/* 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/collision.h" #include "common/debug.h" #include "common/memstream.h" #include "common/util.h" #include "twine/debugger/debug_scene.h" #include "twine/renderer/renderer.h" #include "twine/resources/resources.h" #include "twine/scene/actor.h" #include "twine/scene/animations.h" #include "twine/scene/extra.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 { Collision::Collision(TwinEEngine *engine) : _engine(engine) { } bool Collision::checkZvOnZv(int32 actorIdx1, int32 actorIdx2) const { const ActorStruct *actor1 = _engine->_scene->getActor(actorIdx1); const ActorStruct *actor2 = _engine->_scene->getActor(actorIdx2); const IVec3 &processActor = actor1->_processActor; const IVec3 &mins1 = processActor + actor1->_boundingBox.mins; const IVec3 &maxs1 = processActor + actor1->_boundingBox.maxs; const IVec3 &mins2 = actor2->posObj() + actor2->_boundingBox.mins; const IVec3 &maxs2 = actor2->posObj() + actor2->_boundingBox.maxs; if (mins1.x >= maxs2.x) { return false; } if (maxs1.x <= mins2.x) { return false; } if (mins1.y > (maxs2.y + 1)) { return false; } if (mins1.y <= (maxs2.y - SIZE_BRICK_Y)) { return false; } if (maxs1.y <= mins2.y) { return false; } if (mins1.z >= maxs2.z) { return false; } if (maxs1.z <= mins2.z) { return false; } return true; } int32 Collision::clampedLerp(int32 val1, int32 val2, int32 nbstep, int32 step) const { // BoundRegleTrois if (step <= 0) { return val1; } if (step >= nbstep) { return val2; } return val1 + (((val2 - val1) * step) / nbstep); } void Collision::reajustPos(IVec3 &processActor, ShapeType brickShape) const { if (brickShape <= ShapeType::kSolid) { return; } const int32 xw = (_collision.x * SIZE_BRICK_XZ) - DEMI_BRICK_XZ; const int32 yw = _collision.y * SIZE_BRICK_Y; const int32 zw = (_collision.z * SIZE_BRICK_XZ) - DEMI_BRICK_XZ; // double-side stairs switch (brickShape) { case ShapeType::kDoubleSideStairsTop1: if (processActor.x - xw < processActor.z - zw) { brickShape = ShapeType::kStairsTopRight; } else { brickShape = ShapeType::kStairsTopLeft; } break; case ShapeType::kDoubleSideStairsBottom1: if (processActor.x - xw < processActor.z - zw) { brickShape = ShapeType::kStairsBottomRight; } else { brickShape = ShapeType::kStairsBottomLeft; } break; case ShapeType::kDoubleSideStairsTop2: if (processActor.x - xw < processActor.z - zw) { brickShape = ShapeType::kStairsTopLeft; } else { brickShape = ShapeType::kStairsTopRight; } break; case ShapeType::kDoubleSideStairsBottom2: if (processActor.x - xw < processActor.z - zw) { brickShape = ShapeType::kStairsBottomLeft; } else { brickShape = ShapeType::kStairsBottomRight; } break; case ShapeType::kDoubleSideStairsLeft1: if (SIZE_BRICK_XZ - (processActor.x - xw) > processActor.z - zw) { brickShape = ShapeType::kStairsBottomLeft; } else { brickShape = ShapeType::kStairsTopLeft; } break; case ShapeType::kDoubleSideStairsRight1: if (SIZE_BRICK_XZ - (processActor.x - xw) > processActor.z - zw) { brickShape = ShapeType::kStairsBottomRight; } else { brickShape = ShapeType::kStairsTopRight; } break; case ShapeType::kDoubleSideStairsLeft2: if (SIZE_BRICK_XZ - (processActor.x - xw) > processActor.z - zw) { brickShape = ShapeType::kStairsTopLeft; } else { brickShape = ShapeType::kStairsBottomLeft; } break; case ShapeType::kDoubleSideStairsRight2: if (SIZE_BRICK_XZ - (processActor.x - xw) > processActor.z - zw) { brickShape = ShapeType::kStairsTopRight; } else { brickShape = ShapeType::kStairsBottomRight; } break; default: break; } switch (brickShape) { case ShapeType::kStairsTopLeft: processActor.y = yw + clampedLerp(0, SIZE_BRICK_Y, SIZE_BRICK_XZ, processActor.x - xw); break; case ShapeType::kStairsTopRight: processActor.y = yw + clampedLerp(0, SIZE_BRICK_Y, SIZE_BRICK_XZ, processActor.z - zw); break; case ShapeType::kStairsBottomLeft: processActor.y = yw + clampedLerp(SIZE_BRICK_Y, 0, SIZE_BRICK_XZ, processActor.z - zw); break; case ShapeType::kStairsBottomRight: processActor.y = yw + clampedLerp(SIZE_BRICK_Y, 0, SIZE_BRICK_XZ, processActor.x - xw); break; default: break; } } void Collision::handlePushing(const IVec3 &minsTest, const IVec3 &maxsTest, ActorStruct *actor, ActorStruct *actorTest) { IVec3 &processActor = actor->_processActor; const IVec3 &previousActor = actor->_previousActor; const int32 newAngle = _engine->_movements->getAngleAndSetTargetActorDistance(processActor, actorTest->posObj()); // protect against chain reactions if (actorTest->_staticFlags.bCanBePushed && !actor->_staticFlags.bCanBePushed) { actorTest->_animStep.y = 0; if (actorTest->_staticFlags.bUseMiniZv) { if (newAngle >= LBAAngles::ANGLE_45 && newAngle < LBAAngles::ANGLE_135 && actor->_beta >= LBAAngles::ANGLE_45 && actor->_beta < LBAAngles::ANGLE_135) { actorTest->_animStep.x = SIZE_BRICK_XZ / 4 + SIZE_BRICK_XZ / 8; } if (newAngle >= LBAAngles::ANGLE_135 && newAngle < LBAAngles::ANGLE_225 && actor->_beta >= LBAAngles::ANGLE_135 && actor->_beta < LBAAngles::ANGLE_225) { actorTest->_animStep.z = -SIZE_BRICK_XZ / 4 + SIZE_BRICK_XZ / 8; } if (newAngle >= LBAAngles::ANGLE_225 && newAngle < LBAAngles::ANGLE_315 && actor->_beta >= LBAAngles::ANGLE_225 && actor->_beta < LBAAngles::ANGLE_315) { actorTest->_animStep.x = -SIZE_BRICK_XZ / 4 + SIZE_BRICK_XZ / 8; } if ((newAngle >= LBAAngles::ANGLE_315 || newAngle < LBAAngles::ANGLE_45) && (actor->_beta >= LBAAngles::ANGLE_315 || actor->_beta < LBAAngles::ANGLE_45)) { actorTest->_animStep.z = SIZE_BRICK_XZ / 4 + SIZE_BRICK_XZ / 8; } } else { actorTest->_animStep.x = processActor.x - actor->_oldPos.x; actorTest->_animStep.z = processActor.z - actor->_oldPos.z; } } if ((actorTest->_boundingBox.maxs.x - actorTest->_boundingBox.mins.x == actorTest->_boundingBox.maxs.z - actorTest->_boundingBox.mins.z) && (actor->_boundingBox.maxs.x - actor->_boundingBox.mins.x == actor->_boundingBox.maxs.z - actor->_boundingBox.mins.z)) { if (newAngle >= LBAAngles::ANGLE_45 && newAngle < LBAAngles::ANGLE_135) { processActor.x = minsTest.x - actor->_boundingBox.maxs.x; } if (newAngle >= LBAAngles::ANGLE_135 && newAngle < LBAAngles::ANGLE_225) { processActor.z = maxsTest.z - actor->_boundingBox.mins.z; } if (newAngle >= LBAAngles::ANGLE_225 && newAngle < LBAAngles::ANGLE_315) { processActor.x = maxsTest.x - actor->_boundingBox.mins.x; } if (newAngle >= LBAAngles::ANGLE_315 || newAngle < LBAAngles::ANGLE_45) { processActor.z = minsTest.z - actor->_boundingBox.maxs.z; } } else if (!actor->_dynamicFlags.bIsFalling) { processActor = previousActor; } } bool Collision::checkValidObjPos(int32 actorIdx) { const ActorStruct *actor = _engine->_scene->getActor(actorIdx); const IVec3 m0 = actor->posObj() + actor->_boundingBox.mins; const IVec3 m1 = actor->posObj() + actor->_boundingBox.maxs; if (m0.x < 0 || m0.x > SIZE_BRICK_XZ * 63) { return false; } if (m1.x < 0 || m1.x > SIZE_BRICK_XZ * 63) { return false; } if (m0.z < 0 || m0.z > SIZE_BRICK_XZ * 63) { return false; } if (m1.z < 0 || m1.z > SIZE_BRICK_XZ * 63) { return false; } Grid *grid = _engine->_grid; if (grid->worldColBrickFull(m0.x, m0.y, m0.z, actor->_boundingBox.maxs.y, actorIdx) != ShapeType::kNone) { return false; } if (grid->worldColBrickFull(m1.x, m0.y, m0.z, actor->_boundingBox.maxs.y, actorIdx) != ShapeType::kNone) { return false; } if (grid->worldColBrickFull(m1.x, m0.y, m1.z, actor->_boundingBox.maxs.y, actorIdx) != ShapeType::kNone) { return false; } if (grid->worldColBrickFull(m0.x, m0.y, m1.z, actor->_boundingBox.maxs.y, actorIdx) != ShapeType::kNone) { return false; } for (int32 n = 0; n < _engine->_scene->_sceneNumActors; ++n) { const ActorStruct *actorTest = _engine->_scene->getActor(n); if (n != actorIdx && actorTest->_body != -1 && !actor->_staticFlags.bIsHidden && actorTest->_carryBy != actorIdx) { const IVec3 &t0 = actorTest->posObj() + actorTest->_boundingBox.mins; const IVec3 &t1 = actorTest->posObj() + actorTest->_boundingBox.maxs; if (m0.x < t1.x && m1.x > t0.x && m0.y < t1.y && m1.y > t0.y && m0.z < t1.z && m1.z > t0.z) { return false; } } } return true; } int32 Collision::checkObjCol(int32 actorIdx) { ActorStruct *actor = _engine->_scene->getActor(actorIdx); IVec3 &processActor = actor->_processActor; IVec3 mins = processActor + actor->_boundingBox.mins; IVec3 maxs = processActor + actor->_boundingBox.maxs; actor->_collision = -1; for (int32 a = 0; a < _engine->_scene->_sceneNumActors; a++) { ActorStruct *actorTest = _engine->_scene->getActor(a); // avoid current processed actor if (a != actorIdx && actorTest->_body != -1 && !actor->_staticFlags.bIsHidden && actorTest->_carryBy != actorIdx) { const IVec3 &minsTest = actorTest->posObj() + actorTest->_boundingBox.mins; const IVec3 &maxsTest = actorTest->posObj() + actorTest->_boundingBox.maxs; if (mins.x < maxsTest.x && maxs.x > minsTest.x && mins.y < maxsTest.y && maxs.y > minsTest.y && mins.z < maxsTest.z && maxs.z > minsTest.z) { actor->_collision = a; // mark as collision with actor a if (actorTest->_staticFlags.bIsCarrierActor) { if (actor->_dynamicFlags.bIsFalling || checkZvOnZv(actorIdx, a)) { processActor.y = maxsTest.y - actor->_boundingBox.mins.y + 1; actor->_carryBy = a; continue; } } else if (checkZvOnZv(actorIdx, a)) { _engine->_actor->hitObj(actorIdx, a, 1, -1); } handlePushing(minsTest, maxsTest, actor, actorTest); } } } if (actor->_dynamicFlags.bIsHitting) { const IVec3 &destPos = _engine->_movements->rotate(0, 200, actor->_beta); mins = processActor + actor->_boundingBox.mins; mins.x += destPos.x; mins.z += destPos.z; maxs = processActor + actor->_boundingBox.maxs; maxs.x += destPos.x; maxs.z += destPos.z; for (int32 a = 0; a < _engine->_scene->_sceneNumActors; a++) { const ActorStruct *actorTest = _engine->_scene->getActor(a); // avoid current processed actor if (a != actorIdx && actorTest->_body != -1 && !actorTest->_staticFlags.bIsHidden && actorTest->_carryBy != actorIdx) { const IVec3 minsTest = actorTest->posObj() + actorTest->_boundingBox.mins; const IVec3 maxsTest = actorTest->posObj() + actorTest->_boundingBox.maxs; if (mins.x < maxsTest.x && maxs.x > minsTest.x && mins.y < maxsTest.y && maxs.y > minsTest.y && mins.z < maxsTest.z && maxs.z > minsTest.z) { _engine->_actor->hitObj(actorIdx, a, actor->_strengthOfHit, actor->_beta + LBAAngles::ANGLE_180); actor->_dynamicFlags.bIsHitting = 0; } } } } return actor->_collision; } void Collision::setCollisionPos(const IVec3 &pos) { _processCollision = pos; } void Collision::doCornerReajustTwinkel(ActorStruct *actor, int32 x, int32 y, int32 z, int32 damageMask) { IVec3 &processActor = actor->_processActor; IVec3 &previousActor = actor->_previousActor; ShapeType brickShape = _engine->_grid->worldColBrick(processActor); processActor.x += x; processActor.y += y; processActor.z += z; if (processActor.x >= 0 && processActor.z >= 0 && processActor.x <= SCENE_SIZE_MAX && processActor.z <= SCENE_SIZE_MAX) { const BoundingBox &bbox = _engine->_actor->_processActorPtr->_boundingBox; reajustPos(processActor, brickShape); brickShape = _engine->_grid->worldColBrickFull(processActor, bbox.maxs.y, OWN_ACTOR_SCENE_INDEX); if (brickShape == ShapeType::kSolid) { _causeActorDamage |= damageMask; brickShape = _engine->_grid->worldColBrickFull(processActor.x, processActor.y, previousActor.z + z, bbox.maxs.y, OWN_ACTOR_SCENE_INDEX); if (brickShape == ShapeType::kSolid) { brickShape = _engine->_grid->worldColBrickFull(x + previousActor.x, processActor.y, processActor.z, bbox.maxs.y, OWN_ACTOR_SCENE_INDEX); if (brickShape != ShapeType::kSolid) { _processCollision.x = previousActor.x; } } else { _processCollision.z = previousActor.z; } } } processActor = _processCollision; } void Collision::doCornerReajust(ActorStruct *actor, int32 x, int32 y, int32 z, int32 damageMask) { IVec3 &processActor = actor->_processActor; IVec3 &previousActor = actor->_previousActor; ShapeType brickShape = _engine->_grid->worldColBrick(processActor); processActor.x += x; processActor.y += y; processActor.z += z; if (processActor.x >= 0 && processActor.z >= 0 && processActor.x <= SCENE_SIZE_MAX && processActor.z <= SCENE_SIZE_MAX) { reajustPos(processActor, brickShape); brickShape = _engine->_grid->worldColBrick(processActor); if (brickShape == ShapeType::kSolid) { _causeActorDamage |= damageMask; brickShape = _engine->_grid->worldColBrick(processActor.x, processActor.y, previousActor.z + z); if (brickShape == ShapeType::kSolid) { brickShape = _engine->_grid->worldColBrick(x + previousActor.x, processActor.y, processActor.z); if (brickShape != ShapeType::kSolid) { _processCollision.x = previousActor.x; } } else { _processCollision.z = previousActor.z; } } } processActor = _processCollision; } void Collision::receptionObj(int actorIdx) { if (IS_HERO(actorIdx)) { const IVec3 &processActor = _engine->_actor->_processActorPtr->_processActor; const int32 fall = _engine->_scene->_startYFalling - processActor.y; if (fall >= SIZE_BRICK_Y * 8) { const IVec3 &actorPos = _engine->_actor->_processActorPtr->posObj(); _engine->_extra->initSpecial(actorPos.x, actorPos.y + 1000, actorPos.z, ExtraSpecialType::kHitStars); if (fall >= SIZE_BRICK_Y * 16) { _engine->_actor->_processActorPtr->setLife(0); } else { _engine->_actor->_processActorPtr->addLife(-1); } _engine->_animations->initAnim(AnimationTypes::kLandingHit, AnimType::kAnimationAllThen, AnimationTypes::kStanding, actorIdx); } else if (fall > 2 * SIZE_BRICK_Y) { _engine->_animations->initAnim(AnimationTypes::kLanding, AnimType::kAnimationAllThen, AnimationTypes::kStanding, actorIdx); } else { if (_engine->_actor->_processActorPtr->_dynamicFlags.bWasWalkingBeforeFalling) { // try to not interrupt walk animation if Twinsen falls down from small height _engine->_animations->initAnim(AnimationTypes::kForward, AnimType::kAnimationTypeLoop, AnimationTypes::kStanding, actorIdx); } else { _engine->_animations->initAnim(AnimationTypes::kStanding, AnimType::kAnimationTypeLoop, AnimationTypes::kStanding, actorIdx); } } _engine->_scene->_startYFalling = 0; } else { _engine->_animations->initAnim(AnimationTypes::kLanding, AnimType::kAnimationAllThen, _engine->_actor->_processActorPtr->_nextGenAnim, actorIdx); } _engine->_actor->_processActorPtr->_dynamicFlags.bIsFalling = 0; _engine->_actor->_processActorPtr->_dynamicFlags.bWasWalkingBeforeFalling = 0; } int32 Collision::extraCheckObjCol(ExtraListStruct *extra, int32 actorIdx) { const BoundingBox *bbox = _engine->_resources->_spriteBoundingBox.bbox(extra->sprite); const IVec3 mins = bbox->mins + extra->pos; const IVec3 maxs = bbox->maxs + extra->pos; for (int32 a = 0; a < _engine->_scene->_sceneNumActors; a++) { const ActorStruct *actorTest = _engine->_scene->getActor(a); if (a != actorIdx && actorTest->_body != -1) { const IVec3 minsTest = actorTest->posObj() + actorTest->_boundingBox.mins; const IVec3 maxsTest = actorTest->posObj() + actorTest->_boundingBox.maxs; if (mins.x < maxsTest.x && maxs.x > minsTest.x && mins.y < maxsTest.y && maxs.y > minsTest.y && mins.z < maxsTest.z && maxs.z > minsTest.z) { if (extra->strengthOfHit != 0) { _engine->_actor->hitObj(actorIdx, a, extra->strengthOfHit, -1); } return a; } } } return -1; } bool Collision::fullWorldColBrick(int32 x, int32 y, int32 z, const IVec3 &oldPos) { if (_engine->_grid->worldColBrick(oldPos) != ShapeType::kNone) { return true; } const int32 averageX = ABS(x + oldPos.x) / 2; const int32 averageY = ABS(y + oldPos.y) / 2; const int32 averageZ = ABS(z + oldPos.z) / 2; if (_engine->_grid->worldColBrick(averageX, averageY, averageZ) != ShapeType::kNone) { return true; } if (_engine->_grid->worldColBrick(ABS(oldPos.x + averageX) / 2, ABS(oldPos.y + averageY) / 2, ABS(oldPos.z + averageZ) / 2) != ShapeType::kNone) { return true; } if (_engine->_grid->worldColBrick(ABS(x + averageX) / 2, ABS(y + averageY) / 2, ABS(z + averageZ) / 2) != ShapeType::kNone) { return true; } return false; } int32 Collision::extraCheckExtraCol(ExtraListStruct *extra, int32 extraIdx) const { int32 index = extra->sprite; const BoundingBox *bbox = _engine->_resources->_spriteBoundingBox.bbox(index); const IVec3 mins = bbox->mins + extra->pos; const IVec3 maxs = bbox->maxs + extra->pos; for (int32 i = 0; i < EXTRA_MAX_ENTRIES; i++) { const ExtraListStruct *extraTest = &_engine->_extra->_extraList[i]; if (i != extraIdx && extraTest->sprite != -1) { const BoundingBox *testbbox = _engine->_resources->_spriteBoundingBox.bbox(++index); const IVec3 minsTest = testbbox->mins + extraTest->pos; const IVec3 maxsTest = testbbox->maxs + extraTest->pos; if (mins.x >= minsTest.x) { continue; } if (mins.x < maxsTest.x && maxs.x > minsTest.x && mins.y < maxsTest.y && maxs.y > minsTest.y && mins.z < maxsTest.z && maxs.z > minsTest.z) { return i; } } } return -1; } } // namespace TwinE