (gobDesc->state >= 0 && gobDesc->state < 10 &&
gobDesc->stateMach == gobDesc->realStateMach &&
(gobDesc->curFrame == 3 || gobDesc->curFrame == 6)) {
_vm->_snd->speakerOn(10 * _vm->_util->getRandom(3) + 50, 5);
}
if (currentGoblin == 0
&& gobDesc->stateMach == gobDesc->realStateMach
&& (gobDesc->state == 10 || gobDesc->state == 11)
&& gobDesc->curFrame == 9) {
_vm->_snd->stopSound(0);
if (itemIndInPocket != -1) {
_vm->_snd->playSample(soundData[14], 1, 9000);
}
if (itemIndInPocket == -1) {
_vm->_snd->playSample(soundData[14], 1, 5000);
}
}
if (boreCounter++ == 120) {
boreCounter = 0;
for (i = 0; i < 3; i++)
showBoredom(i);
}
if (gobDesc->multState != -1 && gobDesc->curFrame == framesCount &&
gobDesc->state != gobDesc->multState) {
gobDesc->nextState = gobDesc->multState;
gobDesc->multState = -1;
newX =
_vm->_scenery->animations[gobDesc->animation].
layers[gobStateLayer]->animDeltaX + gobDesc->xPos;
newY =
_vm->_scenery->animations[gobDesc->animation].
layers[gobStateLayer]->animDeltaY + gobDesc->yPos;
gobStateLayer = nextLayer(gobDesc);
gobDesc->xPos = newX;
gobDesc->yPos = newY;
} else {
if (gobDesc->curFrame == 3 &&
gobDesc->stateMach == gobDesc->realStateMach &&
(gobDesc->state < 10 ||
(currentGoblin == 1 && (gobDesc->state == 28
|| gobDesc->state == 29))
)) {
flag = 0;
if (forceNextState[0] != -1) {
gobDesc->nextState = forceNextState[0];
for (i = 0; i < 9; i++)
forceNextState[i] =
forceNextState[i + 1];
}
_vm->_map->_curGoblinX = gobPositions[currentGoblin].x;
_vm->_map->_curGoblinY = gobPositions[currentGoblin].y;
if (gobDesc->nextState != gobDesc->state) {
gobStateLayer = nextLayer(gobDesc);
flag = 1;
}
switch (gobDesc->state) {
case 0:
gobPositions[currentGoblin].x--;
break;
case 2:
case 8:
gobPositions[currentGoblin].y--;
break;
case 4:
gobPositions[currentGoblin].x++;
break;
case 6:
case 9:
gobPositions[currentGoblin].y++;
break;
case 1:
gobPositions[currentGoblin].x--;
gobPositions[currentGoblin].y--;
break;
case 3:
gobPositions[currentGoblin].x++;
gobPositions[currentGoblin].y--;
break;
case 5:
gobPositions[currentGoblin].x++;
gobPositions[currentGoblin].y++;
break;
case 7:
gobPositions[currentGoblin].x--;
gobPositions[currentGoblin].y++;
break;
case 38:
gobPositions[currentGoblin].y++;
break;
}
if (currentGoblin == 1) {
if (gobDesc->state == 28)
gobPositions[1].y--;
if (gobDesc->state == 29)
gobPositions[1].y++;
}
if (flag != 0) {
_vm->_scenery->updateAnim(gobStateLayer, 0,
gobDesc->animation, 0, gobDesc->xPos,
gobDesc->yPos, 0);
gobDesc->yPos =
(_vm->_map->_curGoblinY + 1) * 6 -
(_vm->_scenery->toRedrawBottom - _vm->_scenery->animTop);
gobDesc->xPos =
_vm->_map->_curGoblinX * 12 - (_vm->_scenery->toRedrawLeft -
_vm->_scenery->animLeft);
}
if ((gobDesc->state == 10 || gobDesc->state == 11)
&& currentGoblin != 0)
goesAtTarget = 1;
}
if (gobDesc->curFrame != framesCount)
return;
if (forceNextState[0] != -1) {
gobDesc->nextState = forceNextState[0];
for (i = 0; i < 10; i++)
forceNextState[i] =
forceNextState[i + 1];
}
_vm->_map->_curGoblinX = gobPositions[currentGoblin].x;
_vm->_map->_curGoblinY = gobPositions[currentGoblin].y;
gobStateLayer = nextLayer(gobDesc);
if (gobDesc->stateMach == gobDesc->realStateMach) {
switch (gobDesc->nextState) {
case 0:
gobPositions[currentGoblin].x--;
break;
case 2:
case 8:
gobPositions[currentGoblin].y--;
break;
case 4:
gobPositions[currentGoblin].x++;
break;
case 6:
case 9:
gobPositions[currentGoblin].y++;
break;
case 1:
gobPositions[currentGoblin].x--;
gobPositions[currentGoblin].y--;
break;
case 3:
gobPositions[currentGoblin].x++;
gobPositions[currentGoblin].y--;
break;
case 5:
gobPositions[currentGoblin].x++;
gobPositions[currentGoblin].y++;
break;
case 7:
gobPositions[currentGoblin].x--;
gobPositions[currentGoblin].y++;
break;
case 38:
gobPositions[currentGoblin].y++;
break;
}
if (currentGoblin == 1) {
if (gobDesc->nextState == 28)
gobPositions[1].y--;
if (gobDesc->nextState == 29)
gobPositions[1].y++;
}
}
_vm->_scenery->updateAnim(gobStateLayer, 0, gobDesc->animation, 0,
gobDesc->xPos, gobDesc->yPos, 0);
gobDesc->yPos =
(_vm->_map->_curGoblinY + 1) * 6 - (_vm->_scenery->toRedrawBottom -
_vm->_scenery->animTop);
gobDesc->xPos =
_vm->_map->_curGoblinX * 12 - (_vm->_scenery->toRedrawLeft - _vm->_scenery->animLeft);
if ((gobDesc->state == 10 || gobDesc->state == 11)
&& currentGoblin != 0)
goesAtTarget = 1;
}
return;
}
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->animations[gobDesc->animation].layers[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(gobDesc, nextAct, framesCount);
return gobIndex;
}
void Goblin::freeObjects(void) {
int16 i;
int16 state;
int16 col;
for (i = 0; i < 16; i++) {
if (soundData[i] == 0)
continue;
_vm->_snd->freeSoundData(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++) {
free(goblins[i]->stateMach[state][col]);
goblins[i]->stateMach[state][col] = 0;
}
}
if (i == 3) {
for (state = 40; state < 70; state++) {
free(goblins[3]->stateMach[state][0]);
goblins[3]->stateMach[state][0] = 0;
}
}
free(goblins[i]->stateMach);
free(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++) {
free(objects[i]->stateMach[state][col]);
objects[i]->stateMach[state][col] = 0;
}
}
free(objects[i]->stateMach);
free(objects[i]);
objects[i] = 0;
}
}
void Goblin::zeroObjects(void) {
int16 i;
for (i = 0; i < 4; i++)
goblins[i] = 0;
for (i = 0; i < 20; i++)
objects[i] = 0;
for (i = 0; i < 16; i++)
soundData[i] = 0;
}
void Goblin::freeAllObjects(void) {
_vm->_util->deleteList(objList);
freeObjects();
}
void Goblin::loadObjects(char *source) {
int16 i;
zeroObjects();
for (i = 0; i < 20; i++)
itemToObject[i] = 100;
freeObjects();
initList();
strcpy(_vm->_map->_sourceFile, source);
_vm->_map->_sourceFile[strlen(_vm->_map->_sourceFile) - 4] = 0;
_vm->_map->loadMapObjects(source);
for (i = 0; i < gobsCount; i++)
placeObject(goblins[i], 0);
for (i = 0; i < objCount; i++) {
placeObject(objects[i], 1);
}
initVarPointers();
actDestItemDesc = 0;
}
void Goblin::saveGobDataToVars(int16 xPos, int16 yPos, int16 someVal) {
Gob_Object *obj;
*some0ValPtr = someVal;
*curGobXPosVarPtr = xPos;
*curGobYPosVarPtr = yPos;
*itemInPocketVarPtr = itemIndInPocket;
obj = goblins[currentGoblin];
*curGobStateVarPtr = obj->state;
*curGobFrameVarPtr = obj->curFrame;
*curGobMultStateVarPtr = obj->multState;
*curGobNextStateVarPtr = obj->nextState;
*curGobScrXVarPtr = obj->xPos;
*curGobScrYVarPtr = obj->yPos;
*curGobLeftVarPtr = obj->left;
*curGobTopVarPtr = obj->top;
*curGobRightVarPtr = obj->right;
*curGobBottomVarPtr = obj->bottom;
*curGobDoAnimVarPtr = obj->doAnim;
*curGobOrderVarPtr = obj->order;
*curGobNoTickVarPtr = obj->noTick;
*curGobTypeVarPtr = obj->type;
*curGobMaxTickVarPtr = obj->maxTick;
*curGobTickVarPtr = obj->tick;
*curGobActStartStateVarPtr = obj->actionStartState;
*curGobLookDirVarPtr = obj->curLookDir;
*curGobPickableVarPtr = obj->pickable;
*curGobRelaxVarPtr = obj->relaxTime;
*curGobMaxFrameVarPtr = getObjMaxFrame(obj);
if (actDestItemDesc == 0)
return;
obj = actDestItemDesc;
*destItemStateVarPtr = obj->state;
*destItemFrameVarPtr = obj->curFrame;
*destItemMultStateVarPtr = obj->multState;
*destItemNextStateVarPtr = obj->nextState;
*destItemScrXVarPtr = obj->xPos;
*destItemScrYVarPtr = obj->yPos;
*destItemLeftVarPtr = obj->left;
*destItemTopVarPtr = obj->top;
*destItemRightVarPtr = obj->right;
*destItemBottomVarPtr = obj->bottom;
*destItemDoAnimVarPtr = obj->doAnim;
*destItemOrderVarPtr = obj->order;
*destItemNoTickVarPtr = obj->noTick;
*destItemTypeVarPtr = obj->type;
*destItemMaxTickVarPtr = obj->maxTick;
*destItemTickVarPtr = obj->tick;
*destItemActStartStVarPtr = obj->actionStartState;
*destItemLookDirVarPtr = obj->curLookDir;
*destItemPickableVarPtr = obj->pickable;
*destItemRelaxVarPtr = obj->relaxTime;
*destItemMaxFrameVarPtr = getObjMaxFrame(obj);
destItemState = obj->state;
destItemType = obj->type;
}
void Goblin::initVarPointers(void) {
gobRetVarPtr = (int32 *)VAR_ADDRESS(59);
curGobStateVarPtr = (int32 *)VAR_ADDRESS(60);
curGobFrameVarPtr = (int32 *)VAR_ADDRESS(61);
curGobMultStateVarPtr = (int32 *)VAR_ADDRESS(62);
curGobNextStateVarPtr = (int32 *)VAR_ADDRESS(63);
curGobScrXVarPtr = (int32 *)VAR_ADDRESS(64);
curGobScrYVarPtr = (int32 *)VAR_ADDRESS(65);
curGobLeftVarPtr = (int32 *)VAR_ADDRESS(66);
curGobTopVarPtr = (int32 *)VAR_ADDRESS(67);
curGobRightVarPtr = (int32 *)VAR_ADDRESS(68);
curGobBottomVarPtr = (int32 *)VAR_ADDRESS(69);
curGobDoAnimVarPtr = (int32 *)VAR_ADDRESS(70);
curGobOrderVarPtr = (int32 *)VAR_ADDRESS(71);
curGobNoTickVarPtr = (int32 *)VAR_ADDRESS(72);
curGobTypeVarPtr = (int32 *)VAR_ADDRESS(73);
curGobMaxTickVarPtr = (int32 *)VAR_ADDRESS(74);
curGobTickVarPtr = (int32 *)VAR_ADDRESS(75);
curGobActStartStateVarPtr = (int32 *)VAR_ADDRESS(76);
curGobLookDirVarPtr = (int32 *)VAR_ADDRESS(77);
curGobPickableVarPtr = (int32 *)VAR_ADDRESS(80);
curGobRelaxVarPtr = (int32 *)VAR_ADDRESS(81);
destItemStateVarPtr = (int32 *)VAR_ADDRESS(82);
destItemFrameVarPtr = (int32 *)VAR_ADDRESS(83);
destItemMultStateVarPtr = (int32 *)VAR_ADDRESS(84);
destItemNextStateVarPtr = (int32 *)VAR_ADDRESS(85);
destItemScrXVarPtr = (int32 *)VAR_ADDRESS(86);
destItemScrYVarPtr = (int32 *)VAR_ADDRESS(87);
destItemLeftVarPtr = (int32 *)VAR_ADDRESS(88);
destItemTopVarPtr = (int32 *)VAR_ADDRESS(89);
destItemRightVarPtr = (int32 *)VAR_ADDRESS(90);
destItemBottomVarPtr = (int32 *)VAR_ADDRESS(91);
destItemDoAnimVarPtr = (int32 *)VAR_ADDRESS(92);
destItemOrderVarPtr = (int32 *)VAR_ADDRESS(93);
destItemNoTickVarPtr = (int32 *)VAR_ADDRESS(94);
destItemTypeVarPtr = (int32 *)VAR_ADDRESS(95);
destItemMaxTickVarPtr = (int32 *)VAR_ADDRESS(96);
destItemTickVarPtr = (int32 *)VAR_ADDRESS(97);
destItemActStartStVarPtr = (int32 *)VAR_ADDRESS(98);
destItemLookDirVarPtr = (int32 *)VAR_ADDRESS(99);
destItemPickableVarPtr = (int32 *)VAR_ADDRESS(102);
destItemRelaxVarPtr = (int32 *)VAR_ADDRESS(103);
destItemMaxFrameVarPtr = (int32 *)VAR_ADDRESS(105);
curGobVarPtr = (int32 *)VAR_ADDRESS(106);
some0ValPtr = (int32 *)VAR_ADDRESS(107);
curGobXPosVarPtr = (int32 *)VAR_ADDRESS(108);
curGobYPosVarPtr = (int32 *)VAR_ADDRESS(109);
curGobMaxFrameVarPtr = (int32 *)VAR_ADDRESS(110);
itemInPocketVarPtr = (int32 *)VAR_ADDRESS(114);
*itemInPocketVarPtr = -2;
}
void Goblin::loadGobDataFromVars(void) {
Gob_Object *obj;
itemIndInPocket = *itemInPocketVarPtr;
obj = goblins[currentGoblin];
obj->state = *curGobStateVarPtr;
obj->curFrame = *curGobFrameVarPtr;
obj->multState = *curGobMultStateVarPtr;
obj->nextState = *curGobNextStateVarPtr;
obj->xPos = *curGobScrXVarPtr;
obj->yPos = *curGobScrYVarPtr;
obj->left = *curGobLeftVarPtr;
obj->top = *curGobTopVarPtr;
obj->right = *curGobRightVarPtr;
obj->bottom = *curGobBottomVarPtr;
obj->doAnim = *curGobDoAnimVarPtr;
obj->order = *curGobOrderVarPtr;
obj->noTick = *curGobNoTickVarPtr;
obj->type = *curGobTypeVarPtr;
obj->maxTick = *curGobMaxTickVarPtr;
obj->tick = *curGobTickVarPtr;
obj->actionStartState = *curGobActStartStateVarPtr;
obj->curLookDir = *curGobLookDirVarPtr;
obj->pickable = *curGobPickableVarPtr;
obj->relaxTime = *curGobRelaxVarPtr;
if (actDestItemDesc == 0)
return;
obj = actDestItemDesc;
obj->state = *destItemStateVarPtr;
obj->curFrame = *destItemFrameVarPtr;
obj->multState = *destItemMultStateVarPtr;
obj->nextState = *destItemNextStateVarPtr;
obj->xPos = *destItemScrXVarPtr;
obj->yPos = *destItemScrYVarPtr;
obj->left = *destItemLeftVarPtr;
obj->top = *destItemTopVarPtr;
obj->right = *destItemRightVarPtr;
obj->bottom = *destItemBottomVarPtr;
obj->doAnim = *destItemDoAnimVarPtr;
obj->order = *destItemOrderVarPtr;
obj->noTick = *destItemNoTickVarPtr;
obj->type = *destItemTypeVarPtr;
obj->maxTick = *destItemMaxTickVarPtr;
obj->tick = *destItemTickVarPtr;
obj->actionStartState = *destItemActStartStVarPtr;
obj->curLookDir = *destItemLookDirVarPtr;
obj->pickable = *destItemPickableVarPtr;
obj->relaxTime = *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) {
int16 x;
int16 y;
if (objects[indexToPocket]->pickable != 1)
return;
objects[indexToPocket]->type = 3;
itemIndInPocket = indexToPocket;
itemIdInPocket = idToPocket;
for (y = 0; y < Map::kMapHeight; y++) {
for (x = 0; x < Map::kMapWidth; x++) {
if (itemByteFlag == 1) {
if (((_vm->_map->_itemsMap[y][x] & 0xff00) >> 8) ==
idToPocket)
_vm->_map->_itemsMap[y][x] &= 0xff;
} else {
if ((_vm->_map->_itemsMap[y][x] & 0xff) == idToPocket)
_vm->_map->_itemsMap[y][x] &= 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 < Map::kMapWidth - 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) {
// _vm->_map->_itemPoses[idInPocket].x++;
if (_vm->_map->_passMap[(int)_vm->_map->_itemPoses[idInPocket].y][_vm->_map->_itemPoses[idInPocket].x + 1] == 1)
_vm->_map->_itemPoses[idInPocket].x++;
} else {
if (_vm->_map->_passMap[(int)_vm->_map->_itemPoses[idInPocket].y][_vm->_map->_itemPoses[idInPocket].x - 1] == 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;
int16 y;
pickObj = objects[indexToPick];
placeObj = objects[itemIndInPocket];
idToPlace = itemIdInPocket;
pickObj->type = 3;
itemIndInPocket = indexToPick;
itemIdInPocket = idToPick;
if (itemByteFlag == 0) {
for (y = 0; y < Map::kMapHeight; y++) {
for (x = 0; x < Map::kMapWidth; x++) {
if ((_vm->_map->_itemsMap[y][x] & 0xff) == idToPick)
_vm->_map->_itemsMap[y][x] =
(_vm->_map->_itemsMap[y][x] & 0xff00) +
idToPlace;
}
}
} else {
for (y = 0; y < Map::kMapHeight; y++) {
for (x = 0; x < Map::kMapWidth; x++) {
if (((_vm->_map->_itemsMap[y][x] & 0xff00) >> 8) ==
idToPick)
_vm->_map->_itemsMap[y][x] =
(_vm->_map->_itemsMap[y][x] & 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::interFunc(void) {
int16 cmd;
int16 extraData = 0;
Gob_Object *objDesc = NULL;
Gob_Object *gobDesc;
int16 xPos;
int16 yPos;
int16 x;
int16 y;
int16 item;
int16 val;
int16 layer;
int16 state;
int32 *retVarPtr;
bool objDescSet = false;
retVarPtr = (int32 *)VAR_ADDRESS(59);
cmd = _vm->_inter->load16();
_vm->_global->_inter_execPtr += 2;
if (cmd > 0 && cmd < 17) {
extraData = _vm->_inter->load16();
objDesc = objects[extraData];
objDescSet = true;
extraData = _vm->_inter->load16();
}
if (cmd > 90 && cmd < 107) {
extraData = _vm->_inter->load16();
objDesc = goblins[extraData];
objDescSet = true;
extraData = _vm->_inter->load16();
cmd -= 90;
}
if (cmd > 110 && cmd < 128) {
extraData = _vm->_inter->load16();
objDesc = goblins[extraData];
objDescSet = true;
cmd -= 90;
} else if (cmd > 20 && cmd < 38) {
extraData = _vm->_inter->load16();
objDesc = objects[extraData];
objDescSet = true;
}
/*
NB: The original gobliiins engine did not initialize the objDesc
variable, so we manually check if objDesc is properly set before
checking if it is zero. If it was not set, we do not return. This
fixes a crash in the EGA version if the life bar is depleted, because
interFunc is called multiple times with cmd == 39.
Bug #1324814
*/
if (cmd < 40 && objDescSet && objDesc == 0)
return;
debug(5, "cmd = %d", cmd);
switch (cmd) {
case 1:
objDesc->state = extraData;
if (objDesc == actDestItemDesc)
*destItemStateVarPtr = extraData;
break;
case 2:
objDesc->curFrame = extraData;
if (objDesc == actDestItemDesc)
*destItemFrameVarPtr = extraData;
break;
case 3:
objDesc->nextState = extraData;
if (objDesc == actDestItemDesc)
*destItemNextStateVarPtr = extraData;
break;
case 4:
objDesc->multState = extraData;
if (objDesc == actDestItemDesc)
*destItemMultStateVarPtr = extraData;
break;
case 5:
objDesc->order = extraData;
if (objDesc == actDestItemDesc)
*destItemOrderVarPtr = extraData;
break;
case 6:
objDesc->actionStartState = extraData;
if (objDesc == actDestItemDesc)
*destItemActStartStVarPtr = extraData;
break;
case 7:
objDesc->curLookDir = extraData;
if (objDesc == actDestItemDesc)
*destItemLookDirVarPtr = extraData;
break;
case 8:
objDesc->type = extraData;
if (objDesc == actDestItemDesc)
*destItemTypeVarPtr = extraData;
if (extraData == 0)
objDesc->toRedraw = 1;
break;
case 9:
objDesc->noTick = extraData;
if (objDesc == actDestItemDesc)
*destItemNoTickVarPtr = extraData;
break;
case 10:
objDesc->pickable = extraData;
if (objDesc == actDestItemDesc)
*destItemPickableVarPtr = extraData;
break;
case 12:
objDesc->xPos = extraData;
if (objDesc == actDestItemDesc)
*destItemScrXVarPtr = extraData;
break;
case 13:
objDesc->yPos = extraData;
if (objDesc == actDestItemDesc)
*destItemScrYVarPtr = extraData;
break;
case 14:
objDesc->doAnim = extraData;
if (objDesc == actDestItemDesc)
*destItemDoAnimVarPtr = extraData;
break;
case 15:
objDesc->relaxTime = extraData;
if (objDesc == actDestItemDesc)
*destItemRelaxVarPtr = extraData;
break;
case 16:
objDesc->maxTick = extraData;
if (objDesc == actDestItemDesc)
*destItemMaxTickVarPtr = extraData;
break;
case 21:
*retVarPtr = objDesc->state;
break;
case 22:
*retVarPtr = objDesc->curFrame;
break;
case 23:
*retVarPtr = objDesc->nextState;
break;
case 24:
*retVarPtr = objDesc->multState;
break;
case 25:
*retVarPtr = objDesc->order;
break;
case 26:
*retVarPtr = objDesc->actionStartState;
break;
case 27:
*retVarPtr = objDesc->curLookDir;
break;
case 28:
*retVarPtr = objDesc->type;
break;
case 29:
*retVarPtr = objDesc->noTick;
break;
case 30:
*retVarPtr = objDesc->pickable;
break;
case 32:
*retVarPtr = getObjMaxFrame(objDesc);
break;
case 33:
*retVarPtr = objDesc->xPos;
break;
case 34:
*retVarPtr = objDesc->yPos;
break;
case 35:
*retVarPtr = objDesc->doAnim;
break;
case 36:
*retVarPtr = objDesc->relaxTime;
break;
case 37:
*retVarPtr = objDesc->maxTick;
break;
case 40:
case 42:
xPos = _vm->_inter->load16();
yPos = _vm->_inter->load16();
item = _vm->_inter->load16();
if (cmd == 42) {
xPos = VAR(xPos);
yPos = VAR(yPos);
item = VAR(item);
}
for (y = 0; y < Map::kMapHeight; y++) {
for (x = 0; x < Map::kMapWidth; x++) {
if ((_vm->_map->_itemsMap[y][x] & 0xff) == item) {
_vm->_map->_itemsMap[y][x] &= 0xff00;
} else if (((_vm->_map->_itemsMap[y][x] & 0xff00) >> 8)
== item) {
_vm->_map->_itemsMap[y][x] &= 0xff;
}
}
}
if (xPos < Map::kMapWidth - 1) {
if (yPos > 0) {
if ((_vm->_map->_itemsMap[yPos][xPos] & 0xff00) != 0 ||
(_vm->_map->_itemsMap[yPos - 1][xPos] & 0xff00) !=
0
|| (_vm->_map->_itemsMap[yPos][xPos +
1] & 0xff00) != 0
|| (_vm->_map->_itemsMap[yPos - 1][xPos +
1] & 0xff00) != 0) {
_vm->_map->_itemsMap[yPos][xPos] =
(_vm->_map->_itemsMap[yPos][xPos] & 0xff00)
+ item;
_vm->_map->_itemsMap[yPos - 1][xPos] =
(_vm->_map->_itemsMap[yPos -
1][xPos] & 0xff00) + item;
_vm->_map->_itemsMap[yPos][xPos + 1] =
(_vm->_map->_itemsMap[yPos][xPos +
1] & 0xff00) + item;
_vm->_map->_itemsMap[yPos - 1][xPos + 1] =
(_vm->_map->_itemsMap[yPos - 1][xPos +
1] & 0xff00) + item;
} else {
_vm->_map->_itemsMap[yPos][xPos] =
(_vm->_map->_itemsMap[yPos][xPos] & 0xff) +
(item << 8);
_vm->_map->_itemsMap[yPos - 1][xPos] =
(_vm->_map->_itemsMap[yPos -
1][xPos] & 0xff) + (item << 8);
_vm->_map->_itemsMap[yPos][xPos + 1] =
(_vm->_map->_itemsMap[yPos][xPos +
1] & 0xff) + (item << 8);
_vm->_map->_itemsMap[yPos - 1][xPos + 1] =
(_vm->_map->_itemsMap[yPos - 1][xPos +
1] & 0xff) + (item << 8);
}
} else {
if ((_vm->_map->_itemsMap[yPos][xPos] & 0xff00) != 0 ||
(_vm->_map->_itemsMap[yPos][xPos + 1] & 0xff00) !=
0) {
_vm->_map->_itemsMap[yPos][xPos] =
(_vm->_map->_itemsMap[yPos][xPos] & 0xff00)
+ item;
_vm->_map->_itemsMap[yPos][xPos + 1] =
(_vm->_map->_itemsMap[yPos][xPos +
1] & 0xff00) + item;
} else {
_vm->_map->_itemsMap[yPos][xPos] =
(_vm->_map->_itemsMap[yPos][xPos] & 0xff) +
(item << 8);
_vm->_map->_itemsMap[yPos][xPos + 1] =
(_vm->_map->_itemsMap[yPos][xPos +
1] & 0xff) + (item << 8);
}
}
} else {
if (yPos > 0) {
if ((_vm->_map->_itemsMap[yPos][xPos] & 0xff00) != 0 ||
(_vm->_map->_itemsMap[yPos - 1][xPos] & 0xff00) !=
0) {
_vm->_map->_itemsMap[yPos][xPos] =
(_vm->_map->_itemsMap[yPos][xPos] & 0xff00)
+ item;
_vm->_map->_itemsMap[yPos - 1][xPos] =
(_vm->_map->_itemsMap[yPos -
1][xPos] & 0xff00) + item;
} else {
_vm->_map->_itemsMap[yPos][xPos] =
(_vm->_map->_itemsMap[yPos][xPos] & 0xff) +
(item << 8);
_vm->_map->_itemsMap[yPos - 1][xPos] =
(_vm->_map->_itemsMap[yPos -
1][xPos] & 0xff) + (item << 8);
}
} else {
if ((_vm->_map->_itemsMap[yPos][xPos] & 0xff00) != 0) {
_vm->_map->_itemsMap[yPos][xPos] =
(_vm->_map->_itemsMap[yPos][xPos] & 0xff00)
+ item;
} else {
_vm->_map->_itemsMap[yPos][xPos] =
(_vm->_map->_itemsMap[yPos][xPos] & 0xff) +
(item << 8);
}
}
}
if (item < 0 || item >= 20)
break;
if (xPos > 1 && _vm->_map->_passMap[yPos][xPos - 2] == 1) {
_vm->_map->_itemPoses[item].x = xPos - 2;
_vm->_map->_itemPoses[item].y = yPos;
_vm->_map->_itemPoses[item].orient = 4;
break;
}
if (xPos < Map::kMapWidth - 2 && _vm->_map->_passMap[yPos][xPos + 2] == 1) {
_vm->_map->_itemPoses[item].x = xPos + 2;
_vm->_map->_itemPoses[item].y = yPos;
_vm->_map->_itemPoses[item].orient = 0;
break;
}
if (xPos < Map::kMapWidth - 1 && _vm->_map->_passMap[yPos][xPos + 1] == 1) {
_vm->_map->_itemPoses[item].x = xPos + 1;
_vm->_map->_itemPoses[item].y = yPos;
_vm->_map->_itemPoses[item].orient = 0;
break;
}
if (xPos > 0 && _vm->_map->_passMap[yPos][xPos - 1] == 1) {
_vm->_map->_itemPoses[item].x = xPos - 1;
_vm->_map->_itemPoses[item].y = yPos;
_vm->_map->_itemPoses[item].orient = 4;
break;
}
break;
case 41:
case 43:
xPos = _vm->_inter->load16();
yPos = _vm->_inter->load16();
if (cmd == 43) {
xPos = VAR(xPos);
yPos = VAR(yPos);
}
if ((_vm->_map->_itemsMap[yPos][xPos] & 0xff00) != 0) {
*retVarPtr = (_vm->_map->_itemsMap[yPos][xPos] & 0xff00) >> 8;
} else {
*retVarPtr = _vm->_map->_itemsMap[yPos][xPos];
}
break;
case 44:
xPos = _vm->_inter->load16();
yPos = _vm->_inter->load16();
val = _vm->_inter->load16();
_vm->_map->_passMap[yPos][xPos] = val;
break;
case 50:
item = _vm->_inter->load16();
xPos = _vm->_inter->load16();
yPos = _vm->_inter->load16();
gobPositions[item].x = xPos * 2;
gobPositions[item].y = yPos * 2;
objDesc = goblins[item];
objDesc->nextState = 21;
nextLayer(objDesc);
layer = objDesc->stateMach[objDesc->state][0]->layer;
_vm->_scenery->updateAnim(layer, 0, objDesc->animation, 0,
objDesc->xPos, objDesc->yPos, 0);
objDesc->yPos =
(gobPositions[item].y * 6 + 6) - (_vm->_scenery->toRedrawBottom -
_vm->_scenery->animTop);
objDesc->xPos =
gobPositions[item].x * 12 - (_vm->_scenery->toRedrawLeft -
_vm->_scenery->animLeft);
objDesc->curFrame = 0;
objDesc->state = 21;
if (currentGoblin == item) {
*curGobScrXVarPtr = objDesc->xPos;
*curGobScrYVarPtr = objDesc->yPos;
*curGobFrameVarPtr = 0;
*curGobStateVarPtr = 18;
pressedMapX = gobPositions[item].x;
pressedMapY = gobPositions[item].y;
}
break;
case 52:
item = _vm->_inter->load16();
*retVarPtr = gobPositions[item].x >> 1;
break;
case 53:
item = _vm->_inter->load16();
*retVarPtr = gobPositions[item].y >> 1;
break;
case 150:
item = _vm->_inter->load16();
xPos = _vm->_inter->load16();
yPos = _vm->_inter->load16();
objDesc = goblins[item];
if (yPos == 0) {
objDesc->multState = xPos;
objDesc->nextState = xPos;
nextLayer(objDesc);
layer = objDesc->stateMach[objDesc->state][0]->layer;
objDesc->xPos =
_vm->_scenery->animations[objDesc->animation].layers[layer]->
posX;
objDesc->yPos =
_vm->_scenery->animations[objDesc->animation].layers[layer]->
posY;
*curGobScrXVarPtr = objDesc->xPos;
*curGobScrYVarPtr = objDesc->yPos;
*curGobFrameVarPtr = 0;
*curGobStateVarPtr = objDesc->state;
*curGobNextStateVarPtr = objDesc->nextState;
*curGobMultStateVarPtr = objDesc->multState;
*curGobMaxFrameVarPtr =
getObjMaxFrame(objDesc);
noPick = 1;
break;
}
objDesc->multState = 21;
objDesc->nextState = 21;
objDesc->state = 21;
nextLayer(objDesc);
layer = objDesc->stateMach[objDesc->state][0]->layer;
_vm->_scenery->updateAnim(layer, 0, objDesc->animation, 0,
objDesc->xPos, objDesc->yPos, 0);
objDesc->yPos =
(yPos * 6 + 6) - (_vm->_scenery->toRedrawBottom - _vm->_scenery->animTop);
objDesc->xPos =
xPos * 12 - (_vm->_scenery->toRedrawLeft - _vm->_scenery->animLeft);
gobPositions[item].x = xPos;
pressedMapX = xPos;
_vm->_map->_curGoblinX = xPos;
gobPositions[item].y = yPos;
pressedMapY = yPos;
_vm->_map->_curGoblinY = yPos;
*curGobScrXVarPtr = objDesc->xPos;
*curGobScrYVarPtr = objDesc->yPos;
*curGobFrameVarPtr = 0;
*curGobStateVarPtr = 21;
*curGobNextStateVarPtr = 21;
*curGobMultStateVarPtr = -1;
noPick = 0;
break;
case 250:
item = _vm->_inter->load16();
xPos = _vm->_inter->load16();
yPos = _vm->_inter->load16();
gobPositions[item].x = xPos;
gobPositions[item].y = yPos;
objDesc = goblins[item];
objDesc->nextState = 21;
nextLayer(objDesc);
layer = objDesc->stateMach[objDesc->state][0]->layer;
_vm->_scenery->updateAnim(layer, 0, objDesc->animation, 0,
objDesc->xPos, objDesc->yPos, 0);
objDesc->yPos =
(yPos * 6 + 6) - (_vm->_scenery->toRedrawBottom - _vm->_scenery->animTop);
objDesc->xPos =
xPos * 12 - (_vm->_scenery->toRedrawLeft - _vm->_scenery->animLeft);
objDesc->curFrame = 0;
objDesc->state = 21;
if (currentGoblin == item) {
*curGobScrXVarPtr = objDesc->xPos;
*curGobScrYVarPtr = objDesc->yPos;
*curGobFrameVarPtr = 0;
*curGobStateVarPtr = 18;
pressedMapX = gobPositions[item].x;
pressedMapY = gobPositions[item].y;
}
break;
case 251:
item = _vm->_inter->load16();
state = _vm->_inter->load16();
objDesc = goblins[item];
objDesc->nextState = state;
nextLayer(objDesc);
layer = objDesc->stateMach[objDesc->state][0]->layer;
objDesc->xPos =
_vm->_scenery->animations[objDesc->animation].layers[layer]->posX;
objDesc->yPos =
_vm->_scenery->animations[objDesc->animation].layers[layer]->posY;
if (item == currentGoblin) {
*curGobScrXVarPtr = objDesc->xPos;
*curGobScrYVarPtr = objDesc->yPos;
*curGobFrameVarPtr = 0;
*curGobStateVarPtr = objDesc->state;
*curGobMultStateVarPtr = objDesc->multState;
}
break;
case 252:
item = _vm->_inter->load16();
state = _vm->_inter->load16();
objDesc = objects[item];
objDesc->nextState = state;
nextLayer(objDesc);
layer = objDesc->stateMach[objDesc->state][0]->layer;
objDesc->xPos =
_vm->_scenery->animations[objDesc->animation].layers[layer]->posX;
objDesc->yPos =
_vm->_scenery->animations[objDesc->animation].layers[layer]->posY;
objDesc->toRedraw = 1;
objDesc->type = 0;
if (objDesc == actDestItemDesc) {
*destItemScrXVarPtr = objDesc->xPos;
*destItemScrYVarPtr = objDesc->yPos;
*destItemStateVarPtr = objDesc->state;
*destItemNextStateVarPtr = -1;
*destItemMultStateVarPtr = -1;
*destItemFrameVarPtr = 0;
}
break;
case 152:
item = _vm->_inter->load16();
val = _vm->_inter->load16();
objDesc = objects[item];
objDesc->unk14 = val;
break;
case 200:
itemIdInPocket = _vm->_inter->load16();
break;
case 201:
itemIndInPocket = _vm->_inter->load16();
break;
case 202:
*retVarPtr = itemIdInPocket;
break;
case 203:
*retVarPtr = itemIndInPocket;
break;
case 204:
item = _vm->_inter->load16();
xPos = _vm->_inter->load16();
yPos = _vm->_inter->load16();
val = _vm->_inter->load16();
_vm->_map->_itemPoses[item].x = xPos;
_vm->_map->_itemPoses[item].y = yPos;
_vm->_map->_itemPoses[item].orient = val;
break;
case 500:
extraData = _vm->_inter->load16();
objDesc = objects[extraData];
objDesc->relaxTime--;
if (objDesc->relaxTime < 0 &&
getObjMaxFrame(objDesc) == objDesc->curFrame) {
objDesc->relaxTime = _vm->_util->getRandom(100) + 50;
objDesc->curFrame = 0;
objDesc->toRedraw = 1;
}
break;
case 502:
item = _vm->_inter->load16();
*retVarPtr = gobPositions[item].x;
break;
case 503:
item = _vm->_inter->load16();
*retVarPtr = gobPositions[item].y;
break;
case 600:
pathExistence = 0;
break;
case 601:
extraData = _vm->_inter->load16();
goblins[extraData]->visible = 1;
break;
case 602:
extraData = _vm->_inter->load16();
goblins[extraData]->visible = 0;
break;
case 603:
extraData = _vm->_inter->load16();
item = _vm->_inter->load16();
objDesc = objects[extraData];
if (objIntersected(objDesc, goblins[item]) != 0)
*retVarPtr = 1;
else
*retVarPtr = 0;
break;
case 604:
extraData = _vm->_inter->load16();
item = _vm->_inter->load16();
objDesc = goblins[extraData];
if (objIntersected(objDesc, goblins[item]) != 0)
*retVarPtr = 1;
else
*retVarPtr = 0;
break;
case 605:
item = _vm->_inter->load16();
xPos = _vm->_inter->load16();
yPos = _vm->_inter->load16();
val = _vm->_inter->load16();
_vm->_map->_itemPoses[item].x = xPos;
_vm->_map->_itemPoses[item].y = yPos;
_vm->_map->_itemPoses[item].orient = val;
break;
case 1000:
extraData = _vm->_inter->load16();
if (_vm->_game->extHandle >= 0)
_vm->_dataio->closeData(_vm->_game->extHandle);
loadObjects((char *)VAR_ADDRESS(extraData));
_vm->_game->extHandle = _vm->_dataio->openData(_vm->_game->curExtFile);
break;
case 1001:
freeAllObjects();
break;
case 1002:
animateObjects();
break;
case 1003:
drawObjects();
if (_vm->_cdrom->getTrackPos() == -1)
_vm->_cdrom->playBgMusic();
break;
case 1004:
_vm->_map->loadMapsInitGobs();
break;
case 1005:
extraData = _vm->_inter->load16();
xPos = _vm->_inter->load16();
if ((uint16)VAR(xPos) == 0) {
item =
doMove(goblins[currentGoblin], 1,
(uint16)VAR(extraData));
} else {
item =
doMove(goblins[currentGoblin], 1, 3);
}
if (item != 0)
switchGoblin(item);
break;
case 1006:
switchGoblin(0);
break;
case 1008:
loadGobDataFromVars();
break;
case 1009:
extraData = _vm->_inter->load16();
cmd = _vm->_inter->load16();
xPos = _vm->_inter->load16();
if ((uint16)VAR(xPos) == 0) {
WRITE_VAR(cmd, treatItem((uint16)VAR(extraData)));
break;
}
WRITE_VAR(cmd, treatItem(3));
break;
case 1010:
doMove(goblins[currentGoblin], 0, 0);
break;
case 1011:
extraData = _vm->_inter->load16();
if (VAR(extraData) != 0)
goesAtTarget = 1;
else
goesAtTarget = 0;
break;
case 1015:
extraData = _vm->_inter->load16();
extraData = VAR(extraData);
objects[10]->xPos = extraData;
extraData = _vm->_inter->load16();
extraData = VAR(extraData);
objects[10]->yPos = extraData;
break;
case 2005:
gobDesc = goblins[0];
if (currentGoblin != 0) {
goblins[currentGoblin]->doAnim = 1;
goblins[currentGoblin]->nextState = 21;
nextLayer(goblins[currentGoblin]);
currentGoblin = 0;
gobDesc->doAnim = 0;
gobDesc->type = 0;
gobDesc->toRedraw = 1;
pressedMapX = gobPositions[0].x;
_vm->_map->_destX = gobPositions[0].x;
gobDestX = gobPositions[0].x;
pressedMapY = gobPositions[0].y;
_vm->_map->_destY = gobPositions[0].y;
gobDestY = gobPositions[0].y;
*curGobVarPtr = 0;
pathExistence = 0;
readyToAct = 0;
}
if (gobDesc->state != 10 && itemIndInPocket != -1 &&
getObjMaxFrame(gobDesc) == gobDesc->curFrame) {
gobDesc->stateMach = gobDesc->realStateMach;
xPos = gobPositions[0].x;
yPos = gobPositions[0].y;
gobDesc->nextState = 10;
layer = nextLayer(gobDesc);
_vm->_scenery->updateAnim(layer, 0, gobDesc->animation, 0,
gobDesc->xPos, gobDesc->yPos, 0);
gobDesc->yPos =
(yPos * 6 + 6) - (_vm->_scenery->toRedrawBottom -
_vm->_scenery->animTop);
gobDesc->xPos =
xPos * 12 - (_vm->_scenery->toRedrawLeft - _vm->_scenery->animLeft);
}
if (gobDesc->state != 10)
break;
if (itemIndInPocket == -1)
break;
if (gobDesc->curFrame != 10)
break;
objDesc = objects[itemIndInPocket];
objDesc->type = 0;
objDesc->toRedraw = 1;
objDesc->curFrame = 0;
objDesc->order = gobDesc->order;
objDesc->animation =
objDesc->stateMach[objDesc->state][0]->animation;
layer = objDesc->stateMach[objDesc->state][0]->layer;
_vm->_scenery->updateAnim(layer, 0, objDesc->animation, 0,
objDesc->xPos, objDesc->yPos, 0);
objDesc->yPos +=
(gobPositions[0].y * 6 + 5) - _vm->_scenery->toRedrawBottom;
if (gobDesc->curLookDir == 4) {
objDesc->xPos += gobPositions[0].x * 12 + 14
- (_vm->_scenery->toRedrawLeft + _vm->_scenery->toRedrawRight) / 2;
} else {
objDesc->xPos += gobPositions[0].x * 12
- (_vm->_scenery->toRedrawLeft + _vm->_scenery->toRedrawRight) / 2;
}
itemIndInPocket = -1;
itemIdInPocket = -1;
_vm->_util->beep(50);
break;
default:
warning("interFunc: Unknown command %d!", cmd);
_vm->_global->_inter_execPtr -= 2;
cmd = _vm->_inter->load16();
_vm->_global->_inter_execPtr += cmd * 2;
break;
}
return;
}
} // End of namespace Gob