2021-12-26 21:19:38 +01:00

526 lines
17 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "engines/stark/movement/walk.h"
#include "engines/stark/movement/shortestpath.h"
#include "engines/stark/movement/stringpullingpath.h"
#include "engines/stark/services/global.h"
#include "engines/stark/services/services.h"
#include "engines/stark/services/stateprovider.h"
#include "engines/stark/resources/anim.h"
#include "engines/stark/resources/floor.h"
#include "engines/stark/resources/floorface.h"
#include "engines/stark/resources/item.h"
#include "engines/stark/resources/location.h"
#include "math/vector2d.h"
namespace Stark {
Walk::Walk(Resources::FloorPositionedItem *item) :
Movement(item),
_item3D(item),
_running(false),
_reachedDestination(false),
_turnDirection(kTurnNone),
_collisionWaitTimeout(-1),
_collisionWaitCount(0) {
_path = new StringPullingPath();
}
Walk::~Walk() {
delete _path;
}
void Walk::start() {
Movement::start();
updatePath();
changeItemAnim();
Resources::Location *location = StarkGlobal->getCurrent()->getLocation();
location->startFollowingCharacter();
}
void Walk::stop(bool force) {
if (force) {
_destinations.clear();
}
if (_destinations.empty()) {
Movement::stop(force);
changeItemAnim();
_avoidedItems.clear();
} else {
Math::Vector3d destination = _destinations.front();
_destinations.remove_at(0);
setDestination(destination);
updatePath();
}
}
void Walk::updatePath() const {
_path->reset();
Resources::Floor *floor = StarkGlobal->getCurrent()->getFloor();
Math::Vector3d startPosition = _item3D->getPosition3D();
int32 startFloorFaceIndex = floor->findFaceContainingPoint(startPosition);
if (startFloorFaceIndex == -1) {
startFloorFaceIndex = 0;
}
Resources::FloorFace *startFloorFace = floor->getFace(startFloorFaceIndex);
Resources::FloorEdge *startFloorEdge = startFloorFace->findNearestEdge(startPosition);
if (!startFloorEdge) {
// Unable to find enabled start edge
return;
}
int32 destinationFloorFaceIndex = floor->findFaceContainingPoint(_destination);
if (destinationFloorFaceIndex < 0) {
// Unable to find the destination's face
return;
}
Resources::FloorFace *destinationFloorFace = floor->getFace(destinationFloorFaceIndex);
Resources::FloorEdge *destinationFloorEdge = destinationFloorFace->findNearestEdge(_destination);
if (!destinationFloorEdge) {
// Unable to find enabled destination edge
return;
}
ShortestPath pathSearch;
ShortestPath::NodeList edgePath = pathSearch.search(startFloorEdge, destinationFloorEdge);
for (ShortestPath::NodeList::const_iterator it = edgePath.begin(); it != edgePath.end(); it++) {
_path->addStep((*it)->getPosition());
}
_path->addStep(_destination);
}
void Walk::queueDestinationToAvoidItem(Resources::FloorPositionedItem *item, const Math::Vector3d &destination) {
_destinations.push_back(destination);
_avoidedItems.push_back(item);
}
bool Walk::isItemAlreadyAvoided(Resources::FloorPositionedItem *item) const {
return Common::find(_avoidedItems.begin(), _avoidedItems.end(), item) != _avoidedItems.end();
}
void Walk::onGameLoop() {
Resources::ItemVisual *interactiveItem = StarkGlobal->getCurrent()->getInteractive();
if (_item != interactiveItem) {
// NPCs have a simple collision handling strategy.
// They stop when they collide with other items,
// and wait for their path to be clear.
doWalkCollisionSimple();
} else {
// April has a more advanced collision handling approach.
// She goes either left or right of the items on her path.
// When impossible to pick a direction, she walks until the
// obstacle is reached.
doWalkCollisionAvoid();
}
}
void Walk::doWalk() {
if (!_path->hasSteps()) {
// There is no path to the destination
stop();
return;
}
Resources::Floor *floor = StarkGlobal->getCurrent()->getFloor();
// Get the target to walk to
Math::Vector3d currentPosition = _item3D->getPosition3D();
Math::Vector3d target = _path->computeWalkTarget(currentPosition);
// Compute the direction to walk into
Math::Vector3d direction = target - currentPosition;
direction.z() = 0;
direction.normalize();
// Compute the angle with the current character direction
Math::Vector3d currentDirection = _item3D->getDirectionVector();
float directionDeltaAngle = computeAngleBetweenVectorsXYPlane(currentDirection, direction);
// If the angle between the current direction and the new one is too high,
// make the character turn on itself until the angle is low enough
if (ABS(directionDeltaAngle) > getAngularSpeed() + 0.1f) {
_turnDirection = directionDeltaAngle < 0 ? kTurnLeft : kTurnRight;
} else {
_turnDirection = kTurnNone;
}
float distancePerGameloop = computeDistancePerGameLoop();
Math::Vector3d newPosition;
if (_turnDirection == kTurnNone) {
// Compute the new position using the distance per gameloop
if (currentPosition.getDistanceTo(target) > distancePerGameloop) {
newPosition = currentPosition + direction * distancePerGameloop;
} else {
newPosition = target;
}
} else {
// The character does not change position when it is turning
newPosition = currentPosition;
direction = currentDirection;
Math::Matrix3 rot;
rot.buildAroundZ(_turnDirection == kTurnLeft ? -getAngularSpeed() : getAngularSpeed());
rot.transformVector(&direction);
}
_previousPosition = currentPosition;
_currentTarget = target;
// Some scripts expect the character position to be the exact destination
if (newPosition == _destination) {
_reachedDestination = true;
stop();
}
// Update the new position's height according to the floor
int32 newFloorFaceIndex = floor->findFaceContainingPoint(newPosition);
if (newFloorFaceIndex >= 0) {
floor->computePointHeightInFace(newPosition, newFloorFaceIndex);
} else {
warning("Item %s is walking off the floor", _item->getName().c_str());
}
// Update the item's properties
_item3D->setPosition3D(newPosition);
if (direction.getMagnitude() != 0.f) {
_item3D->setDirection(computeAngleBetweenVectorsXYPlane(direction, Math::Vector3d(1.0, 0.0, 0.0)));
}
if (newFloorFaceIndex >= 0) {
// When unable to find the face containing the new position, keep the previous one
// to prevent draw order glitches.
_item3D->setFloorFaceIndex(newFloorFaceIndex);
}
changeItemAnim();
}
bool Walk::isPointNearPath(const Math::Vector3d &point3d, const Math::Vector3d &pathStart3d, const Math::Vector3d &pathEnd3d) {
Math::Vector2d point = Math::Vector2d(point3d.x(), point3d.y());
Math::Vector2d pathStart = Math::Vector2d(pathStart3d.x(), pathStart3d.y());
Math::Vector2d pathEnd = Math::Vector2d(pathEnd3d.x(), pathEnd3d.y());
// Project the point onto the path
Math::Vector2d pointToStart = point - pathStart;
Math::Vector2d path = pathEnd - pathStart;
float dot = pointToStart.dotProduct(path);
float len = path.getSquareMagnitude();
float t = dot / len;
Math::Vector2d projection;
if (0.f <= t && t < 1.f) {
projection = path * t + pathStart;
} else {
projection = pathEnd;
}
// Check if the projection is near the actual point
return point.getDistanceTo(projection) <= (15.f + 15.f);
}
void Walk::doWalkCollisionSimple() {
if (_collisionWaitTimeout > 0) {
_collisionWaitTimeout -= StarkGlobal->getMillisecondsPerGameloop();
return;
} else {
_collisionWaitTimeout = -1;
}
Resources::Location *location = StarkGlobal->getCurrent()->getLocation();
Common::Array<Resources::ModelItem *> characters = location->listModelItems();
// Check if any of the other characters is in our way
for (uint i = 0; i < characters.size(); i++) {
Resources::ModelItem *otherItem = characters[i];
if (!otherItem || !otherItem->isEnabled() || otherItem == _item) continue;
Math::Vector3d otherPosition = otherItem->getPosition3D();
if (isPointNearPath(otherPosition, _previousPosition, _currentTarget)) {
if (_previousPosition.getDistanceTo(otherPosition) <= 15.f * 3.f) {
if (_collisionWaitCount >= 10) {
doWalk();
return;
}
// A collision is detected. Remove the walk animation, and wait a bit.
if (_item->getAnimActivity() != Resources::Anim::kActorActivityIdle) {
_item->setAnimActivity(Resources::Anim::kActorActivityIdle);
}
_collisionWaitCount++;
_collisionWaitTimeout = 500; // ms
return;
}
}
}
// The path is clear, walk normally
_collisionWaitCount = 0;
doWalk();
}
void Walk::doWalkCollisionAvoid() {
float collisionRadius = 15.f * 2.0999999f;
Math::Vector3d previousPosition = _item3D->getPosition3D();
doWalk();
Math::Vector3d newPosition = _item3D->getPosition3D();
Resources::Location *location = StarkGlobal->getCurrent()->getLocation();
Common::Array<Resources::ModelItem *> characters = location->listModelItems();
// Check if we're colliding with another character, but going away from it.
// In that case, the collision is being solved. There is nothing to do.
for (uint i = 0; i < characters.size(); i++) {
Resources::FloorPositionedItem *otherItem = characters[i];
if (!otherItem || !otherItem->isEnabled() || otherItem == _item) continue;
Math::Vector3d otherPosition = otherItem->getPosition3D();
Math::Vector2d newPosition2d(newPosition.x(), newPosition.y());
Math::Vector2d otherPosition2d(otherPosition.x(), otherPosition.y());
float newDistance = newPosition2d.getDistanceTo(otherPosition2d);
if (newDistance < 15.f + 15.f) {
Math::Vector2d previousPosition2d(previousPosition.x(), previousPosition.y());
float previousDistance = previousPosition2d.getDistanceTo(otherPosition2d);
if (previousDistance < newDistance) {
return;
}
}
}
Resources::Floor *floor = StarkGlobal->getCurrent()->getFloor();
for (uint i = 0; i < characters.size(); i++) {
Resources::FloorPositionedItem *otherItem = dynamic_cast<Resources::FloorPositionedItem *>(characters[i]);
if (!otherItem || !otherItem->isEnabled() || otherItem == _item || isItemAlreadyAvoided(otherItem)) continue;
Math::Vector3d otherPosition = otherItem->getPosition3D();
if (!isPointNearPath(otherPosition, _previousPosition, _currentTarget)) continue;
Math::Vector3d newPosition2d(newPosition.x(), newPosition.y(), 0.f);
Math::Vector3d otherPosition2d(otherPosition.x(), otherPosition.y(), 0.f);
Math::Vector3d directionToOther = otherPosition2d - newPosition2d;
float distanceToOther = directionToOther.getMagnitude();
directionToOther.normalize();
Math::Vector3d up(0.f, 0.f, 1.f);
Math::Vector3d rightDirection = Math::Vector3d::crossProduct(directionToOther, up);
rightDirection.normalize();
Math::Vector3d otherPositionNear = newPosition2d + directionToOther * (distanceToOther - collisionRadius);
Math::Vector3d otherPostionFar = newPosition2d + directionToOther * (distanceToOther + collisionRadius);
Math::Vector3d rightOfOtherNear = otherPositionNear + rightDirection * collisionRadius;
Math::Vector3d leftOfOtherNear = otherPositionNear - rightDirection * collisionRadius;
Math::Vector3d rightOfOtherFar = otherPostionFar + rightDirection * collisionRadius;
Math::Vector3d leftOfOtherFar = otherPostionFar - rightDirection * collisionRadius;
bool canGoRight = false;
if (floor->isSegmentInside(Math::Line3d(otherPositionNear, rightOfOtherNear))) {
if (floor->isSegmentInside(Math::Line3d(rightOfOtherNear, rightOfOtherFar))) {
canGoRight = true;
}
}
bool canGoLeft = false;
if (floor->isSegmentInside(Math::Line3d(otherPositionNear, leftOfOtherNear))) {
if (floor->isSegmentInside(Math::Line3d(leftOfOtherNear, leftOfOtherFar))) {
canGoLeft = true;
}
}
for (uint j = 0; j < characters.size(); j++) {
if (j == i) continue;
Resources::FloorPositionedItem *anotherItem = dynamic_cast<Resources::FloorPositionedItem *>(characters[j]);
if (!anotherItem || !anotherItem->isEnabled() || anotherItem == _item) continue;
Math::Vector3d anotherPosition = anotherItem->getPosition3D();
if (isPointNearPath(anotherPosition, otherPositionNear, rightOfOtherNear)) {
canGoRight = false;
}
if (isPointNearPath(anotherPosition, rightOfOtherNear, rightOfOtherFar)) {
canGoRight = false;
}
if (isPointNearPath(anotherPosition, otherPositionNear, leftOfOtherNear)) {
canGoLeft = false;
}
if (isPointNearPath(anotherPosition, leftOfOtherNear, leftOfOtherFar)) {
canGoLeft = false;
}
}
if (distanceToOther < collisionRadius) {
int32 floorFace = floor->findFaceContainingPoint(previousPosition);
if (floorFace >= 0) {
floor->computePointHeightInFace(previousPosition, floorFace);
_item3D->setFloorFaceIndex(floorFace);
_item3D->setPosition3D(previousPosition);
}
_reachedDestination = false;
// _skipped = false;
stop();
break;
}
// If our target destination is in the collision radius of the tested item
// Then adjust our destination to be just outside of the item's collision radius.
float distanceToDestination = _destination.getDistanceTo(otherPosition);
if (distanceToDestination < collisionRadius) {
setDestinationWithoutHeight(otherPosition - directionToOther * collisionRadius);
// _field_51 = true;
updatePath();
continue;
}
if (canGoLeft) {
Math::Vector3d lookDirection = _item3D->getDirectionVector();
Math::Vector3d previousToLeft = leftOfOtherNear - _previousPosition;
Math::Angle angle = Math::Vector3d::angle(lookDirection, previousToLeft);
if (angle > 270) {
canGoLeft = false;
}
}
if (canGoRight) {
Math::Vector3d lookDirection = _item3D->getDirectionVector();
Math::Vector3d previousToRight = rightOfOtherNear - _previousPosition;
Math::Angle angle = Math::Vector3d::angle(lookDirection, previousToRight);
if (angle > 270) {
canGoRight = false;
}
}
if (canGoRight && !canGoLeft) {
queueDestinationToAvoidItem(otherItem, _destination);
setDestinationWithoutHeight(rightOfOtherNear);
updatePath();
} else if (!canGoRight && canGoLeft) {
queueDestinationToAvoidItem(otherItem, _destination);
setDestinationWithoutHeight(leftOfOtherNear);
updatePath();
} else if (canGoRight && canGoLeft) {
Math::Vector3d forwardDirection = _currentTarget - _previousPosition;
Math::Vector3d cross = Math::Vector3d::crossProduct(forwardDirection, directionToOther);
if (cross.z() < 0.f) {
queueDestinationToAvoidItem(otherItem, _destination);
setDestinationWithoutHeight(leftOfOtherNear);
updatePath();
} else {
queueDestinationToAvoidItem(otherItem, _destination);
setDestinationWithoutHeight(rightOfOtherNear);
updatePath();
}
}
}
}
float Walk::getAngularSpeed() const {
return _defaultTurnAngleSpeed * StarkGlobal->getMillisecondsPerGameloop();
}
float Walk::computeDistancePerGameLoop() const {
Resources::Anim *anim = _item->getAnim();
float distancePerGameloop = anim->getMovementSpeed() * StarkGlobal->getMillisecondsPerGameloop() / 1000.f;
return distancePerGameloop;
}
void Walk::setDestination(const Math::Vector3d &destination) {
_destination = destination;
}
void Walk::setDestinationWithoutHeight(Math::Vector3d destination) {
Resources::Floor *floor = StarkGlobal->getCurrent()->getFloor();
int32 faceIndex = floor->findFaceContainingPoint(destination);
if (faceIndex >= 0) {
floor->computePointHeightInFace(destination, faceIndex);
}
setDestination(destination);
}
void Walk::setRunning() {
_running = true;
changeItemAnim();
}
void Walk::changeItemAnim() {
if (_ended) {
_item->setAnimActivity(Resources::Anim::kActorActivityIdle);
} else if (_turnDirection != kTurnNone) {
_item->setAnimActivity(Resources::Anim::kActorActivityIdle);
} else if (_running) {
_item->setAnimActivity(Resources::Anim::kActorActivityRun);
} else {
_item->setAnimActivity(Resources::Anim::kActorActivityWalk);
}
}
void Walk::changeDestination(const Math::Vector3d &destination) {
_collisionWaitTimeout = -1;
setDestination(destination);
updatePath();
}
bool Walk::hasReachedDestination() const {
return _reachedDestination;
}
uint32 Walk::getType() const {
return kTypeWalk;
}
void Walk::saveLoad(ResourceSerializer *serializer) {
serializer->syncAsVector3d(_destination);
serializer->syncAsUint32LE(_running);
}
} // End of namespace Stark