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https://github.com/libretro/scummvm.git
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1740c490d7
path finding is still missing video player has audio preloading small fixes
376 lines
10 KiB
C++
376 lines
10 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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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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*
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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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*
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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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*/
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#include "bladerunner/actor_walk.h"
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#include "bladerunner/bladerunner.h"
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#include "bladerunner/actor.h"
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#include "bladerunner/gameinfo.h"
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#include "bladerunner/obstacles.h"
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#include "bladerunner/scene.h"
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#include "bladerunner/scene_objects.h"
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#include "bladerunner/set.h"
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namespace BladeRunner {
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ActorWalk::ActorWalk(BladeRunnerEngine *vm) {
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_vm = vm;
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_walking = 0;
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_running = 0;
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_facing = -1;
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_status = 0;
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_nearActors.clear();
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}
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ActorWalk::~ActorWalk() {}
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bool ActorWalk::setup(int actorId, bool run, const Vector3 &from, const Vector3 &to, bool unk1, bool *arrived) {
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Vector3 next;
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*arrived = false;
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int r = nextOnPath(actorId, from, to, next);
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if (r == 0) {
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if (actorId != 0) {
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_current = from;
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_destination = to;
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stop(actorId, false, kAnimationModeCombatIdle, kAnimationModeIdle);
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} else {
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stop(actorId, true, kAnimationModeCombatIdle, kAnimationModeIdle);
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}
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return false;
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}
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if (r == -1) {
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stop(actorId, true, kAnimationModeCombatIdle, kAnimationModeIdle);
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*arrived = true;
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return false;
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}
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_nearActors.clear();
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_vm->_sceneObjects->setMoving(actorId + SCENE_OBJECTS_ACTORS_OFFSET, true);
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_vm->_actors[actorId]->setMoving(true);
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if (_running) {
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run = true;
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}
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int animationMode;
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if (_vm->_actors[actorId]->inCombat()) {
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animationMode = run ? kAnimationModeCombatRun : kAnimationModeCombatWalk;
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} else {
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animationMode = run ? kAnimationModeRun : kAnimationModeWalk;
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}
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_vm->_actors[actorId]->changeAnimationMode(animationMode);
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_destination = to;
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_originalDestination = to;
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_current = from;
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_next = next;
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if (next.x == _current.x && next.z == _current.z) {
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stop(actorId, true, kAnimationModeCombatIdle, kAnimationModeIdle);
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*arrived = true;
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return false;
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}
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_facing = angle_1024(_current, next);
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_walking = true;
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_running = run;
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_status = 2;
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return true;
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}
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bool ActorWalk::tick(int actorId, float stepDistance, bool inWalkLoop) {
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bool walkboxFound;
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if (_status == 5) {
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if (inWalkLoop) {
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stop(actorId, true, kAnimationModeCombatIdle, kAnimationModeIdle);
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return true;
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}
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if (actorId != 0 && _vm->_rnd.getRandomNumberRng(1, 15) != 1) { // why random?
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return false;
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}
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_status = 3;
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}
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bool nearActorExists = addNearActors(actorId);
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if (_nearActors.size() > 0) {
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nearActorExists = true;
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if (_vm->_sceneObjects->existsOnXZ(actorId + SCENE_OBJECTS_ACTORS_OFFSET, _destination.x, _destination.z, true, true)) {
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if (actorId > 0) {
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if (_vm->_actors[actorId]->inWalkLoop()) {
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stop(actorId, true, kAnimationModeCombatIdle, kAnimationModeIdle);
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_nearActors.clear();
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return true;
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} else {
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Vector3 newDestination;
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findNearestEmptyPositionToOriginalDestination(actorId, newDestination);
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_destination = newDestination;
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return false;
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}
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} else {
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if (_vm->_playerActor->inWalkLoop()) {
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_destination = _current;
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}
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stop(0, true, kAnimationModeCombatIdle, kAnimationModeIdle);
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_nearActors.clear();
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return true;
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}
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}
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}
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_status = 3;
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if (stepDistance > distance(_current, _destination)) {
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stop(actorId, true, kAnimationModeCombatIdle, kAnimationModeIdle);
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_current = _destination;
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_current.y = _vm->_scene->_set->getAltitudeAtXZ(_current.x, _current.z, &walkboxFound);
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return true;
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}
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float distanceToNext = distance(_current, _next);
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if (1.0f < distanceToNext) {
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_facing = angle_1024(_current, _next);
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}
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bool nextIsCloseEnough = stepDistance > distanceToNext;
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if (nextIsCloseEnough || nearActorExists || _status == 3) {
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if (nextIsCloseEnough) {
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_current = _next;
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}
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_status = 1;
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Vector3 next;
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obstaclesAddNearActors(actorId);
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int r = nextOnPath(actorId, _current, _destination, next);
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obstaclesRestore();
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if (r == 0) {
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stop(actorId, actorId == 0, kAnimationModeCombatIdle, kAnimationModeIdle);
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return false;
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}
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if (r != -1) {
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_next = next;
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_facing = angle_1024(_current, _next);
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_status = 2;
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int animationMode;
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if (_vm->_actors[actorId]->inCombat()) {
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animationMode = _running ? kAnimationModeCombatRun : kAnimationModeCombatWalk;
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} else {
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animationMode = _running ? kAnimationModeRun : kAnimationModeWalk;
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}
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_vm->_actors[actorId]->changeAnimationMode(animationMode);
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if (nextIsCloseEnough) {
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return false;
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}
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}
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}
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float angle_rad = _facing / 512.0 * M_PI;
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_current.x += stepDistance * sinf(angle_rad);
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_current.z -= stepDistance * cosf(angle_rad);
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_current.y = _vm->_scene->_set->getAltitudeAtXZ(_current.x, _current.z, &walkboxFound);
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return false;
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}
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void ActorWalk::getCurrentPosition(int actorId, Vector3 *pos, int *facing) const {
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*pos = _current;
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*facing = _facing;
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}
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void ActorWalk::stop(int actorId, bool immediately, int combatAnimationMode, int animationMode) {
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_vm->_sceneObjects->setMoving(actorId + SCENE_OBJECTS_ACTORS_OFFSET, false);
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_vm->_actors[actorId]->setMoving(false);
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if (_vm->_actors[actorId]->inCombat()) {
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_vm->_actors[actorId]->changeAnimationMode(combatAnimationMode, false);
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} else {
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_vm->_actors[actorId]->changeAnimationMode(animationMode, false);
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}
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if (immediately) {
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_walking = false;
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_running = false;
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_status = 0;
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} else {
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_walking = true;
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_running = false;
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_status = 5;
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}
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}
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bool ActorWalk::isXYZEmpty(float x, float y, float z, int actorId) const {
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if (_vm->_scene->_set->findWalkbox(x, z) == -1) {
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return true;
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}
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if (_vm->_actors[actorId]->isImmuneToObstacles()) {
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return false;
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}
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return _vm->_sceneObjects->existsOnXZ(actorId + SCENE_OBJECTS_ACTORS_OFFSET, x, z, false, false);
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}
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bool ActorWalk::findNearestEmptyPosition(int actorId, const Vector3 &destination, int dist, Vector3 &out) const {
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bool inWalkbox;
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int facingToMinDistance = -1;
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float minDistance = -1.0f;
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float x = 0.0f;
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float z = 0.0f;
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out.x = 0.0f;
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out.y = 0.0f;
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out.z = 0.0f;
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for (int facing = 0; facing < 1024; facing += 128) {
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x = destination.x + sin_1024(facing) * dist;
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z = destination.z - cos_1024(facing) * dist;
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float distanceBetweenActorAndDestination = distance(x, z, _vm->_actors[actorId]->getX(), _vm->_actors[actorId]->getZ());
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if (minDistance == -1.0f || minDistance > distanceBetweenActorAndDestination) {
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minDistance = distanceBetweenActorAndDestination;
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facingToMinDistance = facing;
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}
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}
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int facingLeft = facingToMinDistance;
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int facingRight = facingToMinDistance;
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int facing = -1024;
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while (facing < 0) {
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x = destination.x + sin_1024(facingRight) * dist;
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z = destination.z - cos_1024(facingRight) * dist;
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if (!_vm->_sceneObjects->existsOnXZ(actorId + SCENE_OBJECTS_ACTORS_OFFSET, x, z, true, true) && _vm->_scene->_set->findWalkbox(x, z) >= 0) {
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break;
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}
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x = destination.x + sin_1024(facingLeft) * dist;
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z = destination.z - cos_1024(facingLeft) * dist;
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if (!_vm->_sceneObjects->existsOnXZ(actorId + SCENE_OBJECTS_ACTORS_OFFSET, x, z, true, true) && _vm->_scene->_set->findWalkbox(x, z) >= 0) {
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break;
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}
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facingRight -= 64;
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if (facingRight < 0) {
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facingRight += 1024;
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}
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facingLeft += 64;
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if (facingLeft >= 1024) {
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facingLeft -= 1024;
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}
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facing += 64;
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}
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float y = _vm->_scene->_set->getAltitudeAtXZ(x, z, &inWalkbox);
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if (inWalkbox) {
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out.x = x;
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out.y = y;
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out.z = z;
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return true;
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}
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return false;
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}
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bool ActorWalk::findNearestEmptyPositionToOriginalDestination(int actorId, Vector3 &out) const {
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return findNearestEmptyPosition(actorId, _originalDestination, 30, out);
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}
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bool ActorWalk::addNearActors(int skipActorId) {
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bool added = false;
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int setId = _vm->_scene->getSetId();
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for (int i = 0; i < (int)_vm->_gameInfo->getActorCount(); i++) {
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// TODO: remove null check after implemetantion of all actors
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if (_vm->_actors[i] != nullptr
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&& _vm->_actors[skipActorId] != nullptr
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&& _vm->_actors[i]->getSetId() == setId
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&& i != skipActorId) {
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if (_nearActors.contains(i)) {
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_nearActors.setVal(i, false);
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} else if (_vm->_actors[skipActorId]->distanceFromActor(i) <= 48.0f) {
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_nearActors.setVal(i, true);
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added = true;
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}
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}
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}
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return added;
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}
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void ActorWalk::obstaclesAddNearActors(int actorId) const {
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Vector3 position = _vm->_actors[actorId]->getPosition();
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for (Common::HashMap<int, bool>::const_iterator it = _nearActors.begin(); it != _nearActors.end(); ++it) {
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Actor *otherActor = _vm->_actors[it->_key];
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// TODO: remove null check after implemetantion of all actors
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if (otherActor == nullptr || otherActor->isRetired()) {
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continue;
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}
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Vector3 otherPosition = otherActor->getPosition();
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float x0 = otherPosition.x - 12.0f;
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float z0 = otherPosition.z - 12.0f;
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float x1 = otherPosition.x + 12.0f;
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float z1 = otherPosition.z + 12.0f;
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if (position.x < (x0 - 12.0f) || position.z < (z0 - 12.0f) || position.x > (x1 + 12.0f) || position.z > (z1 + 12.0f)) {
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_vm->_obstacles->add(x0, z0, x1, z1);
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}
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}
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}
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void ActorWalk::obstaclesRestore() const {
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_vm->_obstacles->restore();
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}
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int ActorWalk::nextOnPath(int actorId, const Vector3 &from, const Vector3 &to, Vector3 &next) const {
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next = from;
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if (distance(from, to) < 6.0) {
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return -1;
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}
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if (_vm->_actors[actorId]->isImmuneToObstacles()) {
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next = to;
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return 1;
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}
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if (_vm->_scene->_set->findWalkbox(to.x, to.z) == -1) {
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return 0;
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}
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if (_vm->_sceneObjects->existsOnXZ(actorId + SCENE_OBJECTS_ACTORS_OFFSET, to.x, to.z, false, false)) {
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return 0;
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}
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Vector3 next1;
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if (_vm->_obstacles->find(from, to, &next1)) {
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next = next1;
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return 1;
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}
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return 0;
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}
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} // End of namespace BladeRunner
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