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scummvm/engines/freescape/movement.cpp
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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 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 <http://www.gnu.org/licenses/>.
*
*/
#include "freescape/freescape.h"
namespace Freescape {
void FreescapeEngine::gotoArea(uint16 areaID, int entranceID) {
error("Function \"%s\" not implemented", __FUNCTION__);
}
void FreescapeEngine::traverseEntrance(uint16 entranceID) {
Entrance *entrance = (Entrance *)_currentArea->entranceWithID(entranceID);
assert(entrance);
int scale = _currentArea->getScale();
assert(scale > 0);
Math::Vector3d rotation = entrance->getRotation();
_position = entrance->getOrigin();
if (scale == 1) {
_position.x() = _position.x() + 16;
_position.z() = _position.z() + 16;
} else if (scale == 5) {
_position.x() = _position.x() + 4;
_position.z() = _position.z() + 4;
}
_pitch = rotation.x();
if (ABS(_objExecutingCodeSize.x()) <= ABS(_objExecutingCodeSize.z()))
_yaw = rotation.y() - 90;
else
_yaw = rotation.y() + 90;
debugC(1, kFreescapeDebugMove, "entrace position: %f %f %f", _position.x(), _position.y(), _position.z());
int delta = 0;
if (scale == 2)
delta = 8;
else if (scale == 4)
delta = 12;
if (_playerHeightNumber >= 0)
_playerHeight = _playerHeights[_playerHeightNumber] + delta;
else
_playerHeight = 2;
debugC(1, kFreescapeDebugMove, "player height: %d", _playerHeight);
_position.setValue(1, _position.y() + _playerHeight);
_sensors = _currentArea->getSensors();
}
void FreescapeEngine::shoot() {
//_mixer->stopHandle(_soundFxHandle);
playSound(1, true);
_shootingFrames = 4;
Common::Point center(_viewArea.left + _viewArea.width() / 2, _viewArea.top + _viewArea.height() / 2);
float xoffset = _crossairPosition.x - center.x;
float yoffset = _crossairPosition.y - center.y;
xoffset = xoffset * 0.33;
yoffset = yoffset * 0.50;
Math::Vector3d direction = directionToVector(_pitch - yoffset, _yaw - xoffset);
Math::Ray ray(_position, direction);
Object *shot = _currentArea->shootRay(ray);
if (shot) {
GeometricObject *gobj = (GeometricObject *)shot;
debugC(1, kFreescapeDebugMove, "Shot object %d with flags %x", gobj->getObjectID(), gobj->getObjectFlags());
if (!gobj->_conditionSource.empty())
debugC(1, kFreescapeDebugMove, "Must use shot = true when executing: %s", gobj->_conditionSource.c_str());
executeObjectConditions(gobj, true, false);
}
executeLocalGlobalConditions(true, false); // Only execute "on shot" room/global conditions
}
void FreescapeEngine::changePlayerHeight(int index) {
int scale = _currentArea->getScale();
int delta = 0;
if (scale == 2)
delta = 8;
else if (scale == 4)
delta = 12;
_position.setValue(1, _position.y() - _playerHeight);
_playerHeight = _playerHeights[index] + delta;
_position.setValue(1, _position.y() + _playerHeight);
}
void FreescapeEngine::increaseStepSize() {
if (_playerStepIndex == int(_playerSteps.size()) - 1)
return;
_playerStepIndex++;
}
void FreescapeEngine::decreaseStepSize() {
if (_playerStepIndex == 0)
return;
_playerStepIndex--;
}
void FreescapeEngine::rise() {
debugC(1, kFreescapeDebugMove, "playerHeightNumber: %d", _playerHeightNumber);
int previousAreaID = _currentArea->getAreaID();
if (_flyMode) {
_position.setValue(1, _position.y() + _playerSteps[_playerStepIndex]);
} else {
if (_playerHeightNumber == int(_playerHeights.size()) - 1)
return;
_playerHeightNumber++;
changePlayerHeight(_playerHeightNumber);
}
bool collided = checkCollisions(true) || _position.y() >= 2016;
if (collided) {
if (_currentArea->getAreaID() == previousAreaID) {
if (_flyMode)
_position = _lastPosition;
else {
_playerHeightNumber--;
changePlayerHeight(_playerHeightNumber);
}
}
}
_lastPosition = _position;
debugC(1, kFreescapeDebugMove, "new player position: %f, %f, %f", _position.x(), _position.y(), _position.z());
executeLocalGlobalConditions(false, true); // Only execute "on collision" room/global conditions
}
void FreescapeEngine::lower() {
debugC(1, kFreescapeDebugMove, "playerHeightNumber: %d", _playerHeightNumber);
int previousAreaID = _currentArea->getAreaID();
if (_flyMode) {
_position.setValue(1, _position.y() - (_playerSteps[_playerStepIndex] * 0.5));
bool collided = checkCollisions(true);
if (collided) {
if (_currentArea->getAreaID() == previousAreaID) {
_position = _lastPosition;
}
}
} else {
if (_playerHeightNumber == 0)
return;
_playerHeightNumber--;
changePlayerHeight(_playerHeightNumber);
}
_lastPosition = _position;
debugC(1, kFreescapeDebugMove, "new player position: %f, %f, %f", _position.x(), _position.y(), _position.z());
executeLocalGlobalConditions(false, true); // Only execute "on collision" room/global conditions
}
void FreescapeEngine::move(CameraMovement direction, uint8 scale, float deltaTime) {
debugC(1, kFreescapeDebugMove, "old player position: %f, %f, %f", _position.x(), _position.y(), _position.z());
int previousAreaID = _currentArea->getAreaID();
Math::Vector3d stepFront = _cameraFront * (float(_playerSteps[_playerStepIndex]) / 2 / _cameraFront.length());
Math::Vector3d stepRight = _cameraRight * (float(_playerSteps[_playerStepIndex]) / 2 / _cameraRight.length());
stepFront.x() = floor(stepFront.x()) + 0.5;
stepFront.z() = floor(stepFront.z()) + 0.5;
float positionY = _position.y();
switch (direction) {
case kForwardMovement:
_position = _position + stepFront;
break;
case kBackwardMovement:
_position = _position - stepFront;
break;
case kRightMovement:
_position = _position - stepRight;
break;
case kLeftMovement:
_position = _position + stepRight;
break;
}
// restore y coordinate
if (!_flyMode)
_position.set(_position.x(), positionY, _position.z());
for (int i = 0; i < 3; i++) {
if (_position.getValue(i) < 0)
_position.setValue(i, 0);
else if (_position.getValue(i) > 8128)
_position.setValue(i, 8128);
}
if (_position.y() >= 2016)
_position.y() = _lastPosition.z();
bool collided = checkCollisions(false);
if (!collided) {
bool hasFloor = checkFloor(_position);
if (!hasFloor && !_flyMode) {
int fallen;
for (fallen = 1; fallen < 65 + 1; fallen++) {
_position.set(_position.x(), positionY - fallen , _position.z());
if (tryStepDown(_position))
break;
}
fallen++;
fallen++;
if (fallen >= 67) {
_position = _lastPosition;
_hasFallen = !_disableFalling && true;
return;
}
_position.set(_position.x(), positionY - fallen, _position.z());
playSound(3, true);
}
debugC(1, kFreescapeDebugCode, "Runing effects:");
checkCollisions(true); // run the effects
} else {
debugC(1, kFreescapeDebugCode, "Runing effects: at: %f, %f, %f", _position.x(), _position.y(), _position.z());
checkCollisions(true); // run the effects
if (_currentArea->getAreaID() == previousAreaID) {
if (_flyMode)
_position = _lastPosition;
else {
bool stepUp = tryStepUp(_position);
if (stepUp) {
playSound(4, true);
debugC(1, kFreescapeDebugCode, "Runing effects:");
checkCollisions(true); // run the effects (again)
} else {
playSound(2, true);
_position = _lastPosition;
}
}
}
}
_lastPosition = _position;
debugC(1, kFreescapeDebugMove, "new player position: %f, %f, %f", _position.x(), _position.y(), _position.z());
//debugC(1, kFreescapeDebugMove, "player height: %f", _position.y() - areaScale * _playerHeight);
if (_currentArea->getAreaID() == previousAreaID)
executeLocalGlobalConditions(false, true); // Only execute "on collision" room/global conditions
}
bool FreescapeEngine::checkFloor(Math::Vector3d currentPosition) {
debugC(1, kFreescapeDebugMove, "Checking floor under the player");
bool collided = checkCollisions(false);
assert(!collided);
_position.set(_position.x(), _position.y() - 2, _position.z());
collided = checkCollisions(false);
_position = currentPosition;
return collided;
}
bool FreescapeEngine::tryStepUp(Math::Vector3d currentPosition) {
debugC(1, kFreescapeDebugMove, "Try to step up!");
_position.set(_position.x(), _position.y() + 64, _position.z());
bool collided = checkCollisions(false);
if (collided) {
_position = currentPosition;
return false;
} else {
// Try to step down
return true;
}
}
bool FreescapeEngine::tryStepDown(Math::Vector3d currentPosition) {
debugC(1, kFreescapeDebugMove, "Try to step down!");
_position.set(_position.x(), _position.y() - 1, _position.z());
if (checkFloor(_position)) {
return true;
} else {
_position = currentPosition;
return false;
}
}
bool FreescapeEngine::checkCollisions(bool executeCode) {
if (_noClipMode)
return false;
Math::AABB boundingBox(_lastPosition, _lastPosition);
Math::Vector3d v1(_position.x() + 1, _position.y() + 1, _position.z() + 1);
Math::Vector3d v2(_position.x() - 1, _position.y() - _playerHeight, _position.z() - 1);
boundingBox.expand(v1);
boundingBox.expand(v2);
ObjectArray objs = _currentArea->checkCollisions(boundingBox);
bool collided = !objs.empty();
// If we don't need to execute code, we can finish here
if (!executeCode) {
return collided;
}
// If we need to execute code, we need to make sure the bounding box touches the floor
// so we will expand it and re-run the collision checking
uint tolerance = 1;
Math::Vector3d v3(_position.x() - 1, _position.y() - _playerHeight - tolerance, _position.z() - 1);
boundingBox.expand(v3);
objs = _currentArea->checkCollisions(boundingBox);
// sort so the condition from those objects that are larger are executed last
struct {
bool operator()(Object *object1, Object *object2) {
return object1->getSize().length() < object2->getSize().length();
};
} compareObjectsSizes;
Common::sort(objs.begin(), objs.end(), compareObjectsSizes);
uint16 areaID = _currentArea->getAreaID();
bool largeObjectWasBlocking = false;
for (auto &obj : objs) {
GeometricObject *gobj = (GeometricObject *)obj;
debugC(1, kFreescapeDebugMove, "Collided with object id %d of size %f %f %f", gobj->getObjectID(), gobj->getSize().x(), gobj->getSize().y(), gobj->getSize().z());
// The following check stops the player from going through big solid objects such as walls
// FIXME: find a better workaround of this
if (gobj->getSize().length() > 3000) {
if (largeObjectWasBlocking)
break;
largeObjectWasBlocking = true;
}
executeObjectConditions(gobj, false, true);
if (areaID != _currentArea->getAreaID())
break;
}
// We still need to return the original result, not the collision using the expanded bounding box
// This will avoid detecting the floor constantly
return collided;
}
} // namespace Freescape