670 lines
21 KiB
C++
670 lines
21 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 "common/translation.h"
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#include "backends/keymapper/action.h"
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#include "backends/keymapper/keymap.h"
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#include "backends/keymapper/standard-actions.h"
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#include "freescape/freescape.h"
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namespace Freescape {
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void FreescapeEngine::initKeymaps(Common::Keymap *engineKeyMap, Common::Keymap *infoScreenKeyMap, const char *target) {
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Common::Action *act;
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act = new Common::Action(Common::kStandardActionMoveUp, _("Up"));
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act->setCustomEngineActionEvent(kActionMoveUp);
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act->addDefaultInputMapping("UP");
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act->addDefaultInputMapping("JOY_UP");
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act->addDefaultInputMapping("o");
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engineKeyMap->addAction(act);
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act = new Common::Action(Common::kStandardActionMoveDown, _("Down"));
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act->setCustomEngineActionEvent(kActionMoveDown);
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act->addDefaultInputMapping("DOWN");
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act->addDefaultInputMapping("JOY_DOWN");
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act->addDefaultInputMapping("k");
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engineKeyMap->addAction(act);
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act = new Common::Action(Common::kStandardActionMoveLeft, _("Strafe left"));
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act->setCustomEngineActionEvent(kActionMoveLeft);
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act->addDefaultInputMapping("LEFT");
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act->addDefaultInputMapping("JOY_LEFT");
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// act->addDefaultInputMapping("q");
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engineKeyMap->addAction(act);
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act = new Common::Action(Common::kStandardActionMoveRight, _("Strafe right"));
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act->setCustomEngineActionEvent(kActionMoveRight);
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act->addDefaultInputMapping("RIGHT");
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act->addDefaultInputMapping("JOY_RIGHT");
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// act->addDefaultInputMapping("w");
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engineKeyMap->addAction(act);
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act = new Common::Action("SHOOT", _("Shoot"));
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act->setCustomEngineActionEvent(kActionShoot);
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act->addDefaultInputMapping("JOY_A");
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act->addDefaultInputMapping("KP5");
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act->addDefaultInputMapping("5");
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act->addDefaultInputMapping("KP0");
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act->addDefaultInputMapping("0");
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engineKeyMap->addAction(act);
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act = new Common::Action("ROTUP", _("Rotate up"));
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act->setCustomEngineActionEvent(kActionRotateUp);
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act->addDefaultInputMapping("p");
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engineKeyMap->addAction(act);
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act = new Common::Action("ROTDN", _("Rotate down"));
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act->setCustomEngineActionEvent(kActionRotateDown);
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act->addDefaultInputMapping("l");
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engineKeyMap->addAction(act);
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act = new Common::Action("TURNB", _("Turn back"));
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act->setCustomEngineActionEvent(kActionTurnBack);
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act->addDefaultInputMapping("u");
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engineKeyMap->addAction(act);
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act = new Common::Action("SKIP", _("Skip"));
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act->setCustomEngineActionEvent(kActionSkip);
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act->addDefaultInputMapping("SPACE");
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act->addDefaultInputMapping("RETURN");
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act->addDefaultInputMapping("JOY_X");
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engineKeyMap->addAction(act);
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// I18N: Toggles between cursor lock modes, switching between free cursor movement and camera/head movement.
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act = new Common::Action("SWITCH", _("Change mode"));
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act->setCustomEngineActionEvent(kActionChangeMode);
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act->addDefaultInputMapping("SPACE");
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act->addDefaultInputMapping("JOY_X");
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engineKeyMap->addAction(act);
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act = new Common::Action("ESCAPE", _("Escape"));
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act->setCustomEngineActionEvent(kActionEscape);
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act->addDefaultInputMapping("ESCAPE");
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engineKeyMap->addAction(act);
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act = new Common::Action("MENU", _("Info menu"));
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act->setCustomEngineActionEvent(kActionInfoMenu);
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act->addDefaultInputMapping("i");
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act->addDefaultInputMapping("JOY_GUIDE");
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engineKeyMap->addAction(act);
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}
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Math::AABB createPlayerAABB(Math::Vector3d const position, int playerHeight, float reductionHeight = 0.0f) {
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Math::Vector3d v1(position.x() + 1, position.y() - playerHeight * reductionHeight - 1, position.z() + 1);
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Math::Vector3d v2(position.x() - 1, position.y() - playerHeight, position.z() - 1);
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Math::AABB boundingBox(v1, v2);
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boundingBox.expand(v1);
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boundingBox.expand(v2);
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return boundingBox;
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}
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void FreescapeEngine::gotoArea(uint16 areaID, int entranceID) {
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error("Function \"%s\" not implemented", __FUNCTION__);
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}
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void FreescapeEngine::traverseEntrance(uint16 entranceID) {
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Entrance *entrance = (Entrance *)_currentArea->entranceWithID(entranceID);
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assert(entrance);
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int scale = _currentArea->getScale();
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assert(scale > 0);
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Math::Vector3d rotation = entrance->getRotation();
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_position = entrance->getOrigin();
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if (_position.x() < 0) {
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assert(isCastle());
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_position.x() = _lastPosition.x();
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}
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if (_position.y() < 0) {
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assert(isCastle());
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_position.y() = _lastPosition.y();
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}
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if (_position.z() < 0) {
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assert(isCastle());
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_position.z() = _lastPosition.z();
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}
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// TODO: verify if this is needed
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/*if (scale == 1) {
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_position.x() = _position.x() + 16;
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_position.z() = _position.z() + 16;
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} else if (scale == 5) {
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_position.x() = _position.x() + 4;
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_position.z() = _position.z() + 4;
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}*/
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if (rotation.x() >= 0 && rotation.y() >= 0 && rotation.z() >= 0) {
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_pitch = rotation.x();
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float y = rotation.y();
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// Adjust _yaw based on normalized angle
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if (y >= 0 && y < 90)
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_yaw = 90 - y; // 0 to 90 maps to 90 to 0 (yaw should be 90 to 0)
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else if (y >= 90 && y <= 180)
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_yaw = 450 - y; // 90 to 180 maps to 360 to 270 (yaw should be 360 to 270)
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else if (y > 180 && y <= 225)
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_yaw = y; // 180 to 225 maps to 180 to 225 (yaw should be 180 to 225)
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else if (y > 225 && y < 270)
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_yaw = y - 90; // 180 to 270 maps to 90 to 0 (yaw should be 90 to 0)
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else
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_yaw = 360 + 90 - y; // 270 to 360 maps to 90 to 180 (yaw should be 90 to 180)
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_roll = rotation.z();
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}
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debugC(1, kFreescapeDebugMove, "entrace position: %f %f %f", _position.x(), _position.y(), _position.z());
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// Set the player height
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_playerHeight = 0;
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changePlayerHeight(_playerHeightNumber);
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debugC(1, kFreescapeDebugMove, "player height: %d", _playerHeight);
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_sensors = _currentArea->getSensors();
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_gfx->_scale = _currentArea->_scale;
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}
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void FreescapeEngine::activate() {
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Common::Point center(_viewArea.left + _viewArea.width() / 2, _viewArea.top + _viewArea.height() / 2);
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// Convert to normalized coordinates [-1, 1]
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float ndcX = (2.0f * (_crossairPosition.x - _viewArea.left) / _viewArea.width()) - 1.0f;
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float ndcY = 1.0f - (2.0f * (_crossairPosition.y - _viewArea.top) / _viewArea.height());
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// Calculate angular offsets using perspective projection
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float fovHorizontalRad = (float)(75.0f * M_PI / 180.0f);
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float aspectRatio = isCastle() ? 1.6 : 2.18;
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float fovVerticalRad = 2.0f * atan(tan(fovHorizontalRad / 2.0f) / aspectRatio);
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// Convert NDC to angle offset
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float angleOffsetX = atan(ndcX * tan(fovHorizontalRad / 2.0f)) * 180.0f / M_PI;
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float angleOffsetY = atan(ndcY * tan(fovVerticalRad / 2.0f)) * 180.0f / M_PI;
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Math::Vector3d direction = directionToVector(_pitch + angleOffsetY, _yaw - angleOffsetX, false);
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Math::Ray ray(_position, direction);
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Object *interacted = _currentArea->checkCollisionRay(ray, 1250.0 / _currentArea->getScale());
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if (interacted) {
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GeometricObject *gobj = (GeometricObject *)interacted;
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debugC(1, kFreescapeDebugMove, "Interact with object %d with flags %x", gobj->getObjectID(), gobj->getObjectFlags());
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if (!gobj->_conditionSource.empty())
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debugC(1, kFreescapeDebugMove, "Must use interact = true when executing: %s", gobj->_conditionSource.c_str());
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executeObjectConditions(gobj, false, false, true);
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} else {
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if (!_outOfReachMessage.empty()) {
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clearTemporalMessages();
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insertTemporaryMessage(_outOfReachMessage, _countdown - 2);
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}
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}
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//executeLocalGlobalConditions(true, false, false); // Only execute "on shot" room/global conditions
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}
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void FreescapeEngine::shoot() {
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if (_shootingFrames > 0) // No more than one shot at a time
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return;
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playSound(_soundIndexShoot, false, _movementSoundHandle);
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g_system->delayMillis(2);
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_shootingFrames = 10;
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// Convert to normalized coordinates [-1, 1]
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float ndcX = (2.0f * (_crossairPosition.x - _viewArea.left) / _viewArea.width()) - 1.0f;
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float ndcY = 1.0f - (2.0f * (_crossairPosition.y - _viewArea.top) / _viewArea.height());
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// Calculate angular offsets using perspective projection
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float fovHorizontalRad = (float)(75.0f * M_PI / 180.0f);
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float aspectRatio = isCastle() ? 1.6 : 2.18;
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float fovVerticalRad = 2.0f * atan(tan(fovHorizontalRad / 2.0f) / aspectRatio);
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// Convert NDC to angle offset
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float angleOffsetX = atan(ndcX * tan(fovHorizontalRad / 2.0f)) * 180.0f / M_PI;
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float angleOffsetY = atan(ndcY * tan(fovVerticalRad / 2.0f)) * 180.0f / M_PI;
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Math::Vector3d direction = directionToVector(_pitch + angleOffsetY, _yaw - angleOffsetX, false);
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Math::Ray ray(_position, direction);
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Object *shot = _currentArea->checkCollisionRay(ray, 8192);
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if (shot) {
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GeometricObject *gobj = (GeometricObject *)shot;
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debugC(1, kFreescapeDebugMove, "Shot object %d with flags %x", gobj->getObjectID(), gobj->getObjectFlags());
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if (!gobj->_conditionSource.empty())
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debugC(1, kFreescapeDebugMove, "Must use shot = true when executing: %s", gobj->_conditionSource.c_str());
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_delayedShootObject = gobj;
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}
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executeLocalGlobalConditions(true, false, false); // Only execute "on shot" room/global conditions
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}
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void FreescapeEngine::changeAngle(int offset, bool wrapAround) {
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_angleRotationIndex = _angleRotationIndex + offset;
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if (_angleRotationIndex < 0) {
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if (wrapAround)
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_angleRotationIndex = int(_angleRotations.size()) - 1;
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else
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_angleRotationIndex = 0;
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} else if (_angleRotationIndex >= int(_angleRotations.size())) {
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if (wrapAround)
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_angleRotationIndex = 0;
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else
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_angleRotationIndex = int(_angleRotations.size()) - 1;
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}
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_angleRotationIndex = _angleRotationIndex % int(_angleRotations.size());
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}
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void FreescapeEngine::changePlayerHeight(int index) {
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int scale = _currentArea->getScale();
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_position.setValue(1, _position.y() - _playerHeight);
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_playerHeight = 32 * (index + 1) - 16 / float(scale);
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assert(_playerHeight > 0);
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_position.setValue(1, _position.y() + _playerHeight);
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}
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void FreescapeEngine::changeStepSize() {
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_playerStepIndex++;
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_playerStepIndex = _playerStepIndex % int(_playerSteps.size());
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}
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void FreescapeEngine::increaseStepSize() {
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if (_playerStepIndex == int(_playerSteps.size()) - 1)
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return;
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_playerStepIndex++;
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}
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void FreescapeEngine::decreaseStepSize() {
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if (_playerStepIndex == 0)
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return;
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_playerStepIndex--;
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}
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bool FreescapeEngine::rise() {
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bool result = false;
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debugC(1, kFreescapeDebugMove, "playerHeightNumber: %d", _playerHeightNumber);
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int previousAreaID = _currentArea->getAreaID();
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if (_flyMode) {
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Math::Vector3d destination = _position;
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destination.y() = destination.y() + _playerSteps[_playerStepIndex];
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resolveCollisions(destination);
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} else {
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if (_playerHeightNumber >= _playerHeightMaxNumber)
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return result;
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_playerHeightNumber++;
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changePlayerHeight(_playerHeightNumber);
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Math::AABB boundingBox = createPlayerAABB(_position, _playerHeight);
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ObjectArray objs = _currentArea->checkCollisions(boundingBox);
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bool collided = objs.size() > 0;
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if (collided) {
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if (_currentArea->getAreaID() == previousAreaID) {
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_playerHeightNumber--;
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changePlayerHeight(_playerHeightNumber);
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if (!isCastle())
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setGameBit(31);
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}
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} else
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result = true;
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}
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checkIfStillInArea();
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_lastPosition = _position;
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debugC(1, kFreescapeDebugMove, "new player position: %f, %f, %f", _position.x(), _position.y(), _position.z());
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executeMovementConditions();
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return result;
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}
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void FreescapeEngine::lower() {
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debugC(1, kFreescapeDebugMove, "playerHeightNumber: %d", _playerHeightNumber);
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if (_flyMode) {
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Math::Vector3d destination = _position;
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destination.y() = destination.y() - _playerSteps[_playerStepIndex];
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resolveCollisions(destination);
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} else {
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if (_playerHeightNumber == 0)
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return;
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_playerHeightNumber--;
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changePlayerHeight(_playerHeightNumber);
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}
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checkIfStillInArea();
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_lastPosition = _position;
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debugC(1, kFreescapeDebugMove, "new player position: %f, %f, %f", _position.x(), _position.y(), _position.z());
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executeMovementConditions();
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}
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void FreescapeEngine::checkIfStillInArea() {
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int maxPositiveDistance = 8192;
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int maxNegativeDistance = 0;
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if (_currentArea->isOutside()) {
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maxPositiveDistance = 16384;
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maxNegativeDistance = -16384;
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}
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for (int i = 0; i < 3; i++) {
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if (_position.getValue(i) < maxNegativeDistance)
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_position.setValue(i, maxNegativeDistance);
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else if (_position.getValue(i) > maxPositiveDistance)
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_position.setValue(i, maxPositiveDistance);
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}
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if (_position.y() >= 2016)
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_position.y() = _lastPosition.z();
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}
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void FreescapeEngine::updatePlayerMovement(float deltaTime) {
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if (_smoothMovement)
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updatePlayerMovementSmooth(deltaTime);
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else
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updatePlayerMovementClassic(deltaTime);
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}
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void FreescapeEngine::updatePlayerMovementClassic(float deltaTime) {
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if (!_moveForward && !_moveBackward && !_strafeLeft && !_strafeRight)
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return;
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debugC(1, kFreescapeDebugMove, "old player position: %f, %f, %f", _position.x(), _position.y(), _position.z());
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int previousAreaID = _currentArea->getAreaID();
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Math::Vector3d stepFront;
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Math::Vector3d stepRight;
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if (_playerSteps[_playerStepIndex] > 2) {
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stepFront = _cameraFront * (float(_playerSteps[_playerStepIndex]) / 2 / _cameraFront.length());
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stepRight = _cameraRight * (float(_playerSteps[_playerStepIndex]) / 2 / _cameraRight.length());
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stepFront.x() = floor(stepFront.x()) + 0.5;
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stepFront.z() = floor(stepFront.z()) + 0.5;
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} else {
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stepFront = _cameraFront * (float(_playerSteps[_playerStepIndex]) / _cameraFront.length());
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stepRight = _cameraRight * (float(_playerSteps[_playerStepIndex]) / _cameraRight.length());
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stepFront.x() = ceil(stepFront.x());
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stepFront.z() = ceil(stepFront.z());
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}
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float positionY = _position.y();
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Math::Vector3d destination = _position;
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if (_moveForward)
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destination += stepFront;
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if (_moveBackward)
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destination -= stepFront;
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if (_strafeRight)
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destination -= stepRight;
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if (_strafeLeft)
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destination += stepRight;
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_moveForward = false;
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_moveBackward = false;
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_strafeLeft = false;
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_strafeRight = false;
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if (!_flyMode)
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destination.y() = positionY;
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resolveCollisions(destination);
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checkIfStillInArea();
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_lastPosition = _position;
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debugC(1, kFreescapeDebugMove, "new player position: %f, %f, %f", _position.x(), _position.y(), _position.z());
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//debugC(1, kFreescapeDebugMove, "player height: %f", _position.y() - areaScale * _playerHeight);
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if (_currentArea->getAreaID() == previousAreaID)
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executeMovementConditions();
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_gotoExecuted = false;
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if (!isCastle())
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clearGameBit(31);
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}
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void FreescapeEngine::updatePlayerMovementSmooth(float deltaTime) {
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if (_moveForward && !_eventManager->isActionActive(kActionMoveUp))
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_moveForward = false;
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if (_moveBackward && !_eventManager->isActionActive(kActionMoveDown))
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_moveBackward = false;
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if (_strafeLeft && !_eventManager->isActionActive(kActionMoveLeft))
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_strafeLeft = false;
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if (_strafeRight && !_eventManager->isActionActive(kActionMoveRight))
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_strafeRight = false;
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if (!_moveForward && !_moveBackward && !_strafeLeft && !_strafeRight)
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return;
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const float moveSpeed = _playerSteps[_playerStepIndex] * 5.0f;
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Math::Vector3d moveDir;
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if (_moveForward)
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moveDir += _cameraFront;
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else if (_moveBackward)
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moveDir -= _cameraFront;
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else if (_strafeLeft)
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moveDir += _cameraRight;
|
|
else if (_strafeRight)
|
|
moveDir -= _cameraRight;
|
|
|
|
if (_flyMode) {
|
|
if (_moveUp)
|
|
moveDir.y() += 1.0f;
|
|
if (_moveDown)
|
|
moveDir.y() -= 1.0f;
|
|
}
|
|
|
|
moveDir.normalize();
|
|
moveDir = moveDir * moveSpeed * deltaTime;
|
|
if (moveDir.length() > 1.0f) {
|
|
Math::Vector3d destination = _position + moveDir;
|
|
resolveCollisions(destination);
|
|
checkIfStillInArea();
|
|
_lastPosition = _position;
|
|
executeMovementConditions();
|
|
}
|
|
_gotoExecuted = false;
|
|
if (!isCastle())
|
|
clearGameBit(31);
|
|
}
|
|
|
|
void FreescapeEngine::resolveCollisions(Math::Vector3d const position) {
|
|
if (_noClipMode) {
|
|
_position = position;
|
|
return;
|
|
}
|
|
|
|
Math::Vector3d newPosition = position;
|
|
Math::Vector3d lastPosition = _lastPosition;
|
|
|
|
_gotoExecuted = false;
|
|
bool executed = runCollisionConditions(lastPosition, newPosition);
|
|
|
|
if (_gotoExecuted) {
|
|
_gotoExecuted = false;
|
|
return;
|
|
}
|
|
|
|
newPosition = _currentArea->resolveCollisions(lastPosition, newPosition, _playerHeight);
|
|
|
|
if (_flyMode) {
|
|
if ((lastPosition - newPosition).length() < 1) { // Something is blocking the player
|
|
if (!executed && !isCastle())
|
|
setGameBit(31);
|
|
playSound(_soundIndexCollide, false, _movementSoundHandle);
|
|
}
|
|
_position = newPosition;
|
|
return;
|
|
}
|
|
|
|
bool isSteppingUp = false;
|
|
bool isSteppingDown = false;
|
|
bool isCollidingWithWall = false;
|
|
|
|
// If the player has not moved, try to step up
|
|
if ((lastPosition - newPosition).length() < 1) { // If the player has not moved
|
|
// Try to step up
|
|
newPosition = position;
|
|
newPosition.y() = newPosition.y() + _stepUpDistance;
|
|
|
|
lastPosition = _lastPosition;
|
|
lastPosition.y() = lastPosition.y() + _stepUpDistance;
|
|
|
|
newPosition = _currentArea->resolveCollisions(lastPosition, newPosition, _playerHeight);
|
|
if (_lastPosition.y() < newPosition.y())
|
|
isSteppingUp = true;
|
|
|
|
if (!executed && !isCastle())
|
|
setGameBit(31);
|
|
|
|
isCollidingWithWall = true;
|
|
}
|
|
|
|
// Check for falling
|
|
Math::Vector3d fallStart = newPosition; // current standing point
|
|
Math::Vector3d fallEnd = fallStart; // copy for downward probe
|
|
fallEnd.y() = -8192; // probe way down below
|
|
newPosition = _currentArea->resolveCollisions(fallStart, fallEnd, _playerHeight);
|
|
int fallen = _lastPosition.y() - newPosition.y();
|
|
|
|
if (fallen > _maxFallingDistance) {
|
|
_hasFallen = !_disableFalling;
|
|
if (isDriller() || isDark()) {
|
|
_roll = -90;
|
|
_pitch = 0;
|
|
_yaw = 0;
|
|
changePlayerHeight(0);
|
|
}
|
|
_avoidRenderingFrames = 60 * 3;
|
|
_endGameDelayTicks = 60 * 5;
|
|
if (isEclipse()) // No need for an variable index, since these are special types of sound
|
|
playSoundFx(0, true);
|
|
else
|
|
playSound(_soundIndexFall, false, _movementSoundHandle);
|
|
|
|
if (_hasFallen)
|
|
stopMovement();
|
|
}
|
|
|
|
if (!_hasFallen && fallen > 0) {
|
|
isSteppingDown = true;
|
|
// Position in Y was changed, let's re-run effects
|
|
runCollisionConditions(_lastPosition, newPosition);
|
|
}
|
|
|
|
if (isSteppingUp && (newPosition - _lastPosition).length() <= 1) {
|
|
isCollidingWithWall = true;
|
|
isSteppingUp = false;
|
|
}
|
|
|
|
if (isSteppingDown && (newPosition - _lastPosition).length() <= 1) {
|
|
isCollidingWithWall = true;
|
|
isSteppingDown = false;
|
|
}
|
|
|
|
if (isSteppingUp) {
|
|
//debug("Stepping up sound!");
|
|
if (!_mixer->isSoundHandleActive(_movementSoundHandle))
|
|
playSound(_soundIndexStepUp, false, _movementSoundHandle);
|
|
} else if (isSteppingDown) {
|
|
//debug("Stepping down sound!");
|
|
if (!_mixer->isSoundHandleActive(_movementSoundHandle))
|
|
playSound(_soundIndexStepDown, false, _movementSoundHandle);
|
|
} else if (isCollidingWithWall) {
|
|
//debug("Colliding with wall sound!");
|
|
if (!_mixer->isSoundHandleActive(_movementSoundHandle))
|
|
playSound(_soundIndexCollide, false, _movementSoundHandle);
|
|
}
|
|
|
|
_position = newPosition;
|
|
}
|
|
|
|
void FreescapeEngine::stopMovement() {
|
|
_moveForward = false;
|
|
_moveBackward = false;
|
|
_strafeLeft = false;
|
|
_strafeRight = false;
|
|
_moveUp = false;
|
|
_moveDown = false;
|
|
_eventManager->purgeKeyboardEvents();
|
|
}
|
|
|
|
bool FreescapeEngine::runCollisionConditions(Math::Vector3d const lastPosition, Math::Vector3d const newPosition) {
|
|
bool floorExecuted = false;
|
|
bool wallExecuted = false;
|
|
|
|
GeometricObject *gobj = nullptr;
|
|
Object *collided = nullptr;
|
|
_gotoExecuted = false;
|
|
|
|
_speaker->stop();
|
|
|
|
Math::Ray ray(newPosition, -_upVector);
|
|
collided = _currentArea->checkCollisionRay(ray, _playerHeight + 3);
|
|
if (collided) {
|
|
gobj = (GeometricObject *)collided;
|
|
debugC(1, kFreescapeDebugMove, "Collided down with object id %d of size %f %f %f", gobj->getObjectID(), gobj->getSize().x(), gobj->getSize().y(), gobj->getSize().z());
|
|
floorExecuted |= executeObjectConditions(gobj, false, true, false);
|
|
}
|
|
|
|
if (_gotoExecuted) {
|
|
executeMovementConditions();
|
|
return true;
|
|
}
|
|
|
|
Math::Vector3d direction = newPosition - lastPosition;
|
|
direction.normalize();
|
|
int rayLenght = 45;
|
|
if (_currentArea->getScale() == 16)
|
|
rayLenght = 20;
|
|
else if (_currentArea->getScale() >= 5)
|
|
rayLenght = MAX(5, 45 / (2 * _currentArea->getScale()));
|
|
|
|
_gotoExecuted = false;
|
|
for (int i = 0; i <= 4; i++) {
|
|
Math::Vector3d rayPosition = lastPosition;
|
|
rayPosition.y() = rayPosition.y() - _playerHeight * (i / 4.0);
|
|
ray = Math::Ray(rayPosition, direction);
|
|
collided = _currentArea->checkCollisionRay(ray, rayLenght);
|
|
if (collided) {
|
|
gobj = (GeometricObject *)collided;
|
|
debugC(1, kFreescapeDebugMove, "Collided with object id %d of size %f %f %f", gobj->getObjectID(), gobj->getSize().x(), gobj->getSize().y(), gobj->getSize().z());
|
|
wallExecuted |= executeObjectConditions(gobj, false, true, false);
|
|
}
|
|
if (_gotoExecuted) {
|
|
executeMovementConditions();
|
|
return true;
|
|
}
|
|
if (wallExecuted)
|
|
break;
|
|
}
|
|
|
|
return floorExecuted || wallExecuted;
|
|
}
|
|
|
|
} // namespace Freescape
|