scummvm/engines/icb/footstep.cpp

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/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* file distributed with this source distribution.
*
* Additional copyright for this file:
* Copyright (C) 1999-2000 Revolution Software Ltd.
* This code is based on source code created by Revolution Software,
* used with permission.
*
* 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.
*
*/
#include "engines/icb/common/ptr_util.h"
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#include "engines/icb/debug.h"
#include "engines/icb/mission.h"
#include "engines/icb/session.h"
#include "engines/icb/global_objects.h"
#include "engines/icb/object_structs.h"
#include "engines/icb/sound.h"
#include "engines/icb/floors.h"
#include "engines/icb/res_man.h"
namespace ICB {
#define MIN_FOOTSTEP_DISTANCE_XZ 2000 // 20m
#define MIN_FOOTSTEP_DISTANCE_Y 200 // 2m
mcodeFunctionReturnCodes fn_set_default_footstep_sfx(int32 &result, int32 *params) { return (MS->fn_set_default_footstep_sfx(result, params)); }
mcodeFunctionReturnCodes fn_set_floor_footstep_sfx(int32 &result, int32 *params) { return (MS->fn_set_floor_footstep_sfx(result, params)); }
mcodeFunctionReturnCodes fn_set_footstep_weight(int32 &result, int32 *params) { return (MS->fn_set_footstep_weight(result, params)); }
mcodeFunctionReturnCodes fn_set_special_footstep(int32 &result, int32 *params) { return (MS->fn_set_special_footstep(result, params)); }
// fn_set_default_footstep_sfx("sfx");
// set the default sfx for footsteps
mcodeFunctionReturnCodes _game_session::fn_set_default_footstep_sfx(int32 &, int32 *params) {
const char *sfx_name = (const char *)MemoryUtil::resolvePtr(params[0]);
defaultFootSfx = HashString(sfx_name);
return IR_CONT;
}
// fn_set_floor_footstep_sfx("floor","sfx");
// set a specific sound effect for a named floor footstep
mcodeFunctionReturnCodes _game_session::fn_set_floor_footstep_sfx(int32 &, int32 *params) {
const char *floor_name = (const char *)MemoryUtil::resolvePtr(params[0]);
const char *sfx_name = (const char *)MemoryUtil::resolvePtr(params[1]);
if (numFloorFootSfx == MAX_footstepFloors)
Fatal_error("trying to set more than the maximum (%d) amount of specific floor footsteps (trying %s=%s)", MAX_footstepFloors, floor_name, sfx_name);
if (strcmp(floor_name, "special") == 0)
specialFootSfx = HashString(sfx_name);
else if (strcmp(floor_name, "ladder") == 0)
ladderFootSfx = HashString(sfx_name);
else {
floorFootSfx[numFloorFootSfx][0] = floor_def->Fetch_floor_number_by_name(floor_name);
floorFootSfx[numFloorFootSfx][1] = HashString(sfx_name);
numFloorFootSfx++;
}
return IR_CONT;
}
// fn_set_footstep_weight(weight);
// set weight of mega for footstep: % of cords weight alowable 0-200
mcodeFunctionReturnCodes _game_session::fn_set_footstep_weight(int32 &, int32 *params) {
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int32 w;
w = params[0];
// check must be mega
if (!M)
Fatal_error("Cant set footstep weight for non-mega %s\n", L->GetName());
// check allow
if ((w < 0) || (w > 200))
Fatal_error("Cant set %s footstep weight to %d, allowed range is 0-200%%", L->GetName(), w);
M->footstep_weight = (uint8)w;
return IR_CONT;
}
// fn_set_special_footstep(on/off)
// turn on special footstep production for this mega
mcodeFunctionReturnCodes _game_session::fn_set_special_footstep(int32 &, int32 *params) {
// error checking
// must be mega
if (!M)
Fatal_error("Cant set special footsteps for non-mega %s\n", L->GetName());
// must have special footstep set
if ((specialFootSfx == 0) && (params[0]))
Fatal_error("Mega %s set special footstep on but no special footstep has been specified", L->GetName());
// set
if (params[0])
M->footstep_special = TRUE8;
else
M->footstep_special = FALSE8;
return IR_CONT;
}
void _game_session::UpdateFootstep() {
PXreal x, y, z, px, py, pz;
// get position and players position...
L->GetPosition(x, y, z);
player.log->GetPosition(px, py, pz);
px -= x;
py -= y;
pz -= z;
// check in range...
if ((PXfabs(px) < MIN_FOOTSTEP_DISTANCE_XZ) && (PXfabs(py) < MIN_FOOTSTEP_DISTANCE_Y) && (PXfabs(pz) < MIN_FOOTSTEP_DISTANCE_XZ) &&
((px * px + pz * pz) < (MIN_FOOTSTEP_DISTANCE_XZ * MIN_FOOTSTEP_DISTANCE_XZ))) {
// Try to find anim file
PXanim *pAnim = (PXanim *)rs_anims->Res_open(I->get_info_name(L->cur_anim_type), I->info_name_hash[L->cur_anim_type], I->base_path, I->base_path_hash);
// get the frame...
PXframe *frm = PXFrameEnOfAnim(L->anim_pc, pAnim);
int8 step = 0;
// step is true if either left foor or right foot hit the ground
if ((frm->leftFootStep) || (frm->rightFootStep))
step = 1;
// if last was true and so was this one then keep status the same and set step to zero
if ((M->footstep_status) && (step)) {
// status stays true
step = 0;
}
// otherwise step can be set to either true or false depending on anim and status gets set to whatever it is
else {
M->footstep_status = step;
// step stays the same
}
// do the footstep
if (step) {
// volume
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int32 vol;
// volume from weight (0-128, standard is 64)
vol = (M->footstep_weight * 63) / 100;
// if crouched reduce by factor of 4
if (M->Is_crouched())
vol /= 4;
// otherwise if not running then reduce by factor of 2
else if (L->cur_anim_type != __RUN)
vol /= 2;
// if walking add a boast (*1.5)
if (L->cur_anim_type == __WALK) {
vol = vol + (vol / 2);
}
// do step...
// check for special mega who just has single sfx
if (M->footstep_special) {
RegisterSound(cur_id, NULL, specialFootSfx, "foot", (int8)(vol));
}
// we are an ordinary mega look for sfx
else {
// try and find our floor in the overrides...
uint32 sfx = 0;
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int32 floor = L->owner_floor_rect;
int32 i = 0;
// loop through or until we have a sfx
while ((i < numFloorFootSfx) && (sfx == 0)) {
if (floorFootSfx[i][0] == (uint32)floor)
sfx = floorFootSfx[i][1];
// next one
i++;
}
// if on ladder then set to ladder sfx...
if ((L->cur_anim_type == __CLIMB_UP_LADDER_LEFT) || (L->cur_anim_type == __CLIMB_UP_LADDER_RIGHT) ||
(L->cur_anim_type == __CLIMB_DOWN_LADDER_LEFT) || (L->cur_anim_type == __CLIMB_DOWN_LADDER_RIGHT))
sfx = ladderFootSfx;
// if sfx not found in specific floors then use default
if (sfx == 0)
sfx = defaultFootSfx;
if (sfx)
RegisterSound(cur_id, NULL, sfx, "foot", (int8)(vol));
}
}
}
}
} // End of namespace ICB