scummvm/engines/twine/movements.cpp
Martin Gerhardy 699c8225c6 TWINE: replaced magic numbers with constants
and started to mark the angles - to be able to refacto them easier later on
2020-11-20 18:34:50 +01:00

469 lines
15 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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 "twine/movements.h"
#include "common/textconsole.h"
#include "twine/actor.h"
#include "twine/animations.h"
#include "twine/collision.h"
#include "twine/gamestate.h"
#include "twine/grid.h"
#include "twine/input.h"
#include "twine/renderer.h"
#include "twine/scene.h"
#include "twine/text.h"
#include "twine/twine.h"
namespace TwinE {
Movements::Movements(TwinEEngine *engine) : _engine(engine) {}
void Movements::getShadowPosition(int32 x, int32 y, int32 z) {
const uint8 *ptr = _engine->_grid->getBlockBufferGround(x, y, z, processActorY);
processActorX = x;
processActorZ = z;
if (*ptr) {
const uint8 *blockPtr = _engine->_grid->getBlockLibrary(*ptr - 1) + 3 + *(ptr + 1) * 4;
const ShapeType brickShape = (ShapeType)*((const uint8 *)(blockPtr));
_engine->_actor->shadowCollisionType = brickShape;
} else {
_engine->_actor->shadowCollisionType = ShapeType::kNone;
}
_engine->_collision->reajustActorPosition(_engine->_actor->shadowCollisionType);
_engine->_actor->shadowX = processActorX;
_engine->_actor->shadowY = processActorY;
_engine->_actor->shadowZ = processActorZ;
}
void Movements::setActorAngleSafe(int16 startAngle, int16 endAngle, int16 stepAngle, ActorMoveStruct *movePtr) {
movePtr->from = ClampAngle(startAngle);
movePtr->to = ClampAngle(endAngle);
movePtr->numOfStep = ClampAngle(stepAngle);
movePtr->timeOfChange = _engine->lbaTime;
}
void Movements::clearRealAngle(ActorStruct *actorPtr) {
setActorAngleSafe(actorPtr->angle, actorPtr->angle, ANGLE_0, &actorPtr->move);
}
void Movements::setActorAngle(int16 startAngle, int16 endAngle, int16 stepAngle, ActorMoveStruct *movePtr) {
movePtr->from = startAngle;
movePtr->to = endAngle;
movePtr->numOfStep = stepAngle;
movePtr->timeOfChange = _engine->lbaTime;
}
int32 Movements::getAngleAndSetTargetActorDistance(int32 x1, int32 z1, int32 x2, int32 z2) {
/*
//Pythagoras
targetActorDistance = (int32)sqrt((int64)(((z2 - z1)*(z2 - z1) + (x2 - x1)*(x2 - x1))));
if (targetActorDistance == 0)
return 0;
//given two points, we calculate its arc-tangent in radians
//Then we convert from radians (360 degrees == 2*M_PI) to a 10bit value (360 degrees == 1024) and invert the rotation direction
//Then we add an offset of 90 degrees (256) and limit it to the 10bit value range.
return (256 + ((int32)floor((-1024 * atan2((int64)(z2-z1), (int32)(x2-x1))) / (2*M_PI)))) % 1024;
*/
int32 difZ = z2 - z1;
const int32 newZ = difZ * difZ;
int32 difX = x2 - x1;
const int32 newX = difX * difX;
bool flag;
// Exchange X and Z
if (newX < newZ) {
const int32 tmpEx = difX;
difX = difZ;
difZ = tmpEx;
flag = true;
} else {
flag = false;
}
targetActorDistance = (int32)sqrt((int64)newX + (int64)newZ);
if (!targetActorDistance) {
return 0;
}
const int32 destAngle = (difZ << 14) / targetActorDistance;
int32 startAngle = ANGLE_0;
// stopAngle = 0x100;
while (_engine->_renderer->shadeAngleTab3[startAngle] > destAngle) {
startAngle++;
}
if (_engine->_renderer->shadeAngleTab3[startAngle] != destAngle) {
if ((_engine->_renderer->shadeAngleTab3[startAngle - 1] + _engine->_renderer->shadeAngleTab3[startAngle]) / 2 <= destAngle) {
startAngle--;
}
}
int32 finalAngle = ANGLE_45 + startAngle;
if (difX <= 0) {
finalAngle = -finalAngle;
}
if (flag) {
finalAngle = -finalAngle + ANGLE_90;
}
return ClampAngle(finalAngle);
}
int32 Movements::getRealAngle(ActorMoveStruct *movePtr) {
if (movePtr->numOfStep) {
const int32 timePassed = _engine->lbaTime - movePtr->timeOfChange;
if (timePassed >= movePtr->numOfStep) { // rotation is finished
movePtr->numOfStep = 0;
return movePtr->to;
}
int32 remainingAngle = NormalizeAngle(movePtr->to - movePtr->from);
remainingAngle *= timePassed;
remainingAngle /= movePtr->numOfStep;
remainingAngle += movePtr->from;
return remainingAngle;
}
return movePtr->to;
}
int32 Movements::getRealValue(ActorMoveStruct *movePtr) {
if (!movePtr->numOfStep) {
return movePtr->to;
}
if (_engine->lbaTime - movePtr->timeOfChange >= movePtr->numOfStep) {
movePtr->numOfStep = 0;
return movePtr->to;
}
int32 tempStep = movePtr->to - movePtr->from;
tempStep *= _engine->lbaTime - movePtr->timeOfChange;
tempStep /= movePtr->numOfStep;
return tempStep + movePtr->from;
}
void Movements::rotateActor(int32 x, int32 z, int32 angle) {
const double radians = AngleToRadians(angle);
_engine->_renderer->destX = (int32)(x * cos(radians) + z * sin(radians));
_engine->_renderer->destZ = (int32)(-x * sin(radians) + z * cos(radians));
}
int32 Movements::getDistance2D(int32 x1, int32 z1, int32 x2, int32 z2) {
return (int32)sqrt(((int64)(x2 - x1) * (int64)(x2 - x1) + (int64)(z2 - z1) * (int64)(z2 - z1)));
}
int32 Movements::getDistance3D(int32 x1, int32 y1, int32 z1, int32 x2, int32 y2, int32 z2) {
return (int32)sqrt(((int64)(x2 - x1) * (int64)(x2 - x1) + (int64)(y2 - y1) * (int64)(y2 - y1) + (int64)(z2 - z1) * (int64)(z2 - z1)));
}
void Movements::moveActor(int32 angleFrom, int32 angleTo, int32 speed, ActorMoveStruct *movePtr) { // ManualRealAngle
const int16 from = ClampAngle(angleFrom);
const int16 to = ClampAngle(angleTo);
movePtr->from = from;
movePtr->to = to;
const int16 numOfStep = (from - to) << 6;
int32 numOfStepInt = ABS(numOfStep);
numOfStepInt >>= 6;
numOfStepInt *= speed;
numOfStepInt >>= 8;
movePtr->numOfStep = (int16)numOfStepInt;
movePtr->timeOfChange = _engine->lbaTime;
}
void Movements::update() {
previousLoopActionKey = heroActionKey;
heroActionKey = _engine->_input->isHeroActionActive();
loopCursorKeys = _engine->_input->cursorKeys;
}
void Movements::processManualAction(int actorIdx) {
ActorStruct *actor = _engine->_scene->getActor(actorIdx);
if (IS_HERO(actorIdx)) {
heroAction = false;
// If press W for action
if (_engine->_input->toggleActionIfActive(TwinEActionType::SpecialAction)) {
heroAction = true;
}
// Process hero actions
if (_engine->_input->isActionActive(TwinEActionType::ExecuteBehaviourAction)) {
switch (_engine->_actor->heroBehaviour) {
case HeroBehaviourType::kNormal:
heroAction = true;
break;
case HeroBehaviourType::kAthletic:
_engine->_animations->initAnim(AnimationTypes::kJump, 1, AnimationTypes::kStanding, actorIdx);
break;
case HeroBehaviourType::kAggressive:
if (_engine->_actor->autoAgressive) {
heroMoved = true;
actor->angle = getRealAngle(&actor->move);
// TODO: previousLoopActionKey must be handled properly
if (!previousLoopActionKey || actor->anim == AnimationTypes::kStanding) {
const int32 aggresiveMode = _engine->getRandomNumber(3);
switch (aggresiveMode) {
case 0:
_engine->_animations->initAnim(AnimationTypes::kKick, 1, AnimationTypes::kStanding, actorIdx);
break;
case 1:
_engine->_animations->initAnim(AnimationTypes::kRightPunch, 1, AnimationTypes::kStanding, actorIdx);
break;
case 2:
_engine->_animations->initAnim(AnimationTypes::kLeftPunch, 1, AnimationTypes::kStanding, actorIdx);
break;
}
}
} else {
if (_engine->_input->isActionActive(TwinEActionType::TurnLeft)) {
_engine->_animations->initAnim(AnimationTypes::kLeftPunch, 1, AnimationTypes::kStanding, actorIdx);
} else if (_engine->_input->isActionActive(TwinEActionType::TurnRight)) {
_engine->_animations->initAnim(AnimationTypes::kRightPunch, 1, AnimationTypes::kStanding, actorIdx);
}
if (_engine->_input->isActionActive(TwinEActionType::MoveForward)) {
_engine->_animations->initAnim(AnimationTypes::kKick, 1, AnimationTypes::kStanding, actorIdx);
}
}
break;
case HeroBehaviourType::kDiscrete:
_engine->_animations->initAnim(AnimationTypes::kHide, 0, AnimationTypes::kAnimInvalid, actorIdx);
break;
case HeroBehaviourType::kProtoPack:
break;
}
}
}
if (_engine->_input->isActionActive(TwinEActionType::ThrowMagicBall) && !_engine->_gameState->gameFlags[GAMEFLAG_INVENTORY_DISABLED]) {
if (!_engine->_gameState->usingSabre) { // Use Magic Ball
if (_engine->_gameState->gameFlags[InventoryItems::kiMagicBall]) {
if (_engine->_gameState->magicBallIdx == -1) {
_engine->_animations->initAnim(AnimationTypes::kThrowBall, 1, AnimationTypes::kStanding, actorIdx);
}
heroMoved = true;
actor->angle = getRealAngle(&actor->move);
}
} else if (_engine->_gameState->gameFlags[InventoryItems::kiUseSabre]) {
if (actor->body != InventoryItems::kiUseSabre) {
_engine->_actor->initModelActor(InventoryItems::kiUseSabre, actorIdx);
}
_engine->_animations->initAnim(AnimationTypes::kSabreAttack, 1, AnimationTypes::kStanding, actorIdx);
heroMoved = true;
actor->angle = getRealAngle(&actor->move);
}
}
// TODO: remove loopCursorKeys here
if (!loopCursorKeys || heroAction) {
// if continue walking
if (_engine->_input->isActionActive(TwinEActionType::MoveForward) || _engine->_input->isActionActive(TwinEActionType::MoveBackward)) {
heroMoved = false; // don't break animation
}
if (heroActionKey != heroPressedKey || loopCursorKeys != heroPressedKey2) {
if (heroMoved) {
_engine->_animations->initAnim(AnimationTypes::kStanding, 0, AnimationTypes::kAnimInvalid, actorIdx);
}
}
heroMoved = false;
if (_engine->_input->isActionActive(TwinEActionType::MoveForward)) {
if (!_engine->_scene->currentActorInZone) {
_engine->_animations->initAnim(AnimationTypes::kForward, 0, AnimationTypes::kAnimInvalid, actorIdx);
}
heroMoved = true;
} else if (_engine->_input->isActionActive(TwinEActionType::MoveBackward)) {
_engine->_animations->initAnim(AnimationTypes::kBackward, 0, AnimationTypes::kAnimInvalid, actorIdx);
heroMoved = true;
}
if (_engine->_input->isActionActive(TwinEActionType::TurnLeft)) {
heroMoved = true;
if (actor->anim == AnimationTypes::kStanding) {
_engine->_animations->initAnim(AnimationTypes::kTurnLeft, 0, AnimationTypes::kAnimInvalid, actorIdx);
} else {
if (!actor->dynamicFlags.bIsRotationByAnim) {
actor->angle = getRealAngle(&actor->move);
}
}
} else if (_engine->_input->isActionActive(TwinEActionType::TurnRight)) {
heroMoved = true;
if (actor->anim == AnimationTypes::kStanding) {
_engine->_animations->initAnim(AnimationTypes::kTurnRight, 0, AnimationTypes::kAnimInvalid, actorIdx);
} else {
if (!actor->dynamicFlags.bIsRotationByAnim) {
actor->angle = getRealAngle(&actor->move);
}
}
}
}
int16 tempAngle;
if (_engine->_input->isActionActive(TwinEActionType::TurnLeft)) {
tempAngle = ANGLE_90;
} else if (_engine->_input->isActionActive(TwinEActionType::TurnRight)) {
tempAngle = -ANGLE_90;
} else {
tempAngle = ANGLE_0;
}
moveActor(actor->angle, actor->angle + tempAngle, actor->speed, &actor->move);
heroPressedKey = heroActionKey;
heroPressedKey2 = loopCursorKeys;
}
void Movements::processFollowAction(int actorIdx) {
ActorStruct *actor = _engine->_scene->getActor(actorIdx);
const ActorStruct* followedActor = _engine->_scene->getActor(actor->followedActor);
int32 newAngle = getAngleAndSetTargetActorDistance(actor->x, actor->z, followedActor->x, followedActor->z);
if (actor->staticFlags.bIsSpriteActor) {
actor->angle = newAngle;
} else {
moveActor(actor->angle, newAngle, actor->speed, &actor->move);
}
}
void Movements::processRandomAction(int actorIdx) {
ActorStruct *actor = _engine->_scene->getActor(actorIdx);
if (actor->dynamicFlags.bIsRotationByAnim) {
return;
}
if (actor->brickCausesDamage()) {
moveActor(actor->angle, ClampAngle((_engine->getRandomNumber() & ANGLE_90) + (actor->angle - ANGLE_90)), actor->speed, &actor->move);
actor->delayInMillis = _engine->getRandomNumber(300) + _engine->lbaTime + 300;
_engine->_animations->initAnim(AnimationTypes::kStanding, 0, AnimationTypes::kAnimInvalid, actorIdx);
}
if (!actor->move.numOfStep) {
_engine->_animations->initAnim(AnimationTypes::kForward, 0, AnimationTypes::kAnimInvalid, actorIdx);
if (_engine->lbaTime > actor->delayInMillis) {
moveActor(actor->angle, ClampAngle((_engine->getRandomNumber() & ANGLE_90) + (actor->angle - ANGLE_90)), actor->speed, &actor->move);
actor->delayInMillis = _engine->getRandomNumber(300) + _engine->lbaTime + 300;
}
}
}
void Movements::processTrackAction(int actorIdx) {
ActorStruct *actor = _engine->_scene->getActor(actorIdx);
if (actor->positionInMoveScript == -1) {
actor->positionInMoveScript = 0;
}
}
void Movements::processSameXZAction(int actorIdx) {
ActorStruct *actor = _engine->_scene->getActor(actorIdx);
const ActorStruct* followedActor = _engine->_scene->getActor(actor->followedActor);
actor->x = followedActor->x;
actor->z = followedActor->z;
}
void Movements::processActorMovements(int32 actorIdx) {
ActorStruct *actor = _engine->_scene->getActor(actorIdx);
if (actor->entity == -1) {
return;
}
if (actor->dynamicFlags.bIsFalling) {
if (actor->controlMode != ControlMode::kManual) {
return;
}
int16 tempAngle = ANGLE_0;
if (_engine->_input->isActionActive(TwinEActionType::TurnLeft)) {
tempAngle = ANGLE_90;
} else if (_engine->_input->isActionActive(TwinEActionType::TurnRight)) {
tempAngle = -ANGLE_90;
}
moveActor(actor->angle, actor->angle + tempAngle, actor->speed, &actor->move);
heroPressedKey = heroActionKey;
return;
}
if (!actor->staticFlags.bIsSpriteActor) {
if (actor->controlMode != ControlMode::kManual) {
actor->angle = getRealAngle(&actor->move);
}
}
switch (actor->controlMode) {
/**
* The Actor's Track Script is stopped. Track Script execution may be started with Life Script of
* the Actor or other Actors (with SET_TRACK(_OBJ) command). This mode does not mean the Actor
* will literally not move, but rather that it's Track Script (also called Move Script) is
* initially stopped. The Actor may move if it is assigned a moving animation.
*/
case ControlMode::kNoMove:
case ControlMode::kFollow2: // unused
case ControlMode::kTrackAttack: // unused
break;
case ControlMode::kManual:
processManualAction(actorIdx);
break;
case ControlMode::kFollow:
processFollowAction(actorIdx);
break;
case ControlMode::kTrack:
processTrackAction(actorIdx);
break;
case ControlMode::kSameXZ:
processSameXZAction(actorIdx);
break;
case ControlMode::kRandom:
processRandomAction(actorIdx);
break;
default:
warning("Unknown control mode %d", (int)actor->controlMode);
break;
}
}
} // namespace TwinE