/* 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 . * */ #include "twine/scene/collision.h" #include "common/util.h" #include "twine/debugger/debug_state.h" #include "twine/renderer/renderer.h" #include "twine/resources/resources.h" #include "twine/scene/actor.h" #include "twine/scene/animations.h" #include "twine/scene/extra.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 { Collision::Collision(TwinEEngine *engine) : _engine(engine) { } bool Collision::checkZvOnZv(int32 actorIdx1, int32 actorIdx2) const { const ActorStruct *actor1 = _engine->_scene->getActor(actorIdx1); const ActorStruct *actor2 = _engine->_scene->getActor(actorIdx2); const IVec3 &processActor = actor1->_processActor; const IVec3 &mins1 = processActor + actor1->_boundingBox.mins; const IVec3 &maxs1 = processActor + actor1->_boundingBox.maxs; const IVec3 &mins2 = actor2->posObj() + actor2->_boundingBox.mins; const IVec3 &maxs2 = actor2->posObj() + actor2->_boundingBox.maxs; if (mins1.x >= maxs2.x) { return false; } if (maxs1.x <= mins2.x) { return false; } if (mins1.y > (maxs2.y + 1)) { return false; } if (mins1.y <= (maxs2.y - SIZE_BRICK_Y)) { return false; } if (maxs1.y <= mins2.y) { return false; } if (mins1.z >= maxs2.z) { return false; } if (maxs1.z <= mins2.z) { return false; } return true; } void Collision::reajustPos(IVec3 &processActor, ShapeType brickShape) const { if (brickShape <= ShapeType::kSolid) { return; } const int32 xw = (_collision.x * SIZE_BRICK_XZ) - DEMI_BRICK_XZ; // upper left corner of the brick const int32 yw = _collision.y * SIZE_BRICK_Y; const int32 zw = (_collision.z * SIZE_BRICK_XZ) - DEMI_BRICK_XZ; // double-side stairs switch (brickShape) { case ShapeType::kDoubleSideStairsTop1: if (processActor.x - xw < processActor.z - zw) { brickShape = ShapeType::kStairsTopRight; } else { brickShape = ShapeType::kStairsTopLeft; } break; case ShapeType::kDoubleSideStairsBottom1: if (processActor.x - xw < processActor.z - zw) { brickShape = ShapeType::kStairsBottomRight; } else { brickShape = ShapeType::kStairsBottomLeft; } break; case ShapeType::kDoubleSideStairsTop2: if (processActor.x - xw < processActor.z - zw) { brickShape = ShapeType::kStairsTopLeft; } else { brickShape = ShapeType::kStairsTopRight; } break; case ShapeType::kDoubleSideStairsBottom2: if (processActor.x - xw < processActor.z - zw) { brickShape = ShapeType::kStairsBottomLeft; } else { brickShape = ShapeType::kStairsBottomRight; } break; case ShapeType::kDoubleSideStairsLeft1: if (SIZE_BRICK_XZ - (processActor.x - xw) > processActor.z - zw) { brickShape = ShapeType::kStairsBottomLeft; } else { brickShape = ShapeType::kStairsTopLeft; } break; case ShapeType::kDoubleSideStairsRight1: if (SIZE_BRICK_XZ - (processActor.x - xw) > processActor.z - zw) { brickShape = ShapeType::kStairsBottomRight; } else { brickShape = ShapeType::kStairsTopRight; } break; case ShapeType::kDoubleSideStairsLeft2: if (SIZE_BRICK_XZ - (processActor.x - xw) > processActor.z - zw) { brickShape = ShapeType::kStairsTopLeft; } else { brickShape = ShapeType::kStairsBottomLeft; } break; case ShapeType::kDoubleSideStairsRight2: if (SIZE_BRICK_XZ - (processActor.x - xw) > processActor.z - zw) { brickShape = ShapeType::kStairsTopRight; } else { brickShape = ShapeType::kStairsBottomRight; } break; default: break; } switch (brickShape) { case ShapeType::kStairsTopLeft: processActor.y = yw + boundRuleThree(0, SIZE_BRICK_Y, SIZE_BRICK_XZ, processActor.x - xw); break; case ShapeType::kStairsTopRight: processActor.y = yw + boundRuleThree(0, SIZE_BRICK_Y, SIZE_BRICK_XZ, processActor.z - zw); break; case ShapeType::kStairsBottomLeft: processActor.y = yw + boundRuleThree(SIZE_BRICK_Y, 0, SIZE_BRICK_XZ, processActor.z - zw); break; case ShapeType::kStairsBottomRight: processActor.y = yw + boundRuleThree(SIZE_BRICK_Y, 0, SIZE_BRICK_XZ, processActor.x - xw); break; default: break; } } void Collision::handlePushing(IVec3 &processActor, const IVec3 &minsTest, const IVec3 &maxsTest, ActorStruct *ptrobj, ActorStruct *ptrobjt) { const int32 newAngle = _engine->_movements->getAngle(processActor, ptrobjt->posObj()); // protect against chain reactions if (ptrobjt->_flags.bCanBePushed && !ptrobj->_flags.bCanBePushed) { ptrobjt->_animStep.y = 0; if (ptrobjt->_flags.bUseMiniZv) { if (newAngle >= LBAAngles::ANGLE_45 && newAngle < LBAAngles::ANGLE_135 && ptrobj->_beta >= LBAAngles::ANGLE_45 && ptrobj->_beta < LBAAngles::ANGLE_135) { ptrobjt->_animStep.x = SIZE_BRICK_XZ / 4 + SIZE_BRICK_XZ / 8; } if (newAngle >= LBAAngles::ANGLE_135 && newAngle < LBAAngles::ANGLE_225 && ptrobj->_beta >= LBAAngles::ANGLE_135 && ptrobj->_beta < LBAAngles::ANGLE_225) { ptrobjt->_animStep.z = -SIZE_BRICK_XZ / 4 + SIZE_BRICK_XZ / 8; } if (newAngle >= LBAAngles::ANGLE_225 && newAngle < LBAAngles::ANGLE_315 && ptrobj->_beta >= LBAAngles::ANGLE_225 && ptrobj->_beta < LBAAngles::ANGLE_315) { ptrobjt->_animStep.x = -SIZE_BRICK_XZ / 4 + SIZE_BRICK_XZ / 8; } if ((newAngle >= LBAAngles::ANGLE_315 || newAngle < LBAAngles::ANGLE_45) && (ptrobj->_beta >= LBAAngles::ANGLE_315 || ptrobj->_beta < LBAAngles::ANGLE_45)) { ptrobjt->_animStep.z = SIZE_BRICK_XZ / 4 + SIZE_BRICK_XZ / 8; } } else { // induced displacement before readjustment? ptrobjt->_animStep.x = processActor.x - ptrobj->_oldPos.x; ptrobjt->_animStep.z = processActor.z - ptrobj->_oldPos.z; } } // so patch tempo if ((ptrobjt->_boundingBox.maxs.x - ptrobjt->_boundingBox.mins.x == ptrobjt->_boundingBox.maxs.z - ptrobjt->_boundingBox.mins.z) && (ptrobj->_boundingBox.maxs.x - ptrobj->_boundingBox.mins.x == ptrobj->_boundingBox.maxs.z - ptrobj->_boundingBox.mins.z)) { if (newAngle >= LBAAngles::ANGLE_45 && newAngle < LBAAngles::ANGLE_135) { processActor.x = minsTest.x - ptrobj->_boundingBox.maxs.x; } if (newAngle >= LBAAngles::ANGLE_135 && newAngle < LBAAngles::ANGLE_225) { processActor.z = maxsTest.z - ptrobj->_boundingBox.mins.z; } if (newAngle >= LBAAngles::ANGLE_225 && newAngle < LBAAngles::ANGLE_315) { processActor.x = maxsTest.x - ptrobj->_boundingBox.mins.x; } if (newAngle >= LBAAngles::ANGLE_315 || newAngle < LBAAngles::ANGLE_45) { processActor.z = minsTest.z - ptrobj->_boundingBox.maxs.z; } } else if (!ptrobj->_workFlags.bIsFalling) { // refuse pos processActor = ptrobj->_oldPos; } } bool Collision::checkValidObjPos(int32 actorIdx) { const ActorStruct *ptrobj = _engine->_scene->getActor(actorIdx); const IVec3 m0 = ptrobj->posObj() + ptrobj->_boundingBox.mins; const IVec3 m1 = ptrobj->posObj() + ptrobj->_boundingBox.maxs; if (m0.x < 0 || m0.x > SCENE_SIZE_MAX) { return false; } if (m1.x < 0 || m1.x > SCENE_SIZE_MAX) { return false; } if (m0.z < 0 || m0.z > SCENE_SIZE_MAX) { return false; } if (m1.z < 0 || m1.z > SCENE_SIZE_MAX) { return false; } Grid *grid = _engine->_grid; if (grid->worldColBrickFull(m0.x, m0.y, m0.z, ptrobj->_boundingBox.maxs.y, actorIdx) != ShapeType::kNone) { return false; } if (grid->worldColBrickFull(m1.x, m0.y, m0.z, ptrobj->_boundingBox.maxs.y, actorIdx) != ShapeType::kNone) { return false; } if (grid->worldColBrickFull(m1.x, m0.y, m1.z, ptrobj->_boundingBox.maxs.y, actorIdx) != ShapeType::kNone) { return false; } if (grid->worldColBrickFull(m0.x, m0.y, m1.z, ptrobj->_boundingBox.maxs.y, actorIdx) != ShapeType::kNone) { return false; } for (int32 n = 0; n < _engine->_scene->_nbObjets; ++n) { const ActorStruct *ptrobjt = _engine->_scene->getActor(n); if (n != actorIdx && ptrobjt->_body != -1 && !ptrobj->_flags.bIsInvisible && ptrobjt->_carryBy != actorIdx) { const IVec3 &t0 = ptrobjt->posObj() + ptrobjt->_boundingBox.mins; const IVec3 &t1 = ptrobjt->posObj() + ptrobjt->_boundingBox.maxs; if (m0.x < t1.x && m1.x > t0.x && m0.y < t1.y && m1.y > t0.y && m0.z < t1.z && m1.z > t0.z) { return false; } } } return true; } int32 Collision::checkObjCol(int32 actorIdx) { ActorStruct *ptrobj = _engine->_scene->getActor(actorIdx); IVec3 &processActor = ptrobj->_processActor; IVec3 mins = processActor + ptrobj->_boundingBox.mins; IVec3 maxs = processActor + ptrobj->_boundingBox.maxs; int32 oldObjCol = ptrobj->_objCol; ptrobj->_objCol = -1; for (int32 a = 0; a < _engine->_scene->_nbObjets; a++) { ActorStruct *ptrobjt = _engine->_scene->getActor(a); // avoid current processed actor if (a != actorIdx && ptrobjt->_body != -1 && !ptrobj->_flags.bIsInvisible && ptrobjt->_carryBy != actorIdx) { const IVec3 &minsTest = ptrobjt->posObj() + ptrobjt->_boundingBox.mins; const IVec3 &maxsTest = ptrobjt->posObj() + ptrobjt->_boundingBox.maxs; if (mins.x < maxsTest.x && maxs.x > minsTest.x && mins.y < maxsTest.y && maxs.y > minsTest.y && mins.z < maxsTest.z && maxs.z > minsTest.z) { ptrobj->_objCol = a; // mark as collision with actor a if (a != oldObjCol) { debugC(1, TwinE::kDebugCollision, "Actor %d is colliding with %d", actorIdx, a); } if (ptrobjt->_flags.bIsCarrierActor) { if (ptrobj->_workFlags.bIsFalling) { // I touch a carrier processActor.y = maxsTest.y - ptrobj->_boundingBox.mins.y + 1; ptrobj->_carryBy = a; continue; } else if (checkZvOnZv(actorIdx, a)) { // I walk on a carrier processActor.y = maxsTest.y - ptrobj->_boundingBox.mins.y + 1; ptrobj->_carryBy = a; continue; } } else { // I step on someone if (checkZvOnZv(actorIdx, a)) { _engine->_actor->hitObj(actorIdx, a, 1, -1); } } handlePushing(processActor, minsTest, maxsTest, ptrobj, ptrobjt); } } } // test moves ZV further if hit if (ptrobj->_workFlags.bIsHitting) { const IVec2 &destPos = _engine->_renderer->rotate(0, 200, ptrobj->_beta); mins = processActor + ptrobj->_boundingBox.mins; mins.x += destPos.x; mins.z += destPos.y; maxs = processActor + ptrobj->_boundingBox.maxs; maxs.x += destPos.x; maxs.z += destPos.y; for (int32 a = 0; a < _engine->_scene->_nbObjets; a++) { const ActorStruct *actorTest = _engine->_scene->getActor(a); // avoid current processed actor if (a != actorIdx && actorTest->_body != -1 && !actorTest->_flags.bIsInvisible && actorTest->_carryBy != actorIdx) { const IVec3 minsTest = actorTest->posObj() + actorTest->_boundingBox.mins; const IVec3 maxsTest = actorTest->posObj() + actorTest->_boundingBox.maxs; if (mins.x < maxsTest.x && maxs.x > minsTest.x && mins.y < maxsTest.y && maxs.y > minsTest.y && mins.z < maxsTest.z && maxs.z > minsTest.z) { _engine->_actor->hitObj(actorIdx, a, ptrobj->_hitForce, ptrobj->_beta + LBAAngles::ANGLE_180); ptrobj->_workFlags.bIsHitting = 0; } } } } return ptrobj->_objCol; } void Collision::setCollisionPos(const IVec3 &pos) { _processCollision = pos; } uint32 Collision::doCornerReajustTwinkel(ActorStruct *actor, int32 x, int32 y, int32 z, int32 damageMask) { IVec3 &processActor = actor->_processActor; const IVec3 &oldPos = actor->_oldPos; ShapeType orgcol = _engine->_grid->worldColBrick(processActor); uint32 _col1 = 0; processActor.x += x; processActor.y += y; processActor.z += z; if (processActor.x >= 0 && processActor.z >= 0 && processActor.x <= SCENE_SIZE_MAX && processActor.z <= SCENE_SIZE_MAX) { const BoundingBox &bbox = actor->_boundingBox; reajustPos(processActor, orgcol); ShapeType col = _engine->_grid->worldColBrickFull(processActor, bbox.maxs.y, OWN_ACTOR_SCENE_INDEX); if (col == ShapeType::kSolid) { _col1 |= damageMask; if (_engine->_grid->worldColBrickFull(processActor.x, processActor.y, oldPos.z + z, bbox.maxs.y, OWN_ACTOR_SCENE_INDEX) == ShapeType::kSolid) { if (_engine->_grid->worldColBrickFull(x + oldPos.x, processActor.y, processActor.z, bbox.maxs.y, OWN_ACTOR_SCENE_INDEX) != ShapeType::kSolid) { _processCollision.x = oldPos.x; } } else { _processCollision.z = oldPos.z; } } } processActor = _processCollision; return _col1; } uint32 Collision::doCornerReajust(ActorStruct *actor, int32 x, int32 y, int32 z, int32 damageMask) { IVec3 &processActor = actor->_processActor; const IVec3 &previousActor = actor->_oldPos; ShapeType orgcol = _engine->_grid->worldColBrick(processActor); uint32 _col1 = 0; processActor.x += x; processActor.y += y; processActor.z += z; if (processActor.x >= 0 && processActor.z >= 0 && processActor.x <= SCENE_SIZE_MAX && processActor.z <= SCENE_SIZE_MAX) { reajustPos(processActor, orgcol); ShapeType col = _engine->_grid->worldColBrick(processActor); if (col == ShapeType::kSolid) { _col1 |= damageMask; if (_engine->_grid->worldColBrick(processActor.x, processActor.y, previousActor.z + z) == ShapeType::kSolid) { if (_engine->_grid->worldColBrick(x + previousActor.x, processActor.y, processActor.z) != ShapeType::kSolid) { _processCollision.x = previousActor.x; } } else { _processCollision.z = previousActor.z; } } } processActor = _processCollision; return _col1; } void Collision::receptionObj(int actorIdx) { ActorStruct *actor = _engine->_scene->getActor(actorIdx); if (IS_HERO(actorIdx)) { const IVec3 &processActor = actor->_processActor; const int32 fall = _engine->_scene->_startYFalling - processActor.y; if (fall >= SIZE_BRICK_Y * 8) { const IVec3 &actorPos = actor->posObj(); _engine->_extra->initSpecial(actorPos.x, actorPos.y + 1000, actorPos.z, ExtraSpecialType::kHitStars); if (fall >= SIZE_BRICK_Y * 16) { actor->setLife(0); } else { actor->addLife(-1); } _engine->_animations->initAnim(AnimationTypes::kLandingHit, AnimType::kAnimationAllThen, AnimationTypes::kStanding, actorIdx); } else if (fall > 2 * SIZE_BRICK_Y) { _engine->_animations->initAnim(AnimationTypes::kLanding, AnimType::kAnimationAllThen, AnimationTypes::kStanding, actorIdx); } else { if (actor->_workFlags.bWasWalkingBeforeFalling) { // try to not interrupt walk animation if Twinsen falls down from small height _engine->_animations->initAnim(AnimationTypes::kForward, AnimType::kAnimationTypeRepeat, AnimationTypes::kStanding, actorIdx); } else { _engine->_animations->initAnim(AnimationTypes::kStanding, AnimType::kAnimationTypeRepeat, AnimationTypes::kStanding, actorIdx); } } _engine->_scene->_startYFalling = 0; } else { _engine->_animations->initAnim(AnimationTypes::kLanding, AnimType::kAnimationAllThen, actor->_nextGenAnim, actorIdx); } if (actor->_workFlags.bIsFalling) { debugC(1, TwinE::kDebugCollision, "Actor %d reset falling", actorIdx); } actor->_workFlags.bIsFalling = 0; actor->_workFlags.bWasWalkingBeforeFalling = 0; } int32 Collision::extraCheckObjCol(ExtraListStruct *extra, int32 actorIdx) { const BoundingBox *bbox = _engine->_resources->_spriteBoundingBox.bbox(extra->sprite); const IVec3 mins = bbox->mins + extra->pos; const IVec3 maxs = bbox->maxs + extra->pos; for (int32 a = 0; a < _engine->_scene->_nbObjets; a++) { const ActorStruct *actorTest = _engine->_scene->getActor(a); if (a != actorIdx && actorTest->_body != -1) { const IVec3 minsTest = actorTest->posObj() + actorTest->_boundingBox.mins; const IVec3 maxsTest = actorTest->posObj() + actorTest->_boundingBox.maxs; if (mins.x < maxsTest.x && maxs.x > minsTest.x && mins.y < maxsTest.y && maxs.y > minsTest.y && mins.z < maxsTest.z && maxs.z > minsTest.z) { if (extra->strengthOfHit != 0) { _engine->_actor->hitObj(actorIdx, a, extra->strengthOfHit, -1); } return a; } } } return -1; } bool Collision::fullWorldColBrick(int32 x, int32 y, int32 z, const IVec3 &oldPos) { if (_engine->_grid->worldColBrick(oldPos) != ShapeType::kNone) { return true; } const int32 averageX = ABS(x + oldPos.x) / 2; const int32 averageY = ABS(y + oldPos.y) / 2; const int32 averageZ = ABS(z + oldPos.z) / 2; if (_engine->_grid->worldColBrick(averageX, averageY, averageZ) != ShapeType::kNone) { return true; } if (_engine->_grid->worldColBrick(ABS(oldPos.x + averageX) / 2, ABS(oldPos.y + averageY) / 2, ABS(oldPos.z + averageZ) / 2) != ShapeType::kNone) { return true; } if (_engine->_grid->worldColBrick(ABS(x + averageX) / 2, ABS(y + averageY) / 2, ABS(z + averageZ) / 2) != ShapeType::kNone) { return true; } return false; } int32 Collision::extraCheckExtraCol(ExtraListStruct *extra, int32 extraIdx) const { int32 index = extra->sprite; const BoundingBox *bbox = _engine->_resources->_spriteBoundingBox.bbox(index); const IVec3 mins = bbox->mins + extra->pos; const IVec3 maxs = bbox->maxs + extra->pos; for (int32 i = 0; i < EXTRA_MAX_ENTRIES; i++) { const ExtraListStruct *extraTest = &_engine->_extra->_extraList[i]; if (i != extraIdx && extraTest->sprite != -1) { const BoundingBox *testbbox = _engine->_resources->_spriteBoundingBox.bbox(++index); const IVec3 minsTest = testbbox->mins + extraTest->pos; const IVec3 maxsTest = testbbox->maxs + extraTest->pos; if (mins.x >= minsTest.x) { continue; } if (mins.x < maxsTest.x && maxs.x > minsTest.x && mins.y < maxsTest.y && maxs.y > minsTest.y && mins.z < maxsTest.z && maxs.z > minsTest.z) { return i; } } } return -1; } void Collision::doImpact(int32 num, int32 x, int32 y, int32 z, int32 owner) { debugC(3, kDebugLevels::kDebugCollision, "Collision::doImpact(%i, %i, %i, %i, %i)", num, x, y, z, owner); // TODO: Implement me } } // namespace TwinE