2018-07-09 23:49:51 +08:00

558 lines
14 KiB
C++

/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "engines/stark/resources/location.h"
#include "engines/stark/formats/xrc.h"
#include "engines/stark/gfx/driver.h"
#include "engines/stark/movement/movement.h"
#include "engines/stark/resources/anim.h"
#include "engines/stark/resources/container.h"
#include "engines/stark/resources/item.h"
#include "engines/stark/resources/layer.h"
#include "engines/stark/resources/level.h"
#include "engines/stark/resources/scroll.h"
#include "engines/stark/resources/sound.h"
#include "engines/stark/scene.h"
#include "engines/stark/services/global.h"
#include "engines/stark/services/services.h"
#include "engines/stark/services/stateprovider.h"
#include "common/random.h"
namespace Stark {
namespace Resources {
Location::~Location() {
}
Location::Location(Object *parent, byte subType, uint16 index, const Common::String &name) :
Object(parent, subType, index, name),
_canScroll(false),
_currentLayer(nullptr),
_hasActiveScroll(false),
_scrollFollowCharacter(false),
_rumbleDurationRemaining(0),
_fadeOut(false),
_fadePosition(0),
_fadeDuration(0),
_swayPeriodMs(0),
_swayAmplitude(0),
_swayOffset(0),
_swayPosition(0),
_idleActionWaitMs(5500),
_floatPeriodMs(0),
_floatAmplitude(0),
_floatPosition(0) {
_type = TYPE;
}
void Location::onAllLoaded() {
Object::onAllLoaded();
_layers = listChildren<Layer>();
}
void Location::onGameLoop() {
Object::onGameLoop();
ModelItem *april = StarkGlobal->getCurrent()->getInteractive();
if (april) {
_idleActionWaitMs -= StarkGlobal->getMillisecondsPerGameloop();
if (_idleActionWaitMs <= 0) {
if (!april->getActionAnim() && april->getAnimActivity() == Anim::kActorActivityIdle) {
Anim *idleAction = april->getIdleActionAnim();
if (idleAction) {
april->playActionAnim(idleAction);
}
}
_idleActionWaitMs = 11000; // 330 frames at 30 fps
}
}
if (_floatPeriodMs > 0) {
_floatPosition += StarkGlobal->getMillisecondsPerGameloop() / (float) _floatPeriodMs;
if (_floatPosition > 1.0) {
_floatPosition -= 1.0;
}
float floatOffset = sinf(_floatPosition * 2.0f * M_PI) * _floatAmplitude;
StarkScene->setFloatOffset(floatOffset);
}
if (_swayPeriodMs > 0) {
_swayPosition += StarkGlobal->getMillisecondsPerGameloop() / (float) _swayPeriodMs;
if (_swayPosition > 1.0) {
_swayPosition -= 1.0;
}
float sway = sinf((_swayOffset + _swayPosition) * 2.0f * M_PI) * _swayAmplitude;
StarkScene->setSwayAngle(_swayAngle * sway);
}
if (_fadeDuration > 0) {
float fadeSpeed = StarkGlobal->getMillisecondsPerGameloop() / (float) _fadeDuration;
_fadePosition += fadeSpeed * (_fadeOut ? -1.0 : 1.0);
if (_fadeOut && _fadePosition < 0.0) {
_fadePosition = 0.0;
_fadeDuration = 0;
} else if (!_fadeOut && _fadePosition > 1.0) {
_fadePosition = 1.0;
_fadeDuration = 0;
}
StarkScene->setFadeLevel(_fadePosition);
}
if (_hasActiveScroll) {
// Script triggered scrolling has precedence over following the character
_scrollFollowCharacter = false;
}
if (_scrollFollowCharacter) {
assert(april);
Movement *movement = april->getMovement();
bool scrollComplete = scrollToCharacter(april);
if (scrollComplete && (!movement || movement->hasEnded())) {
_scrollFollowCharacter = false;
}
}
if (_rumbleDurationRemaining > 0) {
_rumbleDurationRemaining -= StarkGlobal->getMillisecondsPerGameloop();
}
}
bool Location::has3DLayer() {
return findChildWithSubtype<Layer>(Layer::kLayer3D) != nullptr;
}
Gfx::RenderEntryArray Location::listRenderEntries() {
Gfx::RenderEntryArray renderEntries;
for (uint i = 0; i < _layers.size(); i++) {
Layer *layer = _layers[i];
if (layer->isEnabled()) {
Common::Point baseScroll;
if (_rumbleDurationRemaining > 0) {
baseScroll = layer->getScroll();
Common::Point offsetScroll = baseScroll;
offsetScroll.x = StarkRandomSource->getRandomBit() - 1;
offsetScroll.y = StarkRandomSource->getRandomBit() - 1;
layer->setScroll(offsetScroll);
}
renderEntries.push_back(layer->listRenderEntries());
if (_rumbleDurationRemaining > 0) {
layer->setScroll(baseScroll);
}
}
}
return renderEntries;
}
Gfx::LightEntryArray Location::listLightEntries() {
Gfx::LightEntry *ambient = nullptr;
Gfx::LightEntryArray others;
// Build a list of lights from all the layers ...
for (uint i = 0; i < _layers.size(); i++) {
Layer *layer = _layers[i];
if (layer->isEnabled()) {
Gfx::LightEntryArray layerLights = layer->listLightEntries();
for (uint j = 0; j < layerLights.size(); j++) {
Gfx::LightEntry *light = layerLights[j];
// ... but store the ambient light in a separate variable ...
if (light->type == Gfx::LightEntry::kAmbient) {
ambient = light;
} else {
others.push_back(light);
}
}
}
}
// ... so that it is first in the final light list
Gfx::LightEntryArray lightEntries;
lightEntries.push_back(ambient);
lightEntries.push_back(others);
return lightEntries;
}
void Location::initScroll(const Common::Point &maxScroll) {
_maxScroll = maxScroll;
_canScroll = _maxScroll.x != 0 || _maxScroll.y != 0;
}
Common::Point Location::getScrollPosition() const {
return _scroll;
}
void Location::setScrollPosition(const Common::Point &position) {
_scroll.x = CLIP<int16>(position.x, 0, _maxScroll.x);
_scroll.y = CLIP<int16>(position.y, 0, _maxScroll.y);
// Setup the layers scroll position
for (uint i = 0; i < _layers.size(); i++) {
_layers[i]->setScrollPosition(_scroll);
}
// Reconfigure the camera
Common::Rect viewport(Gfx::Driver::kGameViewportWidth, Gfx::Driver::kGameViewportHeight);
viewport.translate(_scroll.x, _scroll.y);
StarkScene->scrollCamera(viewport);
}
Common::Point Location::getCharacterScrollPosition(ModelItem *item) {
// TODO: Use April's 2D bounding box
Common::Point position2D = StarkScene->convertPosition3DToGameScreenOriginal(item->getPosition3D());
Common::Point newScroll;
if (_maxScroll.x > 0) {
newScroll.x = _scroll.x + position2D.x - Gfx::Driver::kGameViewportWidth / 2;
newScroll.y = _scroll.y;
} else {
newScroll.x = _scroll.x;
newScroll.y = _scroll.y + position2D.y - Gfx::Driver::kGameViewportHeight / 2;
}
return newScroll;
}
bool Location::scrollToCharacter(ModelItem *item) {
if (!_canScroll) {
return true;
}
Common::Point newScroll = getCharacterScrollPosition(item);
if (_maxScroll.x > 0) {
if (newScroll.x < _scroll.x - 15 || newScroll.x > _scroll.x + 15) {
newScroll.x = CLIP<int16>(newScroll.x, 0, _maxScroll.x);
return scrollToSmooth(newScroll, true);
}
} else {
if (newScroll.y < _scroll.y - 15 || newScroll.y > _scroll.y + 15) {
newScroll.y = CLIP<int16>(newScroll.y, 0, _maxScroll.y);
return scrollToSmooth(newScroll, true);
}
}
return false;
}
void Location::scrollToCharacterImmediate() {
if (!_canScroll) {
return;
}
ModelItem *april = StarkGlobal->getCurrent()->getInteractive();
setScrollPosition(getCharacterScrollPosition(april));
}
uint Location::getScrollStepFollow() {
ModelItem *april = StarkGlobal->getCurrent()->getInteractive();
Common::Point position2D = StarkScene->convertPosition3DToGameScreenOriginal(april->getPosition3D());
// TODO: Complete
uint scrollStep;
if (_maxScroll.x > 0) {
scrollStep = abs((Gfx::Driver::kGameViewportWidth / 2 - position2D.x) / 16);
} else {
scrollStep = abs((Gfx::Driver::kGameViewportHeight / 2 - position2D.y) / 16);
}
return CLIP<uint>(scrollStep, 1, 4);
}
uint Location::getScrollStep() {
uint scrollStep;
if (_maxScroll.x > 0) {
if (_scroll.x <= _maxScroll.x / 2) {
scrollStep = _scroll.x / 16;
} else {
scrollStep = (_maxScroll.x - _scroll.x) / 16;
}
} else {
if (_scroll.y <= _maxScroll.y / 2) {
scrollStep = _scroll.y / 16;
} else {
scrollStep = (_maxScroll.y - _scroll.y) / 16;
}
}
return CLIP<uint>(scrollStep, 1, 4);
}
bool Location::scrollToSmooth(const Common::Point &position, bool followCharacter) {
uint scrollStep;
if (followCharacter) {
scrollStep = getScrollStepFollow();
} else {
scrollStep = getScrollStep();
}
Common::Point delta;
if (position.x < _scroll.x) {
delta.x = -scrollStep;
delta.x = CLIP<int16>(delta.x, position.x - _scroll.x, 0);
} else if (position.x > _scroll.x) {
delta.x = scrollStep;
delta.x = CLIP<int16>(delta.x, 0, position.x - _scroll.x);
}
if (position.y < _scroll.y) {
delta.y = -scrollStep;
delta.y = CLIP<int16>(delta.y, position.y - _scroll.y, 0);
} else if (position.y > _scroll.y) {
delta.y = scrollStep;
delta.y = CLIP<int16>(delta.y, 0, position.y - _scroll.y);
}
if (delta.x == 0 && delta.y == 0) {
// We already are at the target position, scrolling has completed
return true;
}
setScrollPosition(_scroll + delta);
return false;
}
bool Location::scrollToCoordinateSmooth(uint32 coordinate) {
Common::Point newScroll = getScrollPointFromCoordinate(coordinate);
return scrollToSmooth(newScroll, false);
}
void Location::scrollToCoordinateImmediate(uint32 coordinate) {
Common::Point newScroll = getScrollPointFromCoordinate(coordinate);
return setScrollPosition(newScroll);
}
Common::Point Location::getScrollPointFromCoordinate(uint32 coordinate) const {
Common::Point newScroll = _scroll;
if (_maxScroll.x > 0) {
newScroll.x = coordinate;
} else {
newScroll.y = coordinate;
}
return newScroll;
}
void Location::stopFollowingCharacter() {
_scrollFollowCharacter = false;
}
void Location::startFollowingCharacter() {
_scrollFollowCharacter = true;
}
void Location::setHasActiveScroll() {
_hasActiveScroll = true;
}
void Location::stopAllScrolls() {
Common::Array<Scroll *> scrolls = listChildrenRecursive<Scroll>();
for (uint i = 0; i < scrolls.size(); i++) {
scrolls[i]->stop();
}
_hasActiveScroll = false;
}
void Location::goToLayer(Layer *layer) {
if (_currentLayer) {
_currentLayer->enable(false);
}
layer->enable(true);
_currentLayer = layer;
}
ItemVisual *Location::getCharacterItem(int32 character) const {
return _characterItemMap.getVal(character, nullptr);
}
void Location::registerCharacterItem(int32 character, ItemVisual *item) {
if (character >= 0) {
_characterItemMap[character] = item;
}
}
void Location::printData() {
}
void Location::resetAnimationBlending() {
Common::Array<ModelItem *> items = listChildren<ModelItem>(Item::kItemModel);
for (uint i = 0; i < items.size(); i++) {
items[i]->resetAnimationBlending();
}
}
Sound *Location::findStockSound(uint32 stockSoundType) const {
Sound *sound = findStockSound(this, stockSoundType);
if (!sound) {
Level *currentLevel = StarkGlobal->getCurrent()->getLevel();
sound = findStockSound(currentLevel, stockSoundType);
}
if (!sound) {
Level *globalLevel = StarkGlobal->getLevel();
sound = findStockSound(globalLevel, stockSoundType);
}
return sound;
}
Sound *Location::findStockSound(const Object *parent, uint32 stockSoundType) const {
Container *stockSoundContainer = parent->findChildWithSubtype<Container>(Container::kStockSounds);
if (stockSoundContainer) {
Common::Array<Sound *> stockSounds = stockSoundContainer->listChildren<Sound>(Sound::kSoundStock);
for (uint i = 0; i < stockSounds.size(); i++) {
Sound *sound = stockSounds[i];
if (sound->getStockSoundType() == stockSoundType) {
return sound;
}
}
}
return nullptr;
}
void Location::startRumble(int32 rumbleDurationRemaining) {
_rumbleDurationRemaining = rumbleDurationRemaining;
}
void Location::fadeInInit(int32 fadeDuration) {
_fadeOut = false;
_fadePosition = 0.0;
_fadeDuration = fadeDuration;
}
void Location::fadeOutInit(int32 fadeDuration) {
_fadeOut = true;
_fadePosition = 1.0;
_fadeDuration = fadeDuration;
}
void Location::swayScene(int32 periodMs, const Math::Angle &angle, float amplitude, float offset) {
if (periodMs < 33) {
periodMs = 1000;
}
_swayPeriodMs = periodMs;
_swayAngle = angle;
_swayAmplitude = amplitude;
_swayOffset = offset;
_swayPosition = offset;
}
void Location::floatScene(int32 periodMs, float amplitude, float offset) {
if (periodMs < 33) {
periodMs = 1000;
}
_floatPeriodMs = periodMs;
_floatAmplitude = amplitude;
_floatPosition = offset;
}
void Location::saveLoadCurrent(ResourceSerializer *serializer) {
serializer->syncAsSint32LE(_scroll.x);
serializer->syncAsSint32LE(_scroll.y);
if (serializer->isLoading()) {
setScrollPosition(_scroll);
}
serializer->syncAsResourceReference(&_currentLayer);
serializer->syncAsSint32LE(_floatPeriodMs);
serializer->syncAsFloat(_floatAmplitude);
serializer->syncAsFloat(_floatPosition);
serializer->syncAsSint32LE(_swayPeriodMs);
serializer->syncAsFloat(_swayAmplitude);
serializer->syncAsFloat(_swayOffset);
serializer->syncAsFloat(_swayPosition);
float swayAngle = _swayAngle.getDegrees();
serializer->syncAsFloat(swayAngle);
if (serializer->isLoading()) {
_swayAngle = swayAngle;
}
}
Layer *Location::getLayerByName(const Common::String &name) {
for (uint i = 0; i < _layers.size(); ++i) {
if (_layers[i]->getName().equalsIgnoreCase(name)) {
return _layers[i];
}
}
return nullptr;
}
Gfx::RenderEntry *Location::getRenderEntryByName(const Common::String &name) {
Gfx::RenderEntryArray renderEntries = listRenderEntries();
for (uint i = 0; i < renderEntries.size(); ++i) {
if (renderEntries[i]->getName().equalsIgnoreCase(name)) {
return renderEntries[i];
}
}
return nullptr;
}
Common::Array<Common::Point> Location::listExitPositions() {
Common::Array<Item *> items = listChildrenRecursive<Item>();
Common::Array<Common::Point> positions;
Common::Array<Item *>::iterator element = items.begin();
while (element != items.end()) {
positions.push_back((*element)->listExitPositions());
++element;
}
return positions;
}
} // End of namespace Resources
} // End of namespace Stark