scummvm/engines/icb/general_interaction.cpp
2020-10-06 09:51:20 +02:00

168 lines
6.2 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.
*
*/
#include "engines/icb/p4.h"
#include "engines/icb/common/px_common.h"
#include "engines/icb/common/px_linkeddatafile.h"
#include "engines/icb/mission.h"
#include "engines/icb/session.h"
#include "engines/icb/object_structs.h"
#include "engines/icb/debug.h"
#include "engines/icb/player.h"
#include "engines/icb/direct_input.h"
#include "engines/icb/barriers.h"
#include "engines/icb/common/px_route_barriers.h"
#include "engines/icb/global_objects.h"
#include "engines/icb/animation_mega_set.h"
#include "engines/icb/mission.h"
#include "engines/icb/res_man.h"
#include "common/textconsole.h"
namespace ICB {
bool8 _game_session::Find_interact_marker_in_anim(__mega_set_names animation, PXreal *xoff, PXreal *zoff) {
// find the first instance of the interact marker - which will be on every frame or none at all which is an error
// then find the offset from the feet ORG_MARKET to the INT interaction marker
// this difference is the relative position from the nico that the character must route to to run this animation
// the idea being that the animations can therefore change without any effect on the engine - its all data driven
// first check anim file will exist
if (!I->IsAnimTable(animation))
Fatal_error("Find_interact_marker_in_anim finds [%s] doesnt have a [%s] animation", object->GetName(), master_anim_name_table[animation].name);
// open the file
PXanim *pAnim = (PXanim *)rs_anims->Res_open(I->get_info_name(animation), I->info_name_hash[animation], I->base_path, I->base_path_hash);
// New code block
// Loop over animation frames looking for interact if it is found then
// take the position from where it is found
// i.e. replace the hard coded look on frame 0 with search for it
//
// The INTERACT marker comes in two forms
// INT0_TYPE : which means it was a forced export on frame 0 only, because the anim never made the INT marker visible
// INT_TYPE : which means it was a real export of the INT marker on the frame when the anim made the INT marker visible
PXreal x_org, z_org, unused;
PXFrameEnOfAnim(0, pAnim)->markers[ORG_POS].GetXYZ(&x_org, &unused, &z_org);
for (uint16 frame = 0; frame < pAnim->frame_qty; frame++) {
PXframe *frm = PXFrameEnOfAnim(frame, pAnim);
// Check the interact marker is present
if (frm->marker_qty > INT_POS) {
PXmarker *marker = &(frm->markers[INT_POS]);
uint8 mtype = (uint8)marker->GetType();
if ((INT0_TYPE == mtype) || (INT_TYPE == mtype)) {
// The interact marker exists
PXreal x_int, z_int;
marker->GetXYZ(&x_int, &unused, &z_int);
xoff[0] = x_int - x_org;
zoff[0] = z_int - z_org;
return (TRUE8);
}
}
}
// did not find an INT marker!
Message_box("Warning couldn't find INT marker for '%s' %X %s", I->get_info_name(animation), I->info_name_hash[animation], master_anim_name_table[animation].name);
xoff[0] = REAL_ZERO;
zoff[0] = REAL_ZERO;
return (TRUE8);
// This is an error and should be re-enabled, it is made a warning so implementation can continue
// and they can get the anims fixed as time proceeds
// We must then get an interaction marker put into the animation
}
bool8 _game_session::Compute_target_interaction_coordinate(__mega_set_names anim, PXreal *destx, PXreal *destz) {
// get target coordinate
// this is for prop interaction
// used L->target_id
// we're passed TYPE of anim
// the type may be __CUSTOM
PXreal int_x, int_z; // for the marker
bool8 ret;
PXfloat tpan;
// get interact marker offset
ret = Find_interact_marker_in_anim(anim, &int_x, &int_z);
if (!ret) {
Zdebug("no int marker found in %s", (const char *)(I->get_info_name(anim)));
Fatal_error("Compute_target_interaction_coordinate: no int marker error object %s anim %s", (const char *)(L->GetName()), (const char *)(I->get_info_name(anim)));
}
Zdebug("INT markers %3.2f, %3.2f", int_x, int_z);
// get coord of target object and sub from it the offset from the anim
// reverse the target pan so it faces 180deg back around
tpan = logic_structs[M->target_id]->prop_interact_pan + HALF_TURN;
// now project the interaction offset back away from the target nico
// this will give us our interact coordinate
PXfloat ang = tpan * TWO_PI;
PXfloat cang = (PXfloat)PXcos(ang);
PXfloat sang = (PXfloat)PXsin(ang);
destx[0] = logic_structs[M->target_id]->prop_xyz.x + PXfloat2PXreal(int_x * cang + int_z * sang);
destz[0] = logic_structs[M->target_id]->prop_xyz.z + PXfloat2PXreal(int_z * cang - int_x * sang);
return (TRUE8);
}
void _game_session::Snap_to_ladder(_stair *lad, uint32 dist) {
// snap our coordinate to passed ladder
// take the ladder marker, reverse its pan, and push backward to get our coordinate
// sadly we need to push back by a different amount for top or bottom
PXfloat tpan;
tpan = lad->pan + HALF_TURN; // reverse the ladder nico
PXfloat ang = tpan * TWO_PI;
PXfloat cang = (PXfloat)PXcos(ang);
PXfloat sang = (PXfloat)PXsin(ang);
warning("Snap:: lad %f %f ang %f", lad->x, lad->z, (ang * 360) / FULL_TURN);
M->actor_xyz.x = lad->x + PXfloat2PXreal((PXfloat)(dist)*sang);
M->actor_xyz.z = lad->z + PXfloat2PXreal((PXfloat)(dist)*cang);
warning("Snap:: new pos %f %f", M->actor_xyz.x, M->actor_xyz.z);
}
} // End of namespace ICB