141 lines
3.4 KiB
C++
141 lines
3.4 KiB
C++
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/* ScummVM - Scumm Interpreter
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* Copyright (C) 2004 Ivan Dubrov
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* Copyright (C) 2004-2006 The ScummVM project
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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#include "common/stdafx.h"
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#include "common/endian.h"
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#include "gob/gob.h"
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#include "gob/goblin.h"
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#include "gob/scenery.h"
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namespace Gob {
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Goblin_v1::Goblin_v1(GobEngine *vm) : Goblin(vm) {
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}
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void Goblin_v1::freeObjects(void) {
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int16 i;
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int16 state;
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int16 col;
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for (i = 0; i < 16; i++) {
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if (_soundData[i] == 0)
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continue;
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_vm->_snd->freeSoundDesc(_soundData[i]);
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_soundData[i] = 0;
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}
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for (i = 0; i < 4; i++) {
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if (_goblins[i] == 0)
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continue;
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_goblins[i]->stateMach = _goblins[i]->realStateMach;
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for (state = 0; state < 40; state++) {
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for (col = 0; col < 6; col++) {
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delete _goblins[i]->stateMach[state][col];
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_goblins[i]->stateMach[state][col] = 0;
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}
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}
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if (i == 3) {
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for (state = 40; state < 70; state++) {
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delete _goblins[3]->stateMach[state][0];
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_goblins[3]->stateMach[state][0] = 0;
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}
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}
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delete[] _goblins[i]->stateMach;
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delete _goblins[i];
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_goblins[i] = 0;
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}
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for (i = 0; i < 20; i++) {
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if (_objects[i] == 0)
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continue;
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_objects[i]->stateMach = _objects[i]->realStateMach;
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for (state = 0; state < 40; state++) {
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for (col = 0; col < 6; col++) {
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delete _objects[i]->stateMach[state][col];
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_objects[i]->stateMach[state][col] = 0;
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}
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}
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delete[] _objects[i]->stateMach;
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delete _objects[i];
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_objects[i] = 0;
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}
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}
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void Goblin_v1::placeObject(Gob_Object *objDesc, char animated,
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int16 index, int16 x, int16 y, int16 state) {
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int16 layer;
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if (objDesc->stateMach[objDesc->state][0] != 0) {
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objDesc->animation =
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objDesc->stateMach[objDesc->state][0]->animation;
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objDesc->noTick = 0;
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objDesc->toRedraw = 1;
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objDesc->doAnim = animated;
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objDesc->maxTick = 1;
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objDesc->tick = 1;
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objDesc->curFrame = 0;
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objDesc->type = 0;
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objDesc->actionStartState = 0;
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objDesc->nextState = -1;
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objDesc->multState = -1;
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objDesc->stateColumn = 0;
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objDesc->curLookDir = 0;
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objDesc->visible = 1;
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objDesc->pickable = 0;
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objDesc->unk14 = 0;
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objDesc->relaxTime = _vm->_util->getRandom(30);
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layer = objDesc->stateMach[objDesc->state][0]->layer;
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_vm->_scenery->updateAnim(layer, 0, objDesc->animation, 0,
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objDesc->xPos, objDesc->yPos, 0);
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objDesc->order = _vm->_scenery->_toRedrawBottom / 24 + 3;
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objDesc->left = objDesc->xPos;
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objDesc->right = objDesc->xPos;
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objDesc->dirtyLeft = objDesc->xPos;
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objDesc->dirtyRight = objDesc->xPos;
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objDesc->top = objDesc->yPos;
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objDesc->bottom = objDesc->yPos;
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objDesc->dirtyTop = objDesc->yPos;
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objDesc->dirtyBottom = objDesc->yPos;
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_vm->_util->listInsertBack(_objList, objDesc);
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}
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}
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} // End of namespace Gob
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