scummvm/engines/twine/scene/collision.cpp
2024-10-17 14:31:11 +02:00

519 lines
18 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.
*
* 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/collision.h"
#include "common/util.h"
#include "twine/debugger/debug_state.h"
#include "twine/renderer/renderer.h"
#include "twine/resources/resources.h"
#include "twine/scene/actor.h"
#include "twine/scene/animations.h"
#include "twine/scene/extra.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 {
Collision::Collision(TwinEEngine *engine) : _engine(engine) {
}
bool Collision::checkZvOnZv(int32 actorIdx1, int32 actorIdx2) const {
const ActorStruct *actor1 = _engine->_scene->getActor(actorIdx1);
const ActorStruct *actor2 = _engine->_scene->getActor(actorIdx2);
const IVec3 &processActor = actor1->_processActor;
const IVec3 &mins1 = processActor + actor1->_boundingBox.mins;
const IVec3 &maxs1 = processActor + actor1->_boundingBox.maxs;
const IVec3 &mins2 = actor2->posObj() + actor2->_boundingBox.mins;
const IVec3 &maxs2 = actor2->posObj() + actor2->_boundingBox.maxs;
if (mins1.x >= maxs2.x) {
return false;
}
if (maxs1.x <= mins2.x) {
return false;
}
if (mins1.y > (maxs2.y + 1)) {
return false;
}
if (mins1.y <= (maxs2.y - SIZE_BRICK_Y)) {
return false;
}
if (maxs1.y <= mins2.y) {
return false;
}
if (mins1.z >= maxs2.z) {
return false;
}
if (maxs1.z <= mins2.z) {
return false;
}
return true;
}
void Collision::reajustPos(IVec3 &processActor, ShapeType brickShape) const {
if (brickShape <= ShapeType::kSolid) {
return;
}
const int32 xw = (_collision.x * SIZE_BRICK_XZ) - DEMI_BRICK_XZ; // upper left corner of the brick
const int32 yw = _collision.y * SIZE_BRICK_Y;
const int32 zw = (_collision.z * SIZE_BRICK_XZ) - DEMI_BRICK_XZ;
// double-side stairs
switch (brickShape) {
case ShapeType::kDoubleSideStairsTop1:
if (processActor.x - xw < processActor.z - zw) {
brickShape = ShapeType::kStairsTopRight;
} else {
brickShape = ShapeType::kStairsTopLeft;
}
break;
case ShapeType::kDoubleSideStairsBottom1:
if (processActor.x - xw < processActor.z - zw) {
brickShape = ShapeType::kStairsBottomRight;
} else {
brickShape = ShapeType::kStairsBottomLeft;
}
break;
case ShapeType::kDoubleSideStairsTop2:
if (processActor.x - xw < processActor.z - zw) {
brickShape = ShapeType::kStairsTopLeft;
} else {
brickShape = ShapeType::kStairsTopRight;
}
break;
case ShapeType::kDoubleSideStairsBottom2:
if (processActor.x - xw < processActor.z - zw) {
brickShape = ShapeType::kStairsBottomLeft;
} else {
brickShape = ShapeType::kStairsBottomRight;
}
break;
case ShapeType::kDoubleSideStairsLeft1:
if (SIZE_BRICK_XZ - (processActor.x - xw) > processActor.z - zw) {
brickShape = ShapeType::kStairsBottomLeft;
} else {
brickShape = ShapeType::kStairsTopLeft;
}
break;
case ShapeType::kDoubleSideStairsRight1:
if (SIZE_BRICK_XZ - (processActor.x - xw) > processActor.z - zw) {
brickShape = ShapeType::kStairsBottomRight;
} else {
brickShape = ShapeType::kStairsTopRight;
}
break;
case ShapeType::kDoubleSideStairsLeft2:
if (SIZE_BRICK_XZ - (processActor.x - xw) > processActor.z - zw) {
brickShape = ShapeType::kStairsTopLeft;
} else {
brickShape = ShapeType::kStairsBottomLeft;
}
break;
case ShapeType::kDoubleSideStairsRight2:
if (SIZE_BRICK_XZ - (processActor.x - xw) > processActor.z - zw) {
brickShape = ShapeType::kStairsTopRight;
} else {
brickShape = ShapeType::kStairsBottomRight;
}
break;
default:
break;
}
switch (brickShape) {
case ShapeType::kStairsTopLeft:
processActor.y = yw + boundRuleThree(0, SIZE_BRICK_Y, SIZE_BRICK_XZ, processActor.x - xw);
break;
case ShapeType::kStairsTopRight:
processActor.y = yw + boundRuleThree(0, SIZE_BRICK_Y, SIZE_BRICK_XZ, processActor.z - zw);
break;
case ShapeType::kStairsBottomLeft:
processActor.y = yw + boundRuleThree(SIZE_BRICK_Y, 0, SIZE_BRICK_XZ, processActor.z - zw);
break;
case ShapeType::kStairsBottomRight:
processActor.y = yw + boundRuleThree(SIZE_BRICK_Y, 0, SIZE_BRICK_XZ, processActor.x - xw);
break;
default:
break;
}
}
void Collision::handlePushing(IVec3 &processActor, const IVec3 &minsTest, const IVec3 &maxsTest, ActorStruct *ptrobj, ActorStruct *ptrobjt) {
const int32 newAngle = _engine->_movements->getAngle(processActor, ptrobjt->posObj());
// protect against chain reactions
if (ptrobjt->_flags.bCanBePushed && !ptrobj->_flags.bCanBePushed) {
ptrobjt->_animStep.y = 0;
if (ptrobjt->_flags.bUseMiniZv) {
if (newAngle >= LBAAngles::ANGLE_45 && newAngle < LBAAngles::ANGLE_135 && ptrobj->_beta >= LBAAngles::ANGLE_45 && ptrobj->_beta < LBAAngles::ANGLE_135) {
ptrobjt->_animStep.x = SIZE_BRICK_XZ / 4 + SIZE_BRICK_XZ / 8;
}
if (newAngle >= LBAAngles::ANGLE_135 && newAngle < LBAAngles::ANGLE_225 && ptrobj->_beta >= LBAAngles::ANGLE_135 && ptrobj->_beta < LBAAngles::ANGLE_225) {
ptrobjt->_animStep.z = -SIZE_BRICK_XZ / 4 + SIZE_BRICK_XZ / 8;
}
if (newAngle >= LBAAngles::ANGLE_225 && newAngle < LBAAngles::ANGLE_315 && ptrobj->_beta >= LBAAngles::ANGLE_225 && ptrobj->_beta < LBAAngles::ANGLE_315) {
ptrobjt->_animStep.x = -SIZE_BRICK_XZ / 4 + SIZE_BRICK_XZ / 8;
}
if ((newAngle >= LBAAngles::ANGLE_315 || newAngle < LBAAngles::ANGLE_45) && (ptrobj->_beta >= LBAAngles::ANGLE_315 || ptrobj->_beta < LBAAngles::ANGLE_45)) {
ptrobjt->_animStep.z = SIZE_BRICK_XZ / 4 + SIZE_BRICK_XZ / 8;
}
} else {
// induced displacement before readjustment?
ptrobjt->_animStep.x = processActor.x - ptrobj->_oldPos.x;
ptrobjt->_animStep.z = processActor.z - ptrobj->_oldPos.z;
}
}
// so patch tempo
if ((ptrobjt->_boundingBox.maxs.x - ptrobjt->_boundingBox.mins.x == ptrobjt->_boundingBox.maxs.z - ptrobjt->_boundingBox.mins.z) &&
(ptrobj->_boundingBox.maxs.x - ptrobj->_boundingBox.mins.x == ptrobj->_boundingBox.maxs.z - ptrobj->_boundingBox.mins.z)) {
if (newAngle >= LBAAngles::ANGLE_45 && newAngle < LBAAngles::ANGLE_135) {
processActor.x = minsTest.x - ptrobj->_boundingBox.maxs.x;
}
if (newAngle >= LBAAngles::ANGLE_135 && newAngle < LBAAngles::ANGLE_225) {
processActor.z = maxsTest.z - ptrobj->_boundingBox.mins.z;
}
if (newAngle >= LBAAngles::ANGLE_225 && newAngle < LBAAngles::ANGLE_315) {
processActor.x = maxsTest.x - ptrobj->_boundingBox.mins.x;
}
if (newAngle >= LBAAngles::ANGLE_315 || newAngle < LBAAngles::ANGLE_45) {
processActor.z = minsTest.z - ptrobj->_boundingBox.maxs.z;
}
} else if (!ptrobj->_workFlags.bIsFalling) {
// refuse pos
processActor = ptrobj->_oldPos;
}
}
bool Collision::checkValidObjPos(int32 actorIdx) {
const ActorStruct *ptrobj = _engine->_scene->getActor(actorIdx);
const IVec3 m0 = ptrobj->posObj() + ptrobj->_boundingBox.mins;
const IVec3 m1 = ptrobj->posObj() + ptrobj->_boundingBox.maxs;
if (m0.x < 0 || m0.x > SCENE_SIZE_MAX) {
return false;
}
if (m1.x < 0 || m1.x > SCENE_SIZE_MAX) {
return false;
}
if (m0.z < 0 || m0.z > SCENE_SIZE_MAX) {
return false;
}
if (m1.z < 0 || m1.z > SCENE_SIZE_MAX) {
return false;
}
Grid *grid = _engine->_grid;
if (grid->worldColBrickFull(m0.x, m0.y, m0.z, ptrobj->_boundingBox.maxs.y, actorIdx) != ShapeType::kNone) {
return false;
}
if (grid->worldColBrickFull(m1.x, m0.y, m0.z, ptrobj->_boundingBox.maxs.y, actorIdx) != ShapeType::kNone) {
return false;
}
if (grid->worldColBrickFull(m1.x, m0.y, m1.z, ptrobj->_boundingBox.maxs.y, actorIdx) != ShapeType::kNone) {
return false;
}
if (grid->worldColBrickFull(m0.x, m0.y, m1.z, ptrobj->_boundingBox.maxs.y, actorIdx) != ShapeType::kNone) {
return false;
}
for (int32 n = 0; n < _engine->_scene->_nbObjets; ++n) {
const ActorStruct *ptrobjt = _engine->_scene->getActor(n);
if (n != actorIdx && ptrobjt->_body != -1 && !ptrobj->_flags.bIsInvisible && ptrobjt->_carryBy != actorIdx) {
const IVec3 &t0 = ptrobjt->posObj() + ptrobjt->_boundingBox.mins;
const IVec3 &t1 = ptrobjt->posObj() + ptrobjt->_boundingBox.maxs;
if (m0.x < t1.x && m1.x > t0.x && m0.y < t1.y && m1.y > t0.y && m0.z < t1.z && m1.z > t0.z) {
return false;
}
}
}
return true;
}
int32 Collision::checkObjCol(int32 actorIdx) {
ActorStruct *ptrobj = _engine->_scene->getActor(actorIdx);
IVec3 &processActor = ptrobj->_processActor;
IVec3 mins = processActor + ptrobj->_boundingBox.mins;
IVec3 maxs = processActor + ptrobj->_boundingBox.maxs;
int32 oldObjCol = ptrobj->_objCol;
ptrobj->_objCol = -1;
for (int32 a = 0; a < _engine->_scene->_nbObjets; a++) {
ActorStruct *ptrobjt = _engine->_scene->getActor(a);
// avoid current processed actor
if (a != actorIdx && ptrobjt->_body != -1 && !ptrobj->_flags.bIsInvisible && ptrobjt->_carryBy != actorIdx) {
const IVec3 &minsTest = ptrobjt->posObj() + ptrobjt->_boundingBox.mins;
const IVec3 &maxsTest = ptrobjt->posObj() + ptrobjt->_boundingBox.maxs;
if (mins.x < maxsTest.x && maxs.x > minsTest.x && mins.y < maxsTest.y && maxs.y > minsTest.y && mins.z < maxsTest.z && maxs.z > minsTest.z) {
ptrobj->_objCol = a; // mark as collision with actor a
if (a != oldObjCol) {
debugC(1, TwinE::kDebugCollision, "Actor %d is colliding with %d", actorIdx, a);
}
if (ptrobjt->_flags.bIsCarrierActor) {
if (ptrobj->_workFlags.bIsFalling) {
// I touch a carrier
processActor.y = maxsTest.y - ptrobj->_boundingBox.mins.y + 1;
ptrobj->_carryBy = a;
continue;
} else if (checkZvOnZv(actorIdx, a)) {
// I walk on a carrier
processActor.y = maxsTest.y - ptrobj->_boundingBox.mins.y + 1;
ptrobj->_carryBy = a;
continue;
}
} else {
// I step on someone
if (checkZvOnZv(actorIdx, a)) {
_engine->_actor->hitObj(actorIdx, a, 1, -1);
}
}
handlePushing(processActor, minsTest, maxsTest, ptrobj, ptrobjt);
}
}
}
// test moves ZV further if hit
if (ptrobj->_workFlags.bIsHitting) {
const IVec2 &destPos = _engine->_renderer->rotate(0, 200, ptrobj->_beta);
mins = processActor + ptrobj->_boundingBox.mins;
mins.x += destPos.x;
mins.z += destPos.y;
maxs = processActor + ptrobj->_boundingBox.maxs;
maxs.x += destPos.x;
maxs.z += destPos.y;
for (int32 a = 0; a < _engine->_scene->_nbObjets; a++) {
const ActorStruct *actorTest = _engine->_scene->getActor(a);
// avoid current processed actor
if (a != actorIdx && actorTest->_body != -1 && !actorTest->_flags.bIsInvisible && actorTest->_carryBy != actorIdx) {
const IVec3 minsTest = actorTest->posObj() + actorTest->_boundingBox.mins;
const IVec3 maxsTest = actorTest->posObj() + actorTest->_boundingBox.maxs;
if (mins.x < maxsTest.x && maxs.x > minsTest.x && mins.y < maxsTest.y && maxs.y > minsTest.y && mins.z < maxsTest.z && maxs.z > minsTest.z) {
_engine->_actor->hitObj(actorIdx, a, ptrobj->_strengthOfHit, ptrobj->_beta + LBAAngles::ANGLE_180);
ptrobj->_workFlags.bIsHitting = 0;
}
}
}
}
return ptrobj->_objCol;
}
void Collision::setCollisionPos(const IVec3 &pos) {
_processCollision = pos;
}
uint32 Collision::doCornerReajustTwinkel(ActorStruct *actor, int32 x, int32 y, int32 z, int32 damageMask) {
IVec3 &processActor = actor->_processActor;
const IVec3 &oldPos = actor->_oldPos;
ShapeType orgcol = _engine->_grid->worldColBrick(processActor);
uint32 _col1 = 0;
processActor.x += x;
processActor.y += y;
processActor.z += z;
if (processActor.x >= 0 && processActor.z >= 0 && processActor.x <= SCENE_SIZE_MAX && processActor.z <= SCENE_SIZE_MAX) {
const BoundingBox &bbox = actor->_boundingBox;
reajustPos(processActor, orgcol);
ShapeType col = _engine->_grid->worldColBrickFull(processActor, bbox.maxs.y, OWN_ACTOR_SCENE_INDEX);
if (col == ShapeType::kSolid) {
_col1 |= damageMask;
if (_engine->_grid->worldColBrickFull(processActor.x, processActor.y, oldPos.z + z, bbox.maxs.y, OWN_ACTOR_SCENE_INDEX) == ShapeType::kSolid) {
if (_engine->_grid->worldColBrickFull(x + oldPos.x, processActor.y, processActor.z, bbox.maxs.y, OWN_ACTOR_SCENE_INDEX) != ShapeType::kSolid) {
_processCollision.x = oldPos.x;
}
} else {
_processCollision.z = oldPos.z;
}
}
}
processActor = _processCollision;
return _col1;
}
uint32 Collision::doCornerReajust(ActorStruct *actor, int32 x, int32 y, int32 z, int32 damageMask) {
IVec3 &processActor = actor->_processActor;
const IVec3 &previousActor = actor->_oldPos;
ShapeType orgcol = _engine->_grid->worldColBrick(processActor);
uint32 _col1 = 0;
processActor.x += x;
processActor.y += y;
processActor.z += z;
if (processActor.x >= 0 && processActor.z >= 0 && processActor.x <= SCENE_SIZE_MAX && processActor.z <= SCENE_SIZE_MAX) {
reajustPos(processActor, orgcol);
ShapeType col = _engine->_grid->worldColBrick(processActor);
if (col == ShapeType::kSolid) {
_col1 |= damageMask;
if (_engine->_grid->worldColBrick(processActor.x, processActor.y, previousActor.z + z) == ShapeType::kSolid) {
if (_engine->_grid->worldColBrick(x + previousActor.x, processActor.y, processActor.z) != ShapeType::kSolid) {
_processCollision.x = previousActor.x;
}
} else {
_processCollision.z = previousActor.z;
}
}
}
processActor = _processCollision;
return _col1;
}
void Collision::receptionObj(int actorIdx) {
ActorStruct *actor = _engine->_scene->getActor(actorIdx);
if (IS_HERO(actorIdx)) {
const IVec3 &processActor = actor->_processActor;
const int32 fall = _engine->_scene->_startYFalling - processActor.y;
if (fall >= SIZE_BRICK_Y * 8) {
const IVec3 &actorPos = actor->posObj();
_engine->_extra->initSpecial(actorPos.x, actorPos.y + 1000, actorPos.z, ExtraSpecialType::kHitStars);
if (fall >= SIZE_BRICK_Y * 16) {
actor->setLife(0);
} else {
actor->addLife(-1);
}
_engine->_animations->initAnim(AnimationTypes::kLandingHit, AnimType::kAnimationAllThen, AnimationTypes::kStanding, actorIdx);
} else if (fall > 2 * SIZE_BRICK_Y) {
_engine->_animations->initAnim(AnimationTypes::kLanding, AnimType::kAnimationAllThen, AnimationTypes::kStanding, actorIdx);
} else {
if (actor->_workFlags.bWasWalkingBeforeFalling) {
// try to not interrupt walk animation if Twinsen falls down from small height
_engine->_animations->initAnim(AnimationTypes::kForward, AnimType::kAnimationTypeRepeat, AnimationTypes::kStanding, actorIdx);
} else {
_engine->_animations->initAnim(AnimationTypes::kStanding, AnimType::kAnimationTypeRepeat, AnimationTypes::kStanding, actorIdx);
}
}
_engine->_scene->_startYFalling = 0;
} else {
_engine->_animations->initAnim(AnimationTypes::kLanding, AnimType::kAnimationAllThen, actor->_nextGenAnim, actorIdx);
}
if (actor->_workFlags.bIsFalling) {
debugC(1, TwinE::kDebugCollision, "Actor %d reset falling", actorIdx);
}
actor->_workFlags.bIsFalling = 0;
actor->_workFlags.bWasWalkingBeforeFalling = 0;
}
int32 Collision::extraCheckObjCol(ExtraListStruct *extra, int32 actorIdx) {
const BoundingBox *bbox = _engine->_resources->_spriteBoundingBox.bbox(extra->sprite);
const IVec3 mins = bbox->mins + extra->pos;
const IVec3 maxs = bbox->maxs + extra->pos;
for (int32 a = 0; a < _engine->_scene->_nbObjets; a++) {
const ActorStruct *actorTest = _engine->_scene->getActor(a);
if (a != actorIdx && actorTest->_body != -1) {
const IVec3 minsTest = actorTest->posObj() + actorTest->_boundingBox.mins;
const IVec3 maxsTest = actorTest->posObj() + actorTest->_boundingBox.maxs;
if (mins.x < maxsTest.x && maxs.x > minsTest.x && mins.y < maxsTest.y && maxs.y > minsTest.y && mins.z < maxsTest.z && maxs.z > minsTest.z) {
if (extra->strengthOfHit != 0) {
_engine->_actor->hitObj(actorIdx, a, extra->strengthOfHit, -1);
}
return a;
}
}
}
return -1;
}
bool Collision::fullWorldColBrick(int32 x, int32 y, int32 z, const IVec3 &oldPos) {
if (_engine->_grid->worldColBrick(oldPos) != ShapeType::kNone) {
return true;
}
const int32 averageX = ABS(x + oldPos.x) / 2;
const int32 averageY = ABS(y + oldPos.y) / 2;
const int32 averageZ = ABS(z + oldPos.z) / 2;
if (_engine->_grid->worldColBrick(averageX, averageY, averageZ) != ShapeType::kNone) {
return true;
}
if (_engine->_grid->worldColBrick(ABS(oldPos.x + averageX) / 2, ABS(oldPos.y + averageY) / 2, ABS(oldPos.z + averageZ) / 2) != ShapeType::kNone) {
return true;
}
if (_engine->_grid->worldColBrick(ABS(x + averageX) / 2, ABS(y + averageY) / 2, ABS(z + averageZ) / 2) != ShapeType::kNone) {
return true;
}
return false;
}
int32 Collision::extraCheckExtraCol(ExtraListStruct *extra, int32 extraIdx) const {
int32 index = extra->sprite;
const BoundingBox *bbox = _engine->_resources->_spriteBoundingBox.bbox(index);
const IVec3 mins = bbox->mins + extra->pos;
const IVec3 maxs = bbox->maxs + extra->pos;
for (int32 i = 0; i < EXTRA_MAX_ENTRIES; i++) {
const ExtraListStruct *extraTest = &_engine->_extra->_extraList[i];
if (i != extraIdx && extraTest->sprite != -1) {
const BoundingBox *testbbox = _engine->_resources->_spriteBoundingBox.bbox(++index);
const IVec3 minsTest = testbbox->mins + extraTest->pos;
const IVec3 maxsTest = testbbox->maxs + extraTest->pos;
if (mins.x >= minsTest.x) {
continue;
}
if (mins.x < maxsTest.x && maxs.x > minsTest.x && mins.y < maxsTest.y && maxs.y > minsTest.y && mins.z < maxsTest.z && maxs.z > minsTest.z) {
return i;
}
}
}
return -1;
}
} // namespace TwinE