scummvm/costume.cpp

778 lines
21 KiB
C++

// Residual - Virtual machine to run LucasArts' 3D adventure games
// Copyright (C) 2003 The ScummVM-Residual Team (www.scummvm.org)
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public
// License as published by the Free Software Foundation; either
// version 2.1 of the License, or (at your option) any later version.
//
// This library 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
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
#include "stdafx.h"
#include "costume.h"
#include "textsplit.h"
#include "debug.h"
#include "engine.h"
#include "colormap.h"
#include "keyframe.h"
#include "model.h"
#include "lua.h"
#include "sound.h"
#include <string>
#include <cstdio>
#include <map>
// A costume in the Residual/GrimE engine consists of a set of
// components, and a set of chores. Each component represents an
// on-screen object, or a keyframe animation, or a sound effect; each
// chore gives a set of instructions for how to move and/or activate
// or deactivate each component at certain times.
//
// Each actor contains a stack of costumes, on which a new costume can
// be pushed or from which an old costume can be popped at any time.
// For the most part, these costumes are independent. The exception
// is the main model component ('MMDL'), for which multiple costumes
// share the same base 3D object (if they refer to the same file).
//
// This is complicated by the fact that multiple keyframe animations
// can have an effect on the positions of the 3D objects. Each
// keyframe animation has certain nodes internally "tagged", and the
// keyframe components specify precedences for the tagged nodes and
// for the non-tagged nodes. If the highest precedence for a given
// node is given by multiple keyframe animations, their contributions
// are averaged.
//
// Each component can implement several virtual methods which are
// called by the costume:
//
// init() -- allows the component to initialize itself. This is
// separate from the constructor since there are cases where
// information from child components may be needed before
// the object can be fully constructed. This is particularly
// the case with colormaps, which are needed before even
// starting to load a 3D model.
// setKey(val) -- notifies the component of a change in the "state"
// given by a playing chore
// update() -- gives the component a chance to update its internal
// state once every frame
// draw() -- actually draws the component onto the screen
// reset() -- notifies the component that a chore controlling it
// has stopped
//
// For the 3D objects, a model's component first initializes internal
// state for the model's nodes in its update() method. Then the
// keyframes' update() methods work with this data to implement the
// precedence and add up all contributions for the highest precedence.
// Then the model's draw() method does the averaging and draws the
// polygons accordingly. (Actually, this is a lie -- the top-level
// 3D objects draw themselves and all their children. This makes it
// easier to move objects Manny is holding when his hands move, for
// example.)
//
// For bitmaps, the actual drawing is handled by the Scene class. The
// bitmaps to be drawn are associated to the needed camera setups
// using NewObjectState; bitmaps marked OBJSTATE_UNDERLAY and
// OBJSTATE_STATE are drawn first, then the 3D objects, then bitmaps
// marked OBJSTATE_OVERLAY. So the BitmapComponent just needs to pass
// along setKey requests to the actual bitmap object.
class BitmapComponent : public Costume::Component {
public:
BitmapComponent(Costume::Component *parent, int parentID,
const char *filename);
void update();
void draw();
private:
std::string filename_;
std::string zbuf_filename_;
ResPtr<Bitmap> bitmap_;
ResPtr<Bitmap> zbuffer_;
};
class ModelComponent : public Costume::Component {
public:
ModelComponent(Costume::Component *parent, int parentID,
const char *filename);
void init();
void setKey(int val);
void update();
void reset();
void setColormap(CMap *c);
void setMatrix(Matrix4 matrix) { matrix_ = matrix; };
~ModelComponent();
Model::HierNode *hierarchy() { return hier_; }
void draw();
protected:
std::string filename_;
ResPtr<Model> obj_;
ResPtr<CMap> cmap_;
Model::HierNode *hier_;
Matrix4 matrix_;
};
class MainModelComponent : public ModelComponent {
public:
MainModelComponent(Costume::Component *parent, int parentID,
const char *filename);
MainModelComponent(const char *filename, Model *prevObj,
Model::HierNode *prevHier);
void init();
void update();
void reset();
~MainModelComponent();
private:
bool hierShared_;
friend class Costume;
};
class MeshComponent : public Costume::Component {
public:
MeshComponent(Costume::Component *parent, int parentID,
const char *name);
void init();
void setKey(int val);
void update();
void reset();
~MeshComponent() { }
void setMatrix(Matrix4 matrix) { matrix_ = matrix; };
Model::HierNode *node() { return node_; }
private:
int num_;
Model::HierNode *node_;
Matrix4 matrix_;
};
BitmapComponent::BitmapComponent(Costume::Component *parent, int parentID,
const char *filename) :
Costume::Component(parent, parentID), filename_(filename) {
bitmap_ = ResourceLoader::instance()->loadBitmap(filename);
warning("Instanced BitmapComponenet from Costume renderer: NOT IMPLEMENTED YET");
}
void BitmapComponent::draw() {
;
}
void BitmapComponent::update() {
;
}
ModelComponent::ModelComponent(Costume::Component *parent, int parentID,
const char *filename) :
Costume::Component(parent, parentID), filename_(filename), obj_(NULL),
cmap_(NULL), hier_(NULL) {
}
void ModelComponent::init() {
if (obj_ == NULL) { // Skip loading if it was initialized
// by the sharing MainModelComponent
// constructor before
if (cmap_ == NULL) {
warning("No colormap specified for %s\n", filename_.c_str());
cmap_ = ResourceLoader::instance()->loadColormap("item.cmp");
}
obj_ = ResourceLoader::instance()->loadModel(filename_.c_str(), *cmap_);
hier_ = obj_->copyHierarchy();
hier_->hierVisible_ = false;
}
// If we're the child of a mesh component, put our nodes in the
// parent object's tree.
if (parent_ != NULL) {
MeshComponent *mc = dynamic_cast<MeshComponent *>(parent_);
if (mc != NULL)
mc->node()->addChild(hier_);
else
warning("Parent of model %s wasn't a mesh\n", filename_.c_str());
}
}
void ModelComponent::setKey(int val) {
hier_->hierVisible_ = (val != 0);
}
// Reset the hierarchy nodes for any keyframe animations (which
// are children of this component and therefore get updated later).
void ModelComponent::update() {
for (int i = 0; i < obj_->numNodes(); i++) {
hier_[i].priority_ = -1;
hier_[i].animPos_ = hier_[i].pos_;
hier_[i].animPitch_ = hier_[i].pitch_;
hier_[i].animYaw_ = hier_[i].yaw_;
hier_[i].animRoll_ = hier_[i].roll_;
hier_[i].totalWeight_ = 1;
}
}
void ModelComponent::reset() {
hier_->hierVisible_ = false;
}
void ModelComponent::setColormap(CMap *c) {
cmap_ = c;
}
ModelComponent::~ModelComponent() {
if (hier_ != NULL && hier_->parent_ != NULL)
hier_->parent_->removeChild(hier_);
delete[] hier_;
}
void ModelComponent::draw() {
if (parent_ == NULL) // Otherwise it was already drawn by
// being included in the parent's hierarchy
hier_->draw();
}
MainModelComponent::MainModelComponent(Costume::Component *parent,
int parentID,
const char *filename) :
ModelComponent(parent, parentID, filename), hierShared_(false)
{
}
// Constructor used if sharing the main model with the previous costume
MainModelComponent::MainModelComponent(const char *filename, Model *prevObj,
Model::HierNode *prevHier) :
ModelComponent(NULL, -1, filename), hierShared_(true)
{
obj_ = prevObj;
hier_ = prevHier;
}
void MainModelComponent::init() {
ModelComponent::init();
hier_->hierVisible_ = true;
}
void MainModelComponent::update() {
if (! hierShared_) // Otherwise, it was already initialized
// and reinitializing it will destroy work
// from previous costumes
ModelComponent::update();
}
void MainModelComponent::reset() {
hier_->hierVisible_ = true;
}
MainModelComponent::~MainModelComponent() {
if (hierShared_)
hier_ = NULL; // Keep ~ModelComp from deleting it
}
class ColormapComponent : public Costume::Component {
public:
ColormapComponent(Costume::Component *parent, int parentID,
const char *filename);
ColormapComponent *copy(Costume::Component *newParent);
~ColormapComponent();
private:
ResPtr<CMap> cmap_;
};
ColormapComponent::ColormapComponent(Costume::Component *parent,
int parentID,
const char *filename) :
Costume::Component(parent, parentID)
{
cmap_ = ResourceLoader::instance()->loadColormap(filename);
ModelComponent *mc = dynamic_cast<ModelComponent *>(parent);
if (mc != NULL)
mc->setColormap(cmap_);
}
ColormapComponent::~ColormapComponent() {
}
class KeyframeComponent : public Costume::Component {
public:
KeyframeComponent(Costume::Component *parent, int parentID,
const char *filename);
void init();
void setKey(int val);
void update();
void reset();
~KeyframeComponent() { }
private:
ResPtr<KeyframeAnim> keyf_;
int priority1_, priority2_;
Model::HierNode *hier_;
bool active_;
int repeatMode_;
int currTime_;
};
KeyframeComponent::KeyframeComponent(Costume::Component *parent,
int parentID,
const char *filename) :
Costume::Component(parent, parentID), priority1_(1), priority2_(5),
hier_(NULL), active_(false)
{
const char *comma = std::strchr(filename, ',');
if (comma != NULL) {
std::string realName(filename, comma);
keyf_ = ResourceLoader::instance()->loadKeyframe(realName.c_str());
std::sscanf(comma + 1, "%d,%d", &priority1_, &priority2_);
}
else
keyf_ = ResourceLoader::instance()->loadKeyframe(filename);
}
void KeyframeComponent::setKey(int val) {
switch (val) {
case 0:
case 1:
case 2:
case 3:
if (! active_ || val != 1) {
active_ = true;
currTime_ = -1;
}
repeatMode_ = val;
break;
case 4:
active_ = false;
break;
default:
warning("Unknown key %d for keyframe %s\n", val, keyf_->filename());
}
}
void KeyframeComponent::reset() {
active_ = false;
}
void KeyframeComponent::update() {
if (! active_)
return;
if (currTime_ < 0) // For first time through
currTime_ = 0;
else
currTime_ += Engine::instance()->frameTime();
int animLength = int(keyf_->length() * 1000);
if (currTime_ > animLength) { // What to do at end?
switch (repeatMode_) {
case 0: // Stop
case 3: // Fade at end
active_ = false;
return;
case 1: // Loop
do
currTime_ -= animLength;
while (currTime_ > animLength);
break;
case 2: // Hold at end
currTime_ = animLength;
break;
}
}
keyf_->animate(hier_, currTime_ / 1000.0, priority1_, priority2_);
}
void KeyframeComponent::init() {
ModelComponent *mc = dynamic_cast<ModelComponent *>(parent_);
if (mc != NULL)
hier_ = mc->hierarchy();
else {
warning("Parent of %s was not a model\n", keyf_->filename());
hier_ = NULL;
}
}
MeshComponent::MeshComponent(Costume::Component *parent, int parentID,
const char *name) :
Costume::Component(parent, parentID), node_(NULL) {
if (std::sscanf(name, "mesh %d", &num_) < 1)
error("Couldn't parse mesh name %s\n", name);
}
void MeshComponent::init() {
ModelComponent *mc = dynamic_cast<ModelComponent *>(parent_);
if (mc != NULL)
node_ = mc->hierarchy() + num_;
else {
warning("Parent of mesh %d was not a model\n", num_);
node_ = NULL;
}
}
void MeshComponent::setKey(int val) {
node_->meshVisible_ = (val != 0);
}
void MeshComponent::reset() {
node_->meshVisible_ = true;
}
void MeshComponent::update() {
node_->setMatrix( matrix_ );
node_->update();
}
class LuaVarComponent : public Costume::Component {
public:
LuaVarComponent(Costume::Component *parent, int parentID,
const char *name);
void setKey(int val);
~LuaVarComponent() { }
private:
std::string name_;
};
LuaVarComponent::LuaVarComponent(Costume::Component *parent, int parentID,
const char *name) :
Costume::Component(parent, parentID), name_(name) {
}
void LuaVarComponent::setKey(int val) {
lua_pushnumber(val);
lua_setglobal(const_cast<char *>(name_.c_str()));
}
class SoundComponent : public Costume::Component {
public:
SoundComponent(Costume::Component *parent, int parentID,
const char *name);
void setKey(int val);
void reset();
~SoundComponent() { }
private:
ResPtr<Sound> sound_;
};
SoundComponent::SoundComponent(Costume::Component *parent, int parentID,
const char *filename) :
Costume::Component(parent, parentID) {
const char *comma = std::strchr(filename, ',');
if (comma != NULL) {
std::string realName(filename, comma);
sound_ = ResourceLoader::instance()->loadSound(realName.c_str());
}
else
sound_ = ResourceLoader::instance()->loadSound(filename);
}
void SoundComponent::setKey(int val) {
switch (val) {
case 0:
Mixer::instance()->playSfx(sound_);
break;
case 2:
Mixer::instance()->stopSfx(sound_);
break;
default:
warning("Unknown key %d for sound %s\n", val, sound_->filename());
}
}
void SoundComponent::reset() {
Mixer::instance()->stopSfx(sound_);
}
Costume::Costume(const char *filename, const char *data, int len,
Costume *prevCost) :
fname_(filename)
{
TextSplitter ts(data, len);
ts.expectString("costume v0.1");
ts.expectString("section tags");
int numTags;
ts.scanString(" numtags %d", 1, &numTags);
typedef char tag[4];
tag *tags = new tag[numTags];
for (int i = 0; i < numTags; i++) {
int which;
tag t;
ts.scanString(" %d '%c%c%c%c'", 5, &which, &t[0], &t[1], &t[2], &t[3]);
std::memcpy(tags + which, t, 4);
}
ts.expectString("section components");
ts.scanString(" numcomponents %d", 1, &numComponents_);
components_ = new Component*[numComponents_];
for (int i = 0; i < numComponents_; i++) {
int id, tagID, hash, parentID;
int namePos;
const char *line = ts.currentLine();
if (std::sscanf(line, " %d %d %d %d %n", &id, &tagID, &hash, &parentID,
&namePos) < 4)
error("Bad component specification line: `%s'\n", line);
ts.nextLine();
// Check for sharing a main model with the previous costume
if (id == 0 && prevCost != NULL &&
std::memcmp(tags[tagID], "mmdl", 4) == 0) {
MainModelComponent *mmc =
dynamic_cast<MainModelComponent *>(prevCost->components_[0]);
if (mmc != NULL && mmc->filename_ == std::string(line + namePos)) {
components_[id] = new MainModelComponent(line + namePos,
mmc->obj_,
mmc->hier_);
continue;
}
}
components_[id] =
loadComponent(tags[tagID],
parentID == -1 ? NULL : components_[parentID], parentID,
line + namePos);
}
delete[] tags;
for (int i = 0; i < numComponents_; i++)
if (components_[i] != NULL)
components_[i]->init();
ts.expectString("section chores");
ts.scanString(" numchores %d", 1, &numChores_);
chores_ = new Chore[numChores_];
for (int i = 0; i < numChores_; i++) {
int id, length, tracks;
char name[32];
ts.scanString(" %d %d %d %32s", 4, &id, &length, &tracks, name);
chores_[id].length_ = length;
chores_[id].numTracks_ = tracks;
std::memcpy(chores_[id].name_, name, 32);
printf("Loaded chore: %s\n", name);
}
ts.expectString("section keys");
for (int i = 0; i < numChores_; i++) {
int which;
ts.scanString("chore %d", 1, &which);
chores_[which].load(this, ts);
}
for (int i=0; i < MAX_TALK_CHORES; i++)
talkChores_[i] = -1;
}
Costume::~Costume() {
stopChores();
for (int i = numComponents_ - 1; i >= 0; i--)
delete components_[i];
delete[] chores_;
}
Costume::Component::Component(Component *parent, int parentID) {
parentID_ = parentID;
setParent(parent);
}
void Costume::Component::setParent(Component *newParent) {
parent_ = newParent;
child_ = NULL;
sibling_ = NULL;
if (parent_ != NULL) {
Component **lastChildPos = &parent_->child_;
while (*lastChildPos != NULL)
lastChildPos = &((*lastChildPos)->sibling_);
*lastChildPos = this;
}
}
void Costume::Chore::load(Costume *owner, TextSplitter &ts) {
owner_ = owner;
tracks_ = new ChoreTrack[numTracks_];
hasPlayed_ = playing_ = false;
for (int i = 0; i < numTracks_; i++) {
int compID, numKeys;
ts.scanString(" %d %d", 2, &compID, &numKeys);
tracks_[i].compID_ = compID;
tracks_[i].numKeys_ = numKeys;
tracks_[i].keys_ = new TrackKey[numKeys];
for (int j = 0; j < numKeys; j++)
ts.scanString(" %d %d", 2, &tracks_[i].keys_[j].time_,
&tracks_[i].keys_[j].value_);
}
}
void Costume::Chore::play() {
playing_ = true;
hasPlayed_ = true;
looping_ = false;
currTime_ = -1;
}
void Costume::Chore::playLooping() {
playing_ = true;
hasPlayed_ = true;
looping_ = true;
currTime_ = -1;
}
void Costume::Chore::stop() {
if (! hasPlayed_)
return;
playing_ = false;
hasPlayed_ = false;
for (int i = 0; i < numTracks_; i++) {
Component *comp = owner_->components_[tracks_[i].compID_];
if (comp != NULL)
comp->reset();
}
}
void Costume::Chore::setKeys(int startTime, int stopTime) {
for (int i = 0; i < numTracks_; i++) {
Component *comp = owner_->components_[tracks_[i].compID_];
if (comp == NULL)
continue;
for (int j = 0; j < tracks_[i].numKeys_; j++) {
if (tracks_[i].keys_[j].time_ > stopTime)
break;
if (tracks_[i].keys_[j].time_ > startTime)
comp->setKey(tracks_[i].keys_[j].value_);
}
}
}
void Costume::Chore::update() {
if (! playing_)
return;
int newTime;
if (currTime_ < 0)
newTime = 0; // For first time through
else
newTime = currTime_ + Engine::instance()->frameTime();
setKeys(currTime_, newTime);
if (newTime > length_) {
if (! looping_)
playing_ = false;
else {
do {
newTime -= length_;
setKeys(-1, newTime);
} while (newTime > length_);
}
}
currTime_ = newTime;
}
Costume::Component *Costume::loadComponent
(char tag[4], Costume::Component *parent, int parentID, const char *name) {
if (std::memcmp(tag, "mmdl", 4) == 0)
return new MainModelComponent(parent, parentID, name);
else if (std::memcmp(tag, "modl", 4) == 0)
return new ModelComponent(parent, parentID, name);
else if (std::memcmp(tag, "cmap", 4) == 0)
return new ColormapComponent(parent, parentID, name);
else if (std::memcmp(tag, "keyf", 4) == 0)
return new KeyframeComponent(parent, parentID, name);
else if (std::memcmp(tag, "mesh", 4) == 0)
return new MeshComponent(parent, parentID, name);
else if (std::memcmp(tag, "luav", 4) == 0)
return new LuaVarComponent(parent, parentID, name);
else if (std::memcmp(tag, "imls", 4) == 0)
return new SoundComponent(parent, parentID, name);
else if (std::memcmp(tag, "bknd", 4) == 0)
return new BitmapComponent(parent, parentID, name);
warning("Unknown tag '%.4s', name '%s'\n", tag, name);
return NULL;
}
void Costume::stopChores() {
for (int i = 0; i < numChores_; i++)
chores_[i].stop();
}
int Costume::isChoring(int num, bool excludeLooping) {
if (chores_[num].playing_ && !(excludeLooping && chores_[num].looping_))
return num;
else
return -1;
}
int Costume::isChoring(bool excludeLooping) {
for (int i = 0; i < numChores_; i++) {
if (chores_[i].playing_ && !(excludeLooping && chores_[i].looping_))
return i;
}
return -1;
}
void Costume::playTalkChores() {
for (int i=0; i<MAX_TALK_CHORES; i++) {
if (talkChores_[i] > -1) {
printf("Running talk chore %d (%d)!\n", i, talkChores_[i], chores_[talkChores_[i]].name_);
chores_[talkChores_[i]].playLooping(); }
printf("Woo\n");
}
}
void Costume::stopTalkChores() {
for (int i=0; i<MAX_TALK_CHORES; i++) {
if ((talkChores_[i] > -1) && (chores_[i].playing_)) {
printf("Stopping talk chore %d!\n", i);
chores_[talkChores_[i]-1].stop();
}
}
}
void Costume::setTalkChore(int index, int chore) {
if (index > MAX_TALK_CHORES)
return;
printf("Setting chore %d(+1) to %d - %s\n", index, chore, chores_[chore].name_);
talkChores_[index-1] = chore;
}
void Costume::draw() {
for (int i = 0; i < numComponents_; i++)
if (components_[i] != NULL)
components_[i]->draw();
}
void Costume::update() {
for (int i = 0; i < numChores_; i++)
chores_[i].update();
for (int i = 0; i < numComponents_; i++)
if (components_[i] != NULL)
{
components_[i]->setMatrix( matrix_ );
components_[i]->update();
}
}
void Costume::setHead( int joint1, int joint2, int joint3, float maxRoll, float maxPitch, float maxYaw )
{
head_.joint1 = joint1;
head_.joint2 = joint2;
head_.joint3 = joint3;
head_.maxRoll = maxRoll;
head_.maxPitch = maxPitch;
head_.maxYaw = maxYaw;
}
void Costume::setPosRotate( Vector3d pos_, float pitch_, float yaw_, float roll_ )
{
matrix_.pos_ = pos_;
matrix_.rot_.buildFromPitchYawRoll( pitch_, yaw_, roll_ );
}