mirror of
https://github.com/libretro/scummvm.git
synced 2025-01-27 05:32:45 +00:00
326 lines
9.7 KiB
C++
326 lines
9.7 KiB
C++
/* ResidualVM - A 3D game interpreter
|
|
*
|
|
* ResidualVM 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 2
|
|
* 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, write to the Free Software
|
|
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|
*
|
|
*/
|
|
|
|
#include "common/endian.h"
|
|
|
|
#include "engines/grim/debug.h"
|
|
#include "engines/grim/costume.h"
|
|
#include "engines/grim/grim.h"
|
|
#include "engines/grim/resource.h"
|
|
#include "engines/grim/actor.h"
|
|
#include "engines/grim/emi/costumeemi.h"
|
|
#include "engines/grim/emi/modelemi.h"
|
|
#include "engines/grim/emi/skeleton.h"
|
|
#include "engines/grim/emi/costume/emihead.h"
|
|
#include "engines/grim/emi/costume/emianim_component.h"
|
|
#include "engines/grim/emi/costume/emiluavar_component.h"
|
|
#include "engines/grim/emi/costume/emiluacode_component.h"
|
|
#include "engines/grim/emi/costume/emimesh_component.h"
|
|
#include "engines/grim/emi/costume/emiskel_component.h"
|
|
#include "engines/grim/emi/costume/emisprite_component.h"
|
|
#include "engines/grim/emi/costume/emitexi_component.h"
|
|
|
|
namespace Grim {
|
|
|
|
EMICostume::EMICostume(const Common::String &fname, Actor *owner, Costume *prevCost) :
|
|
Costume(fname, owner, prevCost), _wearChore(nullptr), _emiSkel(nullptr) {
|
|
}
|
|
|
|
void EMICostume::load(Common::SeekableReadStream *data) {
|
|
Common::Array<Component *> components;
|
|
|
|
_numChores = data->readUint32LE();
|
|
_chores = new Chore *[_numChores];
|
|
for (int i = 0; i < _numChores; i++) {
|
|
uint32 nameLength;
|
|
Component *prevComponent = nullptr;
|
|
nameLength = data->readUint32LE();
|
|
assert(nameLength < 32);
|
|
|
|
char name[32];
|
|
data->read(name, nameLength);
|
|
char f[4];
|
|
data->read(f, 4);
|
|
float length = get_float(f);
|
|
int numTracks = data->readUint32LE();
|
|
|
|
if (length == 1000)
|
|
length = -1.0f;
|
|
else
|
|
length *= 1000;
|
|
|
|
EMIChore *chore = new EMIChore(name, i, this, (int)length, numTracks);
|
|
_chores[i] = chore;
|
|
|
|
for (int k = 0; k < numTracks; k++) {
|
|
int componentNameLength = data->readUint32LE();
|
|
|
|
char *componentName = new char[componentNameLength];
|
|
data->read(componentName, componentNameLength);
|
|
|
|
data->readUint32LE();
|
|
int parentID = data->readUint32LE();
|
|
if (parentID == -1 && _prevCostume) {
|
|
// However, only the first item can actually share the
|
|
// node hierarchy with the previous costume, so flag
|
|
// that component so it knows what to do
|
|
if (i == 0)
|
|
parentID = -2;
|
|
prevComponent = _prevCostume->getComponent(0);
|
|
// Make sure that the component is valid
|
|
if (!prevComponent->isComponentType('M', 'M', 'D', 'L'))
|
|
prevComponent = nullptr;
|
|
}
|
|
// Actually load the appropriate component
|
|
Component *component = loadEMIComponent(parentID < 0 ? nullptr : components[parentID], parentID, componentName, prevComponent);
|
|
if (component) {
|
|
component->setCostume(this);
|
|
component->init();
|
|
chore->addComponent(component);
|
|
}
|
|
|
|
components.push_back(component);
|
|
|
|
ChoreTrack &track = chore->_tracks[k];
|
|
track.numKeys = data->readUint32LE();
|
|
track.keys = new TrackKey[track.numKeys];
|
|
track.component = component;
|
|
track.compID = -1; // -1 means "look at .component"
|
|
|
|
for (int j = 0; j < track.numKeys; j++) {
|
|
float time, value;
|
|
char v[8];
|
|
data->read(v, 8);
|
|
time = get_float(v);
|
|
value = get_float(v + 4);
|
|
track.keys[j].time = (int)(time * 1000);
|
|
length = MAX(length, time * 1000);
|
|
track.keys[j].value = (int)value;
|
|
}
|
|
delete[] componentName;
|
|
}
|
|
}
|
|
|
|
_numComponents = components.size();
|
|
_components = new Component *[_numComponents];
|
|
for (int i = 0; i < _numComponents; ++i) {
|
|
_components[i] = components[i];
|
|
}
|
|
|
|
// The wearChore is active by default
|
|
_isWearChoreActive = true;
|
|
|
|
_head = new EMIHead(this);
|
|
}
|
|
|
|
void EMICostume::playChore(int num, uint msecs) {
|
|
// FIXME: Original EMI can play multiple instances of a chore at the same time.
|
|
EMIChore *chore = static_cast<EMIChore *>(_chores[num]);
|
|
if (chore->isWearChore()) {
|
|
setWearChore(chore);
|
|
}
|
|
Costume::playChore(num, msecs);
|
|
}
|
|
|
|
void EMICostume::playChoreLooping(int num, uint msecs) {
|
|
// FIXME: Original EMI can play multiple instances of a chore at the same time.
|
|
EMIChore *chore = static_cast<EMIChore *>(_chores[num]);
|
|
if (chore->isWearChore()) {
|
|
setWearChore(chore);
|
|
}
|
|
Costume::playChoreLooping(num, msecs);
|
|
}
|
|
|
|
Component *EMICostume::loadEMIComponent(Component *parent, int parentID, const char *name, Component *prevComponent) {
|
|
assert(name[0] == '!');
|
|
++name;
|
|
|
|
char type[5];
|
|
tag32 tag = 0;
|
|
memcpy(&tag, name, 4);
|
|
memcpy(&type, name, 4);
|
|
type[4] = 0;
|
|
tag = FROM_BE_32(tag);
|
|
|
|
name += 4;
|
|
|
|
if (tag == MKTAG('m', 'e', 's', 'h')) {
|
|
return new EMIMeshComponent(parent, parentID, name, prevComponent, tag, this);
|
|
} else if (tag == MKTAG('s', 'k', 'e', 'l')) {
|
|
return new EMISkelComponent(parent, parentID, name, prevComponent, tag);
|
|
} else if (tag == MKTAG('t', 'e', 'x', 'i')) {
|
|
return new EMITexiComponent(parent, parentID, name, prevComponent, tag);
|
|
} else if (tag == MKTAG('a', 'n', 'i', 'm')) {
|
|
return new EMIAnimComponent(parent, parentID, name, prevComponent, tag);
|
|
} else if (tag == MKTAG('l', 'u', 'a', 'c')) {
|
|
return new EMILuaCodeComponent(parent, parentID, name, prevComponent, tag);
|
|
} else if (tag == MKTAG('l', 'u', 'a', 'v')) {
|
|
return new EMILuaVarComponent(parent, parentID, name, prevComponent, tag);
|
|
} else if (tag == MKTAG('s', 'p', 'r', 't')) {
|
|
return new EMISpriteComponent(parent, parentID, name, prevComponent, tag);
|
|
} else if (tag == MKTAG('s', 'h', 'a', 'd')) {
|
|
Debug::warning(Debug::Costumes, "Actor::loadComponentEMI Implement SHAD-handling: %s" , name);
|
|
} else if (tag == MKTAG('a', 'w', 'g', 't')) {
|
|
Debug::warning(Debug::Costumes, "Actor::loadComponentEMI Implement AWGT-handling: %s" , name);
|
|
} else if (tag == MKTAG('s', 'n', 'd', '2')) {
|
|
// ignore, this is a leftover from an earlier engine.
|
|
} else {
|
|
error("Actor::loadComponentEMI missing tag: %s for %s", name, type);
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
void EMICostume::draw() {
|
|
bool drewMesh = false;
|
|
for (Common::List<Chore*>::iterator it = _playingChores.begin(); it != _playingChores.end(); ++it) {
|
|
Chore *c = (*it);
|
|
if (!c->_playing)
|
|
continue;
|
|
for (int i = 0; i < c->_numTracks; ++i) {
|
|
if (c->_tracks[i].component) {
|
|
c->_tracks[i].component->draw();
|
|
if (c->_tracks[i].component->isComponentType('m', 'e', 's', 'h'))
|
|
drewMesh = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (_wearChore && !drewMesh && _isWearChoreActive) {
|
|
_wearChore->getMesh()->draw();
|
|
}
|
|
}
|
|
|
|
int EMICostume::update(uint time) {
|
|
for (Common::List<Chore*>::iterator i = _playingChores.begin(); i != _playingChores.end(); ++i) {
|
|
Chore *c = *i;
|
|
c->update(time);
|
|
|
|
for (int t = 0; t < c->_numTracks; ++t) {
|
|
if (c->_tracks[t].component) {
|
|
c->_tracks[t].component->update(time);
|
|
}
|
|
}
|
|
|
|
if (!c->isPlaying()) {
|
|
i = _playingChores.erase(i);
|
|
--i;
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
void EMICostume::saveState(SaveGame *state) const {
|
|
Costume::saveState(state);
|
|
|
|
for (int i = 0; i < _numChores; ++i) {
|
|
EMIChore *chore = (EMIChore *)_chores[i];
|
|
state->writeLESint32(chore->getId());
|
|
}
|
|
|
|
state->writeLESint32(_wearChore ? _wearChore->getChoreId() : -1);
|
|
}
|
|
|
|
bool EMICostume::restoreState(SaveGame *state) {
|
|
bool ret = Costume::restoreState(state);
|
|
if (ret) {
|
|
if (state->saveMinorVersion() >= 11) {
|
|
EMIChore::Pool &pool = EMIChore::getPool();
|
|
for (int i = 0; i < _numChores; ++i) {
|
|
EMIChore *chore = (EMIChore *)_chores[i];
|
|
int id = state->readLESint32();
|
|
pool.removeObject(chore->getId());
|
|
EMIChore* oldChore = pool.getObject(id);
|
|
if (oldChore) {
|
|
pool.removeObject(id);
|
|
oldChore->setId(chore->getId());
|
|
pool.addObject(oldChore);
|
|
}
|
|
chore->setId(id);
|
|
pool.addObject(chore);
|
|
}
|
|
}
|
|
|
|
if (state->saveMinorVersion() < 13) {
|
|
// Used to be active texture IDs for materials. Materials are now
|
|
// managed by the owner Actor of this Costume.
|
|
for (uint i = 0; i < _materials.size(); ++i) {
|
|
state->readLESint32();
|
|
}
|
|
}
|
|
|
|
int id = state->readLESint32();
|
|
if (id >= 0) {
|
|
EMIChore *chore = static_cast<EMIChore *>(_chores[id]);
|
|
setWearChore(chore);
|
|
}
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
Material *EMICostume::findMaterial(const Common::String &name) {
|
|
return _owner->findMaterial(name);
|
|
}
|
|
|
|
Material *EMICostume::loadMaterial(const Common::String &name, bool clamp) {
|
|
MaterialPtr mat = _owner->loadMaterial(name, clamp);
|
|
if (mat) {
|
|
// Save a reference to the material, so it will not be freed during the
|
|
// lifetime of this costume.
|
|
if (Common::find(_materials.begin(), _materials.end(), mat) == _materials.end())
|
|
_materials.push_back(mat);
|
|
}
|
|
return mat;
|
|
}
|
|
|
|
void EMICostume::setWearChore(EMIChore *chore) {
|
|
if (chore != _wearChore) {
|
|
_wearChore = chore;
|
|
|
|
if (_emiSkel) {
|
|
_emiSkel->reset();
|
|
}
|
|
_emiSkel = chore->getSkeleton();
|
|
}
|
|
}
|
|
|
|
void EMICostume::setWearChoreActive(bool isActive) {
|
|
_isWearChoreActive = isActive;
|
|
}
|
|
|
|
void EMICostume::setHead(const char *joint, const Math::Vector3d &offset) {
|
|
static_cast<EMIHead *>(_head)->setJoint(joint, offset);
|
|
}
|
|
|
|
void EMICostume::setHeadLimits(float yawRange, float maxPitch, float minPitch) {
|
|
static_cast<EMIHead *>(_head)->setLimits(yawRange, maxPitch, minPitch);
|
|
}
|
|
|
|
EMIModel *EMICostume::getEMIModel() const {
|
|
if (!_wearChore)
|
|
return nullptr;
|
|
return _wearChore->getMesh()->_obj;
|
|
}
|
|
|
|
} // end of namespace Grim
|