scummvm/engines/icb/common/px_route_barriers.h

215 lines
9 KiB
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.
*
* Additional copyright for this file:
* Copyright (C) 1999-2000 Revolution Software Ltd.
* This code is based on source code created by Revolution Software,
* used with permission.
*
* 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 ICB_PX_ROUTE_BARRIERS_H_INCLUDED
#define ICB_PX_ROUTE_BARRIERS_H_INCLUDED
// Include headers needed by this file.
#include "engines/icb/common/px_common.h"
namespace ICB {
// These define the filenames for files containing barrier maps and routing maps.
#define PX_FILENAME_LINEOFSIGHT "pxwglineofsight"
#define PX_FILENAME_ROUTING "pxwgrouting"
#define PX_FILENAME_BARRIERLIST "pxwgbarrierlist"
#ifndef PC_EXT_LINKED
#define PC_EXT_LINKED "linked"
#endif
#ifndef PSX_EXT_LINKED
#define PSX_EXT_LINKED "PSXlinked"
#endif
#ifdef PX_EXT_LINKED
#undef PX_EXT_LINKED
#endif
#define PX_EXT_LINKED PC_EXT_LINKED
// This is the version for these files. The engine checks this runtime to know that it is running with
// the correct version of file.
#define VERSION_PXWGLINEOFSIGHT 200
#define VERSION_PXWGROUTING 200
#define VERSION_PXWGBARRIERLIST 200
// This is the size of the sides of the cubes that each floor is divided into in centimetres.
#define FLOOR_CUBE_SIZE 1000 // 10-metre sides.
#define ABOVE_ALL_MODELS 10000 // Set this to be higher than any model point ever.
// This is an enumerated type for the barrier (the types listed are just illustrations - they may well be changed).
// BRICK - can't walk through it, see through it or shoot through it.
// GLASS - can't walk through it; can see through it; not sure about shooting (glass would need to break).
// BULLET_PROOF_GLASS - can't walk through it or shoot through it, but can see through it.
// THIN_STEEL - can't see through it or walk through it, but can shoot through it.
// WIRE_FENCE - can't walk through it, but can see through it; can shoot through it with random success.
// UNIT_HEIGHT - special one for stopping characters walking off the edge of ledges etc.
// VIEW_FIELD - stops characters walking out of camera field-of-view.
// LEFT_NUDGE - use to assist player control going through doors.
// RIGHT_NUDGE - ditto last one.
enum eBarrierType { BRICK = 0, GLASS, BULLET_PROOF_GLASS, THIN_STEEL, WIRE_FENCE, UNIT_HEIGHT, VIEW_FIELD, LEFT_NUDGE, RIGHT_NUDGE };
#define BARRIER_TYPE_CARDINALITY 9 // Must match number of enums in previous type (because C++
// doesn't provide a way to get this).
// This is an enumerated type for the things that might try to pass through a barrier. Note: the TEST_RAY
// is blocked by all types of barrier.
enum eBarrierRayType { TEST_RAY, LIGHT, BULLET };
#define RAY_TYPE_CARDINALITY 3
// Defines a multi-state logic value for use with the barriers.
enum eBarrierLogicValue { NO_IMPACT = 0, BLOCKS, ALLOWS, MAYBE, SPECIAL };
// This is the truth table that states what kind of ray passes through what
// type of barrier.
static enum eBarrierLogicValue barrierLogicTable[BARRIER_TYPE_CARDINALITY][RAY_TYPE_CARDINALITY] = {
{BLOCKS, BLOCKS, BLOCKS}, {BLOCKS, ALLOWS, SPECIAL}, {BLOCKS, ALLOWS, BLOCKS}, {BLOCKS, BLOCKS, ALLOWS}, {BLOCKS, ALLOWS, MAYBE},
{BLOCKS, ALLOWS, ALLOWS}, {BLOCKS, ALLOWS, ALLOWS}, {BLOCKS, ALLOWS, ALLOWS}, {BLOCKS, ALLOWS, ALLOWS}};
typedef struct {
// these are in both versions
PXfloat m_linedist, m_alinedist, m_blinedist;
PXfloat m_lpx, m_lpz; // Main barrier
PXfloat m_alpx, m_alpz; // End A.
PXfloat m_blpx, m_blpz; // End B.
} BarrierCollisionMaths;
class BarrierCollisionMathsObject {
public:
static inline PXfloat alpx(BarrierCollisionMaths *bmath) {
// return m_alpx;
return -bmath->m_lpz;
}
static inline PXfloat alpz(BarrierCollisionMaths *bmath) {
// return m_alpz;
return bmath->m_lpx;
}
static inline PXfloat blpx(BarrierCollisionMaths *bmath) {
// return m_blpx;
return bmath->m_lpz;
}
static inline PXfloat blpz(BarrierCollisionMaths *bmath) {
// return m_blpz;
return -bmath->m_lpx;
}
static void Generate(BarrierCollisionMaths *bmath, PXreal x1, PXreal z1, PXreal x2, PXreal z2) {
PXreal dx = x1 - x2;
PXreal dz = z1 - z2;
int32 nLength = (int32)PXsqrt((PXdouble)(dx * dx + dz * dz));
PXfloat xunit = PXreal2PXfloat(dx) / nLength;
PXfloat zunit = PXreal2PXfloat(dz) / nLength;
bmath->m_lpx = -zunit;
bmath->m_lpz = xunit;
bmath->m_linedist = (x1 * bmath->m_lpx) + (z1 * bmath->m_lpz);
bmath->m_alinedist = (x1 * alpx(bmath)) + (z1 * alpz(bmath));
bmath->m_blinedist = (x2 * blpx(bmath)) + (z2 * blpz(bmath));
}
};
typedef struct {
PXreal m_x1, m_z1; // Looking down on the model, the position of the first vertical edge of the barrier.
PXreal m_x2, m_z2; // Looking down on the model, the position of the second vertical edge.
PXreal m_bottom; // The bottom of the barrier.
PXreal m_top; // The top of the barrier.
eBarrierType m_material; // The material the barrier is made of.
PXfloat m_pan; // The barrier's pan value.
BarrierCollisionMaths m_bcm; // Some extra figures to speed up barrier collision detection.
} RouteBarrier;
inline void routeBarrierCreatePan(RouteBarrier *barrier) { barrier->m_pan = PXAngleOfVector(barrier->m_z1 - barrier->m_z2, barrier->m_x1 - barrier->m_x2); }
// This holds several barriers. These barriers all at least partly occupy a given cube in space. If one barrier passes
// through more than one cube, it will have a duplicate entry in each cube.
typedef struct {
int32 num_barriers; // The number of barriers referenced in this cube.
uint32 barriers; // Offset to an array of barrier indices.
} BarrierCube;
// This is a horizontal slice through the Max model, containing all the route barriers that pass through this level. The
// extremeties of the whole cuboid are given first so that a quick initial check can be done to see if there might be
// route barriers in the way.
typedef struct {
PXreal bottom; // The bottom of the slice.
PXreal top; // The top of the slice.
PXreal left_edge; // Leftmost edge of the cube of space occupied by this floor slice.
PXreal right_edge; // Ditto right edge.
PXreal back_edge; // Back edge.
PXreal front_edge; // Ditto front edge.
uint32 num_cubes; // Number of _route_cubes in this floor (could be calculated by dividing overall cube size by FLOOR_CUBE_SIZE).
uint32 row_length; // Size of the rows in the array (eg. 6 cubes could be 1X6, 2X3, 3X2 or 6X1).
uint32 offset_cubes[1]; // An array of offsets to cubes (2D array of size row_length * (num_cubes / row_length) ).
} BarrierSlice;
// This is used in the following definition of _parent_box, and holds one group of barriers.
typedef struct {
PXreal back, left; // Back/left of the bounding box holding this group of barriers (looking down into the model).
PXreal front, right; // Ditto front/right.
uint32 num_barriers; // Number of barriers in this group.
uint32 barriers[1]; // Array of barrier indices.
} ChildGroup;
// This holds one parent box entry.
typedef struct {
PXreal back, left; // Top/left of the parent box (looking down into the model).
PXreal front, right; // Ditto bottom/right.
uint32 num_barriers; // Number of barriers in the parent (not its children).
uint32 barriers; // Offset to an array of barrier indices.
uint32 num_specials; // Number of special barriers (eg. field-of-view).
uint32 specials; // Offset of the array of special barrier indices.
uint32 num_childgroups; // Number of child groups owned by this parent box.
uint32 childgroups[1]; // Array of offsets to the child groups.
} ParentBox;
// This is also a slice through the model, but the data is grouped in a different way which is more suited to routing.
typedef struct {
PXreal bottom; // The bottom of the slice.
PXreal top; // The top of the slice.
uint32 num_parent_boxes; // The number of parent boxes in this slice (same as the number of floor rectangles at this height).
uint32 parent_boxes[1]; // An array of offsets to parent boxes.
} RoutingSlice;
inline eBarrierLogicValue IsBarrierTo(eBarrierType eMaterial, eBarrierRayType eRay) { return barrierLogicTable[eMaterial][eRay]; }
} // End of namespace ICB
#endif // #ifndef _PX_ROUTE_BARRIERS_H_INCLUDED