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scummvm/engines/twine/scene/actor.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 "twine/scene/actor.h"
#include "common/memstream.h"
#include "common/system.h"
#include "common/textconsole.h"
#include "twine/audio/sound.h"
#include "twine/debugger/debug_scene.h"
#include "twine/parser/entity.h"
#include "twine/renderer/renderer.h"
#include "twine/renderer/screens.h"
#include "twine/resources/hqr.h"
#include "twine/resources/resources.h"
#include "twine/scene/animations.h"
#include "twine/scene/extra.h"
#include "twine/scene/gamestate.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 {
Actor::Actor(TwinEEngine *engine) : _engine(engine) {
}
void Actor::restartHeroScene() {
ActorStruct *sceneHero = _engine->_scene->_sceneHero;
sceneHero->_controlMode = ControlMode::kManual;
memset(&sceneHero->_dynamicFlags, 0, sizeof(sceneHero->_dynamicFlags));
memset(&sceneHero->_staticFlags, 0, sizeof(sceneHero->_staticFlags));
sceneHero->_staticFlags.bComputeCollisionWithObj = 1;
sceneHero->_staticFlags.bComputeCollisionWithBricks = 1;
sceneHero->_staticFlags.bIsZonable = 1;
sceneHero->_staticFlags.bCanDrown = 1;
sceneHero->_staticFlags.bCanFall = 1;
sceneHero->_armor = 1;
sceneHero->_offsetTrack = -1;
sceneHero->_labelIdx = -1;
sceneHero->_offsetLife = 0;
sceneHero->_zone = -1;
sceneHero->_beta = _previousHeroAngle;
_engine->_movements->initRealAngle(sceneHero->_beta, sceneHero->_beta, LBAAngles::ANGLE_0, &sceneHero->_moveAngle);
setBehaviour(_previousHeroBehaviour);
_cropBottomScreen = 0;
}
void Actor::loadBehaviourEntity(ActorStruct *actor, EntityData &entityData, int16 &bodyAnimIndex, int32 index) {
if (!entityData.loadFromHQR(Resources::HQR_FILE3D_FILE, index, _engine->isLBA1())) {
error("Failed to load actor 3d data for index: %i", index);
}
actor->_entityDataPtr = &entityData;
bodyAnimIndex = entityData.getAnimIndex(AnimationTypes::kStanding);
if (bodyAnimIndex == -1) {
error("Could not find animation data for 3d data with index %i", index);
}
}
void Actor::loadHeroEntities() {
ActorStruct *sceneHero = _engine->_scene->_sceneHero;
loadBehaviourEntity(sceneHero, _heroEntityATHLETIC, _heroAnimIdxATHLETIC, FILE3DHQR_HEROATHLETIC);
loadBehaviourEntity(sceneHero, _heroEntityAGGRESSIVE, _heroAnimIdxAGGRESSIVE, FILE3DHQR_HEROAGGRESSIVE);
loadBehaviourEntity(sceneHero, _heroEntityDISCRETE, _heroAnimIdxDISCRETE, FILE3DHQR_HERODISCRETE);
loadBehaviourEntity(sceneHero, _heroEntityPROTOPACK, _heroAnimIdxPROTOPACK, FILE3DHQR_HEROPROTOPACK);
loadBehaviourEntity(sceneHero, _heroEntityNORMAL, _heroAnimIdxNORMAL, FILE3DHQR_HERONORMAL);
_engine->_animations->_currentActorAnimExtraPtr = AnimationTypes::kStanding;
sceneHero->_ptrAnimAction = _engine->_animations->_currentActorAnimExtraPtr;
}
void Actor::setBehaviour(HeroBehaviourType behaviour) {
ActorStruct *sceneHero = _engine->_scene->_sceneHero;
switch (behaviour) {
case HeroBehaviourType::kNormal:
_heroBehaviour = behaviour;
sceneHero->_entityDataPtr = &_heroEntityNORMAL;
break;
case HeroBehaviourType::kAthletic:
_heroBehaviour = behaviour;
sceneHero->_entityDataPtr = &_heroEntityATHLETIC;
break;
case HeroBehaviourType::kAggressive:
_heroBehaviour = behaviour;
sceneHero->_entityDataPtr = &_heroEntityAGGRESSIVE;
break;
case HeroBehaviourType::kDiscrete:
_heroBehaviour = behaviour;
sceneHero->_entityDataPtr = &_heroEntityDISCRETE;
break;
case HeroBehaviourType::kProtoPack:
_heroBehaviour = behaviour;
sceneHero->_entityDataPtr = &_heroEntityPROTOPACK;
break;
}
const BodyType bodyIdx = sceneHero->_genBody;
sceneHero->_body = -1;
sceneHero->_genBody = BodyType::btNone;
initBody(bodyIdx, OWN_ACTOR_SCENE_INDEX);
sceneHero->_genAnim = AnimationTypes::kAnimNone;
sceneHero->_flagAnim = AnimType::kAnimationTypeLoop;
_engine->_animations->initAnim(AnimationTypes::kStanding, AnimType::kAnimationTypeLoop, AnimationTypes::kAnimInvalid, OWN_ACTOR_SCENE_INDEX);
}
void Actor::initSpriteActor(int32 actorIdx) {
ActorStruct *localActor = _engine->_scene->getActor(actorIdx);
if (localActor->_staticFlags.bIsSpriteActor && localActor->_sprite != -1 && localActor->_body != localActor->_sprite) {
const BoundingBox *spritebbox = _engine->_resources->_spriteBoundingBox.bbox(localActor->_sprite);
localActor->_body = localActor->_sprite;
localActor->_boundingBox = *spritebbox;
}
}
TextId Actor::getTextIdForBehaviour() const {
if (_heroBehaviour == HeroBehaviourType::kAggressive && _combatAuto) {
return TextId::kBehaviourAggressiveAuto;
}
// the other values are matching the text ids
return (TextId)(int32)_heroBehaviour;
}
int32 Actor::searchBody(BodyType bodyIdx, int32 actorIdx, ActorBoundingBox &actorBoundingBox) {
if (bodyIdx == BodyType::btNone) {
return -1;
}
ActorStruct *actor = _engine->_scene->getActor(actorIdx);
const EntityBody *body = actor->_entityDataPtr->getBody((int)bodyIdx);
if (body == nullptr) {
warning("Failed to get entity body for body idx %i", (int)bodyIdx);
return -1;
}
actorBoundingBox = body->actorBoundingBox;
return body->hqrBodyIndex;
}
void Actor::initBody(BodyType bodyIdx, int16 actorIdx) {
ActorStruct *localActor = _engine->_scene->getActor(actorIdx);
if (localActor->_staticFlags.bIsSpriteActor) {
return;
}
debug(1, "Load body %i for actor %i", (int)bodyIdx, actorIdx);
if (IS_HERO(actorIdx) && _heroBehaviour == HeroBehaviourType::kProtoPack && bodyIdx != BodyType::btTunic && bodyIdx != BodyType::btNormal) {
setBehaviour(HeroBehaviourType::kNormal);
}
ActorBoundingBox actorBoundingBox;
const int32 newBody = searchBody(bodyIdx, actorIdx, actorBoundingBox);
if (newBody == -1) {
localActor->_genBody = BodyType::btNone;
localActor->_body = -1;
localActor->_boundingBox = BoundingBox();
debug("Failed to initialize body %i for actor %i", (int)bodyIdx, actorIdx);
return;
}
if (localActor->_body == newBody) {
return;
}
localActor->_body = newBody;
localActor->_genBody = bodyIdx;
if (actorBoundingBox.hasBoundingBox) {
localActor->_boundingBox = actorBoundingBox.bbox;
} else {
const BodyData &bd = _engine->_resources->_bodyData[localActor->_body];
localActor->_boundingBox = bd.bbox;
int32 size = 0;
const int32 distX = bd.bbox.maxs.x - bd.bbox.mins.x;
const int32 distZ = bd.bbox.maxs.z - bd.bbox.mins.z;
if (localActor->_staticFlags.bUseMiniZv) {
// take smaller for bound
if (distX < distZ)
size = distX / 2;
else
size = distZ / 2;
} else {
// take average for bound
size = (distZ + distX) / 4;
}
localActor->_boundingBox.mins.x = -size;
localActor->_boundingBox.maxs.x = size;
localActor->_boundingBox.mins.z = -size;
localActor->_boundingBox.maxs.z = size;
}
#if 0
if (oldbody != -1 && localActor->_anim != -1) {
copyInterAnim(_engine->_resources->_bodyData[oldbody], _engine->_resources->_bodyData[localActor->_body]);
}
#endif
}
void Actor::initActor(int16 actorIdx) {
ActorStruct *actor = _engine->_scene->getActor(actorIdx);
if (actor->_staticFlags.bIsSpriteActor) {
if (actor->_strengthOfHit != 0) {
actor->_dynamicFlags.bIsHitting = 1;
}
actor->_body = -1;
initSpriteActor(actorIdx);
_engine->_movements->initRealAngle(LBAAngles::ANGLE_0, LBAAngles::ANGLE_0, LBAAngles::ANGLE_0, &actor->_moveAngle);
if (actor->_staticFlags.bUsesClipping) {
actor->_animStep = actor->posObj();
}
} else {
actor->_body = -1;
debug(1, "Init actor %i with model %i", actorIdx, (int)actor->_genBody);
initBody(actor->_genBody, actorIdx);
actor->_anim = -1;
actor->_flagAnim = AnimType::kAnimationTypeLoop;
if (actor->_body != -1) {
_engine->_animations->initAnim(actor->_genAnim, AnimType::kAnimationTypeLoop, AnimationTypes::kAnimInvalid, actorIdx);
}
_engine->_movements->initRealAngle(actor->_beta, actor->_beta, LBAAngles::ANGLE_0, &actor->_moveAngle);
}
actor->_offsetTrack = -1;
actor->_labelIdx = -1;
actor->_offsetLife = 0;
}
// InitObject
void Actor::resetActor(int16 actorIdx) {
ActorStruct *actor = _engine->_scene->getActor(actorIdx);
*actor = ActorStruct();
actor->_actorIdx = actorIdx;
actor->_pos = IVec3(0, -1, 0);
memset(&actor->_staticFlags, 0, sizeof(StaticFlagsStruct));
memset(&actor->_dynamicFlags, 0, sizeof(DynamicFlagsStruct));
memset(&actor->_bonusParameter, 0, sizeof(BonusParameter));
_engine->_movements->initRealAngle(LBAAngles::ANGLE_0, LBAAngles::ANGLE_0, LBAAngles::ANGLE_0, &actor->_moveAngle);
}
void Actor::hitObj(int32 actorIdx, int32 actorIdxAttacked, int32 hitforce, int32 angle) {
ActorStruct *actor = _engine->_scene->getActor(actorIdxAttacked);
if (actor->_lifePoint <= 0) {
return;
}
if (IS_HERO(actorIdxAttacked) && _engine->_debugScene->_godMode) {
return;
}
actor->_hitBy = actorIdx;
if (actor->_armor <= hitforce) {
if (actor->_genAnim == AnimationTypes::kBigHit || actor->_genAnim == AnimationTypes::kHit2) {
if (actor->_nextGenAnim != AnimationTypes::kStanding) {
const int32 tmpAnimPos = actor->_frame;
actor->_frame = 1;
_engine->_animations->processAnimActions(actorIdxAttacked);
actor->_frame = tmpAnimPos;
}
} else {
if (angle != -1) {
_engine->_movements->initRealAngle(angle, angle, LBAAngles::ANGLE_0, &actor->_moveAngle);
}
if (_engine->getRandomNumber() & 1) {
_engine->_animations->initAnim(AnimationTypes::kHit2, AnimType::kAnimationInsert, AnimationTypes::kAnimInvalid, actorIdxAttacked);
} else {
_engine->_animations->initAnim(AnimationTypes::kBigHit, AnimType::kAnimationInsert, AnimationTypes::kAnimInvalid, actorIdxAttacked);
}
}
_engine->_extra->initSpecial(actor->_pos.x, actor->_pos.y + 1000, actor->_pos.z, ExtraSpecialType::kHitStars);
if (!actorIdxAttacked) {
_engine->_movements->_lastJoyFlag = true;
}
actor->_lifePoint -= hitforce;
if (actor->_lifePoint < 0) {
actor->_lifePoint = 0;
}
} else {
_engine->_animations->initAnim(AnimationTypes::kHit, AnimType::kAnimationInsert, AnimationTypes::kAnimInvalid, actorIdxAttacked);
}
}
void Actor::processActorCarrier(int32 actorIdx) {
ActorStruct *actor = _engine->_scene->getActor(actorIdx);
if (!actor->_staticFlags.bIsCarrierActor) {
return;
}
for (int32 a = 0; a < _engine->_scene->_sceneNumActors; a++) {
if (actor->_carryBy == actorIdx) {
actor->_carryBy = -1;
}
}
}
void Actor::giveExtraBonus(int32 actorIdx) {
ActorStruct *actor = _engine->_scene->getActor(actorIdx);
const int bonusSprite = _engine->_extra->getBonusSprite(actor->_bonusParameter);
if (bonusSprite == -1) {
return;
}
if (actor->_dynamicFlags.bIsDead) {
_engine->_extra->addExtraBonus(actor->posObj(), LBAAngles::ANGLE_90, LBAAngles::ANGLE_0, bonusSprite, actor->_bonusAmount);
_engine->_sound->playSample(Samples::ItemPopup, 1, actor->posObj(), actorIdx);
} else {
const ActorStruct *sceneHero = _engine->_scene->_sceneHero;
const int32 angle = _engine->_movements->getAngleAndSetTargetActorDistance(actor->posObj(), sceneHero->posObj());
const IVec3 pos(actor->_pos.x, actor->_pos.y + actor->_boundingBox.maxs.y, actor->_pos.z);
_engine->_extra->addExtraBonus(pos, LBAAngles::ANGLE_70, angle, bonusSprite, actor->_bonusAmount);
_engine->_sound->playSample(Samples::ItemPopup, 1, pos, actorIdx);
}
}
void ActorStruct::loadModel(int32 modelIndex, bool lba1) {
_body = modelIndex;
if (!_staticFlags.bIsSpriteActor) {
debug(1, "Init actor with model %i", modelIndex);
if (!_entityData.loadFromHQR(Resources::HQR_FILE3D_FILE, modelIndex, lba1)) {
error("Failed to load entity data for index %i", modelIndex);
}
_entityDataPtr = &_entityData;
} else {
_entityDataPtr = nullptr;
}
}
int32 ActorMoveStruct::getRealAngle(int32 time) {
if (numOfStep) {
const int32 timePassed = time - timeOfChange;
if (timePassed >= numOfStep) { // rotation is finished
numOfStep = 0;
return to;
}
int32 remainingAngle = NormalizeAngle(to - from);
remainingAngle *= timePassed;
remainingAngle /= numOfStep;
remainingAngle += from;
return remainingAngle;
}
return to;
}
int32 ActorMoveStruct::getRealValue(int32 time) {
if (!numOfStep) {
return to;
}
if (time - timeOfChange >= numOfStep) {
numOfStep = 0;
return to;
}
int32 tempStep = to - from;
tempStep *= time - timeOfChange;
tempStep /= numOfStep;
return tempStep + from;
}
bool ActorStruct::isAttackAnimationActive() const {
return _genAnim == AnimationTypes::kRightPunch || _genAnim == AnimationTypes::kLeftPunch || _genAnim == AnimationTypes::kKick;
}
bool ActorStruct::isAttackWeaponAnimationActive() const {
return _genAnim == AnimationTypes::kSabreAttack || _genAnim == AnimationTypes::kThrowBall || _genAnim == AnimationTypes::kSabreUnknown;
}
bool ActorStruct::isJumpAnimationActive() const {
return _genAnim == AnimationTypes::kJump;
}
} // namespace TwinE