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494 lines
16 KiB
C++
494 lines
16 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 "twine/scene/movements.h"
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#include "common/textconsole.h"
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#include "twine/input.h"
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#include "twine/renderer/renderer.h"
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#include "twine/renderer/shadeangletab.h"
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#include "twine/scene/actor.h"
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#include "twine/scene/animations.h"
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#include "twine/scene/collision.h"
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#include "twine/scene/gamestate.h"
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#include "twine/scene/grid.h"
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#include "twine/scene/scene.h"
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#include "twine/text.h"
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#include "twine/twine.h"
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namespace TwinE {
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Movements::Movements(TwinEEngine *engine) : _engine(engine) {}
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IVec3 Movements::getShadowPosition(const IVec3 &pos) { // GetShadow
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IVec3 shadowCoord;
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const uint8 *ptr = _engine->_grid->getBlockBufferGround(pos, shadowCoord.y);
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shadowCoord.x = pos.x;
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shadowCoord.z = pos.z;
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ShapeType shadowCollisionType;
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const int32 blockIdx = *ptr;
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if (blockIdx) {
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const int32 brickIdx = *(ptr + 1);
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const BlockDataEntry *blockPtr = _engine->_grid->getBlockPointer(blockIdx, brickIdx);
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shadowCollisionType = (ShapeType)blockPtr->brickShape;
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} else {
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shadowCollisionType = ShapeType::kNone;
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}
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_engine->_collision->reajustPos(shadowCoord, shadowCollisionType);
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return shadowCoord;
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}
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void Movements::initRealAngle(int16 startAngle, int16 endAngle, int16 stepAngle, ActorMoveStruct *movePtr) {
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movePtr->from = ClampAngle(startAngle);
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movePtr->to = ClampAngle(endAngle);
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movePtr->numOfStep = ClampAngle(stepAngle);
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movePtr->timeOfChange = _engine->_lbaTime;
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}
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void Movements::clearRealAngle(ActorStruct *actorPtr) {
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initRealAngle(actorPtr->_beta, actorPtr->_beta, LBAAngles::ANGLE_0, &actorPtr->_moveAngle);
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}
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void Movements::setActorAngle(int16 startAngle, int16 endAngle, int16 stepAngle, ActorMoveStruct *movePtr) {
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movePtr->from = startAngle;
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movePtr->to = endAngle;
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movePtr->numOfStep = stepAngle;
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movePtr->timeOfChange = _engine->_lbaTime;
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}
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int32 Movements::getAngleAndSetTargetActorDistance(int32 x1, int32 z1, int32 x2, int32 z2) {
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/*
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//Pythagoras
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targetActorDistance = (int32)sqrt((float)(((z2 - z1)*(z2 - z1) + (x2 - x1)*(x2 - x1))));
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if (targetActorDistance == 0)
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return 0;
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//given two points, we calculate its arc-tangent in radians
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//Then we convert from radians (360 degrees == 2*M_PI) to a 10bit value (360 degrees == 1024) and invert the rotation direction
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//Then we add an offset of 90 degrees (256) and limit it to the 10bit value range.
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return (256 + ((int32)floor((-1024 * atan2((float)(z2-z1), (int32)(x2-x1))) / (2*M_PI)))) % 1024;
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*/
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int32 difZ = z2 - z1;
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const int32 newZ = difZ * difZ;
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int32 difX = x2 - x1;
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const int32 newX = difX * difX;
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bool flag;
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// Exchange X and Z
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if (newX < newZ) {
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const int32 tmpEx = difX;
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difX = difZ;
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difZ = tmpEx;
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flag = true;
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} else {
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flag = false;
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}
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_targetActorDistance = (int32)sqrt((float)(newX + newZ));
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if (!_targetActorDistance) {
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return 0;
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}
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const int32 destAngle = (difZ * SCENE_SIZE_HALF) / _targetActorDistance;
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int32 startAngle = LBAAngles::ANGLE_0;
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// stopAngle = LBAAngles::ANGLE_90;
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const int16 *shadeAngleTab3(&lba1ShadeAngleTable[LBAAngles::ANGLE_135]);
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while (shadeAngleTab3[startAngle] > destAngle) {
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startAngle++;
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}
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if (shadeAngleTab3[startAngle] != destAngle) {
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if ((shadeAngleTab3[startAngle - 1] + shadeAngleTab3[startAngle]) / 2 <= destAngle) {
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startAngle--;
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}
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}
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int32 finalAngle = LBAAngles::ANGLE_45 + startAngle;
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if (difX <= 0) {
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finalAngle = -finalAngle;
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}
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if (flag) {
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finalAngle = -finalAngle + LBAAngles::ANGLE_90;
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}
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return ClampAngle(finalAngle);
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}
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IVec3 Movements::rotate(int32 x, int32 z, int32 angle) {
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if (angle) {
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const double radians = AngleToRadians(angle);
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const int32 vx = (int32)(x * cos(radians) + z * sin(radians));
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const int32 vz = (int32)(z * cos(radians) - x * sin(radians));
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return IVec3(vx, 0, vz);
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}
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return IVec3(x, 0, z);
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}
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void Movements::initRealAngleConst(int32 start, int32 end, int32 duration, ActorMoveStruct *movePtr) const { // ManualRealAngle
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const int16 cstart = ClampAngle(start);
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const int16 cend = ClampAngle(end);
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movePtr->from = cstart;
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movePtr->to = cend;
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const int16 numOfStep = (cstart - cend) * 64;
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int32 numOfStepInt = ABS(numOfStep);
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numOfStepInt /= 64;
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numOfStepInt *= duration;
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numOfStepInt /= 256;
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movePtr->numOfStep = (int16)numOfStepInt;
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movePtr->timeOfChange = _engine->_lbaTime;
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}
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void Movements::ChangedCursorKeys::update(TwinEEngine *engine) {
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if (engine->_input->isActionActive(TwinEActionType::TurnLeft)) {
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leftChange = leftDown == 0;
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leftDown = 1;
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} else {
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leftChange = leftDown;
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leftDown = 0;
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}
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if (engine->_input->isActionActive(TwinEActionType::TurnRight)) {
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rightChange = rightDown == 0;
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rightDown = 1;
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} else {
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rightChange = rightDown;
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rightDown = 0;
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}
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if (engine->_input->isActionActive(TwinEActionType::MoveBackward)) {
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backwardChange = backwardDown == 0;
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backwardDown = 1;
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} else {
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backwardChange = backwardDown;
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backwardDown = 0;
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}
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if (engine->_input->isActionActive(TwinEActionType::MoveForward)) {
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forwardChange = forwardDown == 0;
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forwardDown = 1;
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} else {
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forwardChange = forwardDown;
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forwardDown = 0;
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}
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}
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void Movements::update() {
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_previousChangedCursorKeys = _changedCursorKeys;
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_previousLoopActionKey = _heroActionKey;
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_heroActionKey = _engine->_input->isHeroActionActive();
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_changedCursorKeys.update(_engine);
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}
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bool Movements::processBehaviourExecution(int actorIdx) {
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bool executeAction = false;
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if (_engine->_input->toggleActionIfActive(TwinEActionType::SpecialAction)) {
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executeAction = true;
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}
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switch (_engine->_actor->_heroBehaviour) {
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case HeroBehaviourType::kNormal:
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executeAction = true;
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break;
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case HeroBehaviourType::kAthletic:
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_engine->_animations->initAnim(AnimationTypes::kJump, AnimType::kAnimationThen, AnimationTypes::kStanding, actorIdx);
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break;
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case HeroBehaviourType::kAggressive:
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if (_engine->_actor->_combatAuto) {
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ActorStruct *actor = _engine->_scene->getActor(actorIdx);
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_lastJoyFlag = true;
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actor->_beta = actor->_moveAngle.getRealAngle(_engine->_lbaTime);
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// TODO: previousLoopActionKey must be handled properly
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if (!_previousLoopActionKey || actor->_genAnim == AnimationTypes::kStanding) {
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const int32 aggresiveMode = _engine->getRandomNumber(3);
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switch (aggresiveMode) {
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case 0:
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_engine->_animations->initAnim(AnimationTypes::kKick, AnimType::kAnimationThen, AnimationTypes::kStanding, actorIdx);
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break;
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case 1:
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_engine->_animations->initAnim(AnimationTypes::kRightPunch, AnimType::kAnimationThen, AnimationTypes::kStanding, actorIdx);
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break;
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case 2:
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_engine->_animations->initAnim(AnimationTypes::kLeftPunch, AnimType::kAnimationThen, AnimationTypes::kStanding, actorIdx);
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break;
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}
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}
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} else {
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if (_engine->_input->isActionActive(TwinEActionType::TurnLeft)) {
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_engine->_animations->initAnim(AnimationTypes::kLeftPunch, AnimType::kAnimationThen, AnimationTypes::kStanding, actorIdx);
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_lastJoyFlag = true;
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} else if (_engine->_input->isActionActive(TwinEActionType::TurnRight)) {
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_engine->_animations->initAnim(AnimationTypes::kRightPunch, AnimType::kAnimationThen, AnimationTypes::kStanding, actorIdx);
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_lastJoyFlag = true;
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} else if (_engine->_input->isActionActive(TwinEActionType::MoveForward)) {
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_engine->_animations->initAnim(AnimationTypes::kKick, AnimType::kAnimationThen, AnimationTypes::kStanding, actorIdx);
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_lastJoyFlag = true;
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}
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}
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break;
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case HeroBehaviourType::kDiscrete:
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_engine->_animations->initAnim(AnimationTypes::kHide, AnimType::kAnimationTypeLoop, AnimationTypes::kAnimInvalid, actorIdx);
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break;
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case HeroBehaviourType::kProtoPack:
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break;
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}
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return executeAction;
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}
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bool Movements::processAttackExecution(int actorIdx) {
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ActorStruct *actor = _engine->_scene->getActor(actorIdx);
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if (!_engine->_gameState->_usingSabre) {
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// Use Magic Ball
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if (_engine->_gameState->hasItem(InventoryItems::kiMagicBall)) {
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if (_engine->_gameState->_magicBall == -1) {
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_engine->_animations->initAnim(AnimationTypes::kThrowBall, AnimType::kAnimationThen, AnimationTypes::kStanding, actorIdx);
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}
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actor->_beta = actor->_moveAngle.getRealAngle(_engine->_lbaTime);
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return true;
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}
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} else if (_engine->_gameState->hasItem(InventoryItems::kiUseSabre)) {
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if (actor->_genBody != BodyType::btSabre) {
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_engine->_actor->initBody(BodyType::btSabre, actorIdx);
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}
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_engine->_animations->initAnim(AnimationTypes::kSabreAttack, AnimType::kAnimationThen, AnimationTypes::kStanding, actorIdx);
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actor->_beta = actor->_moveAngle.getRealAngle(_engine->_lbaTime);
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return true;
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}
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return false;
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}
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void Movements::processManualMovementExecution(int actorIdx) {
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ActorStruct *actor = _engine->_scene->getActor(actorIdx);
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if (actor->isAttackAnimationActive()) {
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return;
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}
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if (actor->isJumpAnimationActive()) {
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return;
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}
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if (actor->isAttackWeaponAnimationActive()) {
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return;
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}
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if (!_changedCursorKeys || _actionNormal) {
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// if walking should get stopped
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if (!_engine->_input->isActionActive(TwinEActionType::MoveForward) && !_engine->_input->isActionActive(TwinEActionType::MoveBackward)) {
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if (_lastJoyFlag && (_heroActionKey != _previousLoopActionKey || _changedCursorKeys != _previousChangedCursorKeys)) {
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_engine->_animations->initAnim(AnimationTypes::kStanding, AnimType::kAnimationTypeLoop, AnimationTypes::kAnimInvalid, actorIdx);
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}
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}
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_lastJoyFlag = false;
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if (_engine->_input->isActionActive(TwinEActionType::MoveForward)) {
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if (!_engine->_scene->_currentActorInZone) {
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_engine->_animations->initAnim(AnimationTypes::kForward, AnimType::kAnimationTypeLoop, AnimationTypes::kAnimInvalid, actorIdx);
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}
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_lastJoyFlag = true;
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} else if (_engine->_input->isActionActive(TwinEActionType::MoveBackward)) {
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_engine->_animations->initAnim(AnimationTypes::kBackward, AnimType::kAnimationTypeLoop, AnimationTypes::kAnimInvalid, actorIdx);
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_lastJoyFlag = true;
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}
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if (_engine->_input->isActionActive(TwinEActionType::TurnLeft)) {
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if (actor->_genAnim == AnimationTypes::kStanding) {
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_engine->_animations->initAnim(AnimationTypes::kTurnLeft, AnimType::kAnimationTypeLoop, AnimationTypes::kAnimInvalid, actorIdx);
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} else {
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if (!actor->_dynamicFlags.bIsRotationByAnim) {
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actor->_beta = actor->_moveAngle.getRealAngle(_engine->_lbaTime);
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}
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}
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_lastJoyFlag = true;
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} else if (_engine->_input->isActionActive(TwinEActionType::TurnRight)) {
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if (actor->_genAnim == AnimationTypes::kStanding) {
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_engine->_animations->initAnim(AnimationTypes::kTurnRight, AnimType::kAnimationTypeLoop, AnimationTypes::kAnimInvalid, actorIdx);
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} else {
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if (!actor->_dynamicFlags.bIsRotationByAnim) {
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actor->_beta = actor->_moveAngle.getRealAngle(_engine->_lbaTime);
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}
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}
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_lastJoyFlag = true;
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}
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}
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}
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void Movements::processManualRotationExecution(int actorIdx) {
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ActorStruct *actor = _engine->_scene->getActor(actorIdx);
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if (!_engine->_actor->_combatAuto && actor->isAttackAnimationActive()) {
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// it is allowed to rotate in auto aggressive mode - but not in manual mode.
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return;
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}
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if (actor->isJumpAnimationActive()) {
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return;
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}
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int16 tempAngle;
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if (_engine->_input->isActionActive(TwinEActionType::TurnLeft)) {
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tempAngle = LBAAngles::ANGLE_90;
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} else if (_engine->_input->isActionActive(TwinEActionType::TurnRight)) {
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tempAngle = -LBAAngles::ANGLE_90;
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} else {
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tempAngle = LBAAngles::ANGLE_0;
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}
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initRealAngleConst(actor->_beta, actor->_beta + tempAngle, actor->_speed, &actor->_moveAngle);
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}
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void Movements::processManualAction(int actorIdx) {
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if (IS_HERO(actorIdx)) {
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_actionNormal = false;
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if (_engine->_input->isHeroActionActive()) {
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_actionNormal = processBehaviourExecution(actorIdx);
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}
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}
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if (_engine->_input->isActionActive(TwinEActionType::ThrowMagicBall) && !_engine->_gameState->inventoryDisabled()) {
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if (processAttackExecution(actorIdx)) {
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_lastJoyFlag = true;
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}
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}
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processManualMovementExecution(actorIdx);
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processManualRotationExecution(actorIdx);
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}
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void Movements::processFollowAction(int actorIdx) {
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ActorStruct *actor = _engine->_scene->getActor(actorIdx);
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const ActorStruct *followedActor = _engine->_scene->getActor(actor->_followedActor);
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int32 newAngle = getAngleAndSetTargetActorDistance(actor->posObj(), followedActor->posObj());
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if (actor->_staticFlags.bIsSpriteActor) {
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actor->_beta = newAngle;
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} else {
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initRealAngleConst(actor->_beta, newAngle, actor->_speed, &actor->_moveAngle);
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}
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}
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void Movements::processRandomAction(int actorIdx) {
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ActorStruct *actor = _engine->_scene->getActor(actorIdx);
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if (actor->_dynamicFlags.bIsRotationByAnim) {
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return;
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}
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if (actor->brickCausesDamage()) {
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const int32 angle = ClampAngle(actor->_beta + (_engine->getRandomNumber() & (LBAAngles::ANGLE_180 - 1)) - LBAAngles::ANGLE_90 + LBAAngles::ANGLE_180);
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initRealAngleConst(actor->_beta, angle, actor->_speed, &actor->_moveAngle);
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actor->_delayInMillis = _engine->getRandomNumber(300) + _engine->_lbaTime + 300;
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_engine->_animations->initAnim(AnimationTypes::kStanding, AnimType::kAnimationTypeLoop, AnimationTypes::kAnimInvalid, actorIdx);
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}
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if (!actor->_moveAngle.numOfStep) {
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_engine->_animations->initAnim(AnimationTypes::kForward, AnimType::kAnimationTypeLoop, AnimationTypes::kAnimInvalid, actorIdx);
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if (_engine->_lbaTime > actor->_delayInMillis) {
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const int32 angle = ClampAngle(actor->_beta + (_engine->getRandomNumber() & (LBAAngles::ANGLE_180 - 1)) - LBAAngles::ANGLE_90);
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initRealAngleConst(actor->_beta, angle, actor->_speed, &actor->_moveAngle);
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actor->_delayInMillis = _engine->getRandomNumber(300) + _engine->_lbaTime + 300;
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}
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}
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}
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void Movements::processTrackAction(int actorIdx) {
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ActorStruct *actor = _engine->_scene->getActor(actorIdx);
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if (actor->_offsetTrack == -1) {
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actor->_offsetTrack = 0;
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}
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}
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void Movements::processSameXZAction(int actorIdx) {
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ActorStruct *actor = _engine->_scene->getActor(actorIdx);
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const ActorStruct *followedActor = _engine->_scene->getActor(actor->_followedActor);
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actor->_pos.x = followedActor->_pos.x;
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actor->_pos.z = followedActor->_pos.z;
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}
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void Movements::doDir(int32 actorIdx) {
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ActorStruct *actor = _engine->_scene->getActor(actorIdx);
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if (actor->_body == -1) {
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return;
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}
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if (actor->_dynamicFlags.bIsFalling) {
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if (actor->_controlMode != ControlMode::kManual) {
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return;
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}
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int16 tempAngle = LBAAngles::ANGLE_0;
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if (_engine->_input->isActionActive(TwinEActionType::TurnLeft)) {
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tempAngle = LBAAngles::ANGLE_90;
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} else if (_engine->_input->isActionActive(TwinEActionType::TurnRight)) {
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tempAngle = -LBAAngles::ANGLE_90;
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}
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initRealAngleConst(actor->_beta, actor->_beta + tempAngle, actor->_speed, &actor->_moveAngle);
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return;
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}
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if (!actor->_staticFlags.bIsSpriteActor) {
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if (actor->_controlMode != ControlMode::kManual) {
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actor->_beta = actor->_moveAngle.getRealAngle(_engine->_lbaTime);
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}
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}
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switch (actor->_controlMode) {
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/**
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* The Actor's Track Script is stopped. Track Script execution may be started with Life Script of
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* the Actor or other Actors (with SET_TRACK(_OBJ) command). This mode does not mean the Actor
|
|
* will literally not move, but rather that it's Track Script (also called Move Script) is
|
|
* initially stopped. The Actor may move if it is assigned a moving animation.
|
|
*/
|
|
case ControlMode::kNoMove:
|
|
case ControlMode::kFollow2: // unused
|
|
case ControlMode::kTrackAttack: // unused
|
|
break;
|
|
case ControlMode::kManual:
|
|
processManualAction(actorIdx);
|
|
break;
|
|
case ControlMode::kFollow:
|
|
processFollowAction(actorIdx);
|
|
break;
|
|
case ControlMode::kTrack:
|
|
processTrackAction(actorIdx);
|
|
break;
|
|
case ControlMode::kSameXZ:
|
|
// TODO: see lSET_DIRMODE and lSET_DIRMODE_OBJ opcodes
|
|
processSameXZAction(actorIdx);
|
|
break;
|
|
case ControlMode::kRandom:
|
|
processRandomAction(actorIdx);
|
|
break;
|
|
default:
|
|
warning("Unknown control mode %d", (int)actor->_controlMode);
|
|
break;
|
|
}
|
|
}
|
|
|
|
} // namespace TwinE
|