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

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C++

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