/* 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 "common/foreach.h" #include "engines/grim/debug.h" #include "engines/grim/set.h" #include "engines/grim/textsplit.h" #include "engines/grim/colormap.h" #include "engines/grim/grim.h" #include "engines/grim/savegame.h" #include "engines/grim/resource.h" #include "engines/grim/bitmap.h" #include "engines/grim/gfx_base.h" #include "engines/grim/sound.h" #include "engines/grim/emi/sound/emisound.h" #include "math/frustum.h" namespace Grim { Set::Set(const Common::String &sceneName, Common::SeekableReadStream *data) : _locked(false), _name(sceneName), _enableLights(false) { char header[7]; data->read(header, 7); data->seek(0, SEEK_SET); if (memcmp(header, "section", 7) == 0) { TextSplitter ts(_name, data); loadText(ts); } else { loadBinary(data); } setupOverworldLights(); } Set::Set() : _cmaps(nullptr), _locked(false), _enableLights(false), _numSetups(0), _numLights(0), _numSectors(0), _numObjectStates(0), _minVolume(0), _maxVolume(0), _numCmaps(0), _numShadows(0), _currSetup(nullptr), _setups(nullptr), _lights(nullptr), _sectors(nullptr), _shadows(nullptr) { setupOverworldLights(); } Set::~Set() { if (_cmaps || g_grim->getGameType() == GType_MONKEY4) { delete[] _cmaps; for (int i = 0; i < _numSetups; ++i) { delete _setups[i]._bkgndBm; delete _setups[i]._bkgndZBm; } delete[] _setups; turnOffLights(); delete[] _lights; for (int i = 0; i < _numSectors; ++i) { delete _sectors[i]; } delete[] _sectors; while (!_states.empty()) { ObjectState *s = _states.front(); _states.pop_front(); delete s; } delete[] _shadows; } foreach (Light *l, _overworldLightsList) { delete l; } } void Set::setupOverworldLights() { Light *l; l = new Light(); l->_name = "Overworld Light 1"; l->_enabled = true; l->_type = Light::Ambient; l->_pos = Math::Vector3d(0, 0, 0); l->_dir = Math::Vector3d(0, 0, 0); l->_color = Color(255, 255, 255); l->setIntensity(0.5f); _overworldLightsList.push_back(l); l = new Light(); l->_name = "Overworld Light 2"; l->_enabled = true; l->_type = Light::Direct; l->_pos = Math::Vector3d(0, 0, 0); l->_dir = Math::Vector3d(0, 0, -1); l->_color = Color(255, 255, 255); l->setIntensity(0.6f); _overworldLightsList.push_back(l); } void Set::loadText(TextSplitter &ts) { char tempBuf[256]; ts.expectString("section: colormaps"); ts.scanString(" numcolormaps %d", 1, &_numCmaps); _cmaps = new ObjectPtr<CMap>[_numCmaps]; char cmap_name[256]; for (int i = 0; i < _numCmaps; i++) { ts.scanString(" colormap %256s", 1, cmap_name); _cmaps[i] = g_resourceloader->getColormap(cmap_name); } if (ts.checkString("section: objectstates") || ts.checkString("sections: object_states")) { ts.nextLine(); ts.scanString(" tot_objects %d", 1, &_numObjectStates); char object_name[256]; for (int l = 0; l < _numObjectStates; l++) { ts.scanString(" object %256s", 1, object_name); } } else { _numObjectStates = 0; } ts.expectString("section: setups"); ts.scanString(" numsetups %d", 1, &_numSetups); _setups = new Setup[_numSetups]; for (int i = 0; i < _numSetups; i++) _setups[i].load(this, i, ts); _currSetup = _setups; _numShadows = 0; _numSectors = -1; _numLights = -1; _lights = nullptr; _sectors = nullptr; _shadows = nullptr; _minVolume = 0; _maxVolume = 0; // Lights are optional if (ts.isEof()) 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); _lights[i]._id = i; _lightsList.push_back(&_lights[i]); } // Calculate the number of sectors ts.expectString("section: sectors"); if (ts.isEof()) // Sectors are optional, but section: doesn't seem to be return; int sectorStart = ts.getLineNumber(); _numSectors = 0; // Find the number of sectors (while the sectors usually // count down from the highest number there are a few // cases where they count up, see hh.set for example) while (!ts.isEof()) { ts.scanString(" %s", 1, tempBuf); if (!scumm_stricmp(tempBuf, "sector")) _numSectors++; } // Allocate and fill an array of sector info _sectors = new Sector*[_numSectors]; ts.setLineNumber(sectorStart); for (int i = 0; i < _numSectors; i++) { // Use the ids as index for the sector in the array. // This way when looping they are checked from the id 0 sto the last, // which seems important for sets with overlapping camera sectors, like ga.set. Sector *s = new Sector(); s->load(ts); _sectors[s->getSectorId()] = s; } } void Set::loadBinary(Common::SeekableReadStream *data) { // yes, an array of size 0 _cmaps = nullptr;//new CMapPtr[0]; _numCmaps = 0; _numObjectStates = 0; _numSetups = data->readUint32LE(); _setups = new Setup[_numSetups]; for (int i = 0; i < _numSetups; i++) _setups[i].loadBinary(data); _currSetup = _setups; _numSectors = 0; _numLights = 0; _lights = nullptr; _sectors = nullptr; _shadows = nullptr; _minVolume = 0; _maxVolume = 0; // the rest may or may not be optional. Might be a good idea to check if there is no more data. _numLights = data->readUint32LE(); _lights = new Light[_numLights]; for (int i = 0; i < _numLights; i++) { _lights[i].loadBinary(data); _lights[i]._id = i; _lightsList.push_back(&_lights[i]); } _numSectors = data->readUint32LE(); // Allocate and fill an array of sector info _sectors = new Sector*[_numSectors]; for (int i = 0; i < _numSectors; i++) { _sectors[i] = new Sector(); _sectors[i]->loadBinary(data); } _numShadows = data->readUint32LE(); _shadows = new SetShadow[_numShadows]; for (int i = 0; i < _numShadows; ++i) { _shadows[i].loadBinary(data, this); } // Enable lights by default _enableLights = true; } void Set::saveState(SaveGame *savedState) const { savedState->writeString(_name); if (g_grim->getGameType() == GType_GRIM) { savedState->writeLESint32(_numCmaps); for (int i = 0; i < _numCmaps; ++i) { savedState->writeString(_cmaps[i]->getFilename()); } } savedState->writeLEUint32((uint32)(_currSetup - _setups)); // current setup id savedState->writeBool(_locked); savedState->writeBool(_enableLights); savedState->writeLESint32(_minVolume); savedState->writeLESint32(_maxVolume); savedState->writeLEUint32(_states.size()); for (StateList::const_iterator i = _states.begin(); i != _states.end(); ++i) { savedState->writeLESint32((*i)->getId()); } //Setups savedState->writeLESint32(_numSetups); for (int i = 0; i < _numSetups; ++i) { _setups[i].saveState(savedState); } //Sectors savedState->writeLESint32(_numSectors); for (int i = 0; i < _numSectors; ++i) { _sectors[i]->saveState(savedState); } //Lights savedState->writeLESint32(_numLights); for (int i = 0; i < _numLights; ++i) { _lights[i].saveState(savedState); } //Shadows savedState->writeLESint32(_numShadows); for (int i = 0; i < _numShadows; ++i) { _shadows[i].saveState(savedState); } } bool Set::restoreState(SaveGame *savedState) { _name = savedState->readString(); if (g_grim->getGameType() == GType_GRIM) { _numCmaps = savedState->readLESint32(); _cmaps = new CMapPtr[_numCmaps]; for (int i = 0; i < _numCmaps; ++i) { Common::String str = savedState->readString(); _cmaps[i] = g_resourceloader->getColormap(str); } } int32 currSetupId = savedState->readLEUint32(); _locked = savedState->readBool(); _enableLights = savedState->readBool(); _minVolume = savedState->readLESint32(); _maxVolume = savedState->readLESint32(); _numObjectStates = savedState->readLESint32(); _states.clear(); for (int i = 0; i < _numObjectStates; ++i) { int32 id = savedState->readLESint32(); ObjectState *o = ObjectState::getPool().getObject(id); _states.push_back(o); } //Setups _numSetups = savedState->readLESint32(); _setups = new Setup[_numSetups]; _currSetup = _setups + currSetupId; for (int i = 0; i < _numSetups; ++i) { _setups[i].restoreState(savedState); } //Sectors _numSectors = savedState->readLESint32(); if (_numSectors > 0) { _sectors = new Sector*[_numSectors]; for (int i = 0; i < _numSectors; ++i) { _sectors[i] = new Sector(); _sectors[i]->restoreState(savedState); } } else { _sectors = nullptr; } _numLights = savedState->readLESint32(); _lights = new Light[_numLights]; for (int i = 0; i < _numLights; i++) { _lights[i].restoreState(savedState); _lights[i]._id = i; _lightsList.push_back(&_lights[i]); } if (savedState->saveMinorVersion() >= 19) { _numShadows = savedState->readLESint32(); _shadows = new SetShadow[_numShadows]; for (int i = 0; i < _numShadows; ++i) { _shadows[i].restoreState(savedState); } } return true; } void Set::Setup::load(Set *set, int id, TextSplitter &ts) { char buf[256]; ts.scanString(" setup %256s", 1, buf); _name = buf; ts.scanString(" background %256s", 1, buf); _bkgndBm = loadBackground(buf); // ZBuffer is optional _bkgndZBm = nullptr; if (ts.checkString("zbuffer")) { ts.scanString(" zbuffer %256s", 1, buf); // Don't even try to load if it's the "none" bitmap if (strcmp(buf, "<none>.lbm") != 0) { _bkgndZBm = Bitmap::create(buf); Debug::debug(Debug::Bitmaps | Debug::Sets, "Loading scene z-buffer bitmap: %s\n", buf); } } ts.scanString(" position %f %f %f", 3, &_pos.x(), &_pos.y(), &_pos.z()); ts.scanString(" interest %f %f %f", 3, &_interest.x(), &_interest.y(), &_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); for (;;) { char name[256], zname[256]; char bitmap[256], zbitmap[256]; zbitmap[0] = '\0'; if (ts.checkString("object_art")) ts.scanString(" object_art %256s %256s", 2, name, bitmap); else break; if (ts.checkString("object_z")) ts.scanString(" object_z %256s %256s", 2, zname, zbitmap); if (zbitmap[0] == '\0' || strcmp(name, zname) == 0) { set->addObjectState(id, ObjectState::OBJSTATE_BACKGROUND, bitmap, zbitmap, true); } } } void Set::Setup::loadBinary(Common::SeekableReadStream *data) { char name[128]; data->read(name, 128); _name = Common::String(name); // Skip an unknown number (this is the stringlength of the following string) int fNameLen = 0; fNameLen = data->readUint32LE(); char *fileName = new char[fNameLen]; data->read(fileName, fNameLen); _bkgndZBm = nullptr; _bkgndBm = loadBackground(fileName); _pos.readFromStream(data); Math::Quaternion q; q.readFromStream(data); q.toMatrix(_rot); _fov = data->readFloatLE(); _nclip = data->readFloatLE(); _fclip = data->readFloatLE(); delete[] fileName; } void Set::Setup::saveState(SaveGame *savedState) const { //name savedState->writeString(_name); //bkgndBm if (_bkgndBm) { savedState->writeLESint32(_bkgndBm->getId()); } else { savedState->writeLESint32(0); } //bkgndZBm if (_bkgndZBm) { savedState->writeLESint32(_bkgndZBm->getId()); } else { savedState->writeLESint32(0); } savedState->writeVector3d(_pos); if (g_grim->getGameType() == GType_MONKEY4) { // Get the rotation matrix as a quaternion and write it out Math::Quaternion q(_rot); savedState->writeFloat(q.x()); savedState->writeFloat(q.y()); savedState->writeFloat(q.z()); savedState->writeFloat(q.w()); } else { savedState->writeVector3d(_interest); savedState->writeFloat(_roll); } savedState->writeFloat(_fov); savedState->writeFloat(_nclip); savedState->writeFloat(_fclip); } bool Set::Setup::restoreState(SaveGame *savedState) { _name = savedState->readString(); _bkgndBm = Bitmap::getPool().getObject(savedState->readLESint32()); _bkgndZBm = Bitmap::getPool().getObject(savedState->readLESint32()); _pos = savedState->readVector3d(); if (g_grim->getGameType() == GType_MONKEY4) { float x = savedState->readFloat(); float y = savedState->readFloat(); float z = savedState->readFloat(); float w = savedState->readFloat(); Math::Quaternion q(x, y, z, w); _rot = q.toMatrix(); } else { _interest = savedState->readVector3d(); _roll = savedState->readFloat(); } _fov = savedState->readFloat(); _nclip = savedState->readFloat(); _fclip = savedState->readFloat(); return true; } Light::Light() : _falloffNear(0.0f), _falloffFar(0.0f), _enabled(false), _id(0) { setIntensity(0.0f); setUmbra(0.0f); setPenumbra(0.0f); } void Set::Setup::getRotation(float *x, float *y, float *z) { Math::Angle aX, aY, aZ; if (g_grim->getGameType() == GType_MONKEY4) _rot.getEuler(&aX, &aY, &aZ, Math::EO_ZYX); else _rot.getEuler(&aX, &aY, &aZ, Math::EO_ZXY); if (x != nullptr) *x = aX.getDegrees(); if (y != nullptr) *y = aY.getDegrees(); if (z != nullptr) *z = aZ.getDegrees(); } void Set::Setup::setPitch(Math::Angle pitch) { Math::Angle oldYaw, oldRoll; if (g_grim->getGameType() == GType_MONKEY4) { _rot.getEuler(&oldRoll, &oldYaw, nullptr, Math::EO_ZYX); _rot.buildFromEuler(oldRoll, oldYaw, pitch, Math::EO_ZYX); } else { _rot.getEuler(&oldYaw, nullptr, &oldRoll, Math::EO_ZXY); _rot.buildFromEuler(oldYaw, pitch, oldRoll, Math::EO_ZXY); } } void Set::Setup::setYaw(Math::Angle yaw) { Math::Angle oldPitch, oldRoll; if (g_grim->getGameType() == GType_MONKEY4) { _rot.getEuler(&oldRoll, nullptr, &oldPitch, Math::EO_ZYX); _rot.buildFromEuler(oldRoll, yaw, oldPitch, Math::EO_ZYX); } else { _rot.getEuler(nullptr, &oldPitch, &oldRoll, Math::EO_ZXY); _rot.buildFromEuler(yaw, oldPitch, oldRoll, Math::EO_ZXY); } } void Set::Setup::setRoll(Math::Angle roll) { Math::Angle oldPitch, oldYaw; if (g_grim->getGameType() == GType_MONKEY4) { _rot.getEuler(nullptr, &oldYaw, &oldPitch, Math::EO_ZYX); _rot.buildFromEuler(roll, oldYaw, oldPitch, Math::EO_ZYX); } else { _rot.getEuler(&oldYaw, &oldPitch, nullptr, Math::EO_ZXY); _rot.buildFromEuler(oldYaw, oldPitch, roll, Math::EO_ZXY); } } void Light::setUmbra(float angle) { _umbraangle = angle; _cosumbraangle = cosf(angle * (float)M_PI / 180.0f); } void Light::setPenumbra(float angle) { _penumbraangle = angle; _cospenumbraangle = cosf(angle * (float)M_PI / 180.0f); } void Light::setIntensity(float intensity) { _intensity = intensity; if (g_grim->getGameType() == GType_MONKEY4) { _scaledintensity = intensity / 255; } else { _scaledintensity = intensity / 15; } } void Light::load(TextSplitter &ts) { char buf[256]; float tmp; // Light names can be null, but ts doesn't seem flexible enough to allow this if (strlen(ts.getCurrentLine()) > strlen(" light")) ts.scanString(" light %256s", 1, buf); else { ts.nextLine(); strcpy(buf, ""); } _name = buf; ts.scanString(" type %256s", 1, buf); Common::String type = buf; if (type == "spot") { _type = Spot; } else if (type == "omni") { _type = Omni; } else if (type == "direct") { _type = Direct; } else { error("Light::load() Unknown type of light: %s", 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, &tmp); setIntensity(tmp); ts.scanString(" umbraangle %f", 1, &tmp); setUmbra(tmp); ts.scanString(" penumbraangle %f", 1, &tmp); setPenumbra(tmp); int r, g, b; ts.scanString(" color %d %d %d", 3, &r, &g, &b); _color.getRed() = r; _color.getGreen() = g; _color.getBlue() = b; _enabled = true; } void Light::loadBinary(Common::SeekableReadStream *data) { char name[32]; data->read(name, 32); _name = name; _pos.readFromStream(data); Math::Quaternion quat; quat.readFromStream(data); _dir.set(0, 0, -1); Math::Matrix4 rot = quat.toMatrix(); rot.transform(&_dir, false); // This relies on the order of the LightType enum. _type = (LightType)data->readSint32LE(); setIntensity(data->readFloatLE()); int j = data->readSint32LE(); // This always seems to be 0 if (j != 0) { warning("Light::loadBinary j != 0"); } _color.getRed() = data->readSint32LE(); _color.getGreen() = data->readSint32LE(); _color.getBlue() = data->readSint32LE(); _falloffNear = data->readFloatLE(); _falloffFar = data->readFloatLE(); setUmbra(data->readFloatLE()); setPenumbra(data->readFloatLE()); _enabled = true; } void Light::saveState(SaveGame *savedState) const { //name savedState->writeString(_name); savedState->writeBool(_enabled); //type savedState->writeLEUint32(_type); savedState->writeVector3d(_pos); savedState->writeVector3d(_dir); savedState->writeColor(_color); savedState->writeFloat(_intensity); savedState->writeFloat(_umbraangle); savedState->writeFloat(_penumbraangle); savedState->writeFloat(_falloffNear); savedState->writeFloat(_falloffFar); } bool Light::restoreState(SaveGame *savedState) { _name = savedState->readString(); _enabled = savedState->readBool(); if (savedState->saveMinorVersion() > 7) { if (savedState->saveMinorVersion() >= 12) { _type = (LightType)savedState->readLEUint32(); } else { int type = savedState->readLEUint32(); if (type == 1) { _type = Spot; } else if (type == 2) { _type = Direct; } else if (type == 3) { _type = Omni; } else if (type == 4) { _type = Ambient; } } } else { Common::String type = savedState->readString(); if (type == "spot") { _type = Spot; } else if (type == "omni") { _type = Omni; } else if (type == "direct") { _type = Direct; } } _pos = savedState->readVector3d(); _dir = savedState->readVector3d(); _color = savedState->readColor(); setIntensity( savedState->readFloat()); setUmbra( savedState->readFloat()); setPenumbra( savedState->readFloat()); if (savedState->saveMinorVersion() >= 20) { _falloffNear = savedState->readFloat(); _falloffFar = savedState->readFloat(); } return true; } SetShadow::SetShadow() : _numSectors(0) { } void SetShadow::loadBinary(Common::SeekableReadStream *data, Set *set) { uint32 nameLen = data->readUint32LE(); char *name = new char[nameLen]; data->read(name, nameLen); _name = Common::String(name); int lightNameLen = data->readSint32LE(); char *lightName = new char[lightNameLen]; data->read(lightName, lightNameLen); _shadowPoint.readFromStream(data); if (lightNameLen > 0) { for (Common::List<Light *>::const_iterator it = set->getLights(false).begin(); it != set->getLights(false).end(); ++it) { if ((*it)->_name.equals(lightName)) { _shadowPoint = (*it)->_pos; break; } } } int numSectors = data->readSint32LE(); for (int i = 0; i < numSectors; ++i) { uint32 sectorNameLen = data->readUint32LE(); char *sectorName = new char[sectorNameLen]; data->read(sectorName, sectorNameLen); _sectorNames.push_back(sectorName); delete[] sectorName; } data->skip(4); // Unknown _color._vals[0] = (byte)data->readSint32LE(); _color._vals[1] = (byte)data->readSint32LE(); _color._vals[2] = (byte)data->readSint32LE(); delete[] lightName; delete[] name; } void SetShadow::saveState(SaveGame *savedState) const { savedState->writeString(_name); savedState->writeVector3d(_shadowPoint); savedState->writeLESint32(_numSectors); savedState->writeLEUint32(_sectorNames.size()); for (Common::List<Common::String>::const_iterator it = _sectorNames.begin(); it != _sectorNames.end(); ++it) { savedState->writeString(*it); } savedState->writeColor(_color); } void SetShadow::restoreState(SaveGame *savedState) { _name = savedState->readString(); _shadowPoint = savedState->readVector3d(); _numSectors = savedState->readLESint32(); uint numSectors = savedState->readLEUint32(); for (uint i = 0; i < numSectors; ++i) { _sectorNames.push_back(savedState->readString()); } _color = savedState->readColor(); } void Set::Setup::setupCamera() const { // Ignore nclip_ and fclip_ for now in Grim. 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. if (g_grim->getGameType() == GType_GRIM) { g_driver->setupCameraFrustum(_fov, 0.01f, 3276.8f); g_driver->positionCamera(_pos, _interest, _roll); } else { g_driver->setupCameraFrustum(_fov, _nclip, _fclip); g_driver->positionCamera(_pos, _rot); } } class Sorter { public: Sorter(const Math::Vector3d &pos) { _pos = pos; } bool operator()(Light *l1, Light *l2) const { float d1 = (l1->_pos - _pos).getSquareMagnitude(); float d2 = (l2->_pos - _pos).getSquareMagnitude(); if (d1 == d2) { return l1->_id < l2->_id; } return d1 < d2; } Math::Vector3d _pos; }; void Set::setupLights(const Math::Vector3d &pos, bool inOverworld) { if (g_grim->getGameType() == GType_MONKEY4 && !g_driver->supportsShaders()) { // If shaders are not available, we do lighting in software for EMI. g_driver->disableLights(); return; } if (!_enableLights) { g_driver->disableLights(); return; } // Sort the ligths from the nearest to the farthest to the pos. Sorter sorter(pos); Common::List<Light *>* lightsList = inOverworld ? &_overworldLightsList : &_lightsList; Common::sort(lightsList->begin(), lightsList->end(), sorter); int count = 0; foreach (Light *l, *lightsList) { if (l->_enabled) { g_driver->setupLight(l, count); ++count; } } } void Set::turnOffLights() { _enableLights = false; int count = 0; for (int i = 0; i < _numLights; i++) { Light *l = &_lights[i]; if (l->_enabled) { g_driver->turnOffLight(count); ++count; } } } void Set::setSetup(int num) { // Looks like num is zero-based so >= should work to find values // that are out of the range of valid setups // Quite weird, but this is what the original does when the setup id is above // the upper bound. if (num >= _numSetups) num %= _numSetups; if (num < 0) { error("Failed to change scene setup, value out of range"); return; } _currSetup = _setups + num; g_grim->flagRefreshShadowMask(true); if (g_emiSound) { g_emiSound->updateSoundPositions(); } } Bitmap::Ptr Set::loadBackground(const char *fileName) { Bitmap::Ptr bg = Bitmap::create(fileName); if (!bg) { Debug::warning(Debug::Bitmaps | Debug::Sets, "Unable to load scene bitmap: %s, loading dfltroom instead", fileName); if (g_grim->getGameType() == GType_MONKEY4) { bg = Bitmap::create("dfltroom.til"); } else { bg = Bitmap::create("dfltroom.bm"); } if (!bg) { Debug::error(Debug::Bitmaps | Debug::Sets, "Unable to load dfltroom"); } } else { Debug::debug(Debug::Bitmaps | Debug::Sets, "Loaded scene bitmap: %s", fileName); } return bg; } void Set::drawBackground() const { if (_currSetup->_bkgndZBm) // Some screens have no zbuffer mask (eg, Alley) _currSetup->_bkgndZBm->draw(); if (!_currSetup->_bkgndBm) { // This should fail softly, for some reason jumping to the signpost (sg) will load // the scene in such a way that the background isn't immediately available warning("Background hasn't loaded yet for setup %s in %s!", _currSetup->_name.c_str(), _name.c_str()); } else { _currSetup->_bkgndBm->draw(); } } void Set::drawBitmaps(ObjectState::Position stage) { for (StateList::iterator i = _states.reverse_begin(); i != _states.end(); --i) { if ((*i)->getPos() == stage && _currSetup == _setups + (*i)->getSetupID()) (*i)->draw(); } } void Set::setupCamera() { _currSetup->setupCamera(); _frustum.setup(g_driver->getProjection() * g_driver->getModelView()); } Sector *Set::findPointSector(const Math::Vector3d &p, Sector::SectorType type) { for (int i = 0; i < _numSectors; i++) { Sector *sector = _sectors[i]; if (sector && (sector->getType() & type) && sector->isVisible() && sector->isPointInSector(p)) return sector; } return nullptr; } int Set::findSectorSortOrder(const Math::Vector3d &p, Sector::SectorType type) { int setup = getSetup(); int sortOrder = 0; float minDist = 0.01f; for (int i = 0; i < _numSectors; i++) { Sector *sector = _sectors[i]; if (!sector || (sector->getType() & type) == 0 || !sector->isVisible() || setup >= sector->getNumSortplanes()) continue; Math::Vector3d closestPt = sector->getClosestPoint(p); float thisDist = (closestPt - p).getMagnitude(); if (thisDist < minDist) { minDist = thisDist; sortOrder = sector->getSortplane(setup); } } return sortOrder; } void Set::findClosestSector(const Math::Vector3d &p, Sector **sect, Math::Vector3d *closestPoint) { Sector *resultSect = nullptr; Math::Vector3d resultPt = p; float minDist = 0.0; for (int i = 0; i < _numSectors; i++) { Sector *sector = _sectors[i]; if ((sector->getType() & Sector::WalkType) == 0 || !sector->isVisible()) continue; Math::Vector3d closestPt = sector->getClosestPoint(p); float thisDist = (closestPt - p).getMagnitude(); if (!resultSect || thisDist < minDist) { resultSect = sector; resultPt = closestPt; minDist = thisDist; } } if (sect) *sect = resultSect; if (closestPoint) *closestPoint = resultPt; } void Set::shrinkBoxes(float radius) { for (int i = 0; i < _numSectors; i++) { Sector *sector = _sectors[i]; sector->shrink(radius); } } void Set::unshrinkBoxes() { for (int i = 0; i < _numSectors; i++) { Sector *sector = _sectors[i]; sector->unshrink(); } } void Set::setLightIntensity(const char *light, float intensity) { for (int i = 0; i < _numLights; ++i) { Light &l = _lights[i]; if (l._name == light) { l.setIntensity(intensity); return; } } } void Set::setLightIntensity(int light, float intensity) { Light &l = _lights[light]; l.setIntensity(intensity); } void Set::setLightEnabled(const char *light, bool enabled) { for (int i = 0; i < _numLights; ++i) { Light &l = _lights[i]; if (l._name == light) { l._enabled = enabled; return; } } } void Set::setLightEnabled(int light, bool enabled) { Light &l = _lights[light]; l._enabled = enabled; } void Set::setLightPosition(const char *light, const Math::Vector3d &pos) { for (int i = 0; i < _numLights; ++i) { Light &l = _lights[i]; if (l._name == light) { l._pos = pos; return; } } } void Set::setLightPosition(int light, const Math::Vector3d &pos) { Light &l = _lights[light]; l._pos = pos; } void Set::setSoundPosition(const char *soundName, const Math::Vector3d &pos) { setSoundPosition(soundName, pos, _minVolume, _maxVolume); } void Set::setSoundPosition(const char *soundName, const Math::Vector3d &pos, int minVol, int maxVol) { int newBalance, newVolume; calculateSoundPosition(pos, minVol, maxVol, newVolume, newBalance); g_sound->setVolume(soundName, newVolume); g_sound->setPan(soundName, newBalance); } void Set::calculateSoundPosition(const Math::Vector3d &pos, int minVol, int maxVol, int &volume, int &balance) { // TODO: The volume and pan needs to be updated when the setup changes. // Note: This is only used in Grim. See SoundTrack::updatePosition for the corresponding implementation in EMI. /* distance calculation */ Math::Vector3d cameraPos = _currSetup->_pos; Math::Vector3d vector = pos - cameraPos; float distance = vector.getMagnitude(); float diffVolume = maxVol - minVol; //This 8.f is a guess, so it may need some adjusting int newVolume = (int)(8.f * diffVolume / distance); newVolume += minVol; if (newVolume > _maxVolume) newVolume = _maxVolume; volume = newVolume; float angle; Math::Vector3d cameraVector = _currSetup->_interest - _currSetup->_pos; Math::Vector3d up(0, 0, 1); Math::Vector3d right; cameraVector.normalize(); float roll = -_currSetup->_roll * (float)M_PI / 180.f; float cosr = cos(roll); // Rotate the up vector by roll. up = up * cosr + Math::Vector3d::crossProduct(cameraVector, up) * sin(roll) + cameraVector * Math::Vector3d::dotProduct(cameraVector, up) * (1 - cosr); right = Math::Vector3d::crossProduct(cameraVector, up); right.normalize(); angle = atan2(Math::Vector3d::dotProduct(vector, right), Math::Vector3d::dotProduct(vector, cameraVector)); float pan = sin(angle); balance = (int)((pan + 1.f) / 2.f * 127.f + 0.5f); } Sector *Set::getSectorBase(int id) { if ((_numSectors >= 0) && (id < _numSectors)) return _sectors[id]; else return nullptr; } Sector *Set::getSectorByName(const Common::String &name) { for (int i = 0; i < _numSectors; i++) { Sector *sector = _sectors[i]; if (sector->getName() == name) { return sector; } } return nullptr; } Sector *Set::getSectorBySubstring(const Common::String &str) { for (int i = 0; i < _numSectors; i++) { Sector *sector = _sectors[i]; if (strstr(sector->getName().c_str(), str.c_str())) { return sector; } } return nullptr; } Sector *Set::getSectorBySubstring(const Common::String &str, const Math::Vector3d &pos) { for (int i = 0; i < _numSectors; i++) { Sector *sector = _sectors[i]; if (strstr(sector->getName().c_str(), str.c_str()) && sector->isPointInSector(pos)) { return sector; } } return nullptr; } void Set::setSoundParameters(int minVolume, int maxVolume) { _minVolume = minVolume; _maxVolume = maxVolume; } void Set::getSoundParameters(int *minVolume, int *maxVolume) { *minVolume = _minVolume; *maxVolume = _maxVolume; } void Set::addObjectState(const ObjectState::Ptr &s) { _states.push_front(s); } ObjectState *Set::addObjectState(int setupID, ObjectState::Position pos, const char *bitmap, const char *zbitmap, bool transparency) { ObjectState *state = findState(bitmap); if (state) { return state; } state = new ObjectState(setupID, pos, bitmap, zbitmap, transparency); addObjectState(state); return state; } ObjectState *Set::findState(const Common::String &filename) { // Check the different state objects for the bitmap for (StateList::iterator i = _states.begin(); i != _states.end(); ++i) { const Common::String &file = (*i)->getBitmapFilename(); if (file == filename) return *i; if (file.compareToIgnoreCase(filename) == 0) { Debug::warning(Debug::Sets, "State object request '%s' matches object '%s' but is the wrong case", filename.c_str(), file.c_str()); return *i; } } return nullptr; } void Set::moveObjectStateToFront(const ObjectState::Ptr &s) { _states.remove(s); _states.push_front(s); // Make the state invisible. This hides the deadbolt when brennis closes the switcher door // in the server room (tu), and therefore fixes https://github.com/residualvm/residualvm/issues/24 s->setActiveImage(0); } void Set::moveObjectStateToBack(const ObjectState::Ptr &s) { _states.remove(s); _states.push_back(s); } SetShadow *Set::getShadow(int i) { return &_shadows[i]; } SetShadow *Set::getShadowByName(const Common::String &name) { for (int i = 0; i < _numShadows; ++i) { SetShadow *shadow = &_shadows[i]; if (shadow->_name.equalsIgnoreCase(name)) return shadow; } return nullptr; } } // end of namespace Grim