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update copyright date, some formating stuff, rest later
This commit is contained in:
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314
actor.cpp
314
actor.cpp
@ -1,5 +1,5 @@
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// Residual - Virtual machine to run LucasArts' 3D adventure games
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// Copyright (C) 2003 The ScummVM-Residual Team (www.scummvm.org)
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// Copyright (C) 2003-2004 The ScummVM-Residual Team (www.scummvm.org)
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//
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// This library is free software; you can redistribute it and/or
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// modify it under the terms of the GNU Lesser General Public
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@ -25,157 +25,155 @@
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#include "driver_gl.h"
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Actor::Actor(const char *name) :
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name_(name), talkColor_(255, 255, 255), pos_(0, 0, 0),
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pitch_(0), yaw_(0), roll_(0), walkRate_(0), turnRate_(0),
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visible_(true), talkSound_(NULL), turning_(false), walking_(false), walkChore_(-1)
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{
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Engine::instance()->registerActor(this);
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lookingMode_ = false;
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name_(name), talkColor_(255, 255, 255), pos_(0, 0, 0),
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pitch_(0), yaw_(0), roll_(0), walkRate_(0), turnRate_(0),
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visible_(true), talkSound_(NULL), turning_(false), walking_(false), walkChore_(-1) {
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Engine::instance()->registerActor(this);
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lookingMode_ = false;
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}
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void Actor::turnTo(float pitch, float yaw, float roll) {
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pitch_ = pitch;
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roll_ = roll;
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if (yaw_ != yaw) {
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turning_ = true;
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destYaw_ = yaw;
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}
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else
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turning_ = false;
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pitch_ = pitch;
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roll_ = roll;
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if (yaw_ != yaw) {
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turning_ = true;
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destYaw_ = yaw;
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} else
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turning_ = false;
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}
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void Actor::walkTo(Vector3d p) {
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// For now, this is just the ignoring-boxes version (which afaict
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// isn't even in the original). This will eventually need a
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// following-boxes version also.
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if (p == pos_)
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walking_ = false;
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else {
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walking_ = true;
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destPos_ = p;
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// For now, this is just the ignoring-boxes version (which afaict
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// isn't even in the original). This will eventually need a
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// following-boxes version also.
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if (p == pos_)
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walking_ = false;
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else {
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walking_ = true;
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destPos_ = p;
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if (p.x() != pos_.x() || p.y() != pos_.y())
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turnTo(pitch_, yawTo(p), roll_);
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}
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if (p.x() != pos_.x() || p.y() != pos_.y())
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turnTo(pitch_, yawTo(p), roll_);
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}
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}
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bool Actor::validBoxVector(Vector3d forwardVec, float dist) {
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// TODO: Obey Actor 'constrain' flags. Verify if any other sector flags allow walking
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// Possibly use a box-aware TraceLine function instead of just checking dest point
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Vector3d tempVec = pos_ + (forwardVec * dist);
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int numSectors = Engine::instance()->currScene()->getSectorCount();
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//TODO: Obey Actor 'constrain' flags. Verify if any other sector flags allow walking
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//Possibly use a box-aware TraceLine function instead of just checking dest point
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Vector3d tempVec = pos_ + (forwardVec * dist);
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int numSectors = Engine::instance()->currScene()->getSectorCount();
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for (int i = 0; i < numSectors; i++) {
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Sector *sector = Engine::instance()->currScene()->getSectorBase(i);
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if ((sector->type() & 0x1000) && sector->visible()) {
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if (sector->isPointInSector(tempVec))
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return true;
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}
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}
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return false;
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for (int i = 0; i < numSectors; i++) {
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Sector *sector = Engine::instance()->currScene()->getSectorBase(i);
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if ((sector->type() & 0x1000) && sector->visible()) {
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if (sector->isPointInSector(tempVec))
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return true;
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}
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}
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return false;
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}
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void Actor::walkForward() {
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float dist = Engine::instance()->perSecond(walkRate_);
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float yaw_rad = yaw_ * (M_PI / 180), pitch_rad = pitch_ * (M_PI / 180);
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Vector3d forwardVec(-std::sin(yaw_rad) * std::cos(pitch_rad),
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std::cos(yaw_rad) * std::cos(pitch_rad),
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std::sin(pitch_rad));
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if (validBoxVector(forwardVec, dist))
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pos_ += forwardVec * dist;
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float dist = Engine::instance()->perSecond(walkRate_);
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float yaw_rad = yaw_ * (M_PI / 180), pitch_rad = pitch_ * (M_PI / 180);
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Vector3d forwardVec(-std::sin(yaw_rad) * std::cos(pitch_rad),
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std::cos(yaw_rad) * std::cos(pitch_rad),
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std::sin(pitch_rad));
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if (validBoxVector(forwardVec, dist))
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pos_ += forwardVec * dist;
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}
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void Actor::turn(int dir) {
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float delta = Engine::instance()->perSecond(turnRate_) * dir;
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yaw_ += delta;
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float delta = Engine::instance()->perSecond(turnRate_) * dir;
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yaw_ += delta;
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}
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float Actor::angleTo(const Actor &a) const {
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float yaw_rad = yaw_ * (M_PI / 180);
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Vector3d forwardVec(-std::sin(yaw_rad), std::cos(yaw_rad), 0);
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Vector3d delta = a.pos() - pos_;
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delta.z() = 0;
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return angle(forwardVec, delta) * (180 / M_PI);
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float yaw_rad = yaw_ * (M_PI / 180);
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Vector3d forwardVec(-std::sin(yaw_rad), std::cos(yaw_rad), 0);
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Vector3d delta = a.pos() - pos_;
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delta.z() = 0;
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return angle(forwardVec, delta) * (180 / M_PI);
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}
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float Actor::yawTo(Vector3d p) const {
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Vector3d dpos = p - pos_;
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if (dpos.x() == 0 && dpos.y() == 0)
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return 0;
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else
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return std::atan2(-dpos.x(), dpos.y()) * (180 / M_PI);
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Vector3d dpos = p - pos_;
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if (dpos.x() == 0 && dpos.y() == 0)
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return 0;
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else
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return std::atan2(-dpos.x(), dpos.y()) * (180 / M_PI);
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}
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void Actor::sayLine(const char *msg) {
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// For now, just play the appropriate sound if found. Eventually,
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// this needs to handle possibly displaying text, starting up
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// appropriate talking chores, etc.
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// For now, just play the appropriate sound if found. Eventually,
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// this needs to handle possibly displaying text, starting up
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// appropriate talking chores, etc.
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// Find the message identifier
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if (msg[0] != '/')
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return;
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const char *secondSlash = std::strchr(msg + 1, '/');
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if (secondSlash == NULL)
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return;
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if (talkSound_) // Only once line at a time, please :)
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shutUp();
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std::string msgId(msg + 1, secondSlash);
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talkSound_ = ResourceLoader::instance()->loadSound((msgId + ".wav").c_str());
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if (talkSound_ != NULL)
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Mixer::instance()->playVoice(talkSound_);
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// Find the message identifier
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if (msg[0] != '/')
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return;
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const char *secondSlash = std::strchr(msg + 1, '/');
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if (secondSlash == NULL)
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return;
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if (talkSound_) // Only once line at a time, please :)
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shutUp();
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std::string msgId(msg + 1, secondSlash);
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talkSound_ = ResourceLoader::instance()->loadSound((msgId + ".wav").c_str());
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if (talkSound_ != NULL)
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Mixer::instance()->playVoice(talkSound_);
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// FIXME: Ender - Disabled until I work out why the wrong Chores play
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// if (!costumeStack_.empty()) {
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// printf("Requesting talk chore\n");
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// costumeStack_.back()->playTalkChores();
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// }
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}
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//FIXME: Ender - Disabled until I work out why the wrong Chores play
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// if (!costumeStack_.empty()) {
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// printf("Requesting talk chore\n");
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// costumeStack_.back()->playTalkChores();
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//}
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}
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bool Actor::talking() {
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if (talkSound_ == NULL)
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return false;
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if (talkSound_->done()) {
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// FIXME: Ender - Disabled until I work out why the wrong Chores play
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// if (!costumeStack_.empty())
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// costumeStack_.back()->stopTalkChores();
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talkSound_ = NULL;
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return false;
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}
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return true;
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if (talkSound_ == NULL)
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return false;
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if (talkSound_->done()) {
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//FIXME: Ender - Disabled until I work out why the wrong Chores play
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//if (!costumeStack_.empty())
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//costumeStack_.back()->stopTalkChores();
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talkSound_ = NULL;
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return false;
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}
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return true;
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}
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void Actor::shutUp() {
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if (talkSound_) {
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Mixer::instance()->stopVoice(talkSound_);
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talkSound_ = NULL;
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}
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if (talkSound_) {
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Mixer::instance()->stopVoice(talkSound_);
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talkSound_ = NULL;
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}
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}
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void Actor::pushCostume(const char *name) {
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Costume *newCost = ResourceLoader::instance()->
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loadCostume(name, currentCostume());
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costumeStack_.push_back(newCost);
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Costume *newCost = ResourceLoader::instance()->
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loadCostume(name, currentCostume());
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costumeStack_.push_back(newCost);
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}
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void Actor::setCostume(const char *name) {
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if (! costumeStack_.empty())
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popCostume();
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pushCostume(name);
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if (! costumeStack_.empty())
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popCostume();
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pushCostume(name);
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}
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void Actor::popCostume() {
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if (! costumeStack_.empty()) {
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delete costumeStack_.back();
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costumeStack_.pop_back();
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}
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if (! costumeStack_.empty()) {
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delete costumeStack_.back();
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costumeStack_.pop_back();
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}
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}
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void Actor::clearCostumes() {
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// Make sure to destroy costume copies in reverse order
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while (! costumeStack_.empty()) {
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delete costumeStack_.back();
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costumeStack_.pop_back();
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}
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// Make sure to destroy costume copies in reverse order
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while (! costumeStack_.empty()) {
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delete costumeStack_.back();
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costumeStack_.pop_back();
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}
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}
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void Actor::setHead( int joint1, int joint2, int joint3, float maxRoll, float maxPitch, float maxYaw ) {
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@ -185,62 +183,64 @@ void Actor::setHead( int joint1, int joint2, int joint3, float maxRoll, float ma
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}
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Costume *Actor::findCostume(const char *name) {
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for (std::list<Costume *>::iterator i = costumeStack_.begin();
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i != costumeStack_.end(); i++)
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if (std::strcmp((*i)->filename(), name) == 0)
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return *i;
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return NULL;
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for (std::list<Costume *>::iterator i = costumeStack_.begin();
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i != costumeStack_.end(); i++)
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if (std::strcmp((*i)->filename(), name) == 0)
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return *i;
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return NULL;
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}
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void Actor::update() {
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if (turning_) {
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float turnAmt = Engine::instance()->perSecond(turnRate_);
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float dyaw = destYaw_ - yaw_;
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while (dyaw > 180)
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dyaw -= 360;
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while (dyaw < -180)
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dyaw += 360;
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if (turnAmt >= std::abs(dyaw)) {
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yaw_ = destYaw_;
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turning_ = false;
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}
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else if (dyaw > 0)
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yaw_ += turnAmt;
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else
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yaw_ -= turnAmt;
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}
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if (turning_) {
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float turnAmt = Engine::instance()->perSecond(turnRate_);
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float dyaw = destYaw_ - yaw_;
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while (dyaw > 180)
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dyaw -= 360;
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while (dyaw < -180)
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dyaw += 360;
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if (turnAmt >= std::abs(dyaw)) {
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yaw_ = destYaw_;
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turning_ = false;
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}
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else if (dyaw > 0)
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yaw_ += turnAmt;
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else
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yaw_ -= turnAmt;
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}
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if (walking_) {
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Vector3d dir = destPos_ - pos_;
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float dist = dir.magnitude();
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if (dist > 0)
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dir /= dist;
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float walkAmt = Engine::instance()->perSecond(walkRate_);
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if (walkAmt >= dist) {
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pos_ = destPos_;
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walking_ = false;
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turning_ = false;
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}
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else
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pos_ += dir * walkAmt;
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}
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if (walking_) {
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Vector3d dir = destPos_ - pos_;
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float dist = dir.magnitude();
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for (std::list<Costume *>::iterator i = costumeStack_.begin();
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i != costumeStack_.end(); i++)
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{
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(*i)->setPosRotate( pos_, pitch_, yaw_, roll_ );
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(*i)->update();
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}
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if (dist > 0)
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dir /= dist;
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if (lookingMode_) {
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float lookAtAmt = Engine::instance()->perSecond(lookAtRate_);
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}
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float walkAmt = Engine::instance()->perSecond(walkRate_);
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if (walkAmt >= dist) {
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pos_ = destPos_;
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walking_ = false;
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turning_ = false;
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}
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else
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pos_ += dir * walkAmt;
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}
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for (std::list<Costume *>::iterator i = costumeStack_.begin();
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i != costumeStack_.end(); i++) {
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(*i)->setPosRotate( pos_, pitch_, yaw_, roll_ );
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(*i)->update();
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}
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if (lookingMode_) {
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float lookAtAmt = Engine::instance()->perSecond(lookAtRate_);
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}
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}
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void Actor::draw() {
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if (! costumeStack_.empty()) {
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g_driver->startActorDraw(pos_, yaw_, pitch_, roll_);
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costumeStack_.back()->draw();
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g_driver->finishActorDraw();
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}
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}
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if (! costumeStack_.empty()) {
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g_driver->startActorDraw(pos_, yaw_, pitch_, roll_);
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costumeStack_.back()->draw();
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g_driver->finishActorDraw();
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}
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}
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185
actor.h
185
actor.h
@ -1,5 +1,5 @@
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// Residual - Virtual machine to run LucasArts' 3D adventure games
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// Copyright (C) 2003 The ScummVM-Residual Team (www.scummvm.org)
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// Copyright (C) 2003-2004 The ScummVM-Residual Team (www.scummvm.org)
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//
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// This library is free software; you can redistribute it and/or
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// modify it under the terms of the GNU Lesser General Public
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@ -29,115 +29,114 @@ class Costume;
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class Actor {
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public:
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Actor(const char *name);
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Actor(const char *name);
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const char *name() const { return name_.c_str(); }
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const char *name() const { return name_.c_str(); }
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void setTalkColor(const Color& c) { talkColor_ = c; }
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Color talkColor() const { return talkColor_; }
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void setPos(Vector3d pos) { pos_ = pos; }
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Vector3d pos() const { return pos_; }
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void walkTo(Vector3d p);
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bool isWalking() const { return walking_; }
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void setRot(float pitch, float yaw, float roll) {
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pitch_ = pitch; yaw_ = yaw; roll_ = roll;
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}
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void turnTo(float pitch, float yaw, float roll);
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bool isTurning() const { return turning_; }
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float pitch() const { return pitch_; }
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float yaw() const { return yaw_; }
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float roll() const { return roll_; }
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void setVisibility(bool val) { visible_ = val; }
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bool visible() const { return visible_; }
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void putInSet(const char *name) { setName_ = name; }
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void setTurnRate(float rate) { turnRate_ = rate; }
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float turnRate() const { return turnRate_; }
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void setWalkRate(float rate) { walkRate_ = rate; }
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float walkRate() const { return walkRate_; }
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void setLooking(bool lookingMode) { lookingMode_ = lookingMode; }
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void setTalkColor(const Color& c) { talkColor_ = c; }
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Color talkColor() const { return talkColor_; }
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void setPos(Vector3d pos) { pos_ = pos; }
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Vector3d pos() const { return pos_; }
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void walkTo(Vector3d p);
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bool isWalking() const { return walking_; }
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void setRot(float pitch, float yaw, float roll) {
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pitch_ = pitch; yaw_ = yaw; roll_ = roll;
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}
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void turnTo(float pitch, float yaw, float roll);
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bool isTurning() const { return turning_; }
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float pitch() const { return pitch_; }
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float yaw() const { return yaw_; }
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float roll() const { return roll_; }
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void setVisibility(bool val) { visible_ = val; }
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bool visible() const { return visible_; }
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void putInSet(const char *name) { setName_ = name; }
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void setTurnRate(float rate) { turnRate_ = rate; }
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float turnRate() const { return turnRate_; }
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void setWalkRate(float rate) { walkRate_ = rate; }
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float walkRate() const { return walkRate_; }
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void setLooking(bool lookingMode) { lookingMode_ = lookingMode; }
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float angleTo(const Actor &a) const;
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float yawTo(Vector3d p) const;
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float angleTo(const Actor &a) const;
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float yawTo(Vector3d p) const;
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bool validBoxVector(Vector3d forwardVec, float dist);
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bool validBoxVector(Vector3d forwardVec, float dist);
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bool inSet(const char *name) const {
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||||
return setName_ == name;
|
||||
}
|
||||
void walkForward();
|
||||
void turn(int dir);
|
||||
bool inSet(const char *name) const {
|
||||
return setName_ == name;
|
||||
}
|
||||
void walkForward();
|
||||
void turn(int dir);
|
||||
|
||||
void sayLine(const char *msg);
|
||||
void shutUp();
|
||||
bool talking();
|
||||
void sayLine(const char *msg);
|
||||
void shutUp();
|
||||
bool talking();
|
||||
|
||||
void setWalkChore(int choreNumber) { walkChore_ = choreNumber; }
|
||||
void setWalkChore(int choreNumber) { walkChore_ = choreNumber; }
|
||||
|
||||
void pushCostume(const char *name);
|
||||
void setCostume(const char *name);
|
||||
void popCostume();
|
||||
void clearCostumes();
|
||||
Costume *currentCostume() {
|
||||
if (costumeStack_.empty())
|
||||
return NULL;
|
||||
else
|
||||
return costumeStack_.back();
|
||||
}
|
||||
Costume *findCostume(const char *name);
|
||||
int costumeStackDepth() const {
|
||||
return costumeStack_.size();
|
||||
}
|
||||
void pushCostume(const char *name);
|
||||
void setCostume(const char *name);
|
||||
void popCostume();
|
||||
void clearCostumes();
|
||||
Costume *currentCostume() {
|
||||
if (costumeStack_.empty())
|
||||
return NULL;
|
||||
else
|
||||
return costumeStack_.back();
|
||||
}
|
||||
Costume *findCostume(const char *name);
|
||||
int costumeStackDepth() const {
|
||||
return costumeStack_.size();
|
||||
}
|
||||
|
||||
void update();
|
||||
void draw();
|
||||
void update();
|
||||
void draw();
|
||||
|
||||
bool isLookAtVectorZero() {
|
||||
return lookAtVector_.isZero();
|
||||
}
|
||||
void setLookAtVectorZero() {
|
||||
lookAtVector_.set( 0.f, 0.f, 0.f );
|
||||
}
|
||||
void setLookAtVector( Vector3d vector )
|
||||
{
|
||||
lookAtVector_ = vector;
|
||||
}
|
||||
void setLookAtRate( float rate ) {
|
||||
lookAtRate_ = rate;
|
||||
}
|
||||
float lookAtRate() {
|
||||
return(lookAtRate_);
|
||||
}
|
||||
void setHead( int joint1, int joint2, int joint3, float maxRoll, float maxPitch, float maxYaw );
|
||||
bool isLookAtVectorZero() {
|
||||
return lookAtVector_.isZero();
|
||||
}
|
||||
void setLookAtVectorZero() {
|
||||
lookAtVector_.set( 0.f, 0.f, 0.f );
|
||||
}
|
||||
void setLookAtVector( Vector3d vector ) {
|
||||
lookAtVector_ = vector;
|
||||
}
|
||||
void setLookAtRate( float rate ) {
|
||||
lookAtRate_ = rate;
|
||||
}
|
||||
float lookAtRate() {
|
||||
return(lookAtRate_);
|
||||
}
|
||||
void setHead( int joint1, int joint2, int joint3, float maxRoll, float maxPitch, float maxYaw);
|
||||
|
||||
private:
|
||||
std::string name_;
|
||||
std::string setName_;
|
||||
Color talkColor_;
|
||||
Vector3d pos_;
|
||||
float pitch_, yaw_, roll_;
|
||||
float walkRate_, turnRate_;
|
||||
|
||||
bool visible_;
|
||||
bool lookingMode_;
|
||||
ResPtr<Sound> talkSound_;
|
||||
std::list<Costume *> costumeStack_;
|
||||
std::string name_;
|
||||
std::string setName_;
|
||||
Color talkColor_;
|
||||
Vector3d pos_;
|
||||
float pitch_, yaw_, roll_;
|
||||
float walkRate_, turnRate_;
|
||||
|
||||
// Variables for gradual turning
|
||||
bool turning_;
|
||||
float destYaw_;
|
||||
bool visible_;
|
||||
bool lookingMode_;
|
||||
ResPtr<Sound> talkSound_;
|
||||
std::list<Costume *> costumeStack_;
|
||||
|
||||
// Variables for walking to a point
|
||||
bool walking_;
|
||||
Vector3d destPos_;
|
||||
// Variables for gradual turning
|
||||
bool turning_;
|
||||
float destYaw_;
|
||||
|
||||
// chores
|
||||
int walkChore_;
|
||||
// Variables for walking to a point
|
||||
bool walking_;
|
||||
Vector3d destPos_;
|
||||
|
||||
// lookAt
|
||||
Vector3d lookAtVector_;
|
||||
float lookAtRate_;
|
||||
// chores
|
||||
int walkChore_;
|
||||
|
||||
friend class Engine;
|
||||
// lookAt
|
||||
Vector3d lookAtVector_;
|
||||
float lookAtRate_;
|
||||
|
||||
friend class Engine;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
339
bitmap.cpp
339
bitmap.cpp
@ -1,5 +1,5 @@
|
||||
// Residual - Virtual machine to run LucasArts' 3D adventure games
|
||||
// Copyright (C) 2003 The ScummVM-Residual Team (www.scummvm.org)
|
||||
// Copyright (C) 2003-2004 The ScummVM-Residual Team (www.scummvm.org)
|
||||
//
|
||||
// This library is free software; you can redistribute it and/or
|
||||
// modify it under the terms of the GNU Lesser General Public
|
||||
@ -20,6 +20,7 @@
|
||||
#include <cstring>
|
||||
#include "bitmap.h"
|
||||
#include "bits.h"
|
||||
#include "smush.h"
|
||||
#include "debug.h"
|
||||
|
||||
#include "driver_gl.h"
|
||||
@ -29,194 +30,192 @@
|
||||
static void decompress_codec3(const char *compressed, char *result);
|
||||
|
||||
Bitmap::Bitmap(const char *filename, const char *data, int len) :
|
||||
Resource(filename)
|
||||
{
|
||||
if (len < 8 || memcmp(data, "BM F\0\0\0", 8) != 0)
|
||||
error("Invalid magic loading bitmap\n");
|
||||
Resource(filename) {
|
||||
if (len < 8 || memcmp(data, "BM F\0\0\0", 8) != 0)
|
||||
error("Invalid magic loading bitmap\n");
|
||||
|
||||
int codec = READ_LE_UINT32(data + 8);
|
||||
num_images_ = READ_LE_UINT32(data + 16);
|
||||
x_ = READ_LE_UINT32(data + 20);
|
||||
y_ = READ_LE_UINT32(data + 24);
|
||||
format_ = READ_LE_UINT32(data + 32);
|
||||
width_ = READ_LE_UINT32(data + 128);
|
||||
height_ = READ_LE_UINT32(data + 132);
|
||||
curr_image_ = 0;
|
||||
int codec = READ_LE_UINT32(data + 8);
|
||||
num_images_ = READ_LE_UINT32(data + 16);
|
||||
x_ = READ_LE_UINT32(data + 20);
|
||||
y_ = READ_LE_UINT32(data + 24);
|
||||
format_ = READ_LE_UINT32(data + 32);
|
||||
width_ = READ_LE_UINT32(data + 128);
|
||||
height_ = READ_LE_UINT32(data + 132);
|
||||
curr_image_ = 0;
|
||||
|
||||
data_ = new char*[num_images_];
|
||||
int pos = 0x88;
|
||||
for (int i = 0; i < num_images_; i++) {
|
||||
data_[i] = new char[2 * width_ * height_];
|
||||
if (codec == 0) {
|
||||
memcpy(data_[i], data + pos, 2 * width_ * height_);
|
||||
pos += 2 * width_ * height_ + 8;
|
||||
}
|
||||
else if (codec == 3) {
|
||||
int compressed_len = READ_LE_UINT32(data + pos);
|
||||
decompress_codec3(data + pos + 4, data_[i]);
|
||||
pos += compressed_len + 12;
|
||||
}
|
||||
}
|
||||
data_ = new char*[num_images_];
|
||||
int pos = 0x88;
|
||||
for (int i = 0; i < num_images_; i++) {
|
||||
data_[i] = new char[2 * width_ * height_];
|
||||
if (codec == 0) {
|
||||
memcpy(data_[i], data + pos, 2 * width_ * height_);
|
||||
pos += 2 * width_ * height_ + 8;
|
||||
}
|
||||
else if (codec == 3) {
|
||||
int compressed_len = READ_LE_UINT32(data + pos);
|
||||
decompress_codec3(data + pos + 4, data_[i]);
|
||||
pos += compressed_len + 12;
|
||||
}
|
||||
}
|
||||
|
||||
if (format_ == 1) {
|
||||
num_tex_ = ((width_ + (BITMAP_TEXTURE_SIZE - 1)) / BITMAP_TEXTURE_SIZE) *
|
||||
((height_ + (BITMAP_TEXTURE_SIZE - 1)) / BITMAP_TEXTURE_SIZE);
|
||||
tex_ids_ = new GLuint[num_tex_];
|
||||
glGenTextures(num_tex_, tex_ids_);
|
||||
for (int i = 0; i < num_tex_; i++) {
|
||||
glBindTexture(GL_TEXTURE_2D, tex_ids_[i]);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB,
|
||||
BITMAP_TEXTURE_SIZE, BITMAP_TEXTURE_SIZE, 0,
|
||||
GL_RGB, GL_UNSIGNED_SHORT_5_6_5, NULL);
|
||||
}
|
||||
|
||||
glPixelStorei(GL_UNPACK_ALIGNMENT, 2);
|
||||
glPixelStorei(GL_UNPACK_ROW_LENGTH, width_);
|
||||
if (format_ == 1) {
|
||||
num_tex_ = ((width_ + (BITMAP_TEXTURE_SIZE - 1)) / BITMAP_TEXTURE_SIZE) *
|
||||
((height_ + (BITMAP_TEXTURE_SIZE - 1)) / BITMAP_TEXTURE_SIZE);
|
||||
tex_ids_ = new GLuint[num_tex_];
|
||||
glGenTextures(num_tex_, tex_ids_);
|
||||
for (int i = 0; i < num_tex_; i++) {
|
||||
glBindTexture(GL_TEXTURE_2D, tex_ids_[i]);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB,
|
||||
BITMAP_TEXTURE_SIZE, BITMAP_TEXTURE_SIZE, 0,
|
||||
GL_RGB, GL_UNSIGNED_SHORT_5_6_5, NULL);
|
||||
}
|
||||
|
||||
int cur_tex_idx = 0;
|
||||
for (int y = 0; y < height_; y += BITMAP_TEXTURE_SIZE) {
|
||||
for (int x = 0; x < width_; x += BITMAP_TEXTURE_SIZE) {
|
||||
int width = (x + BITMAP_TEXTURE_SIZE >= width_) ? (width_ - x) : BITMAP_TEXTURE_SIZE;
|
||||
int height = (y + BITMAP_TEXTURE_SIZE >= height_) ? (height_ - y) : BITMAP_TEXTURE_SIZE;
|
||||
glBindTexture(GL_TEXTURE_2D, tex_ids_[cur_tex_idx]);
|
||||
glTexSubImage2D(GL_TEXTURE_2D,
|
||||
0,
|
||||
0, 0,
|
||||
width, height,
|
||||
GL_RGB,
|
||||
GL_UNSIGNED_SHORT_5_6_5,
|
||||
data_[curr_image_] + (y * 2 * width_) + (2 * x));
|
||||
cur_tex_idx++;
|
||||
}
|
||||
}
|
||||
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
|
||||
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
|
||||
} else {
|
||||
for (int i = 0; i < (width_ * height_); i++) {
|
||||
uint16 val = READ_LE_UINT16(data_[curr_image_] + 2 * i);
|
||||
((uint16 *) data_[curr_image_])[i] =
|
||||
0xffff - ((uint32) val) * 0x10000 / 100 / (0x10000 - val);
|
||||
}
|
||||
tex_ids_ = NULL;
|
||||
}
|
||||
glPixelStorei(GL_UNPACK_ALIGNMENT, 2);
|
||||
glPixelStorei(GL_UNPACK_ROW_LENGTH, width_);
|
||||
|
||||
int cur_tex_idx = 0;
|
||||
for (int y = 0; y < height_; y += BITMAP_TEXTURE_SIZE) {
|
||||
for (int x = 0; x < width_; x += BITMAP_TEXTURE_SIZE) {
|
||||
int width = (x + BITMAP_TEXTURE_SIZE >= width_) ? (width_ - x) : BITMAP_TEXTURE_SIZE;
|
||||
int height = (y + BITMAP_TEXTURE_SIZE >= height_) ? (height_ - y) : BITMAP_TEXTURE_SIZE;
|
||||
glBindTexture(GL_TEXTURE_2D, tex_ids_[cur_tex_idx]);
|
||||
glTexSubImage2D(GL_TEXTURE_2D,
|
||||
0,
|
||||
0, 0,
|
||||
width, height,
|
||||
GL_RGB,
|
||||
GL_UNSIGNED_SHORT_5_6_5,
|
||||
data_[curr_image_] + (y * 2 * width_) + (2 * x));
|
||||
cur_tex_idx++;
|
||||
}
|
||||
}
|
||||
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
|
||||
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
|
||||
} else {
|
||||
for (int i = 0; i < (width_ * height_); i++) {
|
||||
uint16 val = READ_LE_UINT16(data_[curr_image_] + 2 * i);
|
||||
((uint16 *) data_[curr_image_])[i] =
|
||||
0xffff - ((uint32) val) * 0x10000 / 100 / (0x10000 - val);
|
||||
}
|
||||
tex_ids_ = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
void Bitmap::prepareDraw() {
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadIdentity();
|
||||
glOrtho(0, 640, 480, 0, 0, 1);
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
glMatrixMode(GL_TEXTURE);
|
||||
glLoadIdentity();
|
||||
// A lot more may need to be put there : disabling Alpha test, blending, ...
|
||||
// For now, just keep this here :-)
|
||||
glDisable(GL_LIGHTING);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
}
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadIdentity();
|
||||
glOrtho(0, 640, 480, 0, 0, 1);
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
glMatrixMode(GL_TEXTURE);
|
||||
glLoadIdentity();
|
||||
// A lot more may need to be put there : disabling Alpha test, blending, ...
|
||||
// For now, just keep this here :-)
|
||||
glDisable(GL_LIGHTING);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
}
|
||||
|
||||
void Bitmap::draw() const {
|
||||
if (format_ == 1) { // Normal image
|
||||
if (curr_image_ != 0) {
|
||||
warning("Animation not handled yet in GL texture path !\n");
|
||||
}
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDepthMask(GL_FALSE);
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
int cur_tex_idx = 0;
|
||||
for (int y = y_; y < (y_ + height_); y += BITMAP_TEXTURE_SIZE) {
|
||||
for (int x = x_; x < (x_ + width_); x += BITMAP_TEXTURE_SIZE) {
|
||||
int width = (x + BITMAP_TEXTURE_SIZE >= (x_ + width_)) ? ((x_ + width_) - x) : BITMAP_TEXTURE_SIZE;
|
||||
int height = (y + BITMAP_TEXTURE_SIZE >= (y_ + height_)) ? ((y_ + height_) - y) : BITMAP_TEXTURE_SIZE;
|
||||
glBindTexture(GL_TEXTURE_2D, tex_ids_[cur_tex_idx]);
|
||||
glScissor(x, 480 - (y + height), x + width, 480 - y);
|
||||
glBegin(GL_QUADS);
|
||||
glTexCoord2f(0.0, 0.0);
|
||||
glVertex2i(x, y);
|
||||
glTexCoord2f(1.0, 0.0);
|
||||
glVertex2i(x + BITMAP_TEXTURE_SIZE, y);
|
||||
glTexCoord2f(1.0, 1.0);
|
||||
glVertex2i(x + BITMAP_TEXTURE_SIZE, y + BITMAP_TEXTURE_SIZE);
|
||||
glTexCoord2f(0.0, 1.0);
|
||||
glVertex2i(x, y + BITMAP_TEXTURE_SIZE);
|
||||
glEnd();
|
||||
cur_tex_idx++;
|
||||
}
|
||||
}
|
||||
if (format_ == 1) { // Normal image
|
||||
if (curr_image_ != 0) {
|
||||
warning("Animation not handled yet in GL texture path !\n");
|
||||
}
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDepthMask(GL_FALSE);
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
int cur_tex_idx = 0;
|
||||
for (int y = y_; y < (y_ + height_); y += BITMAP_TEXTURE_SIZE) {
|
||||
for (int x = x_; x < (x_ + width_); x += BITMAP_TEXTURE_SIZE) {
|
||||
int width = (x + BITMAP_TEXTURE_SIZE >= (x_ + width_)) ? ((x_ + width_) - x) : BITMAP_TEXTURE_SIZE;
|
||||
int height = (y + BITMAP_TEXTURE_SIZE >= (y_ + height_)) ? ((y_ + height_) - y) : BITMAP_TEXTURE_SIZE;
|
||||
glBindTexture(GL_TEXTURE_2D, tex_ids_[cur_tex_idx]);
|
||||
glScissor(x, 480 - (y + height), x + width, 480 - y);
|
||||
glBegin(GL_QUADS);
|
||||
glTexCoord2f(0.0, 0.0);
|
||||
glVertex2i(x, y);
|
||||
glTexCoord2f(1.0, 0.0);
|
||||
glVertex2i(x + BITMAP_TEXTURE_SIZE, y);
|
||||
glTexCoord2f(1.0, 1.0);
|
||||
glVertex2i(x + BITMAP_TEXTURE_SIZE, y + BITMAP_TEXTURE_SIZE);
|
||||
glTexCoord2f(0.0, 1.0);
|
||||
glVertex2i(x, y + BITMAP_TEXTURE_SIZE);
|
||||
glEnd();
|
||||
cur_tex_idx++;
|
||||
}
|
||||
}
|
||||
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
glDepthMask(GL_TRUE);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
} else if (format_ == 5) { // ZBuffer image
|
||||
// Only draw the manual zbuffer when we are not using screenblocks, and when enabled
|
||||
if ((ZBUFFER_GLOBAL == 0) || (SCREENBLOCKS_GLOBAL == 1))
|
||||
return;
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
glDepthMask(GL_TRUE);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
} else if (format_ == 5) { // ZBuffer image
|
||||
// Only draw the manual zbuffer when we are not using screenblocks, and when enabled
|
||||
if ((ZBUFFER_GLOBAL == 0) || (SCREENBLOCKS_GLOBAL == 1))
|
||||
return;
|
||||
|
||||
g_driver->drawDepthBitmap(curr_image_, x_, y_, width_, height_, data_);
|
||||
}
|
||||
g_driver->drawDepthBitmap(curr_image_, x_, y_, width_, height_, data_);
|
||||
}
|
||||
}
|
||||
|
||||
Bitmap::~Bitmap() {
|
||||
for (int i = 0; i < num_images_; i++)
|
||||
delete[] data_[i];
|
||||
delete[] data_;
|
||||
if (tex_ids_) {
|
||||
glDeleteTextures(num_tex_, tex_ids_);
|
||||
delete[] tex_ids_;
|
||||
}
|
||||
for (int i = 0; i < num_images_; i++)
|
||||
delete[] data_[i];
|
||||
delete[] data_;
|
||||
if (tex_ids_) {
|
||||
glDeleteTextures(num_tex_, tex_ids_);
|
||||
delete[] tex_ids_;
|
||||
}
|
||||
}
|
||||
|
||||
#define GET_BIT do { bit = bitstr_value & 1; \
|
||||
bitstr_len--; \
|
||||
bitstr_value >>= 1; \
|
||||
if (bitstr_len == 0) { \
|
||||
bitstr_value = READ_LE_UINT16(compressed); \
|
||||
bitstr_len = 16; \
|
||||
compressed += 2; \
|
||||
} \
|
||||
} while (0)
|
||||
bitstr_len--; \
|
||||
bitstr_value >>= 1; \
|
||||
if (bitstr_len == 0) { \
|
||||
bitstr_value = READ_LE_UINT16(compressed); \
|
||||
bitstr_len = 16; \
|
||||
compressed += 2; \
|
||||
} \
|
||||
} while (0)
|
||||
|
||||
static void decompress_codec3(const char *compressed, char *result) {
|
||||
int bitstr_value = READ_LE_UINT16(compressed);
|
||||
int bitstr_len = 16;
|
||||
compressed += 2;
|
||||
bool bit;
|
||||
|
||||
for (;;) {
|
||||
GET_BIT;
|
||||
if (bit == 1)
|
||||
*result++ = *compressed++;
|
||||
else {
|
||||
GET_BIT;
|
||||
int copy_len, copy_offset;
|
||||
if (bit == 0) {
|
||||
GET_BIT;
|
||||
copy_len = 2 * bit;
|
||||
GET_BIT;
|
||||
copy_len += bit + 3;
|
||||
copy_offset = *(uint8 *)(compressed++) - 0x100;
|
||||
}
|
||||
else {
|
||||
copy_offset = (*(uint8 *)(compressed) |
|
||||
(*(uint8 *)(compressed + 1) & 0xf0) << 4) - 0x1000;
|
||||
copy_len = (*(uint8 *)(compressed + 1) & 0xf) + 3;
|
||||
int bitstr_value = READ_LE_UINT16(compressed);
|
||||
int bitstr_len = 16;
|
||||
compressed += 2;
|
||||
if (copy_len == 3) {
|
||||
copy_len = *(uint8 *)(compressed++) + 1;
|
||||
if (copy_len == 1)
|
||||
return;
|
||||
bool bit;
|
||||
|
||||
for (;;) {
|
||||
GET_BIT;
|
||||
if (bit == 1)
|
||||
*result++ = *compressed++;
|
||||
else {
|
||||
GET_BIT;
|
||||
int copy_len, copy_offset;
|
||||
if (bit == 0) {
|
||||
GET_BIT;
|
||||
copy_len = 2 * bit;
|
||||
GET_BIT;
|
||||
copy_len += bit + 3;
|
||||
copy_offset = *(uint8 *)(compressed++) - 0x100;
|
||||
} else {
|
||||
copy_offset = (*(uint8 *)(compressed) |
|
||||
(*(uint8 *)(compressed + 1) & 0xf0) << 4) - 0x1000;
|
||||
copy_len = (*(uint8 *)(compressed + 1) & 0xf) + 3;
|
||||
compressed += 2;
|
||||
if (copy_len == 3) {
|
||||
copy_len = *(uint8 *)(compressed++) + 1;
|
||||
if (copy_len == 1)
|
||||
return;
|
||||
}
|
||||
}
|
||||
while (copy_len > 0) {
|
||||
*result = result[copy_offset];
|
||||
result++;
|
||||
copy_len--;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
while (copy_len > 0) {
|
||||
*result = result[copy_offset];
|
||||
result++;
|
||||
copy_len--;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
44
bitmap.h
44
bitmap.h
@ -1,5 +1,5 @@
|
||||
// Residual - Virtual machine to run LucasArts' 3D adventure games
|
||||
// Copyright (C) 2003 The ScummVM-Residual Team (www.scummvm.org)
|
||||
// Copyright (C) 2003-2004 The ScummVM-Residual Team (www.scummvm.org)
|
||||
//
|
||||
// This library is free software; you can redistribute it and/or
|
||||
// modify it under the terms of the GNU Lesser General Public
|
||||
@ -24,35 +24,35 @@
|
||||
|
||||
class Bitmap : public Resource {
|
||||
public:
|
||||
// Construct a bitmap from the given data.
|
||||
Bitmap(const char *filename, const char *data, int len);
|
||||
// Construct a bitmap from the given data.
|
||||
Bitmap(const char *filename, const char *data, int len);
|
||||
|
||||
// Set up Driver for drawing bitmaps
|
||||
static void prepareDraw();
|
||||
void draw() const;
|
||||
// Set up Driver for drawing bitmaps
|
||||
static void prepareDraw();
|
||||
void draw() const;
|
||||
|
||||
// Set which image in an animated bitmap to use
|
||||
void setNumber(int n) { curr_image_ = n; }
|
||||
// Set which image in an animated bitmap to use
|
||||
void setNumber(int n) { curr_image_ = n; }
|
||||
|
||||
int numImages() const { return num_images_; }
|
||||
int currentImage() const { return curr_image_; }
|
||||
int numImages() const { return num_images_; }
|
||||
int currentImage() const { return curr_image_; }
|
||||
|
||||
int width() const { return width_; }
|
||||
int height() const { return height_; }
|
||||
int x() const { return x_; }
|
||||
int y() const { return y_; }
|
||||
int width() const { return width_; }
|
||||
int height() const { return height_; }
|
||||
int x() const { return x_; }
|
||||
int y() const { return y_; }
|
||||
|
||||
char * getData() { return data_[curr_image_]; }
|
||||
char * getData() { return data_[curr_image_]; }
|
||||
|
||||
~Bitmap();
|
||||
~Bitmap();
|
||||
|
||||
private:
|
||||
char **data_;
|
||||
int num_images_, curr_image_;
|
||||
int width_, height_, x_, y_;
|
||||
int format_;
|
||||
int num_tex_;
|
||||
GLuint *tex_ids_;
|
||||
char **data_;
|
||||
int num_images_, curr_image_;
|
||||
int width_, height_, x_, y_;
|
||||
int format_;
|
||||
int num_tex_;
|
||||
GLuint *tex_ids_;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
@ -1,5 +1,5 @@
|
||||
// Residual - Virtual machine to run LucasArts' 3D adventure games
|
||||
// Copyright (C) 2003 The ScummVM-Residual Team (www.scummvm.org)
|
||||
// Copyright (C) 2003-2004 The ScummVM-Residual Team (www.scummvm.org)
|
||||
//
|
||||
// This library is free software; you can redistribute it and/or
|
||||
// modify it under the terms of the GNU Lesser General Public
|
||||
|
@ -1,5 +1,5 @@
|
||||
// Residual - Virtual machine to run LucasArts' 3D adventure games
|
||||
// Copyright (C) 2003 The ScummVM-Residual Team (www.scummvm.org)
|
||||
// Copyright (C) 2003-2004 The ScummVM-Residual Team (www.scummvm.org)
|
||||
//
|
||||
// This library is free software; you can redistribute it and/or
|
||||
// modify it under the terms of the GNU Lesser General Public
|
||||
|
@ -1,5 +1,5 @@
|
||||
// Residual - Virtual machine to run LucasArts' 3D adventure games
|
||||
// Copyright (C) 2003 The ScummVM-Residual Team (www.scummvm.org)
|
||||
// Copyright (C) 2003-2004 The ScummVM-Residual Team (www.scummvm.org)
|
||||
//
|
||||
// This library is free software; you can redistribute it and/or
|
||||
// modify it under the terms of the GNU Lesser General Public
|
||||
|
@ -1,5 +1,5 @@
|
||||
// Residual - Virtual machine to run LucasArts' 3D adventure games
|
||||
// Copyright (C) 2003 The ScummVM-Residual Team (www.scummvm.org)
|
||||
// Copyright (C) 2003-2004 The ScummVM-Residual Team (www.scummvm.org)
|
||||
//
|
||||
// This library is free software; you can redistribute it and/or
|
||||
// modify it under the terms of the GNU Lesser General Public
|
||||
|
@ -1,5 +1,5 @@
|
||||
// Residual - Virtual machine to run LucasArts' 3D adventure games
|
||||
// Copyright (C) 2003 The ScummVM-Residual Team (www.scummvm.org)
|
||||
// Copyright (C) 2003-2004 The ScummVM-Residual Team (www.scummvm.org)
|
||||
//
|
||||
// This library is free software; you can redistribute it and/or
|
||||
// modify it under the terms of the GNU Lesser General Public
|
||||
|
@ -1,5 +1,5 @@
|
||||
// Residual - Virtual machine to run LucasArts' 3D adventure games
|
||||
// Copyright (C) 2003 The ScummVM-Residual Team (www.scummvm.org)
|
||||
// Copyright (C) 2003-2004 The ScummVM-Residual Team (www.scummvm.org)
|
||||
//
|
||||
// This library is free software; you can redistribute it and/or
|
||||
// modify it under the terms of the GNU Lesser General Public
|
||||
|
Loading…
Reference in New Issue
Block a user