/* 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