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2026-02-02 04:50:13 +01:00

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/* 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 <http://www.gnu.org/licenses/>.
*
*/
#include "twine/scene/extra.h"
#include "common/util.h"
#include "twine/audio/sound.h"
#include "twine/input.h"
#include "twine/menu/interface.h"
#include "twine/renderer/redraw.h"
#include "twine/renderer/renderer.h"
#include "twine/resources/resources.h"
#include "twine/scene/actor.h"
#include "twine/scene/collision.h"
#include "twine/scene/gamestate.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 {
/** Hit Stars shape info */
static const ShapeData hitStarsData[]{
{4, -6},
{19, -6},
{7, 2},
{12, 16},
{0, 7},
{-12, 16},
{-7, 2},
{-19, -6},
{-4, -6}};
/** Explode Cloud shape info */
static const ShapeData explodeCloudData[]{
{0, -20},
{6, -16},
{8, -10},
{14, -12},
{20, -4},
{18, 4},
{12, 4},
{16, 8},
{8, 16},
{2, 12},
{-4, 18},
{-10, 16},
{-12, 8},
{-16, 10},
{-20, 4},
{-12, -8},
{-6, -6},
{-10, -12}};
const ExtraShape hitStarsShape { ARRAYSIZE(hitStarsData), hitStarsData };
const ExtraShape explodeCloudShape { ARRAYSIZE(explodeCloudData), explodeCloudData };
Extra::Extra(TwinEEngine *engine) : _engine(engine) {}
int32 Extra::extraSearch(int32 actorIdx, int32 x, int32 y, int32 z, int32 spriteIdx, int32 targetActor, int32 maxSpeed, int32 strengthOfHit) { // ExtraSearch
for (int32 i = 0; i < EXTRA_MAX_ENTRIES; i++) {
ExtraListStruct *extra = &_extraList[i];
if (extra->sprite != -1) {
continue;
}
extra->sprite = spriteIdx;
extra->type = ExtraType::SEARCH_OBJ;
extra->info1 = 0;
extra->pos.x = x;
extra->pos.y = y;
extra->pos.z = z;
extra->payload.actorIdx = actorIdx;
extra->spawnTime = targetActor;
extra->destPos.z = maxSpeed;
extra->strengthOfHit = strengthOfHit;
_engine->_movements->initRealValue(LBAAngles::ANGLE_0, maxSpeed, LBAAngles::ANGLE_17, &extra->trackActorMove);
const ActorStruct *actor = _engine->_scene->getActor(targetActor);
extra->angle = _engine->_movements->getAngle(extra->pos, actor->posObj());
return i;
}
return -1;
}
int32 Extra::addExtraExplode(int32 x, int32 y, int32 z) {
for (int32 i = 0; i < EXTRA_MAX_ENTRIES; i++) {
ExtraListStruct *extra = &_extraList[i];
if (extra->sprite != -1) {
continue;
}
extra->sprite = SPRITEHQR_EXPLOSION_FIRST_FRAME;
extra->type = ExtraType::TIME_OUT | ExtraType::EXPLOSION;
extra->info1 = 0;
extra->pos.x = x;
extra->pos.y = y;
extra->pos.z = z;
extra->payload.lifeTime = 40;
extra->spawnTime = _engine->timerRef;
extra->strengthOfHit = 0;
return i;
}
return -1;
}
void Extra::clearExtra() {
for (int32 i = 0; i < EXTRA_MAX_ENTRIES; i++) {
ExtraListStruct *extra = &_extraList[i];
extra->sprite = -1;
extra->info1 = 1;
}
}
void Extra::initFly(ExtraListStruct *extra, int32 xAngle, int32 yAngle, int32 x, int32 extraAngle) {
extra->type |= ExtraType::FLY;
extra->lastPos = extra->pos;
IVec2 destPos = _engine->_renderer->rotate(x, 0, xAngle);
extra->destPos.y = -destPos.y;
destPos = _engine->_renderer->rotate(0, destPos.x, yAngle);
extra->destPos.x = destPos.x;
extra->destPos.z = destPos.y;
extra->angle = extraAngle;
extra->spawnTime = _engine->timerRef;
}
int32 Extra::initSpecial(int32 x, int32 y, int32 z, ExtraSpecialType type) {
const int16 flag = EXTRA_SPECIAL_MASK + (int16)type;
for (int32 i = 0; i < EXTRA_MAX_ENTRIES; i++) {
ExtraListStruct *extra = &_extraList[i];
if (extra->sprite != -1) {
continue;
}
extra->sprite = flag;
extra->info1 = 0;
if (type == ExtraSpecialType::kHitStars) {
extra->type = ExtraType::TIME_OUT | ExtraType::END_COL;
extra->pos.x = x;
extra->pos.y = y;
extra->pos.z = z;
initFly(extra, _engine->getRandomNumber(LBAAngles::ANGLE_90) + LBAAngles::ANGLE_45, _engine->getRandomNumber(LBAAngles::ANGLE_360), 50, 20);
extra->strengthOfHit = 0;
extra->payload.lifeTime = 100;
} else if (type == ExtraSpecialType::kExplodeCloud) {
extra->type = ExtraType::TIME_OUT;
extra->pos.x = x;
extra->pos.y = y;
extra->pos.z = z;
extra->strengthOfHit = 0;
extra->spawnTime = _engine->timerRef;
extra->payload.lifeTime = 5;
}
return i;
}
return -1;
}
int Extra::getBonusSprite(BonusParameter bonusParameter) const {
int numBonus = 0;
int8 bonusSprites[5];
if (bonusParameter.kashes) {
bonusSprites[numBonus++] = SPRITEHQR_KASHES;
}
if (bonusParameter.lifepoints) {
bonusSprites[numBonus++] = SPRITEHQR_LIFEPOINTS;
}
if (bonusParameter.magicpoints) {
bonusSprites[numBonus++] = SPRITEHQR_MAGICPOINTS;
}
if (bonusParameter.key) {
bonusSprites[numBonus++] = SPRITEHQR_KEY;
}
if (bonusParameter.cloverleaf) {
bonusSprites[numBonus++] = SPRITEHQR_CLOVERLEAF;
}
if (numBonus == 0) {
return -1;
}
const int bonusIndex = _engine->getRandomNumber(numBonus);
assert(bonusIndex >= 0);
assert(bonusIndex < numBonus);
int8 bonusSprite = bonusSprites[bonusIndex];
// if bonus is magic and no magic level yet, then give life points
if (!_engine->_gameState->_magicLevelIdx && bonusSprite == SPRITEHQR_MAGICPOINTS) {
bonusSprite = SPRITEHQR_LIFEPOINTS;
}
return bonusSprite;
}
int32 Extra::addExtraBonus(int32 x, int32 y, int32 z, int32 xAngle, int32 yAngle, int32 type, int32 bonusAmount) {
for (int32 i = 0; i < EXTRA_MAX_ENTRIES; i++) {
ExtraListStruct *extra = &_extraList[i];
if (extra->sprite != -1) {
continue;
}
extra->sprite = type;
extra->type = ExtraType::STOP_COL | ExtraType::TAKABLE | ExtraType::WAIT_SOME_TIME;
if (type != SPRITEHQR_KEY) {
extra->type |= ExtraType::TIME_OUT | ExtraType::FLASH;
}
extra->pos.x = x;
extra->pos.y = y;
extra->pos.z = z;
initFly(extra, xAngle, yAngle, 40, ToAngle(15));
extra->strengthOfHit = 0;
extra->payload.lifeTime = _engine->toSeconds(20);
extra->info1 = bonusAmount;
return i;
}
return -1;
}
int32 Extra::throwExtra(int32 actorIdx, int32 x, int32 y, int32 z, int32 spriteIdx, int32 xAngle, int32 yAngle, int32 xRotPoint, int32 extraAngle, int32 strengthOfHit) {
for (int32 i = 0; i < EXTRA_MAX_ENTRIES; i++) {
ExtraListStruct *extra = &_extraList[i];
if (extra->sprite != -1) {
continue;
}
extra->sprite = spriteIdx;
extra->type = ExtraType::END_OBJ | ExtraType::END_COL | ExtraType::IMPACT | ExtraType::WAIT_NO_COL;
extra->pos.x = x;
extra->pos.y = y;
extra->pos.z = z;
initFly(extra, xAngle, yAngle, xRotPoint, extraAngle);
extra->strengthOfHit = strengthOfHit;
extra->spawnTime = _engine->timerRef;
extra->payload.actorIdx = actorIdx;
extra->info1 = 0;
return i;
}
return -1;
}
int32 Extra::addExtraAiming(int32 actorIdx, int32 x, int32 y, int32 z, int32 spriteIdx, int32 targetActorIdx, int32 finalAngle, int32 strengthOfHit) {
for (int32 i = 0; i < EXTRA_MAX_ENTRIES; i++) {
ExtraListStruct *extra = &_extraList[i];
if (extra->sprite != -1) {
continue;
}
extra->sprite = spriteIdx;
extra->type = ExtraType::SEARCH_OBJ;
extra->info1 = 0;
extra->pos.x = x;
extra->pos.y = y;
extra->pos.z = z;
extra->payload.actorIdx = actorIdx;
extra->spawnTime = targetActorIdx;
extra->destPos.z = finalAngle;
extra->strengthOfHit = strengthOfHit;
_engine->_movements->initRealValue(LBAAngles::ANGLE_0, finalAngle, LBAAngles::ANGLE_17, &extra->trackActorMove);
const ActorStruct *actor = _engine->_scene->getActor(targetActorIdx);
extra->angle = _engine->_movements->getAngle(extra->pos, actor->posObj());
return i;
}
return -1;
}
int32 Extra::searchBonusKey() const {
for (int32 i = 0; i < EXTRA_MAX_ENTRIES; i++) {
const ExtraListStruct *extra = &_extraList[i];
if (extra->sprite == SPRITEHQR_KEY) {
return i;
}
}
return -1;
}
int32 Extra::extraSearchKey(int32 actorIdx, int32 x, int32 y, int32 z, int32 spriteIdx, int32 extraIdx) {
for (int32 i = 0; i < EXTRA_MAX_ENTRIES; i++) {
ExtraListStruct *extra = &_extraList[i];
if (extra->sprite != -1) {
continue;
}
extra->sprite = spriteIdx;
extra->type = ExtraType::MAGIC_BALL_KEY;
extra->info1 = 0;
extra->pos.x = x;
extra->pos.y = y;
extra->pos.z = z;
extra->payload.extraIdx = extraIdx;
extra->destPos.z = 4000;
extra->strengthOfHit = 0;
_engine->_movements->initRealValue(LBAAngles::ANGLE_0, 4000, LBAAngles::ANGLE_17, &extra->trackActorMove);
extra->angle = _engine->_movements->getAngle(extra->pos, _extraList[extraIdx].pos);
return i;
}
return -1;
}
void Extra::addExtraThrowMagicball(int32 x, int32 y, int32 z, int32 xAngle, int32 yAngle, int32 xRotPoint, int32 extraAngle) {
int32 ballSprite = -1;
int32 ballStrength = 0;
switch (_engine->_gameState->_magicLevelIdx) {
case 0:
case 1:
ballSprite = SPRITEHQR_MAGICBALL_YELLOW;
ballStrength = 4;
break;
case 2:
ballSprite = SPRITEHQR_MAGICBALL_GREEN;
ballStrength = 6;
break;
case 3:
ballSprite = SPRITEHQR_MAGICBALL_RED;
ballStrength = 8;
break;
case 4:
ballSprite = SPRITEHQR_MAGICBALL_FIRE;
ballStrength = 10;
break;
}
_engine->_gameState->_magicBallType = ((_engine->_gameState->_magicPoint - 1) / 20) + 1;
if (_engine->_gameState->_magicPoint == 0) {
_engine->_gameState->_magicBallType = 0;
}
const int32 extraIdx = searchBonusKey();
if (extraIdx != -1) { // there is a key to aim
_engine->_gameState->_magicBallType = 5;
}
switch (_engine->_gameState->_magicBallType) {
case 0:
_engine->_gameState->_magicBall = throwExtra(OWN_ACTOR_SCENE_INDEX, x, y, z, ballSprite, xAngle, yAngle, xRotPoint, extraAngle, ballStrength);
break;
case 1:
_engine->_gameState->_magicBallCount = 4;
_engine->_gameState->_magicBall = throwExtra(OWN_ACTOR_SCENE_INDEX, x, y, z, ballSprite, xAngle, yAngle, xRotPoint, extraAngle, ballStrength);
break;
case 2:
case 3:
case 4:
_engine->_gameState->_magicBallType = 1;
_engine->_gameState->_magicBallCount = 4;
_engine->_gameState->_magicBall = throwExtra(OWN_ACTOR_SCENE_INDEX, x, y, z, ballSprite, xAngle, yAngle, xRotPoint, extraAngle, ballStrength);
break;
case 5:
assert(extraIdx != -1);
_engine->_gameState->_magicBall = extraSearchKey(OWN_ACTOR_SCENE_INDEX, x, y, z, ballSprite, extraIdx);
break;
}
if (_engine->_gameState->_magicPoint > 0) {
_engine->_gameState->_magicPoint--;
}
}
void Extra::aff2DShape(const ExtraShape &shapeTable, int32 x, int32 y, int32 color, int32 angle, int32 zoom, Common::Rect &renderRect) {
int shapeDataIndex = 0;
int16 shapeX = shapeTable.data[shapeDataIndex].x * zoom / 16;
int16 shapeZ = shapeTable.data[shapeDataIndex].z * zoom / 16;
++shapeDataIndex;
_engine->clearScreenMinMax(renderRect);
IVec2 destPos = _engine->_renderer->rotate(shapeX, shapeZ, angle);
const int32 computedX = destPos.x + x;
const int32 computedY = destPos.y + y;
_engine->adjustScreenMax(renderRect, computedX, computedY);
int32 currentX = computedX;
int32 currentY = computedY;
for (int32 numEntries = 1; numEntries < shapeTable.n; ++numEntries) {
shapeX = shapeTable.data[shapeDataIndex].x * zoom / 16;
shapeZ = shapeTable.data[shapeDataIndex].z * zoom / 16;
++shapeDataIndex;
const int32 oldComputedX = currentX;
const int32 oldComputedY = currentY;
destPos = _engine->_renderer->rotate(shapeX, shapeZ, angle);
currentX = destPos.x + x;
currentY = destPos.y + y;
_engine->adjustScreenMax(renderRect, currentX, currentY);
_engine->_interface->drawLine(oldComputedX, oldComputedY, currentX, currentY, color);
}
_engine->_interface->drawLine(currentX, currentY, computedX, computedY, color);
}
void Extra::affSpecial(int32 extraIdx, int32 x, int32 y, Common::Rect &renderRect) {
ExtraListStruct *extra = &_extraList[extraIdx];
ExtraSpecialType specialType = (ExtraSpecialType)(extra->sprite & (EXTRA_SPECIAL_MASK - 1));
switch (specialType) {
case ExtraSpecialType::kHitStars:
aff2DShape(hitStarsShape, x, y, COLOR_WHITE, (_engine->timerRef * 32) & LBAAngles::ANGLE_270, 4, renderRect);
break;
case ExtraSpecialType::kExplodeCloud: {
int32 zoom = 1 + _engine->timerRef - extra->spawnTime;
if (zoom > 32) {
zoom = 32;
}
aff2DShape(explodeCloudShape, x, y, COLOR_WHITE, LBAAngles::ANGLE_0, zoom, renderRect);
break;
}
case ExtraSpecialType::kFountain:
break;
}
}
void Extra::bounceExtra(ExtraListStruct *extra, int32 x, int32 y, int32 z) {
if (_engine->_grid->worldColBrick(x, extra->pos.y, z) != ShapeType::kNone) {
extra->destPos.y = -extra->destPos.y;
}
if (_engine->_grid->worldColBrick(extra->pos.x, y, z) != ShapeType::kNone) {
extra->destPos.x = -extra->destPos.x;
}
if (_engine->_grid->worldColBrick(x, y, extra->pos.z) != ShapeType::kNone) {
extra->destPos.z = -extra->destPos.z;
}
extra->pos.x = x;
extra->lastPos.x = x;
extra->pos.y = y;
extra->lastPos.y = y;
extra->pos.z = z;
extra->lastPos.z = z;
extra->spawnTime = _engine->timerRef;
}
void Extra::gereExtras() {
int32 currentExtraX = 0;
int32 currentExtraY = 0;
int32 currentExtraZ = 0;
for (int32 i = 0; i < EXTRA_MAX_ENTRIES; i++) {
ExtraListStruct *extra = &_extraList[i];
if (extra->sprite == -1) {
continue;
}
// process extra life time
if (extra->type & ExtraType::TIME_OUT) {
if (extra->payload.lifeTime + extra->spawnTime <= _engine->timerRef) {
extra->sprite = -1;
continue;
}
}
// reset extra
if (extra->type & ExtraType::ONE_FRAME) {
extra->sprite = -1;
continue;
}
const int32 deltaT = _engine->timerRef - extra->spawnTime;
if (extra->type & ExtraType::EXPLOSION) {
extra->sprite = boundRuleThree(SPRITEHQR_EXPLOSION_FIRST_FRAME, 100, 30, deltaT);
continue;
}
// process extra moving
if (extra->type & ExtraType::FLY) {
currentExtraX = extra->pos.x;
currentExtraY = extra->pos.y;
currentExtraZ = extra->pos.z;
const int32 currentExtraSpeedX = extra->destPos.x * deltaT;
extra->pos.x = currentExtraSpeedX + extra->lastPos.x;
const int32 currentExtraSpeedY = extra->destPos.y * deltaT;
extra->pos.y = currentExtraSpeedY + extra->lastPos.y - ABS(extra->angle * deltaT * deltaT / 16);
extra->pos.z = extra->destPos.z * deltaT + extra->lastPos.z;
// check if extra is out of scene
if (extra->pos.y < 0 || extra->pos.x < 0 || extra->pos.x > SCENE_SIZE_MAX || extra->pos.z < 0 || extra->pos.z > SCENE_SIZE_MAX) {
// if extra is Magic Ball
if (i == _engine->_gameState->_magicBall) {
int32 spriteIdx = SPRITEHQR_MAGICBALL_YELLOW_TRANS;
if (extra->sprite == SPRITEHQR_MAGICBALL_GREEN) {
spriteIdx = SPRITEHQR_MAGICBALL_GREEN_TRANS;
}
if (extra->sprite == SPRITEHQR_MAGICBALL_RED) {
spriteIdx = SPRITEHQR_MAGICBALL_RED_TRANS;
}
_engine->_gameState->_magicBall = extraSearch(-1, extra->pos.x, extra->pos.y, extra->pos.z,
spriteIdx, OWN_ACTOR_SCENE_INDEX, 10000, 0);
}
// if can take extra on ground
if (extra->type & ExtraType::TAKABLE) {
extra->type &= ~(ExtraType::FLY | ExtraType::STOP_COL);
} else {
extra->sprite = -1;
}
continue;
}
}
if (extra->type & ExtraType::WAIT_SOME_TIME) {
if (_engine->timerRef - extra->spawnTime > 40) {
extra->type &= ~ExtraType::WAIT_SOME_TIME;
}
continue;
}
// process actor target hit
if (extra->type & ExtraType::SEARCH_OBJ) {
int32 actorIdxAttacked = extra->spawnTime;
int32 actorIdx = extra->payload.actorIdx;
const ActorStruct *actor = _engine->_scene->getActor(actorIdxAttacked);
currentExtraX = actor->_posObj.x;
currentExtraY = actor->_posObj.y + 1000;
currentExtraZ = actor->_posObj.z;
const int32 tmpAngle = _engine->_movements->getAngle(extra->pos, actor->posObj());
const int32 angle = ClampAngle(tmpAngle - extra->angle);
if (angle > LBAAngles::ANGLE_140 && angle < LBAAngles::ANGLE_210) {
if (extra->strengthOfHit) {
_engine->_actor->hitObj(actorIdx, actorIdxAttacked, extra->strengthOfHit, -1);
}
if (i == _engine->_gameState->_magicBall) {
_engine->_gameState->_magicBall = -1;
}
extra->sprite = -1;
continue;
}
const int32 angle2 = _engine->_movements->getAngle(extra->pos.y, 0, currentExtraY, _engine->_movements->_targetActorDistance);
int32 pos = extra->trackActorMove.getRealValueFromTime(_engine->timerRef);
if (!pos) {
pos = 1;
}
IVec2 destPos = _engine->_renderer->rotate(pos, 0, angle2);
extra->pos.y -= destPos.y;
destPos = _engine->_renderer->rotate(0, destPos.x, tmpAngle);
extra->pos.x += destPos.x;
extra->pos.z += destPos.y;
_engine->_movements->initRealValue(LBAAngles::ANGLE_0, extra->destPos.z, LBAAngles::ANGLE_17, &extra->trackActorMove);
if (actorIdxAttacked == _engine->_collision->extraCheckObjCol(extra, actorIdx)) {
if (i == _engine->_gameState->_magicBall) {
_engine->_gameState->_magicBall = -1;
}
extra->sprite = -1;
continue;
}
}
// process magic ball extra aiming for key
if (extra->type & ExtraType::MAGIC_BALL_KEY) {
ExtraListStruct *extraKey = &_extraList[extra->payload.extraIdx];
const int32 extraIdx = extra->payload.extraIdx;
const int32 tmpAngle = _engine->_movements->getAngle(extra->pos, extraKey->pos);
const int32 angle = ClampAngle(tmpAngle - extra->angle);
if (angle > LBAAngles::ANGLE_140 && angle < LBAAngles::ANGLE_210) {
_engine->_sound->mixSample3D(Samples::ItemFound, 0x1000, 1, _engine->_scene->_sceneHero->posObj(), OWN_ACTOR_SCENE_INDEX);
if (extraKey->info1 > 1) {
const IVec3 &projPos = _engine->_renderer->projectPoint(extraKey->pos - _engine->_grid->_worldCube);
_engine->_redraw->addOverlay(OverlayType::koNumber, extraKey->info1, projPos.x, projPos.y, COLOR_BLACK, OverlayPosType::koNormal, 2);
}
_engine->_redraw->addOverlay(OverlayType::koSprite, SPRITEHQR_KEY, 10, 30, 0, OverlayPosType::koNormal, 2);
_engine->_gameState->addKeys(extraKey->info1);
extraKey->sprite = -1;
extra->sprite = -1;
_engine->_gameState->_magicBall = extraSearch(-1, extra->pos.x, extra->pos.y, extra->pos.z, SPRITEHQR_KEY, 0, 8000, 0);
continue;
}
const int32 angle2 = _engine->_movements->getAngle(extra->pos.y, 0, extraKey->pos.y, _engine->_movements->_targetActorDistance);
int32 pos = extra->trackActorMove.getRealValueFromTime(_engine->timerRef);
if (!pos) {
pos = 1;
}
IVec2 destPos = _engine->_renderer->rotate(pos, 0, angle2);
extra->pos.y -= destPos.y;
destPos = _engine->_renderer->rotate(0, destPos.x, tmpAngle);
extra->pos.x += destPos.x;
extra->pos.z += destPos.y;
_engine->_movements->initRealValue(LBAAngles::ANGLE_0, extra->destPos.z, LBAAngles::ANGLE_17, &extra->trackActorMove);
if (extraIdx == _engine->_collision->extraCheckExtraCol(extra, _engine->_gameState->_magicBall)) {
_engine->_sound->mixSample3D(Samples::ItemFound, 0x1000, 1, _engine->_scene->_sceneHero->posObj(), OWN_ACTOR_SCENE_INDEX);
if (extraKey->info1 > 1) {
const IVec3 &projPos = _engine->_renderer->projectPoint(extraKey->pos - _engine->_grid->_worldCube);
_engine->_redraw->addOverlay(OverlayType::koNumber, extraKey->info1, projPos.x, projPos.y, COLOR_BLACK, OverlayPosType::koNormal, 2);
}
_engine->_redraw->addOverlay(OverlayType::koSprite, SPRITEHQR_KEY, 10, 30, 0, OverlayPosType::koNormal, 2);
_engine->_gameState->addKeys(extraKey->info1);
extraKey->sprite = -1;
extra->sprite = -1;
_engine->_gameState->_magicBall = extraSearch(-1, extra->pos.x, extra->pos.y, extra->pos.z, SPRITEHQR_KEY, 0, 8000, 0);
continue;
}
if (extraKey->sprite == -1) {
int32 spriteIdx = SPRITEHQR_MAGICBALL_YELLOW_TRANS;
if (extra->sprite == SPRITEHQR_MAGICBALL_GREEN) {
spriteIdx = SPRITEHQR_MAGICBALL_GREEN_TRANS;
}
if (extra->sprite == SPRITEHQR_MAGICBALL_RED) {
spriteIdx = SPRITEHQR_MAGICBALL_RED_TRANS;
}
extra->sprite = -1;
_engine->_gameState->_magicBall = extraSearch(-1, extra->pos.x, extra->pos.y, extra->pos.z,
spriteIdx, 0, 8000, 0);
continue;
}
}
// process extra collision with actors
if (extra->type & ExtraType::END_OBJ) {
if (_engine->_collision->extraCheckObjCol(extra, extra->payload.actorIdx) != -1) {
// if extra is Magic Ball
if (i == _engine->_gameState->_magicBall) {
int32 spriteIdx = SPRITEHQR_MAGICBALL_YELLOW_TRANS;
if (extra->sprite == SPRITEHQR_MAGICBALL_GREEN) {
spriteIdx = SPRITEHQR_MAGICBALL_GREEN_TRANS;
}
if (extra->sprite == SPRITEHQR_MAGICBALL_RED) {
spriteIdx = SPRITEHQR_MAGICBALL_RED_TRANS;
}
_engine->_gameState->_magicBall = extraSearch(-1, extra->pos.x, extra->pos.y, extra->pos.z,
spriteIdx, 0, 10000, 0);
}
extra->sprite = -1;
continue;
}
}
// process extra collision with scene ground
if (extra->type & ExtraType::END_COL) {
bool flagcol = false;
if (_engine->_collision->fullWorldColBrick(currentExtraX, currentExtraY, currentExtraZ, extra->pos)) {
// if not touch the ground
if (!(extra->type & ExtraType::WAIT_NO_COL)) {
flagcol = true;
}
} else {
// if touch the ground
if (extra->type & ExtraType::WAIT_NO_COL) {
extra->type &= ~ExtraType::WAIT_NO_COL; // set flag out of ground
}
}
if (flagcol) {
// show explode cloud
if (extra->type & ExtraType::IMPACT) {
initSpecial(currentExtraX, currentExtraY, currentExtraZ, ExtraSpecialType::kExplodeCloud);
}
// if extra is magic ball
if (i == _engine->_gameState->_magicBall) {
const uint16 pitchBend = 0x1000 + _engine->getRandomNumber(300) - 150;
_engine->_sound->mixSample3D(Samples::Hit, pitchBend, 1, extra->pos, -1);
// can't bounce with not magic points
if (_engine->_gameState->_magicBallType <= 0) {
int32 spriteIdx = SPRITEHQR_MAGICBALL_YELLOW_TRANS;
if (extra->sprite == SPRITEHQR_MAGICBALL_GREEN) {
spriteIdx = SPRITEHQR_MAGICBALL_GREEN_TRANS;
}
if (extra->sprite == SPRITEHQR_MAGICBALL_RED) {
spriteIdx = SPRITEHQR_MAGICBALL_RED_TRANS;
}
_engine->_gameState->_magicBall = extraSearch(-1, extra->pos.x, extra->pos.y, extra->pos.z, spriteIdx, 0, 10000, 0);
extra->sprite = -1;
continue;
}
// if has magic points
if (_engine->_gameState->_magicBallType == 1) {
if (!_engine->_gameState->_magicBallCount--) {
int32 spriteIdx = SPRITEHQR_MAGICBALL_YELLOW_TRANS;
if (extra->sprite == SPRITEHQR_MAGICBALL_GREEN) {
spriteIdx = SPRITEHQR_MAGICBALL_GREEN_TRANS;
}
if (extra->sprite == SPRITEHQR_MAGICBALL_RED) {
spriteIdx = SPRITEHQR_MAGICBALL_RED_TRANS;
}
_engine->_gameState->_magicBall = extraSearch(-1, extra->pos.x, extra->pos.y, extra->pos.z, spriteIdx, 0, 10000, 0);
extra->sprite = -1;
continue;
}
bounceExtra(extra, currentExtraX, currentExtraY, currentExtraZ);
}
} else {
extra->sprite = -1;
continue;
}
}
}
// extra stop moving while collision with bricks
if (extra->type & ExtraType::STOP_COL) {
bool process = false;
if (_engine->_collision->fullWorldColBrick(currentExtraX, currentExtraY, currentExtraZ, extra->pos)) {
// if not touch the ground
if (!(extra->type & ExtraType::WAIT_NO_COL)) {
process = true;
}
} else {
// if touch the ground
if (extra->type & ExtraType::WAIT_NO_COL) {
extra->type &= ~ExtraType::WAIT_NO_COL; // set flag out of ground
}
}
if (process) {
const BoundingBox *bbox = _engine->_resources->_spriteBoundingBox.bbox(extra->sprite);
extra->pos.y = (_engine->_collision->_collision.y * SIZE_BRICK_Y) + SIZE_BRICK_Y - bbox->mins.y;
extra->type &= ~(ExtraType::STOP_COL | ExtraType::FLY);
continue;
}
}
// get extras on ground
if ((extra->type & ExtraType::TAKABLE) && !(extra->type & ExtraType::FLY)) {
// if hero touch extra
if (_engine->_collision->extraCheckObjCol(extra, -1) == 0) {
_engine->_sound->mixSample3D(Samples::ItemFound, 0x1000, 1, extra->pos, -1);
if (extra->info1 > 1) {
const IVec3 &projPos = _engine->_renderer->projectPoint(extra->pos - _engine->_grid->_worldCube);
const int16 fontColor = COLOR_158;
_engine->_redraw->addOverlay(OverlayType::koNumber, extra->info1, projPos.x, projPos.y, fontColor, OverlayPosType::koNormal, 2);
}
_engine->_redraw->addOverlay(OverlayType::koSprite, extra->sprite, 10, 30, 0, OverlayPosType::koNormal, 2);
if (extra->sprite == SPRITEHQR_KASHES) {
_engine->_gameState->addKashes(extra->info1);
} else if (extra->sprite == SPRITEHQR_LIFEPOINTS) {
_engine->_scene->_sceneHero->addLife(extra->info1);
} else if (extra->sprite == SPRITEHQR_MAGICPOINTS && _engine->_gameState->_magicLevelIdx) {
_engine->_gameState->addMagicPoints(extra->info1 * 2);
} else if (extra->sprite == SPRITEHQR_KEY) {
_engine->_gameState->addKeys(extra->info1);
} else if (extra->sprite == SPRITEHQR_CLOVERLEAF) {
_engine->_gameState->addLeafs(extra->info1);
}
extra->sprite = -1;
}
}
}
}
} // namespace TwinE