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https://github.com/libretro/scummvm.git
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448 lines
15 KiB
C++
448 lines
15 KiB
C++
/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the AUTHORS
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* file distributed with this source distribution.
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*
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* Additional copyright for this file:
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* Copyright (C) 1999-2000 Revolution Software Ltd.
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* This code is based on source code created by Revolution Software,
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* used with permission.
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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 "engines/icb/p4.h"
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#include "engines/icb/common/px_common.h"
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#include "engines/icb/common/px_linkeddatafile.h"
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#include "engines/icb/common/ptr_util.h"
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#include "engines/icb/mission.h"
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#include "engines/icb/session.h"
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#include "engines/icb/object_structs.h"
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#include "engines/icb/debug.h"
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#include "engines/icb/player.h"
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#include "engines/icb/direct_input.h"
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#include "engines/icb/barriers.h"
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#include "engines/icb/common/px_route_barriers.h"
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#include "engines/icb/global_objects.h"
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#include "engines/icb/animation_mega_set.h"
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#include "engines/icb/mission.h"
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#include "engines/icb/common/px_scriptengine.h"
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#include "engines/icb/text.h"
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#include "engines/icb/session.h"
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#include "engines/icb/global_switches.h"
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namespace ICB {
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mcodeFunctionReturnCodes fn_start_player_interaction(int32 &result, int32 *params) { return (MS->fn_start_player_interaction(result, params)); }
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#define INTERACT_DISTANCE (250 * REAL_ONE)
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#define MIN_INTERACT_DISTANCE (5 * REAL_ONE)
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// distance to point head at - 15m
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#define LOOK_AT_DISTANCE (500 * REAL_ONE)
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//( ( FULL_TURN*n)/360 )
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#define NEAR_PROP_DISTANCE (70 * REAL_ONE)
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// was 130 original EU psx release
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#define DEAD_MEGA_DISTANCE (230 * REAL_ONE)
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//+/- 90deg
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#define NEAR_PROP_ANGLE (FULL_TURN / 4)
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void _player::Find_current_player_interact_object() {
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// find the nico that represents our current interactable object
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// search nicos on our level
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// find within distance
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// find within angle
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// the name of the nico will be the name of the object
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uint32 j;
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PXreal sub1, sub2, len;
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PXreal nearest = REAL_LARGE * REAL_LARGE; // high number to be bettered
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PXreal nearest_mega = REAL_LARGE * REAL_LARGE; // high number to be bettered
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PXfloat new_pan, diff;
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uint32 prop_id = 0;
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uint32 mega_id = 0;
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uint32 look_at_prop_id = 0;
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uint32 pl_id = Fetch_player_id();
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bool8 armed_status = log->mega->Fetch_armed_status();
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uint8 crouch_status = log->mega->Is_crouched();
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interact_selected = FALSE8;
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look_at_selected = FALSE8;
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dead_mega = FALSE8;
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bool8 evil_chosen = FALSE8;
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// ** check first for megas as indicated by line-of-sight-manager - these get priority over prop nicos **
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// run through all the objects calling their logic
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for (j = 0; j < MS->total_objects; j++) { // object 0 is used
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// object must be alive and interactable
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if ((MS->logic_structs[j]->ob_status != OB_STATUS_HELD) && (MS->logic_structs[j]->player_can_interact)) { // not if the object has been manually switched out
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if ((MS->logic_structs[j]->image_type == PROP) && (!armed_status) &&
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(crouch_status == (MS->logic_structs[j]->three_sixty_interact & PROP_CROUCH_INTERACT))) {
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if ((MS->logic_structs[j]->prop_xyz.y >= log->mega->actor_xyz.y) && (MS->logic_structs[j]->owner_floor_rect == log->owner_floor_rect))
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if ((MS->logic_structs[j]->prop_xyz.y - log->mega->actor_xyz.y) < (190 * REAL_ONE)) {
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sub1 = (PXreal)MS->logic_structs[j]->prop_xyz.x - log->mega->actor_xyz.x;
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sub2 = (PXreal)MS->logic_structs[j]->prop_xyz.z - log->mega->actor_xyz.z;
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// dist
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len = (PXreal)((sub1 * sub1) + (sub2 * sub2));
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// less than n centimeters away
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if ((len > MIN_INTERACT_DISTANCE * MIN_INTERACT_DISTANCE) && (len < LOOK_AT_DISTANCE * LOOK_AT_DISTANCE) && (len < nearest)) {
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// check for prop being a 360deg type
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if (MS->logic_structs[j]->three_sixty_interact & THREE_SIXTY_INTERACT) {
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new_pan = PXAngleOfVector(sub2, sub1); // work out vector
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// get difference between the two
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diff = new_pan - log->pan;
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// correct
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if (diff > HALF_TURN)
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diff -= FULL_TURN;
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else if (diff < -HALF_TURN)
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diff += FULL_TURN;
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if (PXfabs(diff) < (FULL_TURN / 10)) { // 0.1f
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MS->prop_interact_dist = len; // can be used later in core_prop_interact
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nearest = len;
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prop_id = j + 1;
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}
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} else { // are we a similar pan to target object
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// angle
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new_pan = MS->logic_structs[j]->prop_interact_pan; // get targets pan
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// get difference between the two
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diff = log->pan - new_pan;
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// correct
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if (diff > HALF_TURN)
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diff -= FULL_TURN;
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else if (diff < -HALF_TURN)
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diff += FULL_TURN;
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if (((len < NEAR_PROP_DISTANCE * NEAR_PROP_DISTANCE) && (PXfabs(diff) < NEAR_PROP_ANGLE)) /* OR */ ||
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(PXfabs(diff) < (FULL_TURN / 8))) { //*
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// ok, we are facing the right direction - i.e. nearly same as interact pan
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// but
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// are we behind or infront - need another check
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PXreal dx = (PXreal)PXsin((log->pan + (FULL_TURN / 4)) * TWO_PI);
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PXreal dz = (PXreal)PXcos((log->pan + (FULL_TURN / 4)) * TWO_PI);
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PXreal mx = MS->logic_structs[j]->prop_xyz.x;
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PXreal mz = MS->logic_structs[j]->prop_xyz.z;
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if ((dz * (mx - log->mega->actor_xyz.x)) <= (dx * (mz - log->mega->actor_xyz.z))) {
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MS->prop_interact_dist = len; // can be used later in core_prop_interact
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nearest = len;
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prop_id = j + 1;
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}
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}
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}
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}
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}
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} else if ((MS->logic_structs[j]->image_type == VOXEL) && (MS->logic_structs[j]->mega->actor_xyz.y == log->mega->actor_xyz.y)) { // mega character
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// we have targeted an evil but this one is not evil then skip it - regardless of proximity
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if ((evil_chosen) && (!MS->logic_structs[j]->mega->is_evil))
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continue;
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// if there is a chi then we can target her when armed
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if ((MS->is_there_a_chi) && (j == MS->chi_id) && (armed_status))
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continue;
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if ((g_oLineOfSight->LineOfSight(pl_id, j)) && (MS->Object_visible_to_camera(j))) { // must be on screen
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sub1 = (PXreal)MS->logic_structs[j]->mega->actor_xyz.x - log->mega->actor_xyz.x;
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sub2 = (PXreal)MS->logic_structs[j]->mega->actor_xyz.z - log->mega->actor_xyz.z;
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// dist
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len = (PXreal)((sub1 * sub1) + (sub2 * sub2));
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// nearer or the current is dead or armed and the current is non-evil
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if (((armed_status) && (!evil_chosen) && (MS->logic_structs[j]->mega->is_evil)) || (dead_mega) || (len < nearest_mega)) {
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// we are nearer or the current is dead
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// see if object is dead
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if ((MS->logic_structs[j]->mega->dead) &&
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(crouch_status)) { // this mega is dead and we're crouched - only register him if there isnt another
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if ((!mega_id) && (len < DEAD_MEGA_DISTANCE * DEAD_MEGA_DISTANCE)) { // dead mega chosen - must be within prop type range
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nearest_mega = len;
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mega_id = j + 1;
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dead_mega = TRUE8; // chosen a dead mega
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}
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} else if (!MS->logic_structs[j]->mega->dead) { // must belive if we're stood
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evil_chosen = MS->logic_structs[j]->mega->is_evil;
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nearest_mega = len;
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mega_id = j + 1;
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dead_mega = FALSE8; // chosen a live mega
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}
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}
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}
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}
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}
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}
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// if crouching and targeting a mega the mega must be dead
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// crouch props are filtered out above
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if ((crouch_status) && (mega_id)) {
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// if dead AND not armed or alive AND armed
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if (((dead_mega) && (!armed_status)) || ((armed_status) && (!dead_mega))) {
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cur_interact_id = (mega_id - 1);
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interact_selected = TRUE8;
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}
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return;
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}
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// mega if armed, nearest prop or live mega, dead mega
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if ((prop_id) && (nearest < nearest_mega)) { // UNARMED prop nearer than mega (wont be a prop if armed)
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cur_interact_id = (prop_id - 1);
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interact_selected = TRUE8;
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} else if ((mega_id) && (!dead_mega)) { // live mega
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cur_interact_id = (mega_id - 1);
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interact_selected = TRUE8;
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} else if (prop_id) { // prop
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cur_interact_id = (prop_id - 1);
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interact_selected = TRUE8;
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}
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// look at
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if ((!interact_selected) && (look_at_prop_id)) {
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look_at_id = look_at_prop_id - 1;
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look_at_selected = TRUE8;
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}
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}
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#if CD_MODE == 0
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void _player::Render_crude_interact_highlight() {
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uint32 pitch; // backbuffer pitch
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uint8 *ad;
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_rgb pen = {255, 0, 0, 0};
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// anything highlighted?
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if (interact_selected == FALSE8)
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return;
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// cross hair is now a development option
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if (g_px->cross_hair == FALSE8)
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return;
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ad = surface_manager->Lock_surface(working_buffer_id);
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pitch = surface_manager->Get_pitch(working_buffer_id);
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// setup camera
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PXcamera &camera = MS->GetCamera();
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// set up nico world coords
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PXvector pos;
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if (MS->logic_structs[cur_interact_id]->image_type == PROP) {
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pos.x = MS->logic_structs[cur_interact_id]->prop_xyz.x;
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pos.y = MS->logic_structs[cur_interact_id]->prop_xyz.y;
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pos.z = MS->logic_structs[cur_interact_id]->prop_xyz.z;
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} else {
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pos.x = MS->logic_structs[cur_interact_id]->mega->actor_xyz.x;
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pos.y = MS->logic_structs[cur_interact_id]->mega->actor_xyz.y;
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pos.z = MS->logic_structs[cur_interact_id]->mega->actor_xyz.z;
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}
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// screen pos
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PXvector filmpos;
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// yesno
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bool8 result = FALSE8;
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// compute screen coord
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PXWorldToFilm(pos, camera, result, filmpos);
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// print name if on screen
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if (result) {
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Clip_text_print(&pen, (int32)(filmpos.x + (SCREEN_WIDTH / 2)), (int32)((SCREEN_DEPTH / 2) - filmpos.y), ad, pitch, "+");
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}
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surface_manager->Unlock_surface(working_buffer_id);
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}
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#else
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void _player::Render_crude_interact_highlight() {}
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#endif // #if CD_MODE == 0
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__mode_return _player::Player_interact() {
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// check if the player has pressed the interact button
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// if so see if there's a current interact object and if so setup the interaction
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// return
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// __FINISHED_THIS_CYCLE, or
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// __MORE_THIS_CYCLE
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c_game_object *iobject;
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uint32 j;
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// first check for auto-interact objects
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if ((interact_selected) && ((log->cur_anim_type == __WALK) || ((log->cur_anim_type == __RUN))))
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for (j = 0; j < MAX_auto_interact; j++)
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if (MS->auto_interact_list[j] == (cur_interact_id + 1)) {
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// try to fetch the object
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iobject = (c_game_object *)MS->objects->Fetch_item_by_number(cur_interact_id);
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Zdebug(" INTERACT with %s", iobject->GetName());
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// get the address of the script we want to run
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const char *pc = (const char *)MS->scripts->Try_fetch_item_by_hash(iobject->GetScriptNameFullHash(OB_ACTION_CONTEXT)); //
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if (pc == NULL)
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Fatal_error("Object [%s] has no interact script", iobject->GetName());
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// now run the action context script which may or may not set a new script on level 1
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RunScript(pc, iobject);
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// stop for a cycle regardless
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return (__FINISHED_THIS_CYCLE);
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}
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// check for interact button AND there being an object to interact with
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if ((cur_state.IsButtonSet(__INTERACT)) && (interact_selected) && (!interact_lock) && (!stood_on_lift)) {
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// try to fetch the object
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iobject = (c_game_object *)MS->objects->Fetch_item_by_number(cur_interact_id);
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// get the address of the script we want to run
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const char *pc = (const char *)MS->scripts->Try_fetch_item_by_hash(iobject->GetScriptNameFullHash(OB_ACTION_CONTEXT)); //
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if (pc == NULL)
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Fatal_error("Object [%s] has no interact script", iobject->GetName());
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interact_lock = TRUE8; // switch the lock on
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// reset player to either stood or stood armed
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if (MS->logic_structs[Fetch_player_id()]->mega->Is_crouched())
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Set_player_status(CROUCHING);
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else if (MS->logic_structs[Fetch_player_id()]->mega->Fetch_armed_status())
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Set_player_status(NEW_AIM);
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else
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Set_player_status(STOOD);
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Push_player_stat();
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// now run the action context script which may or may not set a new script on level 1
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RunScript(pc, iobject);
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// stop for a cycle regardless
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return (__FINISHED_THIS_CYCLE);
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} else if (!cur_state.IsButtonSet(__INTERACT)) // release the interact lock
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interact_lock = FALSE8; // let go
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return (__MORE_THIS_CYCLE);
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}
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mcodeFunctionReturnCodes _game_session::fn_start_player_interaction(int32 &, int32 *params) {
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// do check to see if script running
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// if not set it up on level 2 and change script level
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// then call the new script as if from logic because, remember, this is being called from a script that is being called
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// from a function ; fn_player
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// S player::logic
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// fn_player()
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// S interact_context script
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// fn_start_player_interact
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// S new script
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// ** if we start a new script we should write a flag for _player::Player_interact **
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char *ad;
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// set target id
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M->target_id = player.Fetch_player_interact_id();
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// set this flag to avoid interact with id=0 based problems
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M->interacting = TRUE8;
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// fetch action script
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ad = (char *)scripts->Try_fetch_item_by_hash(params[0] /*(uint32)params*/);
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// write actual offset
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L->logic[1] = ad;
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// write reference for change script checks later - i.e. FN_context_chosen_script
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L->logic_ref[1] = ad;
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L->logic_level = 1; // reset to level 2
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// action script will fall back to looping level 1
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L->looping = 0; // reset to 0 for new logics
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// script interpretter shouldnt write a pc back
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return (IR_TERMINATE);
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}
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bool8 _game_session::Engine_start_interaction(const char *script, uint32 id) {
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// set the current mega object interacting named 'script' in target object 'id'
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c_game_object *iobject;
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uint32 script_hash;
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script_hash = HashString(script);
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// get target object
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iobject = (c_game_object *)MS->objects->Fetch_item_by_number(id);
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if (!iobject)
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Fatal_error("Engine_start_interaction - named object dont exist"); // should never happen
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// now try and find a script with the passed extention i.e. ???::looping
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for (uint32 k = 0; k < iobject->GetNoScripts(); k++) {
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if (script_hash == iobject->GetScriptNamePartHash(k)) {
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// script k is the one to run
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// get the address of the script we want to run
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char *pc = (char *)scripts->Try_fetch_item_by_hash(iobject->GetScriptNameFullHash(k));
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// set target id
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M->target_id = id;
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// set this flag to avoid interact with id=0 based problems
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M->interacting = TRUE8;
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// write actual offset
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L->logic[1] = pc;
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// write reference for change script checks later - i.e. FN_context_chosen_script
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L->logic_ref[1] = pc;
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L->logic_level = 1; // reset to level 2
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// action script will fall back to looping level 1
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L->looping = 0; // reset to 0 for new logics
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return (TRUE8);
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}
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}
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// didnt find the named script
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return (FALSE8);
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}
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} // End of namespace ICB
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