mirror of
https://github.com/scummvm/scummvm.git
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364 lines
11 KiB
C++
364 lines
11 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 "freescape/freescape.h"
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namespace Freescape {
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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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if (ABS(_objExecutingCodeSize.x()) <= ABS(_objExecutingCodeSize.z()))
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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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}
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void FreescapeEngine::shoot() {
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//_mixer->stopHandle(_soundFxHandle);
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playSound(1, true);
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_shootingFrames = 4;
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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->shootRay(ray);
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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);
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}
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executeLocalGlobalConditions(true, 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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_position.setValue(1, _position.y() + _playerSteps[_playerStepIndex]);
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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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}
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bool collided = checkCollisions(true) || _position.y() >= 2016;
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if (collided) {
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if (_currentArea->getAreaID() == previousAreaID) {
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if (_flyMode)
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_position = _lastPosition;
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else {
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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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_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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executeLocalGlobalConditions(false, true); // Only execute "on collision" room/global conditions
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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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int previousAreaID = _currentArea->getAreaID();
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if (_flyMode) {
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_position.setValue(1, _position.y() - (_playerSteps[_playerStepIndex] * 0.5));
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bool collided = checkCollisions(true);
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if (collided) {
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if (_currentArea->getAreaID() == previousAreaID) {
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_position = _lastPosition;
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}
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}
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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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_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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executeLocalGlobalConditions(false, true); // Only execute "on collision" room/global conditions
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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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switch (direction) {
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case kForwardMovement:
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_position = _position + stepFront;
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break;
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case kBackwardMovement:
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_position = _position - stepFront;
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break;
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case kRightMovement:
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_position = _position - stepRight;
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break;
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case kLeftMovement:
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_position = _position + stepRight;
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break;
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}
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// restore y coordinate
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if (!_flyMode)
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_position.set(_position.x(), positionY, _position.z());
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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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bool collided = checkCollisions(false);
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if (!collided) {
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bool hasFloor = checkFloor(_position);
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if (!hasFloor && !_flyMode) {
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int fallen;
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for (fallen = 1; fallen < 65 + 1; fallen++) {
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_position.set(_position.x(), positionY - fallen , _position.z());
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if (tryStepDown(_position))
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break;
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}
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fallen++;
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fallen++;
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if (fallen >= 67) {
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_position = _lastPosition;
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_hasFallen = !_disableFalling && true;
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return;
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}
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_position.set(_position.x(), positionY - fallen, _position.z());
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playSound(3, true);
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}
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debugC(1, kFreescapeDebugCode, "Runing effects:");
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checkCollisions(true); // run the effects
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} else {
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debugC(1, kFreescapeDebugCode, "Runing effects: at: %f, %f, %f", _position.x(), _position.y(), _position.z());
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checkCollisions(true); // run the effects
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if (_currentArea->getAreaID() == previousAreaID) {
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if (_flyMode)
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_position = _lastPosition;
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else {
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bool stepUp = tryStepUp(_position);
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if (stepUp) {
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playSound(4, true);
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debugC(1, kFreescapeDebugCode, "Runing effects:");
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checkCollisions(true); // run the effects (again)
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} else {
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playSound(2, true);
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_position = _lastPosition;
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}
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}
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}
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}
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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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executeLocalGlobalConditions(false, true); // Only execute "on collision" room/global conditions
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}
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bool FreescapeEngine::checkFloor(Math::Vector3d currentPosition) {
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debugC(1, kFreescapeDebugMove, "Checking floor under the player");
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bool collided = checkCollisions(false);
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assert(!collided);
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_position.set(_position.x(), _position.y() - 2, _position.z());
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collided = checkCollisions(false);
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_position = currentPosition;
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return collided;
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}
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bool FreescapeEngine::tryStepUp(Math::Vector3d currentPosition) {
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debugC(1, kFreescapeDebugMove, "Try to step up!");
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_position.set(_position.x(), _position.y() + 64, _position.z());
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bool collided = checkCollisions(false);
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if (collided) {
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_position = currentPosition;
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return false;
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} else {
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// Try to step down
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return true;
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}
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}
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bool FreescapeEngine::tryStepDown(Math::Vector3d currentPosition) {
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debugC(1, kFreescapeDebugMove, "Try to step down!");
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_position.set(_position.x(), _position.y() - 1, _position.z());
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if (checkFloor(_position)) {
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return true;
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} else {
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_position = currentPosition;
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return false;
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}
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}
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bool FreescapeEngine::checkCollisions(bool executeCode) {
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if (_noClipMode)
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return false;
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Math::AABB boundingBox(_lastPosition, _lastPosition);
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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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ObjectArray objs = _currentArea->checkCollisions(boundingBox);
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bool collided = !objs.empty();
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// If we don't need to execute code, we can finish here
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if (!executeCode) {
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return collided;
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}
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// If we need to execute code, we need to make sure the bounding box touches the floor
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// so we will expand it and re-run the collision checking
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uint tolerance = 1;
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Math::Vector3d v3(_position.x() - 1, _position.y() - _playerHeight - tolerance, _position.z() - 1);
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boundingBox.expand(v3);
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objs = _currentArea->checkCollisions(boundingBox);
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// sort so the condition from those objects that are larger are executed last
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struct {
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bool operator()(Object *object1, Object *object2) {
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return object1->getSize().length() < object2->getSize().length();
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};
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} compareObjectsSizes;
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Common::sort(objs.begin(), objs.end(), compareObjectsSizes);
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uint16 areaID = _currentArea->getAreaID();
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bool largeObjectWasBlocking = false;
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for (auto &obj : objs) {
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GeometricObject *gobj = (GeometricObject *)obj;
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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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// The following check stops the player from going through big solid objects such as walls
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// FIXME: find a better workaround of this
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if (gobj->getSize().length() > 3000) {
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if (largeObjectWasBlocking)
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break;
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largeObjectWasBlocking = true;
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}
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executeObjectConditions(gobj, false, true);
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if (areaID != _currentArea->getAreaID())
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break;
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}
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// We still need to return the original result, not the collision using the expanded bounding box
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// This will avoid detecting the floor constantly
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return collided;
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}
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} // namespace Freescape
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