mirror of
https://github.com/libretro/scummvm.git
synced 2025-01-05 01:00:48 +00:00
462 lines
14 KiB
C++
462 lines
14 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 "twine/movements.h"
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#include "common/textconsole.h"
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#include "twine/actor.h"
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#include "twine/animations.h"
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#include "twine/collision.h"
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#include "twine/gamestate.h"
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#include "twine/grid.h"
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#include "twine/input.h"
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#include "twine/renderer.h"
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#include "twine/scene.h"
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#include "twine/twine.h"
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namespace TwinE {
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Movements::Movements(TwinEEngine *engine) : _engine(engine) {}
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void Movements::getShadowPosition(int32 x, int32 y, int32 z) {
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const uint8 *ptr = _engine->_grid->getBlockBufferGround(x, y, z, processActorY);
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processActorX = x;
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processActorZ = z;
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if (*ptr) {
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const uint8 *blockPtr = _engine->_grid->getBlockLibrary(*ptr - 1) + 3 + *(ptr + 1) * 4;
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const uint8 brickShape = *((const uint8 *)(blockPtr));
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_engine->_actor->shadowCollisionType = brickShape;
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} else {
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_engine->_actor->shadowCollisionType = 0;
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}
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_engine->_collision->reajustActorPosition(_engine->_actor->shadowCollisionType);
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_engine->_actor->shadowX = processActorX;
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_engine->_actor->shadowY = processActorY;
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_engine->_actor->shadowZ = processActorZ;
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}
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void Movements::setActorAngleSafe(int16 startAngle, int16 endAngle, int16 stepAngle, ActorMoveStruct *movePtr) {
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movePtr->from = startAngle & 0x3FF;
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movePtr->to = endAngle & 0x3FF;
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movePtr->numOfStep = stepAngle & 0x3FF;
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movePtr->timeOfChange = _engine->lbaTime;
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}
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void Movements::clearRealAngle(ActorStruct *actorPtr) {
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setActorAngleSafe(actorPtr->angle, actorPtr->angle, 0, &actorPtr->move);
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}
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void Movements::setActorAngle(int16 startAngle, int16 endAngle, int16 stepAngle, ActorMoveStruct *movePtr) {
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movePtr->from = startAngle;
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movePtr->to = endAngle;
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movePtr->numOfStep = stepAngle;
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movePtr->timeOfChange = _engine->lbaTime;
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}
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int32 Movements::getAngleAndSetTargetActorDistance(int32 x1, int32 z1, int32 x2, int32 z2) {
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/*
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//Pythagoras
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targetActorDistance = (int32)sqrt((int64)(((z2 - z1)*(z2 - z1) + (x2 - x1)*(x2 - x1))));
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if (targetActorDistance == 0)
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return 0;
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//given two points, we calculate its arc-tangent in radians
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//Then we convert from radians (360 degrees == 2*M_PI) to a 10bit value (360 degrees == 1024) and invert the rotation direction
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//Then we add an offset of 90 degrees (256) and limit it to the 10bit value range.
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return (256 + ((int32)floor((-1024 * atan2((int64)(z2-z1), (int32)(x2-x1))) / (2*M_PI)))) % 1024;
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*/
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int32 newX, newZ, difX, difZ, tmpX, tmpZ, tmpEx, flag, destAngle, startAngle, finalAngle;
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difZ = tmpZ = z2 - z1;
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newZ = tmpZ * tmpZ;
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difX = tmpX = x2 - x1;
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newX = tmpX * tmpX;
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// Exchange X and Z
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if (newX < newZ) {
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tmpEx = difX;
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difX = difZ;
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difZ = tmpEx;
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flag = 1;
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} else {
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flag = 0;
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}
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targetActorDistance = (int32)sqrt((int64)(newX + newZ));
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if (!targetActorDistance) {
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return 0;
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}
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destAngle = (difZ << 14) / targetActorDistance;
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startAngle = 0;
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// stopAngle = 0x100;
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while (_engine->_renderer->shadeAngleTab3[startAngle] > destAngle) {
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startAngle++;
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}
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if (_engine->_renderer->shadeAngleTab3[startAngle] != destAngle) {
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if ((_engine->_renderer->shadeAngleTab3[startAngle - 1] + _engine->_renderer->shadeAngleTab3[startAngle]) / 2 <= destAngle) {
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startAngle--;
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}
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}
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finalAngle = 128 + startAngle;
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if (difX <= 0) {
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finalAngle = -finalAngle;
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}
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if (flag & 1) {
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finalAngle = -finalAngle + 0x100;
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}
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return finalAngle & 0x3FF;
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}
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int32 Movements::getRealAngle(ActorMoveStruct *movePtr) {
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if (movePtr->numOfStep) {
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int32 timePassed = _engine->lbaTime - movePtr->timeOfChange;
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if (timePassed >= movePtr->numOfStep) { // rotation is finished
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movePtr->numOfStep = 0;
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return movePtr->to;
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}
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int32 remainingAngle = movePtr->to - movePtr->from;
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if (remainingAngle < -0x200) {
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remainingAngle += 0x400;
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} else if (remainingAngle > 0x200) {
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remainingAngle -= 0x400;
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}
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remainingAngle *= timePassed;
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remainingAngle /= movePtr->numOfStep;
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remainingAngle += movePtr->from;
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return (remainingAngle);
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}
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return movePtr->to;
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}
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int32 Movements::getRealValue(ActorMoveStruct *movePtr) {
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if (!movePtr->numOfStep) {
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return movePtr->to;
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}
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if (!(_engine->lbaTime - movePtr->timeOfChange < movePtr->numOfStep)) {
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movePtr->numOfStep = 0;
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return movePtr->to;
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}
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int32 tempStep = movePtr->to - movePtr->from;
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tempStep *= _engine->lbaTime - movePtr->timeOfChange;
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tempStep /= movePtr->numOfStep;
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return tempStep + movePtr->from;
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}
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void Movements::rotateActor(int32 x, int32 z, int32 angle) {
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const double radians = 2 * M_PI * angle / 0x400;
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_engine->_renderer->destX = (int32)(x * cos(radians) + z * sin(radians));
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_engine->_renderer->destZ = (int32)(-x * sin(radians) + z * cos(radians));
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}
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int32 Movements::getDistance2D(int32 x1, int32 z1, int32 x2, int32 z2) {
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return (int32)sqrt((int64)((x2 - x1) * (x2 - x1) + (z2 - z1) * (z2 - z1)));
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}
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int32 Movements::getDistance3D(int32 x1, int32 y1, int32 z1, int32 x2, int32 y2, int32 z2) {
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return (int32)sqrt((int64)((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1) + (z2 - z1) * (z2 - z1)));
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}
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void Movements::moveActor(int32 angleFrom, int32 angleTo, int32 speed, ActorMoveStruct *movePtr) { // ManualRealAngle
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const int16 from = angleFrom & 0x3FF;
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const int16 to = angleTo & 0x3FF;
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movePtr->from = from;
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movePtr->to = to;
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const int16 numOfStep = (from - to) << 6;
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int32 numOfStepInt;
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if (numOfStep < 0) {
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numOfStepInt = -numOfStep;
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} else {
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numOfStepInt = numOfStep;
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}
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numOfStepInt >>= 6;
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numOfStepInt *= speed;
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numOfStepInt >>= 8;
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movePtr->numOfStep = (int16)numOfStepInt;
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movePtr->timeOfChange = _engine->lbaTime;
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}
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void Movements::update() {
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previousLoopActionKey = heroActionKey;
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heroActionKey = _engine->_input->isHeroActionActive();
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loopCursorKeys = _engine->_input->cursorKeys;
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}
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void Movements::processActorMovements(int32 actorIdx) {
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ActorStruct *actor = _engine->_scene->getActor(actorIdx);
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if (actor->entity == -1) {
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return;
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}
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if (actor->dynamicFlags.bIsFalling) {
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if (actor->controlMode != ControlMode::kManual) {
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return;
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}
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int16 tempAngle = 0;
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if (_engine->_input->isActionActive(TwinEActionType::TurnLeft)) {
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tempAngle = 0x100;
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} else if (_engine->_input->isActionActive(TwinEActionType::TurnRight)) {
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tempAngle = -0x100;
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}
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moveActor(actor->angle, actor->angle + tempAngle, actor->speed, &actor->move);
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heroPressedKey = heroActionKey;
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} else {
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if (!actor->staticFlags.bIsSpriteActor) {
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if (actor->controlMode != ControlMode::kManual) {
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actor->angle = getRealAngle(&actor->move);
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}
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}
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switch (actor->controlMode) {
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case kNoMove:
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break;
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case kManual:
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// take this out when we want to give manual movements to other characters than Hero
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if (actor == _engine->_scene->sceneHero) {
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heroAction = false;
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// If press W for action
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if (_engine->_input->isActionActive(TwinEActionType::SpecialAction)) {
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heroAction = true;
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}
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// Process hero actions
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switch (_engine->_actor->heroBehaviour) {
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case kNormal:
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if (_engine->_input->isActionActive(TwinEActionType::ExecuteBehaviourAction)) {
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heroAction = true;
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}
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break;
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case kAthletic:
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if (_engine->_input->isActionActive(TwinEActionType::ExecuteBehaviourAction)) {
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_engine->_animations->initAnim(kJump, 1, 0, actorIdx);
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}
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break;
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case kAggressive:
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if (_engine->_input->isActionActive(TwinEActionType::ExecuteBehaviourAction)) {
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if (_engine->_actor->autoAgressive) {
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heroMoved = true;
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actor->angle = getRealAngle(&actor->move);
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// TODO: previousLoopActionKey must be handled properly
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if (!previousLoopActionKey || !actor->anim) {
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const int32 aggresiveMode = _engine->getRandomNumber(3);
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switch (aggresiveMode) {
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case 0:
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_engine->_animations->initAnim(kKick, 1, 0, actorIdx);
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break;
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case 1:
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_engine->_animations->initAnim(kRightPunch, 1, 0, actorIdx);
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break;
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case 2:
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_engine->_animations->initAnim(kLeftPunch, 1, 0, actorIdx);
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break;
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}
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}
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} else {
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if (_engine->_input->isActionActive(TwinEActionType::TurnLeft)) {
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_engine->_animations->initAnim(kLeftPunch, 1, 0, actorIdx);
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} else if (_engine->_input->isActionActive(TwinEActionType::TurnRight)) {
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_engine->_animations->initAnim(kRightPunch, 1, 0, actorIdx);
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}
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if (_engine->_input->toggleActionIfActive(TwinEActionType::MoveForward)) {
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_engine->_animations->initAnim(kKick, 1, 0, actorIdx);
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}
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}
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}
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break;
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case kDiscrete:
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if (_engine->_input->isActionActive(TwinEActionType::ExecuteBehaviourAction)) {
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_engine->_animations->initAnim(kHide, 0, 255, actorIdx);
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}
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break;
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case kProtoPack:
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break;
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}
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}
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if (_engine->_input->isActionActive(TwinEActionType::ThrowMagicBall) && !_engine->_gameState->gameFlags[GAMEFLAG_INVENTORY_DISABLED]) {
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if (_engine->_gameState->usingSabre == 0) { // Use Magic Ball
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if (_engine->_gameState->gameFlags[InventoryItems::kiMagicBall]) {
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if (_engine->_gameState->magicBallIdx == -1) {
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_engine->_animations->initAnim(kThrowBall, 1, 0, actorIdx);
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}
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heroMoved = true;
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actor->angle = getRealAngle(&actor->move);
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}
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} else if (_engine->_gameState->gameFlags[InventoryItems::kiUseSabre]) {
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if (actor->body != InventoryItems::kiUseSabre) {
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_engine->_actor->initModelActor(InventoryItems::kiUseSabre, actorIdx);
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}
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_engine->_animations->initAnim(kSabreAttack, 1, 0, actorIdx);
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heroMoved = true;
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actor->angle = getRealAngle(&actor->move);
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}
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}
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// TODO: remove loopCursorKeys here
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if (!loopCursorKeys || heroAction) {
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// if continue walking
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if (_engine->_input->isActionActive(TwinEActionType::MoveForward) || _engine->_input->isActionActive(TwinEActionType::MoveBackward)) {
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heroMoved = false; // don't break animation
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}
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if (heroActionKey != heroPressedKey || loopCursorKeys != heroPressedKey2) {
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if (heroMoved) {
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_engine->_animations->initAnim(kStanding, 0, 255, actorIdx);
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}
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}
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heroMoved = false;
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if (_engine->_input->isActionActive(TwinEActionType::MoveForward)) { // walk forward
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if (!_engine->_scene->currentActorInZone) {
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_engine->_animations->initAnim(kForward, 0, 255, actorIdx);
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}
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heroMoved = true;
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} else if (_engine->_input->isActionActive(TwinEActionType::MoveBackward)) { // walk backward
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_engine->_animations->initAnim(kBackward, 0, 255, actorIdx);
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heroMoved = true;
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}
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if (_engine->_input->isActionActive(TwinEActionType::TurnLeft)) {
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heroMoved = true;
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if (actor->anim == 0) {
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_engine->_animations->initAnim(kTurnLeft, 0, 255, actorIdx);
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} else {
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if (!actor->dynamicFlags.bIsRotationByAnim) {
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actor->angle = getRealAngle(&actor->move);
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}
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}
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} else if (_engine->_input->isActionActive(TwinEActionType::TurnRight)) {
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heroMoved = true;
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if (actor->anim == 0) {
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_engine->_animations->initAnim(kTurnRight, 0, 255, actorIdx);
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} else {
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if (!actor->dynamicFlags.bIsRotationByAnim) {
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actor->angle = getRealAngle(&actor->move);
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}
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}
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}
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}
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int16 tempAngle;
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if (_engine->_input->isActionActive(TwinEActionType::TurnLeft)) {
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tempAngle = 0x100;
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} else if (_engine->_input->isActionActive(TwinEActionType::TurnRight)) {
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tempAngle = -0x100;
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} else {
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tempAngle = 0;
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}
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moveActor(actor->angle, actor->angle + tempAngle, actor->speed, &actor->move);
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heroPressedKey = heroActionKey;
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heroPressedKey2 = loopCursorKeys;
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break;
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case kFollow: {
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const ActorStruct* followedActor = _engine->_scene->getActor(actor->followedActor);
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int32 newAngle = getAngleAndSetTargetActorDistance(actor->x, actor->z, followedActor->x, followedActor->z);
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if (actor->staticFlags.bIsSpriteActor) {
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actor->angle = newAngle;
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} else {
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moveActor(actor->angle, newAngle, actor->speed, &actor->move);
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}
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break;
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}
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case kTrack:
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if (actor->positionInMoveScript == -1) {
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actor->positionInMoveScript = 0;
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}
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break;
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case kFollow2: // unused
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case kTrackAttack: // unused
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break;
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case kSameXZ: {
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const ActorStruct* followedActor = _engine->_scene->getActor(actor->followedActor);
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actor->x = followedActor->x;
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actor->z = followedActor->z;
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break;
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}
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case kRandom: {
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if (!actor->dynamicFlags.bIsRotationByAnim) {
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if (actor->brickShape & 0x80) {
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moveActor(actor->angle, (((_engine->getRandomNumber() & 0x100) + (actor->angle - 0x100)) & 0x3FF), actor->speed, &actor->move);
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actor->info0 = _engine->getRandomNumber(300) + _engine->lbaTime + 300;
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_engine->_animations->initAnim(kStanding, 0, 255, actorIdx);
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}
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if (!actor->move.numOfStep) {
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_engine->_animations->initAnim(kForward, 0, 255, actorIdx);
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if (_engine->lbaTime > actor->info0) {
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moveActor(actor->angle, (((_engine->getRandomNumber() & 0x100) + (actor->angle - 0x100)) & 0x3FF), actor->speed, &actor->move);
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actor->info0 = _engine->getRandomNumber(300) + _engine->lbaTime + 300;
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}
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}
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}
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break;
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}
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default:
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warning("Unknown Control mode %d\n", actor->controlMode);
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break;
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}
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}
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} // namespace TwinE
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} // namespace TwinE
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