scummvm/scene.cpp

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// Residual - Virtual machine to run LucasArts' 3D adventure games
// Copyright (C) 2003-2004 The ScummVM-Residual Team (www.scummvm.org)
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//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public
// License as published by the Free Software Foundation; either
// version 2.1 of the License, or (at your option) any later version.
//
// This library 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
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
#include "stdafx.h"
#include "scene.h"
#include "textsplit.h"
#include "resource.h"
#include "debug.h"
#include "bitmap.h"
#include "colormap.h"
#include "vector3d.h"
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#include <SDL.h>
#include <cmath>
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#include "screen.h"
#include "driver_gl.h"
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Scene::Scene(const char *name, const char *buf, int len) :
name_(name) {
TextSplitter ts(buf, len);
char tempBuf[256];
ts.expectString("section: colormaps");
ts.scanString(" numcolormaps %d", 1, &numCmaps_);
cmaps_ = new ResPtr<CMap>[numCmaps_];
char cmap_name[256];
for (int i = 0; i < numCmaps_; i++) {
ts.scanString(" colormap %256s", 1, cmap_name);
cmaps_[i] = ResourceLoader::instance()->loadColormap(cmap_name);
}
ts.expectString("section: setups");
ts.scanString(" numsetups %d", 1, &numSetups_);
setups_ = new Setup[numSetups_];
for (int i = 0; i < numSetups_; i++)
setups_[i].load(ts);
currSetup_ = setups_;
numSectors_ = -1;
numLights_ = -1;
lights_ = NULL;
sectors_ = NULL;
// Lights are optional
if (ts.eof())
return;
ts.expectString("section: lights");
ts.scanString(" numlights %d", 1, &numLights_);
lights_ = new Light[numLights_];
for (int i = 0; i < numLights_; i++)
lights_[i].load(ts);
// Calculate the number of sectors
ts.expectString("section: sectors");
if (ts.eof()) // Sectors are optional, but section: doesn't seem to be
return;
// Sector NAMES can be null, but ts doesn't seem flexible enough to allow this
if (strlen(ts.currentLine()) > strlen(" sector"))
ts.scanString(" sector %256s", 1, tempBuf);
else {
ts.nextLine();
strcpy(tempBuf, "");
}
ts.scanString(" id %d", 1, &numSectors_);
numSectors_++;
sectors_ = new Sector[numSectors_];
// FIXME: This would be nicer if we could rewind the textsplitter
// stream
sectors_[0].load0(ts, tempBuf, numSectors_);
for (int i = 1; i < numSectors_; i++)
sectors_[i].load(ts);
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}
Scene::~Scene() {
delete [] cmaps_;
delete [] setups_;
if (lights_)
delete [] lights_;
if (sectors_)
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delete [] sectors_;
for (StateList::iterator i = states_.begin();
i != states_.end(); i++)
delete (*i);
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}
void Scene::Setup::load(TextSplitter &ts) {
char buf[256];
ts.scanString(" setup %256s", 1, buf);
name_ = buf;
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ts.scanString(" background %256s", 1, buf);
bkgnd_bm_ = ResourceLoader::instance()->loadBitmap(buf);
// ZBuffer is optional
if (!ts.checkString("zbuffer")) {
bkgnd_zbm_ = NULL;
} else {
ts.scanString(" zbuffer %256s", 1, buf);
bkgnd_zbm_ = ResourceLoader::instance()->loadBitmap(buf);
}
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ts.scanString(" position %f %f %f", 3, &pos_.x(), &pos_.y(), &pos_.z());
ts.scanString(" interest %f %f %f", 3, &interest_.x(), &interest_.y(),
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&interest_.z());
ts.scanString(" roll %f", 1, &roll_);
ts.scanString(" fov %f", 1, &fov_);
ts.scanString(" nclip %f", 1, &nclip_);
ts.scanString(" fclip %f", 1, &fclip_);
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}
void Scene::Light::load(TextSplitter &ts) {
char buf[256];
// Light names can be null, but ts doesn't seem flexible enough to allow this
if (strlen(ts.currentLine()) > strlen(" light"))
ts.scanString(" light %256s", 1, buf);
else {
ts.nextLine();
strcpy(buf, "");
}
name_ = buf;
ts.scanString(" type %256s", 1, buf);
type_ = buf;
ts.scanString(" position %f %f %f", 3, &pos_.x(), &pos_.y(), &pos_.z());
ts.scanString(" direction %f %f %f", 3, &dir_.x(), &dir_.y(), &dir_.z());
ts.scanString(" intensity %f", 1, &intensity_);
ts.scanString(" umbraangle %f", 1, &umbraangle_);
ts.scanString(" penumbraangle %f", 1, &penumbraangle_);
ts.scanString(" color %d %d %d", 3, &color_.red(), &color_.green(), &color_.blue());
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}
void Scene::Setup::setupCamera() const {
// Ignore nclip_ and fclip_ for now. This fixes:
// (a) Nothing was being displayed in the Land of the Living
// diner because lr.set set nclip to 0.
// (b) The zbuffers for setups with different nclip or
// fclip values. If it turns out that the clipping planes
// are important at some point, we'll need to modify the
// zbuffer transformation in bitmap.cpp to take nclip_ and
// fclip_ into account.
g_driver->setupCamera(fov_, 0.01f, 3276.8f, roll_);
g_driver->positionCamera(pos_, interest_);
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}
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void Scene::setSetup(int num) {
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currSetup_ = setups_ + num;
if (! SCREENBLOCKS_GLOBAL)
return;
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if(currSetup_->bkgnd_zbm_)
screenBlocksInit( currSetup_->bkgnd_zbm_->getData() );
else
screenBlocksInitEmpty();
}
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void Scene::drawBitmaps(ObjectState::Position stage) {
for (StateList::iterator i = states_.begin(); i != states_.end();
i++) {
if ((*i)->pos() == stage && currSetup_ == setups_ + (*i)->setupID())
(*i)->draw();
}
}
Sector *Scene::findPointSector(Vector3d p, int flags) {
for (int i = 0; i < numSectors_; i++) {
Sector *sector = sectors_ + i;
if ((sector->type() & flags) && sector->visible() &&
sector->isPointInSector(p))
return sector;
}
return NULL;
}
ObjectState *Scene::findState(const char *filename) {
for (StateList::iterator i = states_.begin(); i != states_.end();
i++) {
if (strcmp((*i)->bitmapFilename(), filename) == 0)
return *i;
}
return NULL;
}