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f615a07c35
Now we can know the position of each node/polygon/point of the animated model before it's even drawn on screen. We can also know the position of the points on screen (and the depth of those points). The dirty box of the models is now computed (in a debug fashion). Somehow, models head are still bugged but it's probably due to the fact that they are not animated (and not initialised). The debug display is left activated to let Endy see the results and implement a better zbuffer refresh system
237 lines
6.3 KiB
C++
237 lines
6.3 KiB
C++
// 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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//
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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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// License as published by the Free Software Foundation; either
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// version 2.1 of the License, or (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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#include "stdafx.h"
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#include "actor.h"
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#include "engine.h"
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#include "costume.h"
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#include "sound.h"
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#include "mixer.h"
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#include <cmath>
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#include <cstring>
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#include <SDL.h>
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#include <SDL_opengl.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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}
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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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}
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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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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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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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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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}
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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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}
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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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}
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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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// 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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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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}
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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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}
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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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}
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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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}
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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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}
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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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}
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void Actor::setHead( int joint1, int joint2, int joint3, float maxRoll, float maxPitch, float maxYaw ) {
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if (!costumeStack_.empty()) {
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costumeStack_.back()->setHead( joint1, joint2, joint3, maxRoll, maxPitch, maxYaw);
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}
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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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}
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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 (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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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 (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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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glTranslatef(pos_.x(), pos_.y(), pos_.z());
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glRotatef(yaw_, 0, 0, 1);
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glRotatef(pitch_, 1, 0, 0);
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glRotatef(roll_, 0, 1, 0);
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costumeStack_.back()->draw();
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glPopMatrix();
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}
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}
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