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437 lines
14 KiB
C++
437 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "common/translation.h"
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#include "backends/keymapper/action.h"
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#include "backends/keymapper/keymap.h"
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#include "backends/keymapper/standard-actions.h"
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#include "freescape/freescape.h"
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namespace Freescape {
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void FreescapeEngine::initKeymaps(Common::Keymap *engineKeyMap, const char *target) {
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Common::Action *act;
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act = new Common::Action(Common::kStandardActionMoveUp, _("Up"));
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act->setKeyEvent(Common::KEYCODE_UP);
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act->addDefaultInputMapping("JOY_UP");
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act->addDefaultInputMapping("o");
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engineKeyMap->addAction(act);
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act = new Common::Action(Common::kStandardActionMoveDown, _("Down"));
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act->setKeyEvent(Common::KEYCODE_DOWN);
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act->addDefaultInputMapping("JOY_DOWN");
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act->addDefaultInputMapping("k");
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engineKeyMap->addAction(act);
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act = new Common::Action(Common::kStandardActionMoveLeft, _("Strafe Left"));
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act->setKeyEvent(Common::KEYCODE_LEFT);
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act->addDefaultInputMapping("JOY_LEFT");
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act->addDefaultInputMapping("q");
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engineKeyMap->addAction(act);
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act = new Common::Action(Common::kStandardActionMoveRight, _("Strafe Right"));
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act->setKeyEvent(Common::KEYCODE_RIGHT);
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act->addDefaultInputMapping("JOY_RIGHT");
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act->addDefaultInputMapping("w");
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engineKeyMap->addAction(act);
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act = new Common::Action("SHOOT", _("Shoot"));
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act->setKeyEvent(Common::KeyState(Common::KEYCODE_KP5, '5'));
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act->addDefaultInputMapping("JOY_A");
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act->addDefaultInputMapping("5");
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engineKeyMap->addAction(act);
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act = new Common::Action("RISE", _("Rise/Fly up"));
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act->setKeyEvent(Common::KeyState(Common::KEYCODE_r, 'r'));
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act->addDefaultInputMapping("JOY_B");
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act->addDefaultInputMapping("r");
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engineKeyMap->addAction(act);
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act = new Common::Action("LOWER", _("Lower/Fly down"));
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act->setKeyEvent(Common::KeyState(Common::KEYCODE_f, 'f'));
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act->addDefaultInputMapping("JOY_Y");
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act->addDefaultInputMapping("f");
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engineKeyMap->addAction(act);
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act = new Common::Action("SWITCH", _("Change mode"));
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act->setKeyEvent(Common::KeyState(Common::KEYCODE_SPACE, Common::ASCII_SPACE));
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act->addDefaultInputMapping("SPACE");
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act->addDefaultInputMapping("JOY_X");
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engineKeyMap->addAction(act);
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act = new Common::Action("ROTL", _("Rotate Left"));
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act->setKeyEvent(Common::KeyState(Common::KEYCODE_q, 'q'));
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act->addDefaultInputMapping("q");
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engineKeyMap->addAction(act);
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act = new Common::Action("ROTR", _("Rotate Right"));
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act->setKeyEvent(Common::KeyState(Common::KEYCODE_w, 'w'));
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act->addDefaultInputMapping("w");
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engineKeyMap->addAction(act);
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act = new Common::Action("MENU", _("Info Menu"));
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act->setKeyEvent(Common::KeyState(Common::KEYCODE_i, 'i'));
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act->addDefaultInputMapping("i");
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act->addDefaultInputMapping("JOY_GUIDE");
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engineKeyMap->addAction(act);
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}
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Math::AABB createPlayerAABB(Math::Vector3d const position, int playerHeight) {
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Math::AABB boundingBox(position, position);
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Math::Vector3d v1(position.x() + 1, position.y() + 1, position.z() + 1);
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Math::Vector3d v2(position.x() - 1, position.y() - playerHeight, position.z() - 1);
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boundingBox.expand(v1);
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boundingBox.expand(v2);
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return boundingBox;
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}
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void FreescapeEngine::gotoArea(uint16 areaID, int entranceID) {
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error("Function \"%s\" not implemented", __FUNCTION__);
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}
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void FreescapeEngine::traverseEntrance(uint16 entranceID) {
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Entrance *entrance = (Entrance *)_currentArea->entranceWithID(entranceID);
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assert(entrance);
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int scale = _currentArea->getScale();
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assert(scale > 0);
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Math::Vector3d rotation = entrance->getRotation();
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_position = entrance->getOrigin();
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if (scale == 1) {
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_position.x() = _position.x() + 16;
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_position.z() = _position.z() + 16;
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} else if (scale == 5) {
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_position.x() = _position.x() + 4;
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_position.z() = _position.z() + 4;
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}
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_pitch = rotation.x();
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// This is a workaround to avoid the camera looking at direct angles,
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// polygons tends to disappear where the colinear
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_pitch++;
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if (rotation.y() > 0 && rotation.y() <= 45)
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_yaw = rotation.y();
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else if (rotation.y() <= 0 || (rotation.y() >= 180 && rotation.y() < 270))
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_yaw = rotation.y() + 90;
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else
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_yaw = rotation.y() - 90;
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debugC(1, kFreescapeDebugMove, "entrace position: %f %f %f", _position.x(), _position.y(), _position.z());
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int delta = 0;
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if (scale == 2)
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delta = 8;
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else if (scale == 4)
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delta = 12;
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if (_playerHeightNumber >= 0)
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_playerHeight = _playerHeights[_playerHeightNumber] + delta;
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else
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_playerHeight = 2;
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debugC(1, kFreescapeDebugMove, "player height: %d", _playerHeight);
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_position.setValue(1, _position.y() + _playerHeight);
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_sensors = _currentArea->getSensors();
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_gfx->_scale = _currentArea->_scale;
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}
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void FreescapeEngine::activate() {
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Common::Point center(_viewArea.left + _viewArea.width() / 2, _viewArea.top + _viewArea.height() / 2);
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float xoffset = _crossairPosition.x - center.x;
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float yoffset = _crossairPosition.y - center.y;
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xoffset = xoffset * 0.33;
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yoffset = yoffset * 0.50;
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Math::Vector3d direction = directionToVector(_pitch - yoffset, _yaw - xoffset);
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Math::Ray ray(_position, direction);
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Object *interacted = _currentArea->checkCollisionRay(ray, 8192);
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if (interacted) {
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GeometricObject *gobj = (GeometricObject *)interacted;
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debugC(1, kFreescapeDebugMove, "Interact with object %d with flags %x", gobj->getObjectID(), gobj->getObjectFlags());
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if (!gobj->_conditionSource.empty())
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debugC(1, kFreescapeDebugMove, "Must use interact = true when executing: %s", gobj->_conditionSource.c_str());
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executeObjectConditions(gobj, false, false, true);
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}
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//executeLocalGlobalConditions(true, false, false); // Only execute "on shot" room/global conditions
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}
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void FreescapeEngine::shoot() {
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playSound(1, false);
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g_system->delayMillis(2);
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_shootingFrames = 10;
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Common::Point center(_viewArea.left + _viewArea.width() / 2, _viewArea.top + _viewArea.height() / 2);
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float xoffset = _crossairPosition.x - center.x;
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float yoffset = _crossairPosition.y - center.y;
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xoffset = xoffset * 0.33;
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yoffset = yoffset * 0.50;
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Math::Vector3d direction = directionToVector(_pitch - yoffset, _yaw - xoffset);
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Math::Ray ray(_position, direction);
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Object *shot = _currentArea->checkCollisionRay(ray, 8192);
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if (shot) {
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GeometricObject *gobj = (GeometricObject *)shot;
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debugC(1, kFreescapeDebugMove, "Shot object %d with flags %x", gobj->getObjectID(), gobj->getObjectFlags());
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if (!gobj->_conditionSource.empty())
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debugC(1, kFreescapeDebugMove, "Must use shot = true when executing: %s", gobj->_conditionSource.c_str());
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executeObjectConditions(gobj, true, false, false);
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}
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executeLocalGlobalConditions(true, false, false); // Only execute "on shot" room/global conditions
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}
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void FreescapeEngine::changePlayerHeight(int index) {
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int scale = _currentArea->getScale();
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int delta = 0;
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if (scale == 2)
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delta = 8;
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else if (scale == 4)
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delta = 12;
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_position.setValue(1, _position.y() - _playerHeight);
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_playerHeight = _playerHeights[index] + delta;
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_position.setValue(1, _position.y() + _playerHeight);
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}
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void FreescapeEngine::increaseStepSize() {
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if (_playerStepIndex == int(_playerSteps.size()) - 1)
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return;
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_playerStepIndex++;
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}
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void FreescapeEngine::decreaseStepSize() {
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if (_playerStepIndex == 0)
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return;
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_playerStepIndex--;
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}
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void FreescapeEngine::rise() {
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debugC(1, kFreescapeDebugMove, "playerHeightNumber: %d", _playerHeightNumber);
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int previousAreaID = _currentArea->getAreaID();
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if (_flyMode) {
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Math::Vector3d destination = _position;
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destination.y() = destination.y() + _playerSteps[_playerStepIndex];
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resolveCollisions(destination);
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} else {
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if (_playerHeightNumber == int(_playerHeights.size()) - 1)
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return;
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_playerHeightNumber++;
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changePlayerHeight(_playerHeightNumber);
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Math::AABB boundingBox = createPlayerAABB(_position, _playerHeight);
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ObjectArray objs = _currentArea->checkCollisions(boundingBox);
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bool collided = objs.size() > 0;
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if (collided) {
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if (_currentArea->getAreaID() == previousAreaID) {
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_playerHeightNumber--;
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changePlayerHeight(_playerHeightNumber);
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}
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}
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}
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checkIfStillInArea();
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_lastPosition = _position;
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debugC(1, kFreescapeDebugMove, "new player position: %f, %f, %f", _position.x(), _position.y(), _position.z());
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executeMovementConditions();
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}
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void FreescapeEngine::lower() {
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debugC(1, kFreescapeDebugMove, "playerHeightNumber: %d", _playerHeightNumber);
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if (_flyMode) {
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Math::Vector3d destination = _position;
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destination.y() = destination.y() - _playerSteps[_playerStepIndex];
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resolveCollisions(destination);
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} else {
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if (_playerHeightNumber == 0)
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return;
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_playerHeightNumber--;
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changePlayerHeight(_playerHeightNumber);
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}
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checkIfStillInArea();
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_lastPosition = _position;
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debugC(1, kFreescapeDebugMove, "new player position: %f, %f, %f", _position.x(), _position.y(), _position.z());
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executeMovementConditions();
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}
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void FreescapeEngine::checkIfStillInArea() {
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for (int i = 0; i < 3; i++) {
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if (_position.getValue(i) < 0)
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_position.setValue(i, 0);
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else if (_position.getValue(i) > 8128)
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_position.setValue(i, 8128);
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}
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if (_position.y() >= 2016)
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_position.y() = _lastPosition.z();
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}
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void FreescapeEngine::move(CameraMovement direction, uint8 scale, float deltaTime) {
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debugC(1, kFreescapeDebugMove, "old player position: %f, %f, %f", _position.x(), _position.y(), _position.z());
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int previousAreaID = _currentArea->getAreaID();
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Math::Vector3d stepFront = _cameraFront * (float(_playerSteps[_playerStepIndex]) / 2 / _cameraFront.length());
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Math::Vector3d stepRight = _cameraRight * (float(_playerSteps[_playerStepIndex]) / 2 / _cameraRight.length());
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stepFront.x() = floor(stepFront.x()) + 0.5;
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stepFront.z() = floor(stepFront.z()) + 0.5;
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float positionY = _position.y();
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Math::Vector3d destination;
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switch (direction) {
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case kForwardMovement:
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destination = _position + stepFront;
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break;
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case kBackwardMovement:
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destination = _position - stepFront;
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break;
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case kRightMovement:
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destination = _position - stepRight;
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break;
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case kLeftMovement:
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destination = _position + stepRight;
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break;
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}
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if (!_flyMode)
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destination.y() = positionY;
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resolveCollisions(destination);
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checkIfStillInArea();
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_lastPosition = _position;
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debugC(1, kFreescapeDebugMove, "new player position: %f, %f, %f", _position.x(), _position.y(), _position.z());
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//debugC(1, kFreescapeDebugMove, "player height: %f", _position.y() - areaScale * _playerHeight);
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if (_currentArea->getAreaID() == previousAreaID)
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executeMovementConditions();
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_gotoExecuted = false;
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clearGameBit(31);
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}
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void FreescapeEngine::resolveCollisions(Math::Vector3d const position) {
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if (_noClipMode) {
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_position = position;
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return;
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}
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Math::Vector3d newPosition = position;
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Math::Vector3d lastPosition = _lastPosition;
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_gotoExecuted = false;
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bool executed = runCollisionConditions(lastPosition, newPosition);
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if (_gotoExecuted) {
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_gotoExecuted = false;
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return;
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}
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newPosition = _currentArea->resolveCollisions(lastPosition, newPosition, _playerHeight);
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if (_flyMode) {
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if ((lastPosition - newPosition).length() < 1) { // Something is blocking the player
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if (!executed)
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setGameBit(31);
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playSound(4, false);
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}
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_position = newPosition;
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return;
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}
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if ((lastPosition - newPosition).length() < 1) { // If the player has not moved
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// Try to step up
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newPosition = position;
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newPosition.y() = newPosition.y() + _stepUpDistance;
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lastPosition = _lastPosition;
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lastPosition.y() = lastPosition.y() + _stepUpDistance;
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newPosition = _currentArea->resolveCollisions(lastPosition, newPosition, _playerHeight);
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}
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if ((lastPosition - newPosition).length() < 1) { // Something is blocking the player
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if (!executed)
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setGameBit(31);
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playSound(2, false);
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}
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lastPosition = newPosition;
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newPosition.y() = -8192;
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newPosition = _currentArea->resolveCollisions(lastPosition, newPosition, _playerHeight);
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int fallen = lastPosition.y() - newPosition.y();
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if (fallen > _maxFallingDistance) {
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_hasFallen = !_disableFalling;
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_avoidRenderingFrames = 60 * 3;
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if (isEclipse())
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playSoundFx(0, true);
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}
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if (!_hasFallen && fallen > 0) {
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playSound(3, false);
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// Position in Y was changed, let's re-run effects
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runCollisionConditions(lastPosition, newPosition);
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}
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_position = newPosition;
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}
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bool FreescapeEngine::runCollisionConditions(Math::Vector3d const lastPosition, Math::Vector3d const newPosition) {
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bool executed = false;
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uint16 areaID = _currentArea->getAreaID();
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GeometricObject *gobj = nullptr;
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Object *collided = nullptr;
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Math::Ray ray(newPosition, -_upVector);
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collided = _currentArea->checkCollisionRay(ray, _playerHeight + 3);
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if (collided) {
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gobj = (GeometricObject *)collided;
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debugC(1, kFreescapeDebugMove, "Collided down with object id %d of size %f %f %f", gobj->getObjectID(), gobj->getSize().x(), gobj->getSize().y(), gobj->getSize().z());
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executed |= executeObjectConditions(gobj, false, true, false);
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}
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if (areaID != _currentArea->getAreaID())
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return collided;
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Math::Vector3d direction = newPosition - lastPosition;
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direction.normalize();
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ray = Math::Ray(lastPosition, direction);
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collided = _currentArea->checkCollisionRay(ray, 45);
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if (collided) {
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gobj = (GeometricObject *)collided;
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debugC(1, kFreescapeDebugMove, "Collided with object id %d of size %f %f %f", gobj->getObjectID(), gobj->getSize().x(), gobj->getSize().y(), gobj->getSize().z());
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executed |= executeObjectConditions(gobj, false, true, false);
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}
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return executed;
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}
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} // namespace Freescape
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