106 lines
3.3 KiB
C++
106 lines
3.3 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/mult.h"
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#include "gob/game.h"
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#include "gob/scenery.h"
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namespace Gob {
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Goblin_v2::Goblin_v2(GobEngine *vm) : Goblin_v1(vm) {
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_gobsCount = -1;
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}
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void Goblin_v2::freeObjects(void) {
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int i;
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if (_gobsCount < 0)
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return;
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for (i = 0; i < _gobsCount; i++) {
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delete[] _vm->_mult->_objects[i].goblinStates[0];
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delete[] _vm->_mult->_objects[i].goblinStates;
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}
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for (i = 0; i < _vm->_goblin->_soundSlotsCount; i++)
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if ((_vm->_goblin->_soundSlots[i] & 0x8000) == 0)
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_vm->_game->freeSoundSlot(_vm->_goblin->_soundSlots[i]);
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// delete[] off_2F2AB;
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_gobsCount = -1;
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}
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void Goblin_v2::placeObject(Gob_Object *objDesc, char animated,
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int16 index, int16 x, int16 y, int16 state) {
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Mult::Mult_Object *obj;
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Mult::Mult_AnimData *objAnim;
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int16 layer;
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int16 animation;
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obj = &_vm->_mult->_objects[index];
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objAnim = obj->pAnimData;
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obj->goblinX = x;
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obj->goblinY = y;
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objAnim->order = y;
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if (state == -1) {
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objAnim->frame = 0;
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objAnim->isPaused = 0;
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objAnim->isStatic = 0;
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objAnim->newCycle = 0;
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_vm->_scenery->updateAnim(objAnim->layer, 0, objAnim->animation, 0,
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*obj->pPosX, *obj->pPosY, 0);
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if (_vm->_mult->_word_2CC86 == 0)
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*obj->pPosY = (y + 1) * _vm->_mult->_word_2F2AF; // - (_vm->_scenery->_animBottom - _vm->scenery->_animTop);
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else
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*obj->pPosY = ((y + 1) / 2) * _vm->_mult->_word_2F2AF; //- (_vm->_scenery->_animBottom - _vm->scenery->_animTop);
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*obj->pPosX = x * _vm->_mult->_word_2F2B1;
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} else {
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if (obj->goblinStates[state] != 0) {
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layer = obj->goblinStates[state][0].layer;
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animation = obj->goblinStates[state][0].animation;
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objAnim->state = state;
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objAnim->layer = layer;
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objAnim->animation = animation;
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objAnim->frame = 0;
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objAnim->isPaused = 0;
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objAnim->isStatic = 0;
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objAnim->newCycle = _vm->_scenery->_animations[animation].layers[layer]->framesCount;
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_vm->_scenery->updateAnim(layer, 0, animation, 0, *obj->pPosX, *obj->pPosY, 0);
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if (_vm->_mult->_word_2CC86 == 0)
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*obj->pPosY = (y + 1) * _vm->_mult->_word_2F2AF; // - (_vm->_scenery->_animBottom - _vm->scenery->_animTop);
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else
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*obj->pPosY = ((y + 1) / 2) * _vm->_mult->_word_2F2AF; //- (_vm->_scenery->_animBottom - _vm->scenery->_animTop);
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*obj->pPosX = x * _vm->_mult->_word_2F2B1;
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warning("GOB2 Stub! sub_FE1D(obj");
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} else
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warning("GOB2 Stub! sub_FE1D(obj");
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}
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}
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} // End of namespace Gob
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