mirror of
https://github.com/libretro/scummvm.git
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1639 lines
44 KiB
C++
1639 lines
44 KiB
C++
/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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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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* 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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* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*
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*/
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#define FORBIDDEN_SYMBOL_EXCEPTION_printf
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#define FORBIDDEN_SYMBOL_EXCEPTION_chdir
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#define FORBIDDEN_SYMBOL_EXCEPTION_getcwd
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#define FORBIDDEN_SYMBOL_EXCEPTION_getwd
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#define FORBIDDEN_SYMBOL_EXCEPTION_mkdir
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#define FORBIDDEN_SYMBOL_EXCEPTION_unlink
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#include "math/line3d.h"
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#include "math/rect2d.h"
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#include "engines/grim/debug.h"
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#include "engines/grim/actor.h"
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#include "engines/grim/grim.h"
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#include "engines/grim/colormap.h"
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#include "engines/grim/costume.h"
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#include "engines/grim/lipsync.h"
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#include "engines/grim/movie/movie.h"
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#include "engines/grim/sound.h"
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#include "engines/grim/lua.h"
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#include "engines/grim/resource.h"
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#include "engines/grim/savegame.h"
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#include "engines/grim/set.h"
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#include "engines/grim/gfx_base.h"
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#include "engines/grim/model.h"
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#include "common/foreach.h"
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namespace Grim {
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Actor::Actor(const Common::String &actorName) :
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PoolObject<Actor, MKTAG('A', 'C', 'T', 'R')>(), _name(actorName), _setName(""),
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_talkColor(255, 255, 255), _pos(0, 0, 0),
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// Some actors don't set walk and turn rates, so we default the
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// _turnRate so Doug at the cat races can turn and we set the
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// _walkRate so Glottis at the demon beaver entrance can walk and
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// so Chepito in su.set
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_pitch(0), _yaw(0), _roll(0), _walkRate(0.3f), _turnRate(100.0f),
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_reflectionAngle(80),
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_visible(true), _lipSync(NULL), _turning(false), _walking(false),
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_walkedLast(false), _walkedCur(false),
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_lastTurnDir(0), _currTurnDir(0),
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_sayLineText(0) {
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_lookingMode = false;
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_constrain = false;
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_talkSoundName = "";
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_activeShadowSlot = -1;
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_shadowArray = new Shadow[5];
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_toClean = false;
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_running = false;
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_scale = 1.f;
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_timeScale = 1.f;
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_mustPlaceText = false;
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_collisionMode = CollisionOff;
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_collisionScale = 1.f;
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_puckOrient = false;
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for (int i = 0; i < MAX_SHADOWS; i++) {
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_shadowArray[i].active = false;
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_shadowArray[i].dontNegate = false;
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_shadowArray[i].shadowMask = NULL;
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_shadowArray[i].shadowMaskSize = 0;
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}
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}
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Actor::Actor() :
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PoolObject<Actor, MKTAG('A', 'C', 'T', 'R')>() {
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_shadowArray = new Shadow[5];
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_toClean = false;
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_running = false;
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_scale = 1.f;
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_timeScale = 1.f;
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_mustPlaceText = false;
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_collisionMode = CollisionOff;
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_collisionScale = 1.f;
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for (int i = 0; i < MAX_SHADOWS; i++) {
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_shadowArray[i].active = false;
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_shadowArray[i].dontNegate = false;
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_shadowArray[i].shadowMask = NULL;
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_shadowArray[i].shadowMaskSize = 0;
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}
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}
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Actor::~Actor() {
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if (_shadowArray) {
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clearShadowPlanes();
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delete[] _shadowArray;
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}
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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::saveState(SaveGame *savedState) const {
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// store actor name
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savedState->writeString(_name);
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savedState->writeString(_setName);
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savedState->writeColor(_talkColor);
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savedState->writeVector3d(_pos);
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savedState->writeFloat(_pitch.getDegrees());
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savedState->writeFloat(_yaw.getDegrees());
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savedState->writeFloat(_roll.getDegrees());
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savedState->writeFloat(_walkRate);
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savedState->writeFloat(_turnRate);
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savedState->writeBool(_constrain);
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savedState->writeFloat(_reflectionAngle);
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savedState->writeBool(_visible);
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savedState->writeBool(_lookingMode),
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savedState->writeFloat(_scale);
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savedState->writeFloat(_timeScale);
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savedState->writeBool(_puckOrient);
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savedState->writeString(_talkSoundName);
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savedState->writeLEUint32((uint32)_collisionMode);
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savedState->writeFloat(_collisionScale);
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if (_lipSync) {
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savedState->writeBool(true);
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savedState->writeString(_lipSync->getFilename());
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} else {
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savedState->writeBool(false);
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}
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savedState->writeLEUint32(_costumeStack.size());
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for (Common::List<Costume *>::const_iterator i = _costumeStack.begin(); i != _costumeStack.end(); ++i) {
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Costume *c = *i;
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savedState->writeString(c->getFilename());
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Costume *pc = c->getPreviousCostume();
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int depth = 0;
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while (pc) {
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++depth;
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pc = pc->getPreviousCostume();
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}
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savedState->writeLESint32(depth);
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pc = c->getPreviousCostume();
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for (int j = 0; j < depth; ++j) { //save the previousCostume hierarchy
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savedState->writeString(pc->getFilename());
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pc = pc->getPreviousCostume();
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}
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c->saveState(savedState);
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}
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savedState->writeBool(_turning);
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savedState->writeFloat(_destYaw.getDegrees());
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savedState->writeBool(_walking);
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savedState->writeVector3d(_destPos);
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_restChore.saveState(savedState);
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_walkChore.saveState(savedState);
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savedState->writeBool(_walkedLast);
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savedState->writeBool(_walkedCur);
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_leftTurnChore.saveState(savedState);
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_rightTurnChore.saveState(savedState);
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savedState->writeLESint32(_lastTurnDir);
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savedState->writeLESint32(_currTurnDir);
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for (int i = 0; i < 10; ++i) {
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_talkChore[i].saveState(savedState);
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}
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savedState->writeLESint32(_talkAnim);
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_mumbleChore.saveState(savedState);
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for (int i = 0; i < MAX_SHADOWS; ++i) {
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Shadow &shadow = _shadowArray[i];
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savedState->writeString(shadow.name);
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savedState->writeVector3d(shadow.pos);
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savedState->writeLEUint32(shadow.planeList.size());
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// Cannot use g_grim->getCurrSet() here because an actor can have walk planes
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// from other scenes. It happens e.g. when Membrillo calls Velasco to tell him
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// Naranja is dead.
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for (SectorListType::iterator j = shadow.planeList.begin(); j != shadow.planeList.end(); ++j) {
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Plane &p = *j;
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savedState->writeString(p.setName);
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savedState->writeString(p.sector->getName());
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}
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savedState->writeLESint32(shadow.shadowMaskSize);
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savedState->write(shadow.shadowMask, shadow.shadowMaskSize);
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savedState->writeBool(shadow.active);
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savedState->writeBool(shadow.dontNegate);
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}
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savedState->writeLESint32(_activeShadowSlot);
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savedState->writeLESint32(_sayLineText);
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savedState->writeVector3d(_lookAtVector);
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savedState->writeLEUint32(_path.size());
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for (Common::List<Math::Vector3d>::const_iterator i = _path.begin(); i != _path.end(); ++i) {
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savedState->writeVector3d(*i);
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}
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}
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bool Actor::restoreState(SaveGame *savedState) {
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for (Common::List<Costume *>::const_iterator i = _costumeStack.begin(); i != _costumeStack.end(); ++i) {
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delete *i;
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}
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_costumeStack.clear();
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// load actor name
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_name = savedState->readString();
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_setName = savedState->readString();
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_talkColor = savedState->readColor();
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_pos = savedState->readVector3d();
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_pitch = savedState->readFloat();
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_yaw = savedState->readFloat();
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_roll = savedState->readFloat();
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_walkRate = savedState->readFloat();
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_turnRate = savedState->readFloat();
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_constrain = savedState->readBool();
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_reflectionAngle = savedState->readFloat();
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_visible = savedState->readBool();
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_lookingMode = savedState->readBool();
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_scale = savedState->readFloat();
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_timeScale = savedState->readFloat();
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_puckOrient = savedState->readBool();
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_talkSoundName = savedState->readString();
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_collisionMode = (CollisionMode)savedState->readLEUint32();
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_collisionScale = savedState->readFloat();
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if (savedState->readBool()) {
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Common::String fn = savedState->readString();
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_lipSync = g_resourceloader->getLipSync(fn);
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} else {
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_lipSync = NULL;
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}
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uint32 size = savedState->readLEUint32();
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for (uint32 i = 0; i < size; ++i) {
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Common::String fname = savedState->readString();
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const int depth = savedState->readLESint32();
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Costume *pc = NULL;
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if (depth > 0) { //build all the previousCostume hierarchy
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Common::String *names = new Common::String[depth];
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for (int j = 0; j < depth; ++j) {
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names[j] = savedState->readString();
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}
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for (int j = depth - 1; j >= 0; --j) {
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pc = findCostume(names[j]);
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if (!pc) {
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pc = g_resourceloader->loadCostume(names[j], pc);
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}
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}
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delete[] names;
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}
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Costume *c = g_resourceloader->loadCostume(fname, pc);
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c->restoreState(savedState);
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_costumeStack.push_back(c);
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}
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_turning = savedState->readBool();
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_destYaw = savedState->readFloat();
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_walking = savedState->readBool();
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_destPos = savedState->readVector3d();
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_restChore.restoreState(savedState, this);
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_walkChore.restoreState(savedState, this);
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_walkedLast = savedState->readBool();
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_walkedCur = savedState->readBool();
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_leftTurnChore.restoreState(savedState, this);
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_rightTurnChore.restoreState(savedState, this);
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_lastTurnDir = savedState->readLESint32();
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_currTurnDir = savedState->readLESint32();
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for (int i = 0; i < 10; ++i) {
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_talkChore[i].restoreState(savedState, this);
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}
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_talkAnim = savedState->readLESint32();
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_mumbleChore.restoreState(savedState, this);
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clearShadowPlanes();
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for (int i = 0; i < MAX_SHADOWS; ++i) {
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Shadow &shadow = _shadowArray[i];
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shadow.name = savedState->readString();
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shadow.pos = savedState->readVector3d();
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size = savedState->readLEUint32();
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Set *scene = NULL;
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for (int j = 0; j < size; ++j) {
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Common::String setName = savedState->readString();
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Common::String secName = savedState->readString();
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if (!scene || scene->getName() != setName) {
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scene = g_grim->findSet(setName);
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}
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if (scene) {
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addShadowPlane(secName.c_str(), scene, i);
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} else {
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warning("%s: No scene \"%s\" found, cannot restore shadow on sector \"%s\"", getName().c_str(), setName.c_str(), secName.c_str());
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}
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}
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shadow.shadowMaskSize = savedState->readLESint32();
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delete[] shadow.shadowMask;
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if (shadow.shadowMaskSize > 0) {
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shadow.shadowMask = new byte[shadow.shadowMaskSize];
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savedState->read(shadow.shadowMask, shadow.shadowMaskSize);
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} else {
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shadow.shadowMask = NULL;
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}
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shadow.active = savedState->readBool();
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shadow.dontNegate = savedState->readBool();
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}
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_activeShadowSlot = savedState->readLESint32();
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_sayLineText = savedState->readLESint32();
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_lookAtVector = savedState->readVector3d();
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size = savedState->readLEUint32();
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for (uint32 i = 0; i < size; ++i) {
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_path.push_back(savedState->readVector3d());
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}
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return true;
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}
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void Actor::setYaw(const Math::Angle &yawParam) {
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_yaw = yawParam;
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}
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void Actor::setRot(const Math::Angle &pitchParam, const Math::Angle &yawParam, const Math::Angle &rollParam) {
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_pitch = pitchParam;
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setYaw(yawParam);
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_roll = rollParam;
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_turning = false;
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}
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void Actor::setPos(const Math::Vector3d &position) {
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_walking = false;
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_pos = position;
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// Don't allow positions outside the sectors.
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// This is necessary after solving the tree pump puzzle, when the bone
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// wagon returns to the signopost set.
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if (_constrain && !_walking) {
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g_grim->getCurrSet()->findClosestSector(_pos, NULL, &_pos);
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}
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}
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void Actor::turnTo(const Math::Angle &pitchParam, const Math::Angle &yawParam, const Math::Angle &rollParam) {
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_pitch = pitchParam;
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_roll = rollParam;
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if (_yaw != yawParam) {
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_turning = true;
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_destYaw = yawParam;
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} else
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_turning = false;
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}
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void Actor::walkTo(const Math::Vector3d &p) {
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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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_path.clear();
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if (_constrain) {
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g_grim->getCurrSet()->findClosestSector(p, NULL, &_destPos);
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Common::List<PathNode *> openList;
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Common::List<PathNode *> closedList;
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PathNode *start = new PathNode;
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start->parent = NULL;
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start->pos = _pos;
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start->dist = 0.f;
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start->cost = 0.f;
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openList.push_back(start);
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g_grim->getCurrSet()->findClosestSector(_pos, &start->sect, NULL);
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Common::List<Sector *> sectors;
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for (int i = 0; i < g_grim->getCurrSet()->getSectorCount(); ++i) {
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Sector *s = g_grim->getCurrSet()->getSectorBase(i);
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int type = s->getType();
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if ((type == Sector::WalkType || type == Sector::HotType || type == Sector::FunnelType) && s->isVisible()) {
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sectors.push_back(s);
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}
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}
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Sector *endSec = NULL;
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g_grim->getCurrSet()->findClosestSector(_destPos, &endSec, NULL);
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do {
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PathNode *node = NULL;
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float cost = -1.f;
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for (Common::List<PathNode *>::iterator j = openList.begin(); j != openList.end(); ++j) {
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PathNode *n = *j;
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float c = n->dist + n->cost;
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if (cost < 0.f || c < cost) {
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cost = c;
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node = n;
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}
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}
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closedList.push_back(node);
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openList.remove(node);
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Sector *sector = node->sect;
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if (sector == endSec) {
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PathNode *n = closedList.back();
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// Don't put the start position in the list, or else
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// the first angle calculated in updateWalk() will be
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// meaningless. The only node without parent is the start
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// one.
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while (n->parent) {
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_path.push_back(n->pos);
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n = n->parent;
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}
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break;
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}
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for (Common::List<Sector *>::iterator i = sectors.begin(); i != sectors.end(); ++i) {
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Sector *s = *i;
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bool inClosed = false;
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for (Common::List<PathNode *>::iterator j = closedList.begin(); j != closedList.end(); ++j) {
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if ((*j)->sect == s) {
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inClosed = true;
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break;
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}
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}
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if (inClosed)
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continue;
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Common::List<Math::Line3d> bridges = sector->getBridgesTo(s);
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if (bridges.empty())
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continue; // The sectors are not adjacent.
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Math::Vector3d closestPoint = s->getClosestPoint(_destPos);
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Math::Vector3d best;
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float bestDist = 1e6f;
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Math::Line3d l(node->pos, closestPoint);
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while (!bridges.empty()) {
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Math::Line3d bridge = bridges.back();
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Math::Vector3d pos;
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if (!bridge.intersectLine2d(l, &pos)) {
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pos = bridge.middle();
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}
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float dist = (pos - closestPoint).getMagnitude();
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if (dist < bestDist) {
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bestDist = dist;
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best = pos;
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}
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bridges.pop_back();
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}
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best = handleCollisionTo(node->pos, best);
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PathNode *n = NULL;
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for (Common::List<PathNode *>::iterator j = openList.begin(); j != openList.end(); ++j) {
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if ((*j)->sect == s) {
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n = *j;
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break;
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}
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}
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if (n) {
|
|
float newCost = node->cost + (best - node->pos).getMagnitude();
|
|
if (newCost < n->cost) {
|
|
n->cost = newCost;
|
|
n->parent = node;
|
|
n->pos = best;
|
|
n->dist = (n->pos - _destPos).getMagnitude();
|
|
}
|
|
} else {
|
|
n = new PathNode;
|
|
n->parent = node;
|
|
n->sect = s;
|
|
n->pos = best;
|
|
n->dist = (n->pos - _destPos).getMagnitude();
|
|
n->cost = node->cost + (n->pos - node->pos).getMagnitude();
|
|
openList.push_back(n);
|
|
}
|
|
}
|
|
} while (!openList.empty());
|
|
|
|
for (Common::List<PathNode *>::iterator j = closedList.begin(); j != closedList.end(); ++j) {
|
|
delete *j;
|
|
}
|
|
for (Common::List<PathNode *>::iterator j = openList.begin(); j != openList.end(); ++j) {
|
|
delete *j;
|
|
}
|
|
}
|
|
|
|
_path.push_front(_destPos);
|
|
}
|
|
}
|
|
|
|
bool Actor::isWalking() const {
|
|
return _walkedLast || _walkedCur || _walking;
|
|
}
|
|
|
|
bool Actor::isTurning() const {
|
|
if (_turning)
|
|
return true;
|
|
|
|
if (_lastTurnDir != 0 || _currTurnDir != 0)
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
void Actor::moveTo(const Math::Vector3d &pos) {
|
|
// The walking actor doesn't always have the collision mode set, but it must however check
|
|
// the collisions. E.g. the set hl doesn't set Manny's mode, but it must check for
|
|
// collisions with Raoul.
|
|
// On the other hand, it must not *set* the sphere mode, it must just use it for this call:
|
|
// the set xb sets Manny's collision scale as 1 and mode as Off. If you then go to set tb
|
|
// and talk to Doug at the photo window, Manny's mode *must be* Off, otherwise Doug will
|
|
// collide, miss the target point and will walk away, leaving Manny waiting for him at
|
|
// the window forever.
|
|
CollisionMode mode = _collisionMode;
|
|
if (_collisionMode == CollisionOff) {
|
|
mode = CollisionSphere;
|
|
}
|
|
|
|
Math::Vector3d v = pos - _pos;
|
|
foreach (Actor *a, Actor::getPool()) {
|
|
if (a != this && a->isInSet(_setName) && a->isVisible()) {
|
|
handleCollisionWith(a, mode, &v);
|
|
}
|
|
}
|
|
_pos += v;
|
|
}
|
|
|
|
void Actor::walkForward() {
|
|
float dist = g_grim->getPerSecond(_walkRate);
|
|
// Limit the amount of the movement per frame, otherwise with low fps
|
|
// scripts that use WalkActorForward and proximity may break.
|
|
if ((dist > 0 && dist > _walkRate / 5.f) || (dist < 0 && dist < _walkRate / 5.f))
|
|
dist = _walkRate / 5.f;
|
|
|
|
_walking = false;
|
|
|
|
Math::Vector3d forwardVec(-_yaw.getSine() * _pitch.getCosine(),
|
|
_yaw.getCosine() * _pitch.getCosine(), _pitch.getSine());
|
|
|
|
if (! _constrain) {
|
|
_pos += forwardVec * dist;
|
|
_walkedCur = true;
|
|
return;
|
|
}
|
|
|
|
if (dist < 0) {
|
|
dist = -dist;
|
|
forwardVec = -forwardVec;
|
|
}
|
|
|
|
Sector *currSector = NULL, *prevSector = NULL;
|
|
Sector::ExitInfo ei;
|
|
|
|
g_grim->getCurrSet()->findClosestSector(_pos, &currSector, &_pos);
|
|
if (!currSector) { // Shouldn't happen...
|
|
moveTo(_pos + forwardVec * dist);
|
|
_walkedCur = true;
|
|
return;
|
|
}
|
|
|
|
while (currSector) {
|
|
prevSector = currSector;
|
|
Math::Vector3d puckVec = currSector->getProjectionToPuckVector(forwardVec);
|
|
puckVec /= puckVec.getMagnitude();
|
|
currSector->getExitInfo(_pos, puckVec, &ei);
|
|
float exitDist = (ei.exitPoint - _pos).getMagnitude();
|
|
if (dist < exitDist) {
|
|
moveTo(_pos + puckVec * dist);
|
|
_walkedCur = true;
|
|
return;
|
|
}
|
|
_pos = ei.exitPoint;
|
|
dist -= exitDist;
|
|
if (exitDist > 0.0001)
|
|
_walkedCur = true;
|
|
|
|
// Check for an adjacent sector which can continue
|
|
// the path
|
|
currSector = g_grim->getCurrSet()->findPointSector(ei.exitPoint + (float)0.0001 * puckVec, Sector::WalkType);
|
|
if (currSector == prevSector)
|
|
break;
|
|
}
|
|
|
|
int turnDir = 1;
|
|
if (ei.angleWithEdge > 90) {
|
|
ei.angleWithEdge = 180 - ei.angleWithEdge;
|
|
ei.edgeDir = -ei.edgeDir;
|
|
turnDir = -1;
|
|
}
|
|
if (ei.angleWithEdge > _reflectionAngle)
|
|
return;
|
|
|
|
ei.angleWithEdge += (float)0.1;
|
|
Math::Angle turnAmt = g_grim->getPerSecond(_turnRate) * 5.;
|
|
if (turnAmt > ei.angleWithEdge)
|
|
turnAmt = ei.angleWithEdge;
|
|
setYaw(_yaw + turnAmt * turnDir);
|
|
}
|
|
|
|
Math::Vector3d Actor::getPuckVector() const {
|
|
Math::Vector3d forwardVec(-_yaw.getSine(), _yaw.getCosine(), 0);
|
|
|
|
Sector *sector = g_grim->getCurrSet()->findPointSector(_pos, Sector::WalkType);
|
|
if (!sector)
|
|
return forwardVec;
|
|
else
|
|
return sector->getProjectionToPuckVector(forwardVec);
|
|
}
|
|
|
|
void Actor::setPuckOrient(bool orient) {
|
|
_puckOrient = orient;
|
|
warning("Actor::setPuckOrient() not implemented");
|
|
}
|
|
|
|
void Actor::setRestChore(int chore, Costume *cost) {
|
|
if (_restChore.equals(cost, chore))
|
|
return;
|
|
|
|
_restChore.stop(true);
|
|
|
|
_restChore = Chore(cost, chore);
|
|
|
|
_restChore.playLooping(true);
|
|
}
|
|
|
|
int Actor::getRestChore() const {
|
|
return _restChore._chore;
|
|
}
|
|
|
|
void Actor::setWalkChore(int chore, Costume *cost) {
|
|
if (_walkChore.equals(cost, chore))
|
|
return;
|
|
|
|
if (_walkedLast && _walkChore.isPlaying()) {
|
|
_walkChore.stop(true);
|
|
|
|
_restChore.playLooping(true);
|
|
}
|
|
|
|
_walkChore = Chore(cost, chore);
|
|
}
|
|
|
|
void Actor::setTurnChores(int left_chore, int right_chore, Costume *cost) {
|
|
if (_leftTurnChore.equals(cost, left_chore) && _rightTurnChore.equals(cost, right_chore))
|
|
return;
|
|
|
|
_leftTurnChore.stop(true);
|
|
_rightTurnChore.stop(true);
|
|
|
|
_leftTurnChore = Chore(cost, left_chore);
|
|
_rightTurnChore = Chore(cost, right_chore);
|
|
|
|
if ((left_chore >= 0 && right_chore < 0) || (left_chore < 0 && right_chore >= 0))
|
|
error("Unexpectedly got only one turn chore");
|
|
}
|
|
|
|
void Actor::setTalkChore(int index, int chore, Costume *cost) {
|
|
if (index < 1 || index > 10)
|
|
error("Got talk chore index out of range (%d)", index);
|
|
|
|
index--;
|
|
|
|
if (_talkChore[index].equals(cost, chore))
|
|
return;
|
|
|
|
_talkChore[index].stop();
|
|
|
|
_talkChore[index] = Chore(cost, chore);
|
|
}
|
|
|
|
int Actor::getTalkChore(int index) const {
|
|
return _talkChore[index]._chore;
|
|
}
|
|
|
|
Costume *Actor::getTalkCostume(int index) const {
|
|
return _talkChore[index]._costume;
|
|
}
|
|
|
|
void Actor::setMumbleChore(int chore, Costume *cost) {
|
|
_mumbleChore.stop();
|
|
|
|
_mumbleChore = Chore(cost, chore);
|
|
}
|
|
|
|
void Actor::turn(int dir) {
|
|
_walking = false;
|
|
float delta = g_grim->getPerSecond(_turnRate) * dir;
|
|
setYaw(_yaw + delta);
|
|
_currTurnDir = dir;
|
|
}
|
|
|
|
Math::Angle Actor::getYawTo(Actor *a) const {
|
|
Math::Vector3d forwardVec(-_yaw.getSine(), _yaw.getCosine(), 0);
|
|
Math::Vector3d delta = a->getPos() - _pos;
|
|
delta.z() = 0;
|
|
|
|
return Math::Vector3d::angle(forwardVec, delta);
|
|
}
|
|
|
|
Math::Angle Actor::getYawTo(const Math::Vector3d &p) const {
|
|
Math::Vector3d dpos = p - _pos;
|
|
|
|
if (dpos.x() == 0 && dpos.y() == 0)
|
|
return 0;
|
|
else
|
|
return Math::Angle::arcTangent2(-dpos.x(), dpos.y());
|
|
}
|
|
|
|
void Actor::sayLine(const char *msgId, bool background) {
|
|
assert(msgId);
|
|
|
|
char id[50];
|
|
Common::String msg = LuaBase::instance()->parseMsgText(msgId, id);
|
|
|
|
if (msgId[0] == 0) {
|
|
error("Actor::sayLine: No message ID for text");
|
|
return;
|
|
}
|
|
|
|
// During Fullscreen movies SayLine is usually called for text display only.
|
|
// The movie with Charlie screaming after Manny put the sheet on him instead
|
|
// uses sayLine for the voice too.
|
|
// However, normal SMUSH movies may call SayLine, for example:
|
|
// When Domino yells at Manny (a SMUSH movie) he does it with
|
|
// a SayLine request rather than as part of the movie!
|
|
|
|
Common::String soundName = id;
|
|
|
|
if (g_grim->getGameType() == GType_GRIM)
|
|
soundName += ".wav";
|
|
else
|
|
soundName += ".wVC";
|
|
|
|
if (_talkSoundName == soundName)
|
|
return;
|
|
|
|
if (g_sound->getSoundStatus(_talkSoundName.c_str()) || msg.empty())
|
|
shutUp();
|
|
|
|
_talkSoundName = soundName;
|
|
if (g_grim->getSpeechMode() != GrimEngine::TextOnly) {
|
|
if (g_sound->startVoice(_talkSoundName.c_str()) && g_grim->getCurrSet()) {
|
|
g_grim->getCurrSet()->setSoundPosition(_talkSoundName.c_str(), _pos);
|
|
}
|
|
}
|
|
|
|
// If the actor is clearly not visible then don't try to play the lip sync
|
|
if (_visible && (!g_movie->isPlaying() || g_grim->getMode() == GrimEngine::NormalMode)) {
|
|
Common::String soundLip = id;
|
|
soundLip += ".lip";
|
|
|
|
if (!_talkChore[0].isPlaying()) {
|
|
// _talkChore[0] is *_stop_talk
|
|
_talkChore[0].setLastFrame();
|
|
}
|
|
// Sometimes actors speak offscreen before they, including their
|
|
// talk chores are initialized.
|
|
// For example, when reading the work order (a LIP file exists for no reason).
|
|
// Also, some lip sync files have no entries
|
|
// In these cases, revert to using the mumble chore.
|
|
if (g_grim->getSpeechMode() != GrimEngine::TextOnly)
|
|
_lipSync = g_resourceloader->getLipSync(soundLip);
|
|
// If there's no lip sync file then load the mumble chore if it exists
|
|
// (the mumble chore doesn't exist with the cat races announcer)
|
|
if (!_lipSync)
|
|
_mumbleChore.playLooping();
|
|
|
|
_talkAnim = -1;
|
|
}
|
|
|
|
g_grim->setTalkingActor(this);
|
|
|
|
if (_sayLineText) {
|
|
delete TextObject::getPool().getObject(_sayLineText);
|
|
_sayLineText = 0;
|
|
}
|
|
|
|
if (!msg.empty()) {
|
|
GrimEngine::SpeechMode m = g_grim->getSpeechMode();
|
|
if (!g_grim->_sayLineDefaults.getFont() || m == GrimEngine::VoiceOnly)
|
|
return;
|
|
|
|
if (g_grim->getMode() == GrimEngine::SmushMode)
|
|
TextObject::getPool().deleteObjects();
|
|
|
|
TextObject *textObject = new TextObject(false, true);
|
|
textObject->setDefaults(&g_grim->_sayLineDefaults);
|
|
textObject->setFGColor(_talkColor);
|
|
if (m == GrimEngine::TextOnly || g_grim->getMode() == GrimEngine::SmushMode) {
|
|
textObject->setDuration(500 + msg.size() * 15 * (11 - g_grim->getTextSpeed()));
|
|
}
|
|
if (g_grim->getMode() == GrimEngine::SmushMode) {
|
|
textObject->setX(640 / 2);
|
|
textObject->setY(456);
|
|
} else {
|
|
if (_visible && isInSet(g_grim->getCurrSet()->getName())) {
|
|
_mustPlaceText = true;
|
|
} else {
|
|
_mustPlaceText = false;
|
|
textObject->setX(640 / 2);
|
|
textObject->setY(463);
|
|
}
|
|
}
|
|
textObject->setText(msgId);
|
|
if (g_grim->getMode() != GrimEngine::SmushMode)
|
|
_sayLineText = textObject->getId();
|
|
}
|
|
}
|
|
|
|
void Actor::lineCleanup() {
|
|
if (_sayLineText) {
|
|
delete TextObject::getPool().getObject(_sayLineText);
|
|
_sayLineText = 0;
|
|
}
|
|
}
|
|
|
|
bool Actor::isTalking() {
|
|
// If there's no sound file then we're obviously not talking
|
|
GrimEngine::SpeechMode m = g_grim->getSpeechMode();
|
|
TextObject *textObject = NULL;
|
|
if (_sayLineText)
|
|
textObject = TextObject::getPool().getObject(_sayLineText);
|
|
if ((m == GrimEngine::TextOnly && !textObject) ||
|
|
(m != GrimEngine::TextOnly && (strlen(_talkSoundName.c_str()) == 0 || !g_sound->getSoundStatus(_talkSoundName.c_str())))) {
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void Actor::shutUp() {
|
|
// While the call to stop the sound is usually made by the game,
|
|
// we also need to handle when the user terminates the dialog.
|
|
// Some warning messages will occur when the user terminates the
|
|
// actor dialog but the game will continue alright.
|
|
if (_talkSoundName != "") {
|
|
g_sound->stopSound(_talkSoundName.c_str());
|
|
_talkSoundName = "";
|
|
}
|
|
if (_lipSync) {
|
|
if (_talkAnim != -1)
|
|
_talkChore[_talkAnim].stop();
|
|
_lipSync = NULL;
|
|
stopTalking();
|
|
} else if (stopMumbleChore()) {
|
|
stopTalking();
|
|
}
|
|
|
|
if (_sayLineText) {
|
|
delete TextObject::getPool().getObject(_sayLineText);
|
|
_sayLineText = 0;
|
|
}
|
|
if (g_grim->getTalkingActor() == this) {
|
|
g_grim->setTalkingActor(NULL);
|
|
}
|
|
}
|
|
|
|
void Actor::pushCostume(const char *n) {
|
|
Costume *newCost = g_resourceloader->loadCostume(n, getCurrentCostume());
|
|
|
|
newCost->setColormap(NULL);
|
|
_costumeStack.push_back(newCost);
|
|
}
|
|
|
|
void Actor::setColormap(const char *map) {
|
|
if (!_costumeStack.empty()) {
|
|
Costume *cost = _costumeStack.back();
|
|
cost->setColormap(map);
|
|
} else {
|
|
warning("Actor::setColormap: No costumes");
|
|
}
|
|
}
|
|
|
|
void Actor::setCostume(const char *n) {
|
|
if (!_costumeStack.empty())
|
|
popCostume();
|
|
|
|
pushCostume(n);
|
|
}
|
|
|
|
void Actor::popCostume() {
|
|
if (!_costumeStack.empty()) {
|
|
freeCostumeChore(_costumeStack.back(), &_restChore);
|
|
freeCostumeChore(_costumeStack.back(), &_walkChore);
|
|
|
|
if (_leftTurnChore._costume == _costumeStack.back()) {
|
|
_leftTurnChore = Chore();
|
|
_rightTurnChore = Chore();
|
|
}
|
|
|
|
freeCostumeChore(_costumeStack.back(), &_mumbleChore);
|
|
for (int i = 0; i < 10; i++)
|
|
freeCostumeChore(_costumeStack.back(), &_talkChore[i]);
|
|
delete _costumeStack.back();
|
|
_costumeStack.pop_back();
|
|
|
|
if (_costumeStack.empty()) {
|
|
Debug::debug(Debug::Actors, "Popped (freed) the last costume for an actor.\n");
|
|
}
|
|
} else {
|
|
Debug::warning(Debug::Actors, "Attempted to pop (free) a costume when the stack is empty!");
|
|
}
|
|
}
|
|
|
|
void Actor::clearCostumes() {
|
|
// Make sure to destroy costume copies in reverse order
|
|
while (!_costumeStack.empty())
|
|
popCostume();
|
|
}
|
|
|
|
void Actor::setHead(int joint1, int joint2, int joint3, float maxRoll, float maxPitch, float maxYaw) {
|
|
if (!_costumeStack.empty()) {
|
|
_costumeStack.back()->setHead(joint1, joint2, joint3, maxRoll, maxPitch, maxYaw);
|
|
}
|
|
}
|
|
|
|
void Actor::setLookAtRate(float rate) {
|
|
_costumeStack.back()->setLookAtRate(rate);
|
|
}
|
|
|
|
float Actor::getLookAtRate() const {
|
|
return _costumeStack.back()->getLookAtRate();
|
|
}
|
|
|
|
Costume *Actor::findCostume(const Common::String &n) {
|
|
for (Common::List<Costume *>::iterator i = _costumeStack.begin(); i != _costumeStack.end(); ++i) {
|
|
if ((*i)->getFilename().compareToIgnoreCase(n) == 0)
|
|
return *i;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
void Actor::updateWalk() {
|
|
if (_path.empty()) {
|
|
return;
|
|
}
|
|
|
|
Math::Vector3d destPos = _path.back();
|
|
Math::Vector3d dir = destPos - _pos;
|
|
float dist = dir.getMagnitude();
|
|
|
|
_walkedCur = true;
|
|
float walkAmt = g_grim->getPerSecond(_walkRate);
|
|
if (walkAmt >= dist) {
|
|
_path.pop_back();
|
|
if (_path.empty()) {
|
|
_walking = false;
|
|
_pos = destPos;
|
|
// It seems that we need to allow an already active turning motion to
|
|
// continue or else turning actors away from barriers won't work right
|
|
_turning = false;
|
|
return;
|
|
}
|
|
}
|
|
|
|
destPos = handleCollisionTo(_pos, destPos);
|
|
Math::Angle y = getYawTo(destPos);
|
|
turnTo(_pitch, y, _roll);
|
|
|
|
dir = destPos - _pos;
|
|
dir.normalize();
|
|
_pos += dir * walkAmt;
|
|
}
|
|
|
|
void Actor::update(uint frameTime) {
|
|
// Snap actor to walkboxes if following them. This might be
|
|
// necessary for example after activating/deactivating
|
|
// walkboxes, etc.
|
|
if (_constrain && !_walking) {
|
|
g_grim->getCurrSet()->findClosestSector(_pos, NULL, &_pos);
|
|
}
|
|
|
|
if (_turning) {
|
|
float turnAmt = g_grim->getPerSecond(_turnRate) * 5.f;
|
|
Math::Angle dyaw = _destYaw - _yaw;
|
|
dyaw.normalize(-180);
|
|
// If the actor won't turn because the rate is set to zero then
|
|
// have the actor turn all the way to the destination yaw.
|
|
// Without this some actors will lock the interface on changing
|
|
// scenes, this affects the Bone Wagon in particular.
|
|
if (turnAmt == 0 || turnAmt >= fabsf(dyaw.getDegrees())) {
|
|
setYaw(_destYaw);
|
|
_turning = false;
|
|
} else if (dyaw > 0) {
|
|
setYaw(_yaw + turnAmt);
|
|
} else {
|
|
setYaw(_yaw - turnAmt);
|
|
}
|
|
_currTurnDir = (dyaw > 0 ? 1 : -1);
|
|
}
|
|
|
|
if (_walking) {
|
|
updateWalk();
|
|
}
|
|
|
|
if (_walkChore.isValid()) {
|
|
if (_walkedCur) {
|
|
if (!_walkChore.isPlaying()) {
|
|
_walkChore.playLooping(true);
|
|
}
|
|
if (_restChore.isPlaying()) {
|
|
_restChore.stop(true);
|
|
}
|
|
} else {
|
|
if (_walkedLast && _walkChore.isPlaying()) {
|
|
_walkChore.stop(true);
|
|
if (!_restChore.isPlaying()) {
|
|
_restChore.playLooping(true);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (_leftTurnChore.isValid()) {
|
|
if (_walkedCur || _walkedLast)
|
|
_currTurnDir = 0;
|
|
|
|
if (_restChore.isValid()) {
|
|
if (_currTurnDir != 0) {
|
|
if (getTurnChore(_currTurnDir)->isPlaying() && _restChore.isPlaying()) {
|
|
_restChore.stop(true, 500);
|
|
}
|
|
} else if (_lastTurnDir != 0) {
|
|
if (!_walkedCur && getTurnChore(_lastTurnDir)->isPlaying()) {
|
|
_restChore.playLooping(true);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (_lastTurnDir != 0 && _lastTurnDir != _currTurnDir) {
|
|
getTurnChore(_lastTurnDir)->stop(true);
|
|
}
|
|
if (_currTurnDir != 0 && _currTurnDir != _lastTurnDir) {
|
|
getTurnChore(_currTurnDir)->playLooping(true, 500);
|
|
}
|
|
} else {
|
|
_currTurnDir = 0;
|
|
}
|
|
|
|
// The rest chore might have been stopped because of a
|
|
// StopActorChore(nil). Restart it if so.
|
|
if (!_walkedCur && _currTurnDir == 0 && !_restChore.isPlaying()) {
|
|
_restChore.playLooping(true);
|
|
}
|
|
|
|
_walkedLast = _walkedCur;
|
|
_walkedCur = false;
|
|
_lastTurnDir = _currTurnDir;
|
|
_currTurnDir = 0;
|
|
|
|
// Update lip syncing
|
|
if (_lipSync) {
|
|
int posSound;
|
|
|
|
// While getPosIn60HzTicks will return "-1" to indicate that the
|
|
// sound is no longer playing, it is more appropriate to check first
|
|
if (g_grim->getSpeechMode() != GrimEngine::TextOnly && g_sound->getSoundStatus(_talkSoundName.c_str()))
|
|
posSound = g_sound->getPosIn60HzTicks(_talkSoundName.c_str());
|
|
else
|
|
posSound = -1;
|
|
if (posSound != -1) {
|
|
int anim = _lipSync->getAnim(posSound);
|
|
if (_talkAnim != anim) {
|
|
if (anim != -1) {
|
|
if (_talkChore[anim].isValid()) {
|
|
stopMumbleChore();
|
|
if (_talkAnim != -1) {
|
|
_talkChore[_talkAnim].stop();
|
|
}
|
|
|
|
// Run the stop_talk chore so that it resets the components
|
|
// to the right visibility.
|
|
stopTalking();
|
|
_talkAnim = anim;
|
|
_talkChore[_talkAnim].play();
|
|
} else if (_mumbleChore.isValid() && !_mumbleChore.isPlaying()) {
|
|
_mumbleChore.playLooping();
|
|
_talkAnim = -1;
|
|
}
|
|
} else {
|
|
stopMumbleChore();
|
|
if (_talkAnim != -1)
|
|
_talkChore[_talkAnim].stop();
|
|
|
|
_talkAnim = 0;
|
|
stopTalking();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
frameTime = (uint)(frameTime * _timeScale);
|
|
for (Common::List<Costume *>::iterator i = _costumeStack.begin(); i != _costumeStack.end(); ++i) {
|
|
Costume *c = *i;
|
|
c->setPosRotate(_pos, _pitch, _yaw, _roll);
|
|
int marker = c->update(frameTime);
|
|
if (marker > 0) {
|
|
costumeMarkerCallback(marker);
|
|
}
|
|
}
|
|
|
|
for (Common::List<Costume *>::iterator i = _costumeStack.begin(); i != _costumeStack.end(); ++i) {
|
|
Costume *c = *i;
|
|
c->animate();
|
|
}
|
|
|
|
for (Common::List<Costume *>::iterator i = _costumeStack.begin(); i != _costumeStack.end(); ++i) {
|
|
Costume *c = *i;
|
|
c->moveHead(_lookingMode, _lookAtVector);
|
|
}
|
|
}
|
|
|
|
void Actor::draw() {
|
|
for (Common::List<Costume *>::iterator i = _costumeStack.begin(); i != _costumeStack.end(); ++i) {
|
|
Costume *c = *i;
|
|
c->setupTextures();
|
|
}
|
|
|
|
if (!g_driver->isHardwareAccelerated() && g_grim->getFlagRefreshShadowMask()) {
|
|
for (int l = 0; l < MAX_SHADOWS; l++) {
|
|
if (!_shadowArray[l].active)
|
|
continue;
|
|
g_driver->setShadow(&_shadowArray[l]);
|
|
g_driver->drawShadowPlanes();
|
|
g_driver->setShadow(NULL);
|
|
}
|
|
}
|
|
|
|
if (!_costumeStack.empty()) {
|
|
Costume *costume = _costumeStack.back();
|
|
for (int l = 0; l < MAX_SHADOWS; l++) {
|
|
if (!shouldDrawShadow(l))
|
|
continue;
|
|
g_driver->setShadow(&_shadowArray[l]);
|
|
g_driver->setShadowMode();
|
|
if (g_driver->isHardwareAccelerated())
|
|
g_driver->drawShadowPlanes();
|
|
g_driver->startActorDraw(_pos, _scale, _yaw, _pitch, _roll);
|
|
costume->draw();
|
|
g_driver->finishActorDraw();
|
|
g_driver->clearShadowMode();
|
|
g_driver->setShadow(NULL);
|
|
}
|
|
// normal draw actor
|
|
g_driver->startActorDraw(_pos, _scale, _yaw, _pitch, _roll);
|
|
costume->draw();
|
|
g_driver->finishActorDraw();
|
|
}
|
|
|
|
if (_mustPlaceText) {
|
|
int x1, y1, x2, y2;
|
|
x1 = y1 = 1000;
|
|
x2 = y2 = -1000;
|
|
if (!_costumeStack.empty()) {
|
|
g_driver->startActorDraw(_pos, _scale, _yaw, _pitch, _roll);
|
|
_costumeStack.back()->getBoundingBox(&x1, &y1, &x2, &y2);
|
|
g_driver->finishActorDraw();
|
|
}
|
|
|
|
TextObject *textObject = TextObject::getPool().getObject(_sayLineText);
|
|
if (textObject) {
|
|
if (x1 == 1000 || x2 == -1000 || y2 == -1000) {
|
|
textObject->setX(640 / 2);
|
|
textObject->setY(463);
|
|
} else {
|
|
textObject->setX((x1 + x2) / 2);
|
|
textObject->setY(y1);
|
|
}
|
|
textObject->reset();
|
|
}
|
|
_mustPlaceText = false;
|
|
}
|
|
}
|
|
|
|
// "Undraw objects" (handle objects for actors that may not be on screen)
|
|
void Actor::undraw(bool /*visible*/) {
|
|
if (!isTalking())
|
|
shutUp();
|
|
}
|
|
|
|
void Actor::setShadowPlane(const char *n) {
|
|
assert(_activeShadowSlot != -1);
|
|
|
|
_shadowArray[_activeShadowSlot].name = n;
|
|
}
|
|
|
|
void Actor::addShadowPlane(const char *n, Set *scene, int shadowId) {
|
|
assert(shadowId != -1);
|
|
|
|
int numSectors = scene->getSectorCount();
|
|
|
|
for (int i = 0; i < numSectors; i++) {
|
|
// Create a copy so we are sure it will not be deleted by the Set destructor
|
|
// behind our back. This is important when Membrillo phones Velasco to tell him
|
|
// Naranja is dead, because the scene changes back and forth few times and so
|
|
// the scenes' sectors are deleted while they are still keeped by the actors.
|
|
Sector *sector = scene->getSectorBase(i);
|
|
if (!strcmp(sector->getName(), n)) {
|
|
Plane p = { scene->getName(), new Sector(*sector) };
|
|
_shadowArray[shadowId].planeList.push_back(p);
|
|
g_grim->flagRefreshShadowMask(true);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool Actor::shouldDrawShadow(int shadowId) {
|
|
Shadow *shadow = &_shadowArray[shadowId];
|
|
if (!shadow->active)
|
|
return false;
|
|
|
|
// Don't draw a shadow if the actor is behind the shadow plane.
|
|
Sector *sector = shadow->planeList.front().sector;
|
|
Math::Vector3d n = sector->getNormal();
|
|
Math::Vector3d p = sector->getVertices()[0];
|
|
float d = -(n.x() * p.x() + n.y() * p.y() + n.z() * p.z());
|
|
|
|
p = getPos();
|
|
if (n.x() * p.x() + n.y() * p.y() + n.z() * p.z() + d < 0.f)
|
|
return true;
|
|
else
|
|
return false;
|
|
}
|
|
|
|
void Actor::addShadowPlane(const char *n) {
|
|
addShadowPlane(n, g_grim->getCurrSet(), _activeShadowSlot);
|
|
}
|
|
|
|
void Actor::setActiveShadow(int shadowId) {
|
|
assert(shadowId >= 0 && shadowId <= 4);
|
|
|
|
_activeShadowSlot = shadowId;
|
|
_shadowArray[_activeShadowSlot].active = true;
|
|
}
|
|
|
|
void Actor::setShadowValid(int valid) {
|
|
if (valid == -1)
|
|
_shadowArray[_activeShadowSlot].dontNegate = true;
|
|
else
|
|
_shadowArray[_activeShadowSlot].dontNegate = false;
|
|
}
|
|
|
|
void Actor::setActivateShadow(int shadowId, bool state) {
|
|
assert(shadowId >= 0 && shadowId <= 4);
|
|
|
|
_shadowArray[shadowId].active = state;
|
|
}
|
|
|
|
void Actor::setShadowPoint(const Math::Vector3d &p) {
|
|
assert(_activeShadowSlot != -1);
|
|
|
|
_shadowArray[_activeShadowSlot].pos = p;
|
|
}
|
|
|
|
void Actor::clearShadowPlanes() {
|
|
for (int i = 0; i < MAX_SHADOWS; i++) {
|
|
Shadow *shadow = &_shadowArray[i];
|
|
while (!shadow->planeList.empty()) {
|
|
delete shadow->planeList.back().sector;
|
|
shadow->planeList.pop_back();
|
|
}
|
|
delete[] shadow->shadowMask;
|
|
shadow->shadowMaskSize = 0;
|
|
shadow->shadowMask = NULL;
|
|
shadow->active = false;
|
|
shadow->dontNegate = false;
|
|
}
|
|
}
|
|
|
|
void Actor::putInSet(const Common::String &setName) {
|
|
// The set should change immediately, otherwise a very rapid set change
|
|
// for an actor will be recognized incorrectly and the actor will be lost.
|
|
_setName = setName;
|
|
}
|
|
|
|
bool Actor::isInSet(const Common::String &setName) const {
|
|
return _setName == setName;
|
|
}
|
|
|
|
void Actor::freeCostumeChore(Costume *toFree, Chore *chore) {
|
|
if (chore->_costume == toFree) {
|
|
*chore = Chore();
|
|
}
|
|
}
|
|
|
|
void Actor::stopTalking() {
|
|
// _talkChore[0] is *_stop_talk
|
|
// Don't playLooping it, or else manny's mouth will flicker when he smokes.
|
|
_talkChore[0].play();
|
|
}
|
|
|
|
bool Actor::stopMumbleChore() {
|
|
if (_mumbleChore.isPlaying()) {
|
|
_mumbleChore.stop();
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void Actor::setCollisionMode(CollisionMode mode) {
|
|
_collisionMode = mode;
|
|
}
|
|
|
|
void Actor::setCollisionScale(float scale) {
|
|
_collisionScale = scale;
|
|
}
|
|
|
|
Math::Vector3d Actor::handleCollisionTo(const Math::Vector3d &from, const Math::Vector3d &pos) const {
|
|
if (_collisionMode == CollisionOff) {
|
|
return pos;
|
|
}
|
|
|
|
Math::Vector3d p = pos;
|
|
foreach (Actor *a, Actor::getPool()) {
|
|
if (a != this && a->isInSet(_setName) && a->isVisible()) {
|
|
p = a->getTangentPos(from, p);
|
|
}
|
|
}
|
|
return p;
|
|
}
|
|
|
|
Math::Vector3d Actor::getTangentPos(const Math::Vector3d &pos, const Math::Vector3d &dest) const {
|
|
if (_collisionMode == CollisionOff) {
|
|
return dest;
|
|
}
|
|
|
|
Model *model = getCurrentCostume()->getModel();
|
|
Math::Vector3d p = _pos + model->_insertOffset;
|
|
float size = model->_radius * _collisionScale;
|
|
|
|
Math::Vector2d p1(pos.x(), pos.y());
|
|
Math::Vector2d p2(dest.x(), dest.y());
|
|
Math::Segment2d segment(p1, p2);
|
|
|
|
// TODO: collision with Box
|
|
// if (_collisionMode == CollisionSphere) {
|
|
Math::Vector2d center(p.x(), p.y());
|
|
|
|
Math::Vector2d inter;
|
|
float distance = segment.getLine().getDistanceTo(center, &inter);
|
|
|
|
if (distance < size && segment.containsPoint(inter)) {
|
|
Math::Vector2d v(inter - center);
|
|
v.normalize();
|
|
v *= size;
|
|
v += center;
|
|
|
|
return Math::Vector3d(v.getX(), v.getY(), dest.z());
|
|
}
|
|
// } else {
|
|
|
|
// }
|
|
|
|
return dest;
|
|
}
|
|
|
|
bool Actor::handleCollisionWith(Actor *actor, CollisionMode mode, Math::Vector3d *vec) const {
|
|
if (actor->_collisionMode == CollisionOff) {
|
|
return false;
|
|
}
|
|
|
|
Model *model1 = getCurrentCostume()->getModel();
|
|
Model *model2 = actor->getCurrentCostume()->getModel();
|
|
|
|
Math::Vector3d p1 = _pos + model1->_insertOffset;
|
|
Math::Vector3d p2 = actor->_pos + model2->_insertOffset;
|
|
|
|
float size1 = model1->_radius * _collisionScale;
|
|
float size2 = model2->_radius * actor->_collisionScale;
|
|
|
|
CollisionMode mode1 = mode;
|
|
CollisionMode mode2 = actor->_collisionMode;
|
|
|
|
if (mode1 == CollisionSphere && mode2 == CollisionSphere) {
|
|
Math::Vector3d pos = p1 + *vec;
|
|
float distance = (pos - p2).getMagnitude();
|
|
if (distance < size1 + size2) {
|
|
// Move the destination point so that its distance from the
|
|
// center of the circle is size1+size2.
|
|
Math::Vector3d v = pos - p2;
|
|
v.normalize();
|
|
v *= size1 + size2;
|
|
*vec = v + p2 - p1;
|
|
|
|
collisionHandlerCallback(actor);
|
|
return true;
|
|
}
|
|
} else if (mode1 == CollisionBox && mode2 == CollisionBox) {
|
|
warning("Collision between box and box not implemented!");
|
|
return false;
|
|
} else {
|
|
Math::Rect2d rect;
|
|
|
|
Math::Vector3d bboxPos;
|
|
Math::Vector3d size;
|
|
float scale;
|
|
Math::Vector3d pos;
|
|
Math::Vector3d circlePos;
|
|
Math::Angle yaw;
|
|
|
|
Math::Vector2d circle;
|
|
float radius;
|
|
|
|
if (mode1 == CollisionBox) {
|
|
pos = p1 + *vec;
|
|
bboxPos = pos + model1->_bboxPos;
|
|
size = model1->_bboxSize;
|
|
scale = _collisionScale;
|
|
yaw = _yaw;
|
|
|
|
circle.setX(p2.x());
|
|
circle.setY(p2.y());
|
|
circlePos = p2;
|
|
radius = size2;
|
|
} else {
|
|
pos = p2;
|
|
bboxPos = p2 + model2->_bboxPos;
|
|
size = model2->_bboxSize;
|
|
scale = actor->_collisionScale;
|
|
yaw = actor->_yaw;
|
|
|
|
circle.setX(p1.x() + vec->x());
|
|
circle.setY(p1.y() + vec->y());
|
|
circlePos = p1;
|
|
radius = size1;
|
|
}
|
|
|
|
rect._topLeft = Math::Vector2d(bboxPos.x(), bboxPos.y() + size.y());
|
|
rect._topRight = Math::Vector2d(bboxPos.x() + size.x(), bboxPos.y() + size.y());
|
|
rect._bottomLeft = Math::Vector2d(bboxPos.x(), bboxPos.y());
|
|
rect._bottomRight = Math::Vector2d(bboxPos.x() + size.x(), bboxPos.y());
|
|
|
|
rect.scale(scale);
|
|
rect.rotateAround(Math::Vector2d(pos.x(), pos.y()), yaw);
|
|
|
|
if (rect.intersectsCircle(circle, radius)) {
|
|
Math::Vector2d center = rect.getCenter();
|
|
// Draw a line from the center of the rect to the place the character
|
|
// would go to.
|
|
Math::Vector2d v = circle - center;
|
|
v.normalize();
|
|
|
|
Math::Segment2d edge;
|
|
// That line intersects (usually) an edge
|
|
rect.getIntersection(center, v, &edge);
|
|
// Take the perpendicular of that edge
|
|
Math::Line2d perpendicular = edge.getPerpendicular(circle);
|
|
|
|
Math::Vector3d point;
|
|
Math::Vector2d p;
|
|
// If that perpendicular intersects the edge
|
|
if (edge.intersectsLine(perpendicular, &p)) {
|
|
Math::Vector2d direction = perpendicular.getDirection();
|
|
direction.normalize();
|
|
|
|
// Move from the intersection until we are at a safe distance
|
|
Math::Vector2d point1(p - direction * radius);
|
|
Math::Vector2d point2(p + direction * radius);
|
|
|
|
if (center.getDistanceTo(point1) < center.getDistanceTo(point2)) {
|
|
point = point2.toVector3d();
|
|
} else {
|
|
point = point1.toVector3d();
|
|
}
|
|
} else { //if not we're around a corner
|
|
// Find the nearest vertex of the rect
|
|
Math::Vector2d vertex = rect.getTopLeft();
|
|
float distance = vertex.getDistanceTo(circle);
|
|
|
|
Math::Vector2d other = rect.getTopRight();
|
|
float otherDist = other.getDistanceTo(circle);
|
|
if (otherDist < distance) {
|
|
distance = otherDist;
|
|
vertex = other;
|
|
}
|
|
|
|
other = rect.getBottomLeft();
|
|
otherDist = other.getDistanceTo(circle);
|
|
if (otherDist < distance) {
|
|
distance = otherDist;
|
|
vertex = other;
|
|
}
|
|
|
|
other = rect.getBottomRight();
|
|
if (other.getDistanceTo(circle) < distance) {
|
|
vertex = other;
|
|
}
|
|
|
|
// and move on a circle around it
|
|
Math::Vector2d dst = circle - vertex;
|
|
dst.normalize();
|
|
dst = dst * radius;
|
|
point = (vertex + dst).toVector3d();
|
|
}
|
|
|
|
float z = vec->z();
|
|
*vec = point - circlePos;
|
|
vec->z() = z;
|
|
collisionHandlerCallback(actor);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void Actor::costumeMarkerCallback(int marker) {
|
|
LuaObjects objects;
|
|
objects.add(this);
|
|
objects.add(marker);
|
|
|
|
LuaBase::instance()->callback("costumeMarkerHandler", objects);
|
|
}
|
|
|
|
void Actor::collisionHandlerCallback(Actor *other) const {
|
|
LuaObjects objects;
|
|
objects.add(this);
|
|
objects.add(other);
|
|
|
|
LuaBase::instance()->callback("collisionHandler", objects);
|
|
}
|
|
|
|
|
|
unsigned const int Actor::Chore::fadeTime = 150;
|
|
|
|
Actor::Chore::Chore() :
|
|
_costume(NULL),
|
|
_chore(-1) {
|
|
|
|
}
|
|
|
|
Actor::Chore::Chore(Costume *cost, int chore) :
|
|
_costume(cost),
|
|
_chore(chore) {
|
|
|
|
}
|
|
|
|
void Actor::Chore::play(bool fade, unsigned int time) {
|
|
if (isValid()) {
|
|
_costume->playChore(_chore);
|
|
if (fade) {
|
|
_costume->fadeChoreIn(_chore, time);
|
|
}
|
|
}
|
|
}
|
|
|
|
void Actor::Chore::playLooping(bool fade, unsigned int time) {
|
|
if (isValid()) {
|
|
_costume->playChoreLooping(_chore);
|
|
if (fade) {
|
|
_costume->fadeChoreIn(_chore, time);
|
|
}
|
|
}
|
|
}
|
|
|
|
void Actor::Chore::stop(bool fade, unsigned int time) {
|
|
if (isValid()) {
|
|
if (fade) {
|
|
_costume->fadeChoreOut(_chore, time);
|
|
}
|
|
_costume->stopChore(_chore);
|
|
}
|
|
}
|
|
|
|
void Actor::Chore::setLastFrame() {
|
|
if (isValid()) {
|
|
_costume->setChoreLastFrame(_chore);
|
|
}
|
|
}
|
|
|
|
bool Actor::Chore::isPlaying() const {
|
|
return (isValid() && _costume->isChoring(_chore, false) >= 0);
|
|
}
|
|
|
|
void Actor::Chore::saveState(SaveGame *savedState) const {
|
|
if (_costume) {
|
|
savedState->writeBool(true);
|
|
savedState->writeString(_costume->getFilename());
|
|
} else {
|
|
savedState->writeBool(false);
|
|
}
|
|
savedState->writeLESint32(_chore);
|
|
}
|
|
|
|
void Actor::Chore::restoreState(SaveGame *savedState, Actor *actor) {
|
|
if (savedState->readBool()) {
|
|
Common::String fname = savedState->readString();
|
|
_costume = actor->findCostume(fname);
|
|
} else {
|
|
_costume = NULL;
|
|
}
|
|
_chore = savedState->readLESint32();
|
|
}
|
|
|
|
} // end of namespace Grim
|