202 lines
6.4 KiB
C++
202 lines
6.4 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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#ifndef TWINE_SCENE_MOVEMENTS_H
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#define TWINE_SCENE_MOVEMENTS_H
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#include "common/scummsys.h"
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#include "twine/shared.h"
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namespace TwinE {
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class TwinEEngine;
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class ActorStruct;
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struct RealValue;
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class Movements {
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private:
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TwinEEngine *_engine;
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struct ChangedCursorKeys {
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uint8 forwardChange = 0;
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uint8 backwardChange = 0;
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uint8 leftChange = 0;
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uint8 rightChange = 0;
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uint8 forwardDown = 0;
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uint8 backwardDown = 0;
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uint8 leftDown = 0;
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uint8 rightDown = 0;
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void update(TwinEEngine *engine);
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inline bool operator==(const ChangedCursorKeys &rhs) const {
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return forwardChange == rhs.forwardChange && backwardChange == rhs.backwardChange && leftChange == rhs.leftChange && rightChange == rhs.rightChange;
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}
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inline operator bool() const {
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return forwardChange && backwardChange && leftChange && rightChange;
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}
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inline bool operator!=(const ChangedCursorKeys &rhs) const {
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return forwardChange != rhs.forwardChange || backwardChange != rhs.backwardChange || leftChange != rhs.leftChange || rightChange != rhs.rightChange;
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}
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};
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// enter, space, ...
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int16 _heroActionKey = 0;
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int32 _previousLoopActionKey = 0;
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// cursor keys
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ChangedCursorKeys _changedCursorKeys;
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ChangedCursorKeys _previousChangedCursorKeys;
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/**
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* The Actor is controlled by the player. This works well only for the Hero Actor in general.
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* To use it for other Actors they would have to have necessary animations that would be also
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* correctly indexed. The primary purpose for this mode is to re-enable player's control over
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* the Hero after it has been disabled for some reasons.
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*/
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void processManualAction(int actorIdx);
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/**
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* The Actor tries to move towards the target Actor. This only means that it will always face
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* in its direction (as fast as the Rotation delay property allows). To make it really follow
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* anything it must be assigned a moving Animation first, and the Actor will not stop by itself
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* after reaching the target. To make a real following, the Actor's animation must be changed
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* for example to standing animation when the Actor is near the target, and changed back to a
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* moving animation when it's far from it. The Follow mode handles only the facing angle.
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*/
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void processFollowAction(int actorIdx);
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/**
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* Makes the Actor walk and turn by random angles and at random moments. In original game it is
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* only used for Nitro-Mecha-Penguins, but it can be used for any 3-D Actor that has standing
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* and walking animation (with virtual indexes 0 and 1 respectively). This mode requires the
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* Randomize interval (Info1) property to be less or equal to 117, otherwise the Actor will just
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* walk without turning. Exact meaning of the property is not known.
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*/
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void processRandomAction(int actorIdx);
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/**
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* The Actor's Track Script is run from the first command, and when it reaches END or STOP it
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* starts over again.
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*/
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void processTrackAction(int actorIdx);
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/**
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* This mode is used to make an Actor follow specified Actor's X and Z (horizontal) coordinates.
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* This is mainly used for Sprite Actors to be always above other Sprite Actors (like platforms).
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* Unlike the Follow mode, this mode sets the Actor's position. If the Actor is a Sprite Actor,
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* its speed is not taken into consideration in this mode.
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*/
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void processSameXZAction(int actorIdx);
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void processBehaviourExecution(int actorIdx);
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bool processAttackExecution(int actorIdx);
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void processManualMovementExecution(int actorIdx);
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void processManualRotationExecution(int actorIdx);
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/**
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* @return A value of @c true means that the actor should e.g. start reading a sign or checking
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* a locker for loot or secrets or talking to an npc - this can get triggered by the SpecialAction binding
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* in any behaviour mode
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*/
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bool _actionNormal = false;
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void manualRealAngle(ActorStruct *actor);
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public:
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Movements(TwinEEngine *engine);
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void setActionNormal(bool actionNormal);
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void update();
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/**
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* Hero executes the current action of the trigger zone
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*/
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bool actionNormal() const;
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bool _lastJoyFlag = false;
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int32 _targetActorDistance = 0;
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/**
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* Get shadow position
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* @param pos Shadow coordinates
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*/
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IVec3 getShadow(const IVec3 &pos);
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/**
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* Set actor safe angle
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* @param startAngle start angle
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* @param endAngle end angle
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* @param stepAngle number of steps
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* @param movePtr time pointer to update
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*/
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void initRealAngle(int16 startAngle, int16 endAngle, int16 stepAngle, RealValue *movePtr);
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/**
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* Clear actors safe angle
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* @param actorPtr actor pointer
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*/
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void clearRealAngle(ActorStruct *actorPtr);
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/**
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* Set actor safe angle
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* @param startAngle start angle
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* @param endAngle end angle
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* @param stepAngle number of steps
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* @param movePtr time pointer to update
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*/
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void initRealValue(int16 startAngle, int16 endAngle, int16 stepAngle, RealValue *movePtr);
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/**
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* Get actor angle
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* @param x1 Actor 1 X
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* @param z1 Actor 1 Z
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* @param x2 Actor 2 X
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* @param z2 Actor 2 Z
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*/
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int32 getAngle(int32 x1, int32 z1, int32 x2, int32 z2);
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inline int32 getAngle(const IVec3& v1, const IVec3 &v2) {
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return getAngle(v1.x, v1.z, v2.x, v2.z);
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}
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/**
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* Move actor around the scene
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* @param start Current actor angle
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* @param end Angle to rotate
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* @param duration Rotate speed
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* @param movePtr Pointer to process movements
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*/
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void initRealAngleConst(int32 start, int32 end, int32 duration, RealValue *movePtr) const;
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void doDir(int32 actorIdx);
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};
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inline void Movements::setActionNormal(bool actionNormal) {
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_actionNormal = actionNormal;
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}
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inline bool Movements::actionNormal() const {
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return _actionNormal;
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}
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} // namespace TwinE
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#endif
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