scummvm/engines/icb/common/px_route_barriers.h
2021-04-15 21:20:36 +02:00

287 lines
11 KiB
C++

/* 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.
*
*/
#ifndef ICB_PX_ROUTE_BARRIERS_H_INCLUDED
#define ICB_PX_ROUTE_BARRIERS_H_INCLUDED
// Include headers needed by this file.
#include "engines/icb/common/px_common.h"
namespace ICB {
// These define the filenames for files containing barrier maps and routing maps.
#define PX_FILENAME_LINEOFSIGHT "pxwglineofsight"
#define PX_FILENAME_ROUTING "pxwgrouting"
#define PX_FILENAME_BARRIERLIST "pxwgbarrierlist"
#ifndef PC_EXT_LINKED
#define PC_EXT_LINKED "linked"
#endif
#ifndef PSX_EXT_LINKED
#define PSX_EXT_LINKED "PSXlinked"
#endif
#ifdef PX_EXT_LINKED
#undef PX_EXT_LINKED
#endif
#define PX_EXT_LINKED PC_EXT_LINKED
// This is the version for these files. The engine checks this runtime to know that it is running with
// the correct version of file.
#define VERSION_PXWGLINEOFSIGHT 200
#define VERSION_PXWGROUTING 200
#define VERSION_PXWGBARRIERLIST 200
// This is the size of the sides of the cubes that each floor is divided into in centimetres.
#define FLOOR_CUBE_SIZE 1000 // 10-metre sides.
#define ABOVE_ALL_MODELS 10000 // Set this to be higher than any model point ever.
// This is an enumerated type for the barrier (the types listed are just illustrations - they may well be changed).
// BRICK - can't walk through it, see through it or shoot through it.
// GLASS - can't walk through it; can see through it; not sure about shooting (glass would need to break).
// BULLET_PROOF_GLASS - can't walk through it or shoot through it, but can see through it.
// THIN_STEEL - can't see through it or walk through it, but can shoot through it.
// WIRE_FENCE - can't walk through it, but can see through it; can shoot through it with random success.
// UNIT_HEIGHT - special one for stopping characters walking off the edge of ledges etc.
// VIEW_FIELD - stops characters walking out of camera field-of-view.
// LEFT_NUDGE - use to assist player control going through doors.
// RIGHT_NUDGE - ditto last one.
enum _barrier_type { BRICK = 0, GLASS, BULLET_PROOF_GLASS, THIN_STEEL, WIRE_FENCE, UNIT_HEIGHT, VIEW_FIELD, LEFT_NUDGE, RIGHT_NUDGE };
#define BARRIER_TYPE_CARDINALITY 9 // Must match number of enums in previous type (because C++
// doesn't provide a way to get this).
// This is an enumerated type for the things that might try to pass through a barrier. Note: the TEST_RAY
// is blocked by all types of barrier.
enum _barrier_ray_type { TEST_RAY, LIGHT, BULLET };
#define RAY_TYPE_CARDINALITY 3
// Defines a multi-state logic value for use with the barriers.
enum _barrier_logic_value { NO_IMPACT = 0, BLOCKS, ALLOWS, MAYBE, SPECIAL };
// This is the truth table that states what kind of ray passes through what
// type of barrier.
static enum _barrier_logic_value _barrier_logic_table[BARRIER_TYPE_CARDINALITY][RAY_TYPE_CARDINALITY] = {
{BLOCKS, BLOCKS, BLOCKS}, {BLOCKS, ALLOWS, SPECIAL}, {BLOCKS, ALLOWS, BLOCKS}, {BLOCKS, BLOCKS, ALLOWS}, {BLOCKS, ALLOWS, MAYBE},
{BLOCKS, ALLOWS, ALLOWS}, {BLOCKS, ALLOWS, ALLOWS}, {BLOCKS, ALLOWS, ALLOWS}, {BLOCKS, ALLOWS, ALLOWS}};
// simple, this is just for the converters
// Some extra figures to speed up barrier collision detection.
typedef struct {
PXfloat linedist, alinedist, blinedist;
PXfloat lpx, lpz; // Main barrier
PXfloat alpx, alpz; // End A.
PXfloat blpx, blpz; // End B.
} _simple_barrier_collision_maths;
// simple, this is just for the converters
// This holds one single barrier.
typedef struct {
PXreal x1, z1; // Looking down on the model, the position of the first vertical edge of the barrier.
PXreal x2, z2; // Looking down on the model, the position of the second vertical edge.
PXreal bottom; // The bottom of the barrier.
PXreal top; // The top of the barrier.
_barrier_type material; // The material the barrier is made of.
PXfloat pan; // The barrier's pan value.
_simple_barrier_collision_maths bcm; // Some extra figures to speed up barrier collision detection.
} _simple_route_barrier;
class _barrier_collision_maths {
private:
// these are in both versions
PXfloat m_linedist, m_alinedist, m_blinedist;
PXfloat m_lpx, m_lpz; // Main barrier
PXfloat m_alpx, m_alpz; // End A.
PXfloat m_blpx, m_blpz; // End B.
public:
inline PXfloat linedist() { return m_linedist; }
inline PXfloat alinedist() { return m_alinedist; }
inline PXfloat blinedist() { return m_blinedist; }
// on pc these are pxfloats
inline PXfloat lpx() { return m_lpx; }
inline PXfloat lpz() { return m_lpz; }
inline PXfloat alpx() {
// return m_alpx;
return -lpz();
}
inline PXfloat alpz() {
// return m_alpz;
return lpx();
}
inline PXfloat blpx() {
// return m_blpx;
return lpz();
}
inline PXfloat blpz() {
// return m_blpz;
return -lpx();
}
void Generate(PXreal x1, PXreal z1, PXreal x2, PXreal z2) {
PXreal dx = x1 - x2;
PXreal dz = z1 - z2;
int32 nLength = (int32)PXsqrt((PXdouble)(dx * dx + dz * dz));
PXfloat xunit = PXreal2PXfloat(dx) / nLength;
PXfloat zunit = PXreal2PXfloat(dz) / nLength;
m_lpx = -zunit;
m_lpz = xunit;
m_linedist = (x1 * lpx()) + (z1 * lpz());
m_alinedist = (x1 * alpx()) + (z1 * alpz());
m_blinedist = (x2 * blpx()) + (z2 * blpz());
}
_barrier_collision_maths() {
(void)m_alpx; // shutup warning
(void)m_alpz; // shutup warning
(void)m_blpx; // shutup warning
(void)m_blpz; // shutup warning
}
};
class _route_barrier {
PXreal m_x1, m_z1; // Looking down on the model, the position of the first vertical edge of the barrier.
PXreal m_x2, m_z2; // Looking down on the model, the position of the second vertical edge.
PXreal m_bottom; // The bottom of the barrier.
PXreal m_top; // The top of the barrier.
_barrier_type m_material; // The material the barrier is made of.
PXfloat m_pan; // The barrier's pan value.
_barrier_collision_maths m_bcm; // Some extra figures to speed up barrier collision detection.
public:
void Create_pan() { m_pan = PXAngleOfVector(m_z1 - m_z2, m_x1 - m_x2); }
void x1(PXreal x) { m_x1 = x; }
void z1(PXreal z) { m_z1 = z; }
inline PXreal x1() const { return m_x1; }
inline PXreal z1() const { return m_z1; }
void x2(PXreal x) { m_x2 = x; }
void z2(PXreal z) { m_z2 = z; }
inline PXreal x2() const { return m_x2; }
inline PXreal z2() const { return m_z2; }
inline PXreal bottom() const { return m_bottom; }
inline PXreal top() const { return m_top; }
inline _barrier_type material() const { return m_material; }
inline PXfloat pan() const { return m_pan; }
inline _barrier_collision_maths &bcm() { return m_bcm; }
_route_barrier() {}
_route_barrier(PXreal inX1, PXreal inZ1, PXreal inX2, PXreal inZ2, PXreal inBottom, PXreal inTop, _barrier_type inMaterial) {
m_x1 = inX1;
m_z1 = inZ1;
m_x2 = inX2;
m_z2 = inZ2;
m_bottom = inBottom;
m_top = inTop;
m_material = inMaterial;
}
};
// This holds several barriers. These barriers all at least partly occupy a given cube in space. If one barrier passes
// through more than one cube, it will have a duplicate entry in each cube.
typedef struct {
int32 num_barriers; // The number of barriers referenced in this cube.
uint32 barriers; // Offset to an array of barrier indices.
} _barrier_cube;
// This is a horizontal slice through the Max model, containing all the route barriers that pass through this level. The
// extremeties of the whole cuboid are given first so that a quick initial check can be done to see if there might be
// route barriers in the way.
typedef struct {
PXreal bottom; // The bottom of the slice.
PXreal top; // The top of the slice.
PXreal left_edge; // Leftmost edge of the cube of space occupied by this floor slice.
PXreal right_edge; // Ditto right edge.
PXreal back_edge; // Back edge.
PXreal front_edge; // Ditto front edge.
uint32 num_cubes; // Number of _route_cubes in this floor (could be calculated by dividing overall cube size by FLOOR_CUBE_SIZE).
uint32 row_length; // Size of the rows in the array (eg. 6 cubes could be 1X6, 2X3, 3X2 or 6X1).
uint32 offset_cubes[1]; // An array of offsets to cubes (2D array of size row_length * (num_cubes / row_length) ).
} _barrier_slice;
// This is used in the following definition of _parent_box, and holds one group of barriers.
typedef struct {
PXreal back, left; // Back/left of the bounding box holding this group of barriers (looking down into the model).
PXreal front, right; // Ditto front/right.
uint32 num_barriers; // Number of barriers in this group.
uint32 barriers[1]; // Array of barrier indices.
} _child_group;
// This holds one parent box entry.
typedef struct {
PXreal back, left; // Top/left of the parent box (looking down into the model).
PXreal front, right; // Ditto bottom/right.
uint32 num_barriers; // Number of barriers in the parent (not its children).
uint32 barriers; // Offset to an array of barrier indices.
uint32 num_specials; // Number of special barriers (eg. field-of-view).
uint32 specials; // Offset of the array of special barrier indices.
uint32 num_childgroups; // Number of child groups owned by this parent box.
uint32 childgroups[1]; // Array of offsets to the child groups.
} _parent_box;
// This is also a slice through the model, but the data is grouped in a different way which is more suited to routing.
typedef struct {
PXreal bottom; // The bottom of the slice.
PXreal top; // The top of the slice.
uint32 num_parent_boxes; // The number of parent boxes in this slice (same as the number of floor rectangles at this height).
uint32 parent_boxes[1]; // An array of offsets to parent boxes.
} _routing_slice;
__inline _barrier_logic_value IsBarrierTo(_barrier_type eMaterial, _barrier_ray_type eRay) { return _barrier_logic_table[eMaterial][eRay]; }
} // End of namespace ICB
#endif // #ifndef _PX_ROUTE_BARRIERS_H_INCLUDED