/* 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 . * */ #include "common/translation.h" #include "backends/keymapper/action.h" #include "backends/keymapper/keymap.h" #include "backends/keymapper/standard-actions.h" #include "freescape/freescape.h" namespace Freescape { void FreescapeEngine::initKeymaps(Common::Keymap *engineKeyMap, Common::Keymap *infoScreenKeyMap, const char *target) { Common::Action *act; act = new Common::Action(Common::kStandardActionMoveUp, _("Up")); act->setCustomEngineActionEvent(kActionMoveUp); act->addDefaultInputMapping("UP"); act->addDefaultInputMapping("JOY_UP"); act->addDefaultInputMapping("o"); engineKeyMap->addAction(act); act = new Common::Action(Common::kStandardActionMoveDown, _("Down")); act->setCustomEngineActionEvent(kActionMoveDown); act->addDefaultInputMapping("DOWN"); act->addDefaultInputMapping("JOY_DOWN"); act->addDefaultInputMapping("k"); engineKeyMap->addAction(act); act = new Common::Action(Common::kStandardActionMoveLeft, _("Strafe Left")); act->setCustomEngineActionEvent(kActionMoveLeft); act->addDefaultInputMapping("LEFT"); act->addDefaultInputMapping("JOY_LEFT"); // act->addDefaultInputMapping("q"); engineKeyMap->addAction(act); act = new Common::Action(Common::kStandardActionMoveRight, _("Strafe Right")); act->setCustomEngineActionEvent(kActionMoveRight); act->addDefaultInputMapping("RIGHT"); act->addDefaultInputMapping("JOY_RIGHT"); // act->addDefaultInputMapping("w"); engineKeyMap->addAction(act); act = new Common::Action("SHOOT", _("Shoot")); act->setCustomEngineActionEvent(kActionShoot); act->addDefaultInputMapping("JOY_A"); act->addDefaultInputMapping("KP5"); act->addDefaultInputMapping("5"); act->addDefaultInputMapping("KP0"); act->addDefaultInputMapping("0"); engineKeyMap->addAction(act); act = new Common::Action("ROTUP", _("Rotate up")); act->setCustomEngineActionEvent(kActionRotateUp); act->addDefaultInputMapping("p"); engineKeyMap->addAction(act); act = new Common::Action("ROTDN", _("Rotate down")); act->setCustomEngineActionEvent(kActionRotateDown); act->addDefaultInputMapping("l"); engineKeyMap->addAction(act); act = new Common::Action("TURNB", _("Turn back")); act->setCustomEngineActionEvent(kActionTurnBack); act->addDefaultInputMapping("u"); engineKeyMap->addAction(act); act = new Common::Action("SKIP", _("Skip")); act->setCustomEngineActionEvent(kActionSkip); act->addDefaultInputMapping("SPACE"); act->addDefaultInputMapping("RETURN"); act->addDefaultInputMapping("JOY_X"); engineKeyMap->addAction(act); // I18N: Toggles between cursor lock modes, switching between free cursor movement and camera/head movement. act = new Common::Action("SWITCH", _("Change mode")); act->setCustomEngineActionEvent(kActionChangeMode); act->addDefaultInputMapping("SPACE"); act->addDefaultInputMapping("JOY_X"); engineKeyMap->addAction(act); act = new Common::Action("ESCAPE", _("Escape")); act->setCustomEngineActionEvent(kActionEscape); act->addDefaultInputMapping("ESCAPE"); engineKeyMap->addAction(act); act = new Common::Action("MENU", _("Info Menu")); act->setCustomEngineActionEvent(kActionInfoMenu); act->addDefaultInputMapping("i"); act->addDefaultInputMapping("JOY_GUIDE"); engineKeyMap->addAction(act); } Math::AABB createPlayerAABB(Math::Vector3d const position, int playerHeight, float reductionHeight = 0.0f) { Math::Vector3d v1(position.x() + 1, position.y() - playerHeight * reductionHeight - 1, position.z() + 1); Math::Vector3d v2(position.x() - 1, position.y() - playerHeight, position.z() - 1); Math::AABB boundingBox(v1, v2); boundingBox.expand(v1); boundingBox.expand(v2); return boundingBox; } void FreescapeEngine::gotoArea(uint16 areaID, int entranceID) { error("Function \"%s\" not implemented", __FUNCTION__); } void FreescapeEngine::traverseEntrance(uint16 entranceID) { Entrance *entrance = (Entrance *)_currentArea->entranceWithID(entranceID); assert(entrance); int scale = _currentArea->getScale(); assert(scale > 0); Math::Vector3d rotation = entrance->getRotation(); _position = entrance->getOrigin(); if (_position.x() < 0) { assert(isCastle()); _position.x() = _lastPosition.x(); } if (_position.y() < 0) { assert(isCastle()); _position.y() = _lastPosition.y(); } if (_position.z() < 0) { assert(isCastle()); _position.z() = _lastPosition.z(); } // TODO: verify if this is needed /*if (scale == 1) { _position.x() = _position.x() + 16; _position.z() = _position.z() + 16; } else if (scale == 5) { _position.x() = _position.x() + 4; _position.z() = _position.z() + 4; }*/ if (rotation.x() >= 0 && rotation.y() >= 0 && rotation.z() >= 0) { _pitch = rotation.x(); float y = rotation.y(); // Adjust _yaw based on normalized angle if (y >= 0 && y < 90) _yaw = 90 - y; // 0 to 90 maps to 90 to 0 (yaw should be 90 to 0) else if (y >= 90 && y <= 180) _yaw = 450 - y; // 90 to 180 maps to 360 to 270 (yaw should be 360 to 270) else if (y > 180 && y <= 225) _yaw = y; // 180 to 225 maps to 180 to 225 (yaw should be 180 to 225) else if (y > 225 && y < 270) _yaw = y - 90; // 180 to 270 maps to 90 to 0 (yaw should be 90 to 0) else _yaw = 360 + 90 - y; // 270 to 360 maps to 90 to 180 (yaw should be 90 to 180) } debugC(1, kFreescapeDebugMove, "entrace position: %f %f %f", _position.x(), _position.y(), _position.z()); // Set the player height _playerHeight = 0; changePlayerHeight(_playerHeightNumber); debugC(1, kFreescapeDebugMove, "player height: %d", _playerHeight); _sensors = _currentArea->getSensors(); _gfx->_scale = _currentArea->_scale; } void FreescapeEngine::activate() { Common::Point center(_viewArea.left + _viewArea.width() / 2, _viewArea.top + _viewArea.height() / 2); float xoffset = _crossairPosition.x - center.x; float yoffset = _crossairPosition.y - center.y; xoffset = xoffset * 0.33; yoffset = yoffset * 0.50; Math::Vector3d direction = directionToVector(_pitch - yoffset, _yaw - xoffset, false); Math::Ray ray(_position, direction); Object *interacted = _currentArea->checkCollisionRay(ray, 1250.0 / _currentArea->getScale()); if (interacted) { GeometricObject *gobj = (GeometricObject *)interacted; debugC(1, kFreescapeDebugMove, "Interact with object %d with flags %x", gobj->getObjectID(), gobj->getObjectFlags()); if (!gobj->_conditionSource.empty()) debugC(1, kFreescapeDebugMove, "Must use interact = true when executing: %s", gobj->_conditionSource.c_str()); executeObjectConditions(gobj, false, false, true); } else { if (!_outOfReachMessage.empty()) insertTemporaryMessage(_outOfReachMessage, _countdown - 2); } //executeLocalGlobalConditions(true, false, false); // Only execute "on shot" room/global conditions } void FreescapeEngine::shoot() { if (_shootingFrames > 0) // No more than one shot at a time return; playSound(_soundIndexShoot, false); g_system->delayMillis(2); _shootingFrames = 10; Common::Point center(_viewArea.left + _viewArea.width() / 2, _viewArea.top + _viewArea.height() / 2); float xoffset = _crossairPosition.x - center.x; float yoffset = _crossairPosition.y - center.y; xoffset = xoffset * 0.33; yoffset = yoffset * 0.50; Math::Vector3d direction = directionToVector(_pitch - yoffset, _yaw - xoffset, false); Math::Ray ray(_position, direction); Object *shot = _currentArea->checkCollisionRay(ray, 8192); if (shot) { GeometricObject *gobj = (GeometricObject *)shot; debugC(1, kFreescapeDebugMove, "Shot object %d with flags %x", gobj->getObjectID(), gobj->getObjectFlags()); if (!gobj->_conditionSource.empty()) debugC(1, kFreescapeDebugMove, "Must use shot = true when executing: %s", gobj->_conditionSource.c_str()); _delayedShootObject = gobj; } executeLocalGlobalConditions(true, false, false); // Only execute "on shot" room/global conditions } void FreescapeEngine::changeAngle() { _angleRotationIndex++; _angleRotationIndex = _angleRotationIndex % int(_angleRotations.size()); } void FreescapeEngine::changePlayerHeight(int index) { int scale = _currentArea->getScale(); _position.setValue(1, _position.y() - _playerHeight); _playerHeight = 32 * (index + 1) - 16 / float(scale); assert(_playerHeight > 0); _position.setValue(1, _position.y() + _playerHeight); } void FreescapeEngine::changeStepSize() { _playerStepIndex++; _playerStepIndex = _playerStepIndex % int(_playerSteps.size()); } void FreescapeEngine::increaseStepSize() { if (_playerStepIndex == int(_playerSteps.size()) - 1) return; _playerStepIndex++; } void FreescapeEngine::decreaseStepSize() { if (_playerStepIndex == 0) return; _playerStepIndex--; } bool FreescapeEngine::rise() { bool result = false; debugC(1, kFreescapeDebugMove, "playerHeightNumber: %d", _playerHeightNumber); int previousAreaID = _currentArea->getAreaID(); if (_flyMode) { Math::Vector3d destination = _position; destination.y() = destination.y() + _playerSteps[_playerStepIndex]; resolveCollisions(destination); } else { if (_playerHeightNumber >= _playerHeightMaxNumber) return result; _playerHeightNumber++; changePlayerHeight(_playerHeightNumber); Math::AABB boundingBox = createPlayerAABB(_position, _playerHeight); ObjectArray objs = _currentArea->checkCollisions(boundingBox); bool collided = objs.size() > 0; if (collided) { if (_currentArea->getAreaID() == previousAreaID) { _playerHeightNumber--; changePlayerHeight(_playerHeightNumber); } } else result = true; } checkIfStillInArea(); _lastPosition = _position; debugC(1, kFreescapeDebugMove, "new player position: %f, %f, %f", _position.x(), _position.y(), _position.z()); executeMovementConditions(); return result; } void FreescapeEngine::lower() { debugC(1, kFreescapeDebugMove, "playerHeightNumber: %d", _playerHeightNumber); if (_flyMode) { Math::Vector3d destination = _position; destination.y() = destination.y() - _playerSteps[_playerStepIndex]; resolveCollisions(destination); } else { if (_playerHeightNumber == 0) return; _playerHeightNumber--; changePlayerHeight(_playerHeightNumber); } checkIfStillInArea(); _lastPosition = _position; debugC(1, kFreescapeDebugMove, "new player position: %f, %f, %f", _position.x(), _position.y(), _position.z()); executeMovementConditions(); } void FreescapeEngine::checkIfStillInArea() { int maxPositiveDistance = 8192; int maxNegativeDistance = 0; if (_currentArea->isOutside()) { maxPositiveDistance = 16384; maxNegativeDistance = -16384; } for (int i = 0; i < 3; i++) { if (_position.getValue(i) < maxNegativeDistance) _position.setValue(i, maxNegativeDistance); else if (_position.getValue(i) > maxPositiveDistance) _position.setValue(i, maxPositiveDistance); } if (_position.y() >= 2016) _position.y() = _lastPosition.z(); } void FreescapeEngine::move(CameraMovement direction, uint8 scale, float deltaTime) { debugC(1, kFreescapeDebugMove, "old player position: %f, %f, %f", _position.x(), _position.y(), _position.z()); int previousAreaID = _currentArea->getAreaID(); Math::Vector3d stepFront = _cameraFront * (float(_playerSteps[_playerStepIndex]) / 2 / _cameraFront.length()); Math::Vector3d stepRight = _cameraRight * (float(_playerSteps[_playerStepIndex]) / 2 / _cameraRight.length()); stepFront.x() = floor(stepFront.x()) + 0.5; stepFront.z() = floor(stepFront.z()) + 0.5; float positionY = _position.y(); Math::Vector3d destination; switch (direction) { case kForwardMovement: destination = _position + stepFront; break; case kBackwardMovement: destination = _position - stepFront; break; case kRightMovement: destination = _position - stepRight; break; case kLeftMovement: destination = _position + stepRight; break; } if (!_flyMode) destination.y() = positionY; resolveCollisions(destination); checkIfStillInArea(); _lastPosition = _position; debugC(1, kFreescapeDebugMove, "new player position: %f, %f, %f", _position.x(), _position.y(), _position.z()); //debugC(1, kFreescapeDebugMove, "player height: %f", _position.y() - areaScale * _playerHeight); if (_currentArea->getAreaID() == previousAreaID) executeMovementConditions(); _gotoExecuted = false; 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) setGameBit(31); playSound(_soundIndexClimb, false); } _position = newPosition; return; } 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()) playSound(_soundIndexClimb, false); } if ((lastPosition - newPosition).length() < 1) { // Something is blocking the player if (!executed) setGameBit(31); playSound(_soundIndexCollide, false); } lastPosition = newPosition; newPosition.y() = -8192; newPosition = _currentArea->resolveCollisions(lastPosition, newPosition, _playerHeight); int fallen = lastPosition.y() - newPosition.y(); if (fallen > _maxFallingDistance) { _hasFallen = !_disableFalling; _avoidRenderingFrames = 60 * 3; if (isEclipse()) // No need for an variable index, since these are special types of sound playSoundFx(0, true); } if (!_hasFallen && fallen > 0) { playSound(_soundIndexFall, false); // Position in Y was changed, let's re-run effects runCollisionConditions(lastPosition, newPosition); } _position = newPosition; } bool FreescapeEngine::runCollisionConditions(Math::Vector3d const lastPosition, Math::Vector3d const newPosition) { bool executed = false; GeometricObject *gobj = nullptr; Object *collided = nullptr; _gotoExecuted = false; 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()); executed |= executeObjectConditions(gobj, false, true, false); } if (_gotoExecuted) { executeMovementConditions(); return collided; } 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()); executed |= executeObjectConditions(gobj, false, true, false); //break; } if (_gotoExecuted) { executeMovementConditions(); return true; } } return executed; } } // namespace Freescape