/* 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 . * */ #include "twine/scene/actor.h" #include "common/memstream.h" #include "common/system.h" #include "common/textconsole.h" #include "twine/audio/sound.h" #include "twine/debugger/debug_scene.h" #include "twine/parser/entity.h" #include "twine/renderer/renderer.h" #include "twine/renderer/screens.h" #include "twine/resources/hqr.h" #include "twine/resources/resources.h" #include "twine/scene/animations.h" #include "twine/scene/extra.h" #include "twine/scene/gamestate.h" #include "twine/scene/grid.h" #include "twine/scene/movements.h" #include "twine/scene/scene.h" #include "twine/shared.h" #include "twine/twine.h" namespace TwinE { Actor::Actor(TwinEEngine *engine) : _engine(engine) { } void Actor::restartHeroScene() { ActorStruct *sceneHero = _engine->_scene->_sceneHero; sceneHero->_controlMode = ControlMode::kManual; memset(&sceneHero->_dynamicFlags, 0, sizeof(sceneHero->_dynamicFlags)); memset(&sceneHero->_staticFlags, 0, sizeof(sceneHero->_staticFlags)); sceneHero->_staticFlags.bComputeCollisionWithObj = 1; sceneHero->_staticFlags.bComputeCollisionWithBricks = 1; sceneHero->_staticFlags.bIsZonable = 1; sceneHero->_staticFlags.bCanDrown = 1; sceneHero->_staticFlags.bCanFall = 1; sceneHero->_armor = 1; sceneHero->_offsetTrack = -1; sceneHero->_labelIdx = -1; sceneHero->_offsetLife = 0; sceneHero->_zone = -1; sceneHero->_beta = _previousHeroAngle; _engine->_movements->initRealAngle(sceneHero->_beta, sceneHero->_beta, LBAAngles::ANGLE_0, &sceneHero->_moveAngle); setBehaviour(_previousHeroBehaviour); _cropBottomScreen = 0; } void Actor::loadBehaviourEntity(ActorStruct *actor, EntityData &entityData, int16 &bodyAnimIndex, int32 index) { if (!entityData.loadFromHQR(Resources::HQR_FILE3D_FILE, index, _engine->isLBA1())) { error("Failed to load actor 3d data for index: %i", index); } actor->_entityDataPtr = &entityData; bodyAnimIndex = entityData.getAnimIndex(AnimationTypes::kStanding); if (bodyAnimIndex == -1) { error("Could not find animation data for 3d data with index %i", index); } } void Actor::loadHeroEntities() { ActorStruct *sceneHero = _engine->_scene->_sceneHero; loadBehaviourEntity(sceneHero, _heroEntityATHLETIC, _heroAnimIdxATHLETIC, FILE3DHQR_HEROATHLETIC); loadBehaviourEntity(sceneHero, _heroEntityAGGRESSIVE, _heroAnimIdxAGGRESSIVE, FILE3DHQR_HEROAGGRESSIVE); loadBehaviourEntity(sceneHero, _heroEntityDISCRETE, _heroAnimIdxDISCRETE, FILE3DHQR_HERODISCRETE); loadBehaviourEntity(sceneHero, _heroEntityPROTOPACK, _heroAnimIdxPROTOPACK, FILE3DHQR_HEROPROTOPACK); loadBehaviourEntity(sceneHero, _heroEntityNORMAL, _heroAnimIdxNORMAL, FILE3DHQR_HERONORMAL); _engine->_animations->_currentActorAnimExtraPtr = AnimationTypes::kStanding; sceneHero->_ptrAnimAction = _engine->_animations->_currentActorAnimExtraPtr; } void Actor::setBehaviour(HeroBehaviourType behaviour) { ActorStruct *sceneHero = _engine->_scene->_sceneHero; switch (behaviour) { case HeroBehaviourType::kNormal: _heroBehaviour = behaviour; sceneHero->_entityDataPtr = &_heroEntityNORMAL; break; case HeroBehaviourType::kAthletic: _heroBehaviour = behaviour; sceneHero->_entityDataPtr = &_heroEntityATHLETIC; break; case HeroBehaviourType::kAggressive: _heroBehaviour = behaviour; sceneHero->_entityDataPtr = &_heroEntityAGGRESSIVE; break; case HeroBehaviourType::kDiscrete: _heroBehaviour = behaviour; sceneHero->_entityDataPtr = &_heroEntityDISCRETE; break; case HeroBehaviourType::kProtoPack: _heroBehaviour = behaviour; sceneHero->_entityDataPtr = &_heroEntityPROTOPACK; break; } const BodyType bodyIdx = sceneHero->_genBody; sceneHero->_body = -1; sceneHero->_genBody = BodyType::btNone; initBody(bodyIdx, OWN_ACTOR_SCENE_INDEX); sceneHero->_genAnim = AnimationTypes::kAnimNone; sceneHero->_flagAnim = AnimType::kAnimationTypeLoop; _engine->_animations->initAnim(AnimationTypes::kStanding, AnimType::kAnimationTypeLoop, AnimationTypes::kAnimInvalid, OWN_ACTOR_SCENE_INDEX); } void Actor::initSpriteActor(int32 actorIdx) { ActorStruct *localActor = _engine->_scene->getActor(actorIdx); if (localActor->_staticFlags.bIsSpriteActor && localActor->_sprite != -1 && localActor->_body != localActor->_sprite) { const BoundingBox *spritebbox = _engine->_resources->_spriteBoundingBox.bbox(localActor->_sprite); localActor->_body = localActor->_sprite; localActor->_boundingBox = *spritebbox; } } TextId Actor::getTextIdForBehaviour() const { if (_heroBehaviour == HeroBehaviourType::kAggressive && _combatAuto) { return TextId::kBehaviourAggressiveAuto; } // the other values are matching the text ids return (TextId)(int32)_heroBehaviour; } int32 Actor::searchBody(BodyType bodyIdx, int32 actorIdx, ActorBoundingBox &actorBoundingBox) { if (bodyIdx == BodyType::btNone) { return -1; } ActorStruct *actor = _engine->_scene->getActor(actorIdx); const EntityBody *body = actor->_entityDataPtr->getBody((int)bodyIdx); if (body == nullptr) { warning("Failed to get entity body for body idx %i", (int)bodyIdx); return -1; } actorBoundingBox = body->actorBoundingBox; return body->hqrBodyIndex; } void Actor::initBody(BodyType bodyIdx, int16 actorIdx) { ActorStruct *localActor = _engine->_scene->getActor(actorIdx); if (localActor->_staticFlags.bIsSpriteActor) { return; } debug(1, "Load body %i for actor %i", (int)bodyIdx, actorIdx); if (IS_HERO(actorIdx) && _heroBehaviour == HeroBehaviourType::kProtoPack && bodyIdx != BodyType::btTunic && bodyIdx != BodyType::btNormal) { setBehaviour(HeroBehaviourType::kNormal); } ActorBoundingBox actorBoundingBox; const int32 newBody = searchBody(bodyIdx, actorIdx, actorBoundingBox); if (newBody == -1) { localActor->_genBody = BodyType::btNone; localActor->_body = -1; localActor->_boundingBox = BoundingBox(); debug("Failed to initialize body %i for actor %i", (int)bodyIdx, actorIdx); return; } if (localActor->_body == newBody) { return; } localActor->_body = newBody; localActor->_genBody = bodyIdx; if (actorBoundingBox.hasBoundingBox) { localActor->_boundingBox = actorBoundingBox.bbox; } else { const BodyData &bd = _engine->_resources->_bodyData[localActor->_body]; localActor->_boundingBox = bd.bbox; int32 size = 0; const int32 distX = bd.bbox.maxs.x - bd.bbox.mins.x; const int32 distZ = bd.bbox.maxs.z - bd.bbox.mins.z; if (localActor->_staticFlags.bUseMiniZv) { // take smaller for bound if (distX < distZ) size = distX / 2; else size = distZ / 2; } else { // take average for bound size = (distZ + distX) / 4; } localActor->_boundingBox.mins.x = -size; localActor->_boundingBox.maxs.x = size; localActor->_boundingBox.mins.z = -size; localActor->_boundingBox.maxs.z = size; } #if 0 if (oldbody != -1 && localActor->_anim != -1) { copyInterAnim(_engine->_resources->_bodyData[oldbody], _engine->_resources->_bodyData[localActor->_body]); } #endif } void Actor::initActor(int16 actorIdx) { ActorStruct *actor = _engine->_scene->getActor(actorIdx); if (actor->_staticFlags.bIsSpriteActor) { if (actor->_strengthOfHit != 0) { actor->_dynamicFlags.bIsHitting = 1; } actor->_body = -1; initSpriteActor(actorIdx); _engine->_movements->initRealAngle(LBAAngles::ANGLE_0, LBAAngles::ANGLE_0, LBAAngles::ANGLE_0, &actor->_moveAngle); if (actor->_staticFlags.bUsesClipping) { actor->_animStep = actor->posObj(); } } else { actor->_body = -1; debug(1, "Init actor %i with model %i", actorIdx, (int)actor->_genBody); initBody(actor->_genBody, actorIdx); actor->_anim = -1; actor->_flagAnim = AnimType::kAnimationTypeLoop; if (actor->_body != -1) { _engine->_animations->initAnim(actor->_genAnim, AnimType::kAnimationTypeLoop, AnimationTypes::kAnimInvalid, actorIdx); } _engine->_movements->initRealAngle(actor->_beta, actor->_beta, LBAAngles::ANGLE_0, &actor->_moveAngle); } actor->_offsetTrack = -1; actor->_labelIdx = -1; actor->_offsetLife = 0; } // InitObject void Actor::resetActor(int16 actorIdx) { ActorStruct *actor = _engine->_scene->getActor(actorIdx); *actor = ActorStruct(); actor->_actorIdx = actorIdx; actor->_pos = IVec3(0, -1, 0); memset(&actor->_staticFlags, 0, sizeof(StaticFlagsStruct)); memset(&actor->_dynamicFlags, 0, sizeof(DynamicFlagsStruct)); memset(&actor->_bonusParameter, 0, sizeof(BonusParameter)); _engine->_movements->initRealAngle(LBAAngles::ANGLE_0, LBAAngles::ANGLE_0, LBAAngles::ANGLE_0, &actor->_moveAngle); } void Actor::hitObj(int32 actorIdx, int32 actorIdxAttacked, int32 hitforce, int32 angle) { ActorStruct *actor = _engine->_scene->getActor(actorIdxAttacked); if (actor->_lifePoint <= 0) { return; } if (IS_HERO(actorIdxAttacked) && _engine->_debugScene->_godMode) { return; } actor->_hitBy = actorIdx; if (actor->_armor <= hitforce) { if (actor->_genAnim == AnimationTypes::kBigHit || actor->_genAnim == AnimationTypes::kHit2) { if (actor->_nextGenAnim != AnimationTypes::kStanding) { const int32 tmpAnimPos = actor->_frame; actor->_frame = 1; _engine->_animations->processAnimActions(actorIdxAttacked); actor->_frame = tmpAnimPos; } } else { if (angle != -1) { _engine->_movements->initRealAngle(angle, angle, LBAAngles::ANGLE_0, &actor->_moveAngle); } if (_engine->getRandomNumber() & 1) { _engine->_animations->initAnim(AnimationTypes::kHit2, AnimType::kAnimationInsert, AnimationTypes::kAnimInvalid, actorIdxAttacked); } else { _engine->_animations->initAnim(AnimationTypes::kBigHit, AnimType::kAnimationInsert, AnimationTypes::kAnimInvalid, actorIdxAttacked); } } _engine->_extra->initSpecial(actor->_pos.x, actor->_pos.y + 1000, actor->_pos.z, ExtraSpecialType::kHitStars); if (!actorIdxAttacked) { _engine->_movements->_lastJoyFlag = true; } actor->_lifePoint -= hitforce; if (actor->_lifePoint < 0) { actor->_lifePoint = 0; } } else { _engine->_animations->initAnim(AnimationTypes::kHit, AnimType::kAnimationInsert, AnimationTypes::kAnimInvalid, actorIdxAttacked); } } void Actor::processActorCarrier(int32 actorIdx) { ActorStruct *actor = _engine->_scene->getActor(actorIdx); if (!actor->_staticFlags.bIsCarrierActor) { return; } for (int32 a = 0; a < _engine->_scene->_sceneNumActors; a++) { if (actor->_carryBy == actorIdx) { actor->_carryBy = -1; } } } void Actor::giveExtraBonus(int32 actorIdx) { ActorStruct *actor = _engine->_scene->getActor(actorIdx); const int bonusSprite = _engine->_extra->getBonusSprite(actor->_bonusParameter); if (bonusSprite == -1) { return; } if (actor->_dynamicFlags.bIsDead) { _engine->_extra->addExtraBonus(actor->posObj(), LBAAngles::ANGLE_90, LBAAngles::ANGLE_0, bonusSprite, actor->_bonusAmount); _engine->_sound->playSample(Samples::ItemPopup, 1, actor->posObj(), actorIdx); } else { const ActorStruct *sceneHero = _engine->_scene->_sceneHero; const int32 angle = _engine->_movements->getAngleAndSetTargetActorDistance(actor->posObj(), sceneHero->posObj()); const IVec3 pos(actor->_pos.x, actor->_pos.y + actor->_boundingBox.maxs.y, actor->_pos.z); _engine->_extra->addExtraBonus(pos, LBAAngles::ANGLE_70, angle, bonusSprite, actor->_bonusAmount); _engine->_sound->playSample(Samples::ItemPopup, 1, pos, actorIdx); } } void ActorStruct::loadModel(int32 modelIndex, bool lba1) { _body = modelIndex; if (!_staticFlags.bIsSpriteActor) { debug(1, "Init actor with model %i", modelIndex); if (!_entityData.loadFromHQR(Resources::HQR_FILE3D_FILE, modelIndex, lba1)) { error("Failed to load entity data for index %i", modelIndex); } _entityDataPtr = &_entityData; } else { _entityDataPtr = nullptr; } } int32 ActorMoveStruct::getRealAngle(int32 time) { if (numOfStep) { const int32 timePassed = time - timeOfChange; if (timePassed >= numOfStep) { // rotation is finished numOfStep = 0; return to; } int32 remainingAngle = NormalizeAngle(to - from); remainingAngle *= timePassed; remainingAngle /= numOfStep; remainingAngle += from; return remainingAngle; } return to; } int32 ActorMoveStruct::getRealValue(int32 time) { if (!numOfStep) { return to; } if (time - timeOfChange >= numOfStep) { numOfStep = 0; return to; } int32 tempStep = to - from; tempStep *= time - timeOfChange; tempStep /= numOfStep; return tempStep + from; } bool ActorStruct::isAttackAnimationActive() const { return _genAnim == AnimationTypes::kRightPunch || _genAnim == AnimationTypes::kLeftPunch || _genAnim == AnimationTypes::kKick; } bool ActorStruct::isAttackWeaponAnimationActive() const { return _genAnim == AnimationTypes::kSabreAttack || _genAnim == AnimationTypes::kThrowBall || _genAnim == AnimationTypes::kSabreUnknown; } bool ActorStruct::isJumpAnimationActive() const { return _genAnim == AnimationTypes::kJump; } } // namespace TwinE