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scummvm/engines/bladerunner/actor_walk.cpp
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270 lines
5.9 KiB
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/* 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 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 "bladerunner/actor_walk.h"
#include "bladerunner/bladerunner.h"
#include "bladerunner/actor.h"
#include "bladerunner/obstacles.h"
#include "bladerunner/scene.h"
#include "bladerunner/scene_objects.h"
#include "bladerunner/set.h"
namespace BladeRunner {
ActorWalk::ActorWalk(BladeRunnerEngine *vm) {
_vm = vm;
_walking = 0;
_running = 0;
_facing = -1;
_status = 0;
_entries.clear();
}
ActorWalk::~ActorWalk() {
}
bool ActorWalk::setup(int actorId, bool run, const Vector3 &from, const Vector3 &to, bool unk1, bool *stopped) {
Vector3 next;
*stopped = false;
int r = nextOnPath(actorId, from, to, &next);
if (r == 0) {
if (actorId != 0) {
_current = from;
_destination = to;
stop(actorId, false, 4, 0);
} else {
stop(actorId, true, 4, 0);
}
return false;
}
if (r == -1) {
stop(actorId, true, 4, 0);
*stopped = true;
return false;
}
resetList();
_vm->_sceneObjects->setMoving(actorId + SCENE_OBJECTS_ACTORS_OFFSET, true);
_vm->_actors[actorId]->setMoving(true);
if (_running) {
run = true;
}
int animationMode;
if (_vm->_actors[actorId]->inCombat()) {
animationMode = run ? 8 : 7;
} else {
animationMode = run ? 2 : 1;
}
_vm->_actors[actorId]->changeAnimationMode(animationMode);
_destination = to;
_current = from;
_next = next;
if (next.x != _current.x || next.z != _current.z) {
_facing = angle_1024(_current, next);
_walking = true;
_running = run;
_status = 2;
return true;
}
stop(actorId, true, 4, 0);
return false;
}
bool ActorWalk::tick(int actorId, float stepDistance, bool flag) {
if (_status == 5) {
if (flag) {
stop(actorId, true, 4, 0);
return true;
}
if (actorId != 0 && _vm->_rnd.getRandomNumberRng(1, 15) != 1) {
return false;
}
_status = 3;
}
// TODO: Handle collisions?
if (stepDistance > distance(_current, _destination)) {
stop(actorId, true, 4, 0);
_current = _destination;
// TODO: Update y from walkbox
return true;
}
float angle_rad = _facing / 512.0 * M_PI;
_current = Vector3(
_current.x + stepDistance * sinf(angle_rad),
_current.y, // TODO: Update from walkbox
_current.z - stepDistance * cosf(angle_rad)
);
return false;
}
void ActorWalk::getCurrentPosition(int actorId, Vector3 *pos, int *facing) {
*pos = _current;
*facing = _facing;
}
void ActorWalk::setRunning() {
_running = true;
// TODO: Set animation mode
}
void ActorWalk::stop(int actorId, bool unknown, int combatAnimationMode, int animationMode) {
_vm->_sceneObjects->setMoving(actorId, false);
_vm->_actors[actorId]->setMoving(false);
if (_vm->_actors[actorId]->inCombat()) {
_vm->_actors[actorId]->changeAnimationMode(combatAnimationMode, false);
} else {
_vm->_actors[actorId]->changeAnimationMode(animationMode, false);
}
if (unknown) {
_walking = false;
_running = false;
_status = 0;
} else {
_walking = true;
_running = false;
_status = 5;
}
}
bool ActorWalk::isXYZEmpty(float x, float y, float z, int actorId) {
if (_vm->_scene->_set->findWalkbox(x, z) == -1) {
return true;
}
if (_vm->_actors[actorId]->isImmuneToObstacles()) {
return false;
}
return _vm->_sceneObjects->existsOnXZ(actorId, x, z, false, false);
}
int ActorWalk::findU1(int actorId, const Vector3 &to, int dist, Vector3 *out) {
bool inWalkbox;
int facingFound = -1;
float distFound = -1.0f;
float x = 0.0f;
float z = 0.0f;
out->x = 0.0f;
out->y = 0.0f;
out->z = 0.0f;
for (int facing = 0; facing < 1024; facing += 128) {
x = to.x + sin_1024(facing) * dist;
z = to.z + cos_1024(facing) * dist;
float dist2 = distance(x, z, _vm->_actors[actorId]->getX(), _vm->_actors[actorId]->getZ());
if (distFound == -1.0f || distFound > dist2) {
distFound = dist2;
facingFound = facing;
}
}
int v23 = facingFound;
int v24 = facingFound;
int v25 = -1024;
while (v25 < 0) {
x = to.x + sin_1024(v24) * dist;
z = to.z + cos_1024(v24) * dist;
if (!_vm->_sceneObjects->existsOnXZ(actorId, x, z, true, true) && _vm->_scene->_set->findWalkbox(x, z) >= 0) {
break;
}
x = to.x + sin_1024(v23) * dist;
z = to.z + cos_1024(v23) * dist;
if (!_vm->_sceneObjects->existsOnXZ(actorId, x, z, true, true) && _vm->_scene->_set->findWalkbox(x, z) >= 0) {
break;
}
v24 -= 64;
if (v24 < 0) {
v24 += 1024;
}
v23 += 64;
if (v23 >= 1024) {
v23 -= 1024;
}
v25 += 64;
}
float y = _vm->_scene->_set->getAltitudeAtXZ(x, z, &inWalkbox);
if (inWalkbox) {
out->x = x;
out->y = y;
out->z = z;
return true;
}
return false;
}
int ActorWalk::nextOnPath(int actorId, const Vector3 &from, const Vector3 &to, Vector3 *next) {
*next = from;
if (distance(from, to) < 6.0) {
return -1;
}
if (_vm->_actors[actorId]->isImmuneToObstacles()) {
*next = to;
return 1;
}
if (_vm->_scene->_set->findWalkbox(to.x, to.z) == -1) {
return 0;
}
if (_vm->_sceneObjects->existsOnXZ(actorId, to.x, to.z, false, false)) {
return 0;
}
Vector3 next1;
if (_vm->_obstacles->find(from, to, &next1)) {
*next = next1;
return 1;
}
return 0;
}
void ActorWalk::resetList() {
_entries.clear();
}
} // End of namespace BladeRunner