/* 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 .
*
*/
#ifndef NANCY_ACTION_RAYCASTPUZZLE_H
#define NANCY_ACTION_RAYCASTPUZZLE_H
#include "engines/nancy/action/actionrecord.h"
namespace Nancy {
struct RCPR;
namespace Action {
class RaycastDeferredLoader;
class RaycastLevelBuilder;
// Action record implementing nancy3's maze minigame
class RaycastPuzzle : public RenderActionRecord {
friend class RaycastDeferredLoader;
friend class RaycastLevelBuilder;
public:
RaycastPuzzle() : RenderActionRecord(7), _map(7) {}
~RaycastPuzzle() override;
void init() override;
void registerGraphics() override;
void readData(Common::SeekableReadStream &stream) override;
void execute() override;
void onPause(bool pause) override;
void handleInput(NancyInput &input) override;
void updateGraphics() override;
protected:
Common::String getRecordTypeName() const override { return "RaycastPuzzle"; }
bool isViewportRelative() const override { return true; }
void validateMap();
void createTextureLightSourcing(Common::Array *array, const Common::Path &textureName);
void drawMap();
void updateMap();
void drawMaze();
void clearZBuffer();
void checkSwitch();
void checkExit();
uint16 _mapWidth = 0;
uint16 _mapHeight = 0;
byte _wallHeight = 0;
Common::String _switchSoundName;
uint16 _switchSoundChannelID = 0;
Common::String _unknownSoundName;
uint16 _unknownSoundChannelID = 0;
SoundDescription _dummySound;
SceneChangeWithFlag _solveScene;
SoundDescription _solveSound;
Common::Array _wallMap, _infoMap;
Common::Array _floorMap, _ceilingMap;
Common::Array _wallLightMap, _floorCeilingLightMap, _heightMap;
Common::Array _wallLightMapBackup, _floorCeilingLightMapBackup;
uint16 _mapFullWidth = 0;
uint16 _mapFullHeight = 0;
RenderObject _map;
Graphics::ManagedSurface _mapBaseSurface;
double _pi = 3.141592653589793;
uint _fov = 192;
Common::Array _sinTable, _cosTable;
Common::HashMap> _wallTextures;
Common::HashMap> _specialWallTextures;
Common::HashMap> _ceilingTextures;
Common::HashMap> _floorTextures;
Common::HashMap> _exitFloorTextures;
Common::Array _wallCastColumnAngles;
Common::Array _zBuffer;
byte _lastZDepth = 0;
Common::Array _depthBuffer;
int32 _leftmostAngle = -1;
int32 _rightmostAngle = -1;
// Improvement: we store position as float for smoother movement
float _playerX = -1; // Player position with precision 1/128th of cell width/height
float _playerY = -1;
int32 _playerRotation = 0; // Rotation of player (0 - 4096)
uint32 _playerAltitude = 88; // Z position of "camera"; only modified in god mode
float _rotationSingleStep = 4096.0 / (_pi * 2);
float _maxWorldDistance = 0.0;
uint32 _lastMovementTime = 0;
int _lastMouseX = -1;
uint32 _nextSlowdownMovementTime = 0;
byte _slowdownFramesLeft = 0;
int32 _slowdownDeltaX = -1;
int32 _slowdownDeltaY = -1;
Common::Array _lightSwitchIDs;
Common::Array _lightSwitchPositions;
Common::Array _lightSwitchStates;
int _lightSwitchPlayerIsOn = -1;
const RCPR *_puzzleData = nullptr;
Common::SharedPtr _loaderPtr;
};
} // End of namespace Action
} // End of namespace Nancy
#endif // NANCY_ACTION_RAYCASTPUZZLE_H