scummvm/engines/grim/actor.cpp
2015-04-28 17:01:37 +02:00

2678 lines
74 KiB
C++

/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "math/line3d.h"
#include "math/rect2d.h"
#include "engines/grim/debug.h"
#include "engines/grim/actor.h"
#include "engines/grim/grim.h"
#include "engines/grim/costume.h"
#include "engines/grim/lipsync.h"
#include "engines/grim/movie/movie.h"
#include "engines/grim/sound.h"
#include "engines/grim/lua.h"
#include "engines/grim/resource.h"
#include "engines/grim/savegame.h"
#include "engines/grim/set.h"
#include "engines/grim/gfx_base.h"
#include "engines/grim/model.h"
#include "engines/grim/emi/emi.h"
#include "engines/grim/emi/costumeemi.h"
#include "engines/grim/emi/skeleton.h"
#include "engines/grim/emi/costume/emiskel_component.h"
#include "engines/grim/emi/modelemi.h"
#include "common/foreach.h"
namespace Grim {
Shadow::Shadow() :
shadowMask(nullptr), shadowMaskSize(0), active(false), dontNegate(false), userData(nullptr) {
}
static int animTurn(float turnAmt, const Math::Angle &dest, Math::Angle *cur) {
Math::Angle d = dest - *cur;
d.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(d.getDegrees())) {
*cur = dest;
} else if (d > 0) {
*cur += turnAmt;
} else {
*cur -= turnAmt;
}
if (d != 0) {
return (d > 0 ? 1 : -1);
}
return 0;
}
bool Actor::_isTalkingBackground = false;
void Actor::saveStaticState(SaveGame *state) {
state->writeBool(_isTalkingBackground);
}
void Actor::restoreStaticState(SaveGame *state) {
_isTalkingBackground = state->readBool();
}
Actor::Actor() :
_talkColor(255, 255, 255), _pos(0, 0, 0),
_lookingMode(false), _followBoxes(false), _running(false),
_pitch(0), _yaw(0), _roll(0), _walkRate(0.3f),
_turnRateMultiplier(0.f), _talkAnim(0),
_reflectionAngle(80), _scale(1.f), _timeScale(1.f),
_visible(true), _lipSync(nullptr), _turning(false), _singleTurning(false), _walking(false),
_walkedLast(false), _walkedCur(false),
_collisionMode(CollisionOff), _collisionScale(1.f),
_lastTurnDir(0), _currTurnDir(0),
_sayLineText(0), _talkDelay(0),
_attachedActor(0), _attachedJoint(""),
_globalAlpha(1.f), _alphaMode(AlphaOff),
_mustPlaceText(false),
_puckOrient(false), _talking(false),
_inOverworld(false), _drawnToClean(false), _backgroundTalk(false),
_sortOrder(0), _useParentSortOrder(false),
_sectorSortOrder(-1), _cleanBuffer(0), _lightMode(LightFastDyn),
_hasFollowedBoxes(false), _lookAtActor(0) {
// Some actors don't set walk and turn rates, so we default the
// _turnRate so Doug at the cat races can turn and we set the
// _walkRate so Glottis at the demon beaver entrance can walk and
// so Chepito in su.set
_turnRate = 100.0f;
_activeShadowSlot = -1;
_shadowArray = new Shadow[MAX_SHADOWS];
}
Actor::~Actor() {
if (_shadowArray) {
clearShadowPlanes();
delete[] _shadowArray;
}
while (!_costumeStack.empty()) {
delete _costumeStack.back();
_costumeStack.pop_back();
}
g_grim->immediatelyRemoveActor(this);
if (_cleanBuffer) {
g_driver->delBuffer(_cleanBuffer);
}
}
void Actor::saveState(SaveGame *savedState) const {
// store actor name
savedState->writeString(_name);
savedState->writeString(_setName);
savedState->writeColor(_talkColor);
savedState->writeVector3d(_pos);
savedState->writeFloat(_pitch.getDegrees());
savedState->writeFloat(_yaw.getDegrees());
savedState->writeFloat(_roll.getDegrees());
savedState->writeFloat(_walkRate);
savedState->writeFloat(_turnRate);
savedState->writeFloat(_turnRateMultiplier);
savedState->writeBool(_followBoxes);
savedState->writeFloat(_reflectionAngle);
savedState->writeBool(_visible);
savedState->writeBool(_lookingMode);
savedState->writeFloat(_scale);
savedState->writeFloat(_timeScale);
savedState->writeBool(_puckOrient);
savedState->writeString(_talkSoundName);
savedState->writeBool(_talking);
savedState->writeBool(_backgroundTalk);
savedState->writeLEUint32((uint32)_collisionMode);
savedState->writeFloat(_collisionScale);
if (_lipSync) {
savedState->writeBool(true);
savedState->writeString(_lipSync->getFilename());
} else {
savedState->writeBool(false);
}
savedState->writeLEUint32(_costumeStack.size());
for (Common::List<Costume *>::const_iterator i = _costumeStack.begin(); i != _costumeStack.end(); ++i) {
Costume *c = *i;
savedState->writeString(c->getFilename());
Costume *pc = c->getPreviousCostume();
int depth = 0;
while (pc) {
++depth;
pc = pc->getPreviousCostume();
}
savedState->writeLESint32(depth);
pc = c->getPreviousCostume();
for (int j = 0; j < depth; ++j) { //save the previousCostume hierarchy
savedState->writeString(pc->getFilename());
pc = pc->getPreviousCostume();
}
c->saveState(savedState);
}
savedState->writeBool(_turning);
savedState->writeBool(_singleTurning);
savedState->writeFloat(_moveYaw.getDegrees());
savedState->writeFloat(_movePitch.getDegrees());
savedState->writeFloat(_moveRoll.getDegrees());
savedState->writeBool(_walking);
savedState->writeVector3d(_destPos);
_restChore.saveState(savedState);
_walkChore.saveState(savedState);
savedState->writeBool(_walkedLast);
savedState->writeBool(_walkedCur);
_leftTurnChore.saveState(savedState);
_rightTurnChore.saveState(savedState);
savedState->writeLESint32(_lastTurnDir);
savedState->writeLESint32(_currTurnDir);
for (int i = 0; i < 10; ++i) {
_talkChore[i].saveState(savedState);
}
savedState->writeLESint32(_talkAnim);
_mumbleChore.saveState(savedState);
for (int i = 0; i < MAX_SHADOWS; ++i) {
Shadow &shadow = _shadowArray[i];
savedState->writeString(shadow.name);
savedState->writeVector3d(shadow.pos);
savedState->writeLEUint32(shadow.planeList.size());
// Cannot use g_grim->getCurrSet() here because an actor can have walk planes
// from other scenes. It happens e.g. when Membrillo calls Velasco to tell him
// Naranja is dead.
for (SectorListType::iterator j = shadow.planeList.begin(); j != shadow.planeList.end(); ++j) {
Plane &p = *j;
savedState->writeString(p.setName);
savedState->writeString(p.sector->getName());
}
savedState->writeLESint32(shadow.shadowMaskSize);
savedState->write(shadow.shadowMask, shadow.shadowMaskSize);
savedState->writeBool(shadow.active);
savedState->writeBool(shadow.dontNegate);
}
savedState->writeLESint32(_activeShadowSlot);
savedState->writeLESint32(_sayLineText);
savedState->writeVector3d(_lookAtVector);
savedState->writeLEUint32(_path.size());
for (Common::List<Math::Vector3d>::const_iterator i = _path.begin(); i != _path.end(); ++i) {
savedState->writeVector3d(*i);
}
if (g_grim->getGameType() == GType_MONKEY4) {
savedState->writeLEUint32(_alphaMode);
savedState->writeFloat(_globalAlpha);
savedState->writeBool(_inOverworld);
savedState->writeLESint32(_sortOrder);
savedState->writeBool(_useParentSortOrder);
savedState->writeLESint32(_attachedActor);
savedState->writeString(_attachedJoint);
Common::List<MaterialPtr>::const_iterator it = _materials.begin();
for (; it != _materials.end(); ++it) {
if (*it) {
warning("%s", (*it)->getFilename().c_str());
savedState->writeLESint32((*it)->getActiveTexture());
}
}
savedState->writeLESint32(_lookAtActor);
savedState->writeLEUint32(_localAlpha.size());
for (unsigned int i = 0; i < _localAlpha.size(); i++) {
savedState->writeFloat(_localAlpha[i]);
}
savedState->writeLEUint32(_localAlphaMode.size());
for (unsigned int i = 0; i < _localAlphaMode.size(); i++) {
savedState->writeLESint32(_localAlphaMode[i]);
}
}
savedState->writeBool(_drawnToClean);
}
bool Actor::restoreState(SaveGame *savedState) {
for (Common::List<Costume *>::const_iterator i = _costumeStack.begin(); i != _costumeStack.end(); ++i) {
delete *i;
}
_costumeStack.clear();
_materials.clear();
// load actor name
_name = savedState->readString();
_setName = savedState->readString();
_talkColor = savedState->readColor();
_pos = savedState->readVector3d();
_pitch = savedState->readFloat();
_yaw = savedState->readFloat();
_roll = savedState->readFloat();
_walkRate = savedState->readFloat();
_turnRate = savedState->readFloat();
if (savedState->saveMinorVersion() > 6) {
_turnRateMultiplier = savedState->readFloat();
} else {
_turnRateMultiplier = 1.f;
}
_followBoxes = savedState->readBool();
_reflectionAngle = savedState->readFloat();
_visible = savedState->readBool();
_lookingMode = savedState->readBool();
_scale = savedState->readFloat();
_timeScale = savedState->readFloat();
_puckOrient = savedState->readBool();
_talkSoundName = savedState->readString();
_talking = savedState->readBool();
_backgroundTalk = savedState->readBool();
if (isTalking()) {
g_grim->addTalkingActor(this);
}
_collisionMode = (CollisionMode)savedState->readLEUint32();
_collisionScale = savedState->readFloat();
if (savedState->readBool()) {
Common::String fn = savedState->readString();
_lipSync = g_resourceloader->getLipSync(fn);
} else {
_lipSync = nullptr;
}
uint32 size = savedState->readLEUint32();
for (uint32 i = 0; i < size; ++i) {
Common::String fname = savedState->readString();
const int depth = savedState->readLESint32();
Costume *pc = nullptr;
if (depth > 0) { //build all the previousCostume hierarchy
Common::String *names = new Common::String[depth];
for (int j = 0; j < depth; ++j) {
names[j] = savedState->readString();
}
for (int j = depth - 1; j >= 0; --j) {
pc = findCostume(names[j]);
if (!pc) {
pc = g_resourceloader->loadCostume(names[j], this, pc);
}
}
delete[] names;
}
Costume *c = g_resourceloader->loadCostume(fname, this, pc);
c->restoreState(savedState);
_costumeStack.push_back(c);
}
_turning = savedState->readBool();
if (savedState->saveMinorVersion() > 25) {
_singleTurning = savedState->readBool();
}
_moveYaw = savedState->readFloat();
if (savedState->saveMinorVersion() > 6) {
_movePitch = savedState->readFloat();
_moveRoll = savedState->readFloat();
} else {
_movePitch = _pitch;
_moveRoll = _roll;
}
_walking = savedState->readBool();
_destPos = savedState->readVector3d();
_restChore.restoreState(savedState, this);
_walkChore.restoreState(savedState, this);
_walkedLast = savedState->readBool();
_walkedCur = savedState->readBool();
_leftTurnChore.restoreState(savedState, this);
_rightTurnChore.restoreState(savedState, this);
_lastTurnDir = savedState->readLESint32();
_currTurnDir = savedState->readLESint32();
for (int i = 0; i < 10; ++i) {
_talkChore[i].restoreState(savedState, this);
}
_talkAnim = savedState->readLESint32();
_mumbleChore.restoreState(savedState, this);
clearShadowPlanes();
int maxShadows = MAX_SHADOWS;
if (savedState->saveMinorVersion() < 24)
maxShadows = 5;
for (int i = 0; i < maxShadows; ++i) {
Shadow &shadow = _shadowArray[i];
shadow.name = savedState->readString();
shadow.pos = savedState->readVector3d();
size = savedState->readLEUint32();
Set *scene = nullptr;
for (uint32 j = 0; j < size; ++j) {
Common::String actorSetName = savedState->readString();
Common::String secName = savedState->readString();
if (!scene || scene->getName() != actorSetName) {
scene = g_grim->findSet(actorSetName);
}
if (scene) {
addShadowPlane(secName.c_str(), scene, i);
} else {
warning("%s: No scene \"%s\" found, cannot restore shadow on sector \"%s\"", getName().c_str(), actorSetName.c_str(), secName.c_str());
}
}
shadow.shadowMaskSize = savedState->readLESint32();
delete[] shadow.shadowMask;
if (shadow.shadowMaskSize > 0) {
shadow.shadowMask = new byte[shadow.shadowMaskSize];
savedState->read(shadow.shadowMask, shadow.shadowMaskSize);
} else {
shadow.shadowMask = nullptr;
}
shadow.active = savedState->readBool();
shadow.dontNegate = savedState->readBool();
}
_activeShadowSlot = savedState->readLESint32();
_sayLineText = savedState->readLESint32();
_lookAtVector = savedState->readVector3d();
size = savedState->readLEUint32();
_path.clear();
for (uint32 i = 0; i < size; ++i) {
_path.push_back(savedState->readVector3d());
}
if (g_grim->getGameType() == GType_MONKEY4) {
_alphaMode = (AlphaMode) savedState->readLEUint32();
_globalAlpha = savedState->readFloat();
_inOverworld = savedState->readBool();
_sortOrder = savedState->readLESint32();
if (savedState->saveMinorVersion() >= 22)
_useParentSortOrder = savedState->readBool();
if (savedState->saveMinorVersion() < 18)
savedState->readBool(); // Used to be _shadowActive.
_attachedActor = savedState->readLESint32();
_attachedJoint = savedState->readString();
// will be recalculated in next update()
_sectorSortOrder = -1;
if (savedState->saveMinorVersion() < 24) {
// Used to be the wear chore.
if (savedState->readBool()) {
savedState->readString();
}
savedState->readLESint32();
}
if (savedState->saveMinorVersion() >= 13) {
Common::List<MaterialPtr>::const_iterator it = _materials.begin();
for (; it != _materials.end(); ++it) {
if (*it) {
(*it)->setActiveTexture(savedState->readLESint32());
}
}
}
if (savedState->saveMinorVersion() >= 17)
_lookAtActor = savedState->readLESint32();
if (savedState->saveMinorVersion() >= 25) {
_localAlpha.resize(savedState->readLEUint32());
for (unsigned int i = 0; i < _localAlpha.size(); i++) {
_localAlpha[i] = savedState->readFloat();
}
_localAlphaMode.resize(savedState->readLEUint32());
for (unsigned int i = 0; i < _localAlphaMode.size(); i++) {
_localAlphaMode[i] = savedState->readLESint32();
}
}
}
if (_cleanBuffer) {
g_driver->delBuffer(_cleanBuffer);
}
_cleanBuffer = 0;
_drawnToClean = false;
if (savedState->saveMinorVersion() >= 4) {
bool drawnToClean = savedState->readBool();
if (drawnToClean) {
_cleanBuffer = g_driver->genBuffer();
g_driver->clearBuffer(_cleanBuffer);
}
}
return true;
}
void Actor::setRot(const Math::Vector3d &pos) {
Math::Angle y, p, r;
calculateOrientation(pos, &p, &y, &r);
setRot(p, y, r);
}
void Actor::setRot(const Math::Angle &pitchParam, const Math::Angle &yawParam, const Math::Angle &rollParam) {
_pitch = pitchParam;
_yaw = yawParam;
_moveYaw = _yaw;
_roll = rollParam;
_turning = false;
}
void Actor::setPos(const Math::Vector3d &position) {
_walking = false;
_pos = position;
// Don't allow positions outside the sectors.
// This is necessary after solving the tree pump puzzle, when the bone
// wagon returns to the signopost set.
if (_followBoxes) {
g_grim->getCurrSet()->findClosestSector(_pos, nullptr, &_pos);
}
if (g_grim->getGameType() == GType_MONKEY4) {
Math::Vector3d moveVec = position - _pos;
foreach (Actor *a, g_grim->getActiveActors()) {
handleCollisionWith(a, _collisionMode, &moveVec);
}
}
}
void Actor::calculateOrientation(const Math::Vector3d &pos, Math::Angle *pitch, Math::Angle *yaw, Math::Angle *roll) {
Math::Vector3d actorForward(0.f, 1.f, 0.f);
Math::Vector3d actorUp(0.f, 0.f, 1.f);
Math::Vector3d lookVector = pos - _pos;
lookVector.normalize();
// EMI: Y is up-down, actors use an X-Z plane for movement
if (g_grim->getGameType() == GType_MONKEY4) {
float temp = lookVector.z();
lookVector.x() = -lookVector.x();
lookVector.z() = lookVector.y();
lookVector.y() = temp;
}
Math::Vector3d up = actorUp;
if (_puckOrient) {
Sector *s = nullptr;
g_grim->getCurrSet()->findClosestSector(_pos, &s, nullptr);
if (s) {
up = s->getNormal();
}
}
Math::Matrix3 m;
m.buildFromTargetDir(actorForward, lookVector, actorUp, up);
if (_puckOrient) {
m.getEuler(yaw, pitch, roll, Math::EO_ZXY);
} else {
*pitch = _movePitch;
m.getEuler(yaw, nullptr, nullptr, Math::EO_ZXY);
*roll = _moveRoll;
}
}
void Actor::turnTo(const Math::Vector3d &pos, bool snap) {
Math::Angle y, p, r;
calculateOrientation(pos, &p, &y, &r);
turnTo(p, y, r, snap);
}
bool Actor::singleTurnTo(const Math::Vector3d &pos) {
Math::Angle y, p, r;
calculateOrientation(pos, &p, &y, &r);
float turnAmt = g_grim->getPerSecond(_turnRate);
bool done = animTurn(turnAmt, y, &_yaw) == 0;
done = animTurn(turnAmt, p, &_pitch) == 0 && done;
done = animTurn(turnAmt, r, &_roll) == 0 && done;
_moveYaw = _yaw;
_movePitch = _pitch;
_moveRoll = _roll;
_singleTurning = !done;
return done;
}
void Actor::turnTo(const Math::Angle &pitchParam, const Math::Angle &yawParam, const Math::Angle &rollParam, bool snap) {
_movePitch = pitchParam;
_moveRoll = rollParam;
_moveYaw = yawParam;
_turnRateMultiplier = (snap ? 5.f : 1.f);
if (_yaw != yawParam || _pitch != pitchParam || _roll != rollParam) {
_turning = true;
} else
_turning = false;
}
void Actor::walkTo(const Math::Vector3d &p) {
if (p == _pos)
_walking = false;
else {
_walking = true;
_destPos = p;
_path.clear();
if (_followBoxes) {
bool pathFound = false;
Set *currSet = g_grim->getCurrSet();
currSet->findClosestSector(p, nullptr, &_destPos);
Common::List<PathNode *> openList;
Common::List<PathNode *> closedList;
PathNode *start = new PathNode;
start->parent = nullptr;
start->pos = _pos;
start->dist = 0.f;
start->cost = 0.f;
openList.push_back(start);
currSet->findClosestSector(_pos, &start->sect, nullptr);
Common::List<Sector *> sectors;
for (int i = 0; i < currSet->getSectorCount(); ++i) {
Sector *s = currSet->getSectorBase(i);
int type = s->getType();
if ((type == Sector::WalkType || type == Sector::HotType || type == Sector::FunnelType) && s->isVisible()) {
sectors.push_back(s);
}
}
do {
PathNode *node = nullptr;
float cost = -1.f;
for (Common::List<PathNode *>::iterator j = openList.begin(); j != openList.end(); ++j) {
PathNode *n = *j;
float c = n->dist + n->cost;
if (cost < 0.f || c < cost) {
cost = c;
node = n;
}
}
closedList.push_back(node);
openList.remove(node);
Sector *sector = node->sect;
if (sector && sector->isPointInSector(_destPos)) {
PathNode *n = closedList.back();
// Don't put the start position in the list, or else
// the first angle calculated in updateWalk() will be
// meaningless. The only node without parent is the start
// one.
while (n->parent) {
_path.push_back(n->pos);
n = n->parent;
}
pathFound = true;
break;
}
for (Common::List<Sector *>::iterator i = sectors.begin(); i != sectors.end(); ++i) {
Sector *s = *i;
bool inClosed = false;
for (Common::List<PathNode *>::iterator j = closedList.begin(); j != closedList.end(); ++j) {
if ((*j)->sect == s) {
inClosed = true;
break;
}
}
if (inClosed)
continue;
// Get "bridges" from the current sector to the other.
Common::List<Math::Line3d> bridges = sector->getBridgesTo(s);
if (bridges.empty())
continue; // The sectors are not adjacent.
Math::Vector3d closestPoint;
if (g_grim->getGameType() == GType_GRIM)
closestPoint = s->getClosestPoint(_destPos);
else
closestPoint = _destPos;
Math::Vector3d best;
float bestDist = 1e6f;
Math::Line3d l(node->pos, closestPoint);
// Pick a point on the boundary of the two sectors to walk towards.
while (!bridges.empty()) {
Math::Line3d bridge = bridges.back();
Math::Vector3d pos;
const bool useXZ = (g_grim->getGameType() == GType_MONKEY4);
// Prefer points on the straight line from this node towards
// the destination. Otherwise pick the middle point of a bridge
// that is closest to the destination.
if (!bridge.intersectLine2d(l, &pos, useXZ)) {
pos = bridge.middle();
} else {
best = pos;
break;
}
float dist = (pos - closestPoint).getMagnitude();
if (dist < bestDist) {
bestDist = dist;
best = pos;
}
bridges.pop_back();
}
best = handleCollisionTo(node->pos, best);
PathNode *n = nullptr;
for (Common::List<PathNode *>::iterator j = openList.begin(); j != openList.end(); ++j) {
if ((*j)->sect == s) {
n = *j;
break;
}
}
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;
}
if (!pathFound) {
warning("Actor::walkTo(): No path found for %s", _name.c_str());
if (g_grim->getGameType() == GType_MONKEY4) {
_walking = false;
return;
}
}
}
_path.push_front(_destPos);
}
}
bool Actor::isWalking() const {
return _walkedLast || _walkedCur || _walking;
}
bool Actor::isTurning() const {
if (g_grim->getGameType() == GType_MONKEY4)
if (_singleTurning)
return true;
if (_turning)
return true;
if (_lastTurnDir != 0 || _currTurnDir != 0)
return true;
return false;
}
void Actor::stopTurning() {
_turning = false;
if (_lastTurnDir != 0)
getTurnChore(_lastTurnDir)->stop(true);
_lastTurnDir = 0;
_currTurnDir = 0;
}
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 moveVec = pos - _pos;
foreach (Actor *a, g_grim->getActiveActors()) {
handleCollisionWith(a, mode, &moveVec);
}
_pos += moveVec;
}
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;
// Handle special case where actor is trying to walk but _walkRate is
// currently set to 0.0f by _walkChore to simulate roboter-like walk style:
// set _walkedCur to true to keep _walkChore playing in Actor::update()
if (_walkRate == 0.0f) {
_walkedCur = true;
}
_walking = false;
if (!_followBoxes) {
Math::Vector3d forwardVec(-_moveYaw.getSine() * _pitch.getCosine(),
_moveYaw.getCosine() * _pitch.getCosine(), _pitch.getSine());
// EMI: Y is up-down, actors use an X-Z plane for movement
if (g_grim->getGameType() == GType_MONKEY4) {
float temp = forwardVec.z();
forwardVec.x() = -forwardVec.x();
forwardVec.z() = forwardVec.y();
forwardVec.y() = temp;
}
_pos += forwardVec * dist;
_walkedCur = true;
return;
}
bool backwards = false;
if (dist < 0) {
dist = -dist;
backwards = true;
}
int tries = 0;
while (dist > 0.0f) {
Sector *currSector = nullptr, *prevSector = nullptr, *startSector = nullptr;
Sector::ExitInfo ei;
g_grim->getCurrSet()->findClosestSector(_pos, &currSector, &_pos);
if (!currSector) { // Shouldn't happen...
Math::Vector3d forwardVec(-_moveYaw.getSine() * _pitch.getCosine(),
_moveYaw.getCosine() * _pitch.getCosine(), _pitch.getSine());
// EMI: Y is up-down, actors use an X-Z plane for movement
if (g_grim->getGameType() == GType_MONKEY4) {
float temp = forwardVec.z();
forwardVec.x() = -forwardVec.x();
forwardVec.z() = forwardVec.y();
forwardVec.y() = temp;
}
if (backwards)
forwardVec = -forwardVec;
moveTo(_pos + forwardVec * dist);
_walkedCur = true;
return;
}
startSector = currSector;
float oldDist = dist;
while (currSector) {
prevSector = currSector;
Math::Vector3d forwardVec;
const Math::Vector3d &normal = currSector->getNormal();
if (g_grim->getGameType() == GType_GRIM) {
Math::Angle ax = Math::Vector2d(normal.x(), normal.z()).getAngle();
Math::Angle ay = Math::Vector2d(normal.y(), normal.z()).getAngle();
float z1 = -_moveYaw.getCosine() * (ay - _pitch).getCosine();
float z2 = _moveYaw.getSine() * (ax - _pitch).getCosine();
forwardVec = Math::Vector3d(-_moveYaw.getSine() * ax.getSine() * _pitch.getCosine(),
_moveYaw.getCosine() * ay.getSine() * _pitch.getCosine(), z1 + z2);
} else {
Math::Angle ax = Math::Vector2d(normal.x(), normal.y()).getAngle();
Math::Angle az = Math::Vector2d(normal.z(), normal.y()).getAngle();
float y1 = _moveYaw.getCosine() * (az - _pitch).getCosine();
float y2 = _moveYaw.getSine() * (ax - _pitch).getCosine();
forwardVec = Math::Vector3d(-_moveYaw.getSine() * ax.getSine() * _pitch.getCosine(), y1 + y2,
-_moveYaw.getCosine() * az.getSine() * _pitch.getCosine());
}
if (backwards)
forwardVec = -forwardVec;
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);
// EMI: some sectors are significantly higher/lower than others.
if (currSector && g_grim->getGameType() == GType_MONKEY4) {
float planeDist = currSector->distanceToPoint(_pos);
if (fabs(planeDist) < 1.f)
_pos -= planeDist * currSector->getNormal();
}
if (currSector == prevSector || currSector == startSector)
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)1.0f;
if (g_grim->getGameType() == GType_MONKEY4) {
ei.angleWithEdge = -ei.angleWithEdge;
}
turnTo(0, _moveYaw + ei.angleWithEdge * turnDir, 0, true);
if (oldDist <= dist + 0.001f) {
// If we didn't move at all, keep trying a couple more times
// in case we can move in the new direction.
tries++;
if (tries > 3)
break;
}
}
}
Math::Vector3d Actor::getSimplePuckVector() const {
if (g_grim->getGameType() == GType_MONKEY4) {
Math::Angle yaw = 0;
const Actor *a = this;
while (a) {
yaw += a->_yaw;
if (!a->isAttached())
break;
a = Actor::getPool().getObject(a->_attachedActor);
}
return Math::Vector3d(yaw.getSine(), 0, yaw.getCosine());
} else {
return Math::Vector3d(-_yaw.getSine(), _yaw.getCosine(), 0);
}
}
Math::Vector3d Actor::getPuckVector() const {
Math::Vector3d forwardVec = getSimplePuckVector();
Set *currSet = g_grim->getCurrSet();
if (!currSet)
return forwardVec;
Sector *sector = currSet->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(g_grim->getGameType() == GType_GRIM);
if (!cost) {
cost = _restChore._costume;
}
if (!cost) {
cost = getCurrentCostume();
}
_restChore = ActionChore(cost, chore);
_restChore.playLooping(g_grim->getGameType() == GType_GRIM);
}
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);
if (g_grim->getGameType() == GType_GRIM) {
_restChore.playLooping(true);
}
}
if (!cost) {
cost = _walkChore._costume;
}
if (!cost) {
cost = getCurrentCostume();
}
_walkChore = ActionChore(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;
if (!cost) {
cost = _leftTurnChore._costume;
}
if (!cost) {
cost = getCurrentCostume();
}
_leftTurnChore.stop(true);
_rightTurnChore.stop(true);
_lastTurnDir = 0;
_leftTurnChore = ActionChore(cost, left_chore);
_rightTurnChore = ActionChore(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 (!cost) {
cost = _talkChore[index]._costume;
}
if (!cost) {
cost = getCurrentCostume();
}
if (_talkChore[index].equals(cost, chore))
return;
_talkChore[index].stop();
_talkChore[index] = ActionChore(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) {
if (_mumbleChore.isPlaying()) {
_mumbleChore.stop();
}
if (!cost) {
cost = _mumbleChore._costume;
}
if (!cost) {
cost = getCurrentCostume();
}
_mumbleChore = ActionChore(cost, chore);
}
void Actor::stopAllChores(bool ignoreLoopingChores) {
for (Common::List<Costume *>::iterator i = _costumeStack.begin(); i != _costumeStack.end(); ++i) {
Costume *costume = *i;
costume->stopChores(ignoreLoopingChores);
if (costume->isChoring(false) == -1) {
freeCostume(costume);
i = _costumeStack.erase(i);
--i;
}
}
}
void Actor::turn(int dir) {
_walking = false;
float delta = g_grim->getPerSecond(_turnRate) * dir;
if (g_grim->getGameType() == GType_MONKEY4) {
delta = -delta;
}
_moveYaw = _moveYaw + delta;
_turning = true;
_turnRateMultiplier = 5.f;
_currTurnDir = dir;
}
Math::Angle Actor::getYawTo(const Actor *a) const {
Math::Vector3d forwardVec = getSimplePuckVector();
Math::Vector3d delta = a->getWorldPos() - getWorldPos();
if (g_grim->getGameType() == GType_MONKEY4) {
delta.y() = 0;
} else {
delta.z() = 0;
}
return Math::Vector3d::angle(forwardVec, delta);
}
Math::Angle Actor::getYawTo(const Math::Vector3d &p) const {
Math::Vector3d dpos = p - _pos;
if (g_grim->getGameType() == GType_MONKEY4) {
dpos.y() = dpos.z();
}
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, float x, float y) {
assert(msgId);
if (msgId[0] == 0) {
warning("Actor::sayLine: Empty message");
return;
}
char id[50];
Common::String msg = LuaBase::instance()->parseMsgText(msgId, id);
if (id[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 if (g_grim->getGameType() == GType_MONKEY4 && g_grim->getGamePlatform() == Common::kPlatformPS2) {
soundName += ".scx";
} else {
soundName += ".wVC";
}
if (_talkSoundName == soundName)
return;
if (_talking || msg.empty())
shutUp();
_talkSoundName = soundName;
Set *currSet = g_grim->getCurrSet();
if (g_grim->getSpeechMode() != GrimEngine::TextOnly) {
// if there is no costume probably the character is drawn by a smush movie, so
// we don't want to go out of sync with it.
if (g_grim->getGameType() == GType_GRIM && getCurrentCostume()) {
_talkDelay = 500;
}
g_sound->startVoice(_talkSoundName.c_str());
}
// 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;
}
_talking = true;
g_grim->addTalkingActor(this);
_backgroundTalk = background;
if (background)
_isTalkingBackground = true;
if (_sayLineText && g_grim->getMode() != GrimEngine::SmushMode) {
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 (background) {
// if we're talking background draw the text object only if there are no no-background
// talking actors. This prevents glottis and nick subtitles overlapping in the high roller lounge,
// where glottis is background and nick isn't. (https://github.com/residualvm/residualvm/issues/685)
foreach (Actor *a, g_grim->getTalkingActors()) {
if (!a->_backgroundTalk && a->_sayLineText) {
return;
}
}
} else {
// if we're not background then delete the TextObject of any talking background actor.
foreach (Actor *a, g_grim->getTalkingActors()) {
if (a->_backgroundTalk && a->_sayLineText) {
delete TextObject::getPool().getObject(a->_sayLineText);
a->_sayLineText = 0;
}
}
}
TextObject *textObject = new TextObject();
textObject->setDefaults(&g_grim->_sayLineDefaults);
textObject->setFGColor(_talkColor);
textObject->setIsSpeech();
if (m == GrimEngine::TextOnly || g_grim->getMode() == GrimEngine::SmushMode) {
textObject->setDuration(500 + msg.size() * 15 * (11 - g_grim->getTextSpeed()));
}
if (g_grim->getGameType() == GType_MONKEY4 && (x != -1 || y != -1)) {
textObject->setX(320 * (x + 1));
textObject->setY(240 * (y + 1));
} else if (g_grim->getMode() == GrimEngine::SmushMode) {
textObject->setX(640 / 2);
textObject->setY(456);
g_grim->setMovieSubtitle(textObject);
} else {
if (_visible && isInSet(currSet->getName())) {
_mustPlaceText = true;
} else {
_mustPlaceText = false;
textObject->setX(640 / 2);
textObject->setY(463);
}
}
textObject->setText(msgId, _mustPlaceText);
if (g_grim->getMode() != GrimEngine::SmushMode)
_sayLineText = textObject->getId();
}
}
void Actor::lineCleanup() {
if (_sayLineText) {
delete TextObject::getPool().getObject(_sayLineText);
_sayLineText = 0;
}
}
bool Actor::isTalking() {
// This should return if the actor is actually talking, disregarding of the background status,
// otherwise when Naranja is asleep Toto's lines will be cut sometimes. Naranja and Toto both
// talk in background, and when Naranja lines stop toto:wait_for_message() should not return
// until he actually stops talking.
return _talking;
}
bool Actor::isTalkingForeground() const {
if (!_talking) {
return false;
}
if (_backgroundTalk)
return _isTalkingBackground;
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(g_grim->getGameType() == GType_MONKEY4, ActionChore::talkFadeTime);
_lipSync = nullptr;
}
// having a lipsync is no guarantee the mumble chore is no running. the talk chores may be -1 (domino in do)
stopMumbleChore();
stopTalking();
if (_sayLineText) {
delete TextObject::getPool().getObject(_sayLineText);
_sayLineText = 0;
}
// The actors talking in background have a special behaviour: if there are two or more of them
// talking at the same time, after one of them finishes talking calling isTalking() an *all*
// of them must return false. This is necessary for the angelitos in set fo: when they start crying
// they talk in background, and the lua script that hangs on IsMessageGoing() must return before they
// stop, since they can go on forever.
if (_backgroundTalk)
_isTalkingBackground = false;
_talking = false;
}
void Actor::pushCostume(const char *n) {
Costume *c = findCostume(n);
if (c) {
Debug::debug(Debug::Actors, "Trying to push a costume already in the stack. %s, %s", getName().c_str(), n);
return;
}
Costume *newCost = g_resourceloader->loadCostume(n, this, getCurrentCostume());
_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()) {
freeCostume(_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();
}
Costume *Actor::getCurrentCostume() const {
if (g_grim->getGameType() == GType_MONKEY4) {
// Return the first costume that has a model component.
for (Common::List<Costume *>::const_iterator i = _costumeStack.begin(); i != _costumeStack.end(); ++i) {
EMICostume *costume = static_cast<EMICostume *>(*i);
if (costume->getEMIModel()) {
return costume;
}
}
return nullptr;
} else {
if (_costumeStack.empty())
return nullptr;
else
return _costumeStack.back();
}
}
void Actor::setHead(int joint1, int joint2, int joint3, float maxRoll, float maxPitch, float maxYaw) {
Costume *curCostume = getCurrentCostume();
if (curCostume) {
curCostume->setHead(joint1, joint2, joint3, maxRoll, maxPitch, maxYaw);
}
}
void Actor::setHead(const char *joint, const Math::Vector3d &offset) {
Costume *curCostume = getCurrentCostume();
if (curCostume) {
EMICostume *costume = static_cast<EMICostume *>(curCostume);
costume->setHead(joint, offset);
}
}
void Actor::setHeadLimits(float yawRange, float maxPitch, float minPitch) {
Costume *curCostume = getCurrentCostume();
if (curCostume) {
EMICostume *costume = static_cast<EMICostume *>(curCostume);
costume->setHeadLimits(yawRange, maxPitch, minPitch);
}
}
void Actor::setLookAtRate(float rate) {
getCurrentCostume()->setLookAtRate(rate);
}
float Actor::getLookAtRate() const {
return getCurrentCostume()->getLookAtRate();
}
EMIModel *Actor::findModelWithMesh(const Common::String &mesh) {
for (Common::List<Costume *>::iterator i = _costumeStack.begin(); i != _costumeStack.end(); ++i) {
EMICostume *costume = static_cast<EMICostume *>(*i);
if (!costume) {
continue;
}
for (int j = 0; j < costume->getNumChores(); j++) {
EMIModel *model = costume->getEMIModel(j);
if (!model) {
continue;
}
if (mesh == model->_meshName) {
return model;
}
}
}
return nullptr;
}
void Actor::setGlobalAlpha(float alpha, const Common::String &mesh) {
if (mesh.empty()) {
_globalAlpha = alpha;
} else {
EMIModel *model = findModelWithMesh(mesh);
if (model != nullptr) {
model->_meshAlpha = alpha;
}
}
}
void Actor::setAlphaMode(AlphaMode mode, const Common::String &mesh) {
if (mesh.empty()) {
_alphaMode = mode;
} else {
EMIModel *model = findModelWithMesh(mesh);
if (model != nullptr) {
model->_meshAlphaMode = mode;
}
}
}
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 nullptr;
}
void Actor::setFollowBoxes(bool follow) {
_followBoxes = follow;
if (follow)
_hasFollowedBoxes = true;
}
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) {
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;
}
}
turnTo(destPos, true);
dir = destPos - _pos;
dir.normalize();
_pos += dir * walkAmt;
}
void Actor::update(uint frameTime) {
Set *set = g_grim->getCurrSet();
// Snap actor to walkboxes if following them. This might be
// necessary for example after activating/deactivating
// walkboxes, etc.
if (_followBoxes && !_walking) {
set->findClosestSector(_pos, nullptr, &_pos);
}
if (g_grim->getGameType() == GType_MONKEY4) {
if (_followBoxes) {
// Check for sort order information in the current sector
int oldSortOrder = getEffectiveSortOrder();
_sectorSortOrder = set->findSectorSortOrder(_pos, Sector::WalkType);
if (oldSortOrder != getEffectiveSortOrder())
g_emi->invalidateSortOrder();
} else if (_sectorSortOrder >= 0) {
_sectorSortOrder = -1;
g_emi->invalidateSortOrder();
}
}
if (_turning) {
float turnAmt = g_grim->getPerSecond(_turnRate) * _turnRateMultiplier;
_currTurnDir = animTurn(turnAmt, _moveYaw, &_yaw);
if (g_grim->getGameType() == GType_MONKEY4) {
_currTurnDir = -_currTurnDir;
}
int p = animTurn(turnAmt, _movePitch, &_pitch);
int r = animTurn(turnAmt, _moveRoll, &_roll);
if (_currTurnDir == 0 && p == 0 && r == 0) {
_turning = false;
_turnRateMultiplier = 1.f;
}
}
if (_walking) {
updateWalk();
}
if (_walkChore.isValid()) {
if (_walkedCur) {
if (!_walkChore.isPlaying()) {
_walkChore.playLooping(true);
}
if (g_grim->getGameType() == GType_GRIM && _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 (g_grim->getGameType() == GType_GRIM && _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);
if (_currTurnDir == 1) {
// When turning to the left, ensure that the components of the right turn chore
// are fading out (or stopped).
// This is necessary because the left turn chore typically contains both the
// left turn and right turn keyframe components. The above call to playLooping
// will thus start fading in both of the components, overriding the right turn's
// fade out that was started before.
// The left turn chore's keys will eventually stop the right turn keyframe from
// playing, but the stopping will be instantaneous. To get a smooth transition,
// we want to keep fading out the right turn. The chore's "stop" key will be
// ignored when the keyframe is fading out (see KeyframeComponent::stop()).
_rightTurnChore.stop(true);
}
}
} 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(g_grim->getGameType() == GType_GRIM);
}
_walkedLast = _walkedCur;
_walkedCur = false;
_lastTurnDir = _currTurnDir;
_currTurnDir = 0;
// Update lip syncing
if (_lipSync) {
int posSound;
// While getPosIn16msTicks 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->getPosIn16msTicks(_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(g_grim->getGameType() == GType_MONKEY4, ActionChore::talkFadeTime);
}
if (g_grim->getGameType() == GType_GRIM) {
// Run the stop_talk chore so that it resets the components
// to the right visibility.
stopTalking();
} else {
// Make sure the talk rest chore isn't playing.
_talkChore[0].stop();
}
_talkAnim = anim;
_talkChore[_talkAnim].play(g_grim->getGameType() == GType_MONKEY4, ActionChore::talkFadeTime);
} else if (_mumbleChore.isValid() && !_mumbleChore.isPlaying()) {
_mumbleChore.playLooping();
_talkAnim = -1;
}
} else {
stopMumbleChore();
if (_talkAnim != -1)
_talkChore[_talkAnim].stop(true, ActionChore::talkFadeTime);
_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);
}
if (g_grim->getGameType() == GType_MONKEY4 && c->isChoring(false) == -1) {
freeCostume(c);
i = _costumeStack.erase(i);
--i;
}
}
Costume *c = getCurrentCostume();
if (c) {
c->animate();
}
if (_lookingMode && _lookAtActor != 0) {
Actor *actor = Actor::getPool().getObject(_lookAtActor);
if (actor)
_lookAtVector = actor->getHeadPos();
}
for (Common::List<Costume *>::iterator i = _costumeStack.begin(); i != _costumeStack.end(); ++i) {
(*i)->moveHead(_lookingMode, _lookAtVector);
}
}
// Not all the talking actors are in the current set, and so on not all the talking actors
// update() is called. For example, Don when he comes out of his office after reaping Meche.
bool Actor::updateTalk(uint frameTime) {
if (_talking) {
// If there's no sound file then we're obviously not talking
GrimEngine::SpeechMode m = g_grim->getSpeechMode();
TextObject *textObject = nullptr;
if (_sayLineText)
textObject = TextObject::getPool().getObject(_sayLineText);
if (m == GrimEngine::TextOnly && !textObject) {
shutUp();
return false;
} else if (m != GrimEngine::TextOnly && (_talkSoundName.empty() || !g_sound->getSoundStatus(_talkSoundName.c_str()))) {
_talkDelay -= frameTime;
if (_talkDelay <= 0) {
_talkDelay = 0;
shutUp();
return false;
}
}
return true;
}
return false;
}
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(nullptr);
}
}
// FIXME: if isAttached(), factor in the joint rotation as well.
const Math::Vector3d &absPos = getWorldPos();
if (!_costumeStack.empty()) {
g_grim->getCurrSet()->setupLights(absPos, _inOverworld);
if (g_grim->getGameType() == GType_GRIM) {
Costume *costume = _costumeStack.back();
drawCostume(costume);
} else {
for (Common::List<Costume *>::iterator it = _costumeStack.begin(); it != _costumeStack.end(); ++it) {
Costume *costume = *it;
drawCostume(costume);
}
}
}
if (_mustPlaceText) {
Common::Point p1, p2;
if (g_grim->getGameType() == GType_GRIM) {
if (!_costumeStack.empty()) {
int x1 = 1000, y1 = 1000, x2 = -1000, y2 = -1000;
g_driver->startActorDraw(this);
_costumeStack.back()->getBoundingBox(&x1, &y1, &x2, &y2);
g_driver->finishActorDraw();
p1.x = x1;
p1.y = y1;
p2.x = x2;
p2.y = y2;
}
} else {
g_driver->getActorScreenBBox(this, p1, p2);
}
TextObject *textObject = TextObject::getPool().getObject(_sayLineText);
if (textObject) {
if (p1.x == 1000 || p2.x == -1000 || p2.x == -1000) {
textObject->setX(640 / 2);
textObject->setY(463);
} else {
textObject->setX((p1.x + p2.x) / 2);
textObject->setY(p1.y);
}
// Deletes the original text and rebuilds it with the newly placed text
textObject->reset();
}
_mustPlaceText = false;
}
_drawnToClean = false;
}
void Actor::drawCostume(Costume *costume) {
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(this);
costume->draw();
g_driver->finishActorDraw();
g_driver->clearShadowMode();
g_driver->setShadow(nullptr);
}
// normal draw actor
g_driver->startActorDraw(this);
costume->draw();
g_driver->finishActorDraw();
}
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);
// This needs to be an exact match, because with a substring search a search for sector
// "shadow1" would return sector "shadow10" in set st, causing shadows not to be cast
// on the street.
Sector *sector = scene->getSectorByName(n);
if (sector) {
// 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.
Plane p = { scene->getName(), new Sector(*sector) };
_shadowArray[shadowId].planeList.push_back(p);
g_grim->flagRefreshShadowMask(true);
}
}
bool Actor::shouldDrawShadow(int shadowId) {
Shadow *shadow = &_shadowArray[shadowId];
if (!shadow->active)
return false;
// Don't draw a shadow if the shadow caster and the actor are on different sides
// of the 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());
Math::Vector3d bboxPos, bboxSize;
getBBoxInfo(bboxPos, bboxSize);
Math::Vector3d centerOffset = bboxPos + bboxSize * 0.5f;
p = getPos() + centerOffset;
bool actorSide = n.x() * p.x() + n.y() * p.y() + n.z() * p.z() + d < 0.f;
p = shadow->pos;
bool shadowSide = n.x() * p.x() + n.y() * p.y() + n.z() * p.z() + d < 0.f;
if (actorSide == shadowSide)
return true;
return false;
}
void Actor::addShadowPlane(const char *n) {
addShadowPlane(n, g_grim->getCurrSet(), _activeShadowSlot);
}
void Actor::setActiveShadow(int shadowId) {
assert(shadowId >= 0 && shadowId < MAX_SHADOWS);
_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 < MAX_SHADOWS);
_shadowArray[shadowId].active = state;
}
void Actor::setShadowPoint(const Math::Vector3d &p) {
assert(_activeShadowSlot != -1);
_shadowArray[_activeShadowSlot].pos = p;
}
void Actor::setShadowColor(const Color &color) {
assert(_activeShadowSlot != -1);
_shadowArray[_activeShadowSlot].color = color;
}
void Actor::clearShadowPlanes() {
for (int i = 0; i < MAX_SHADOWS; i++) {
clearShadowPlane(i);
}
}
void Actor::clearShadowPlane(int 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 = nullptr;
shadow->active = false;
shadow->dontNegate = false;
// TODO: Clean up the userData properly
shadow->userData = nullptr;
}
void Actor::putInSet(const Common::String &set) {
// 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 = set;
// clean the buffer. this is needed when an actor goes from frozen state to full model rendering
if (_setName != "" && _cleanBuffer) {
g_driver->clearBuffer(_cleanBuffer);
}
g_grim->invalidateActiveActorsList();
}
bool Actor::isInSet(const Common::String &set) const {
return _setName == set;
}
void Actor::freeCostume(Costume *costume) {
Debug::debug(Debug::Actors, "Freeing costume %s", costume->getFilename().c_str());
freeCostumeChore(costume, &_restChore);
freeCostumeChore(costume, &_walkChore);
freeCostumeChore(costume, &_leftTurnChore);
freeCostumeChore(costume, &_rightTurnChore);
freeCostumeChore(costume, &_mumbleChore);
for (int i = 0; i < 10; i++)
freeCostumeChore(costume, &_talkChore[i]);
delete costume;
}
void Actor::freeCostumeChore(const Costume *toFree, ActionChore *chore) {
if (chore->_costume == toFree) {
*chore = ActionChore();
}
}
void Actor::stopTalking() {
// _talkChore[0] is *_stop_talk
// Don't playLooping it, or else manny's mouth will flicker when he smokes.
_talkChore[0].setLastFrame();
}
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;
Math::Vector3d moveVec = pos - _pos;
foreach (Actor *a, Actor::getPool()) {
if (a != this && a->isInSet(_setName) && a->isVisible()) {
p = a->getTangentPos(from, p);
handleCollisionWith(a, _collisionMode, &moveVec);
}
}
return p;
}
Math::Vector3d Actor::getTangentPos(const Math::Vector3d &pos, const Math::Vector3d &dest) const {
if (_collisionMode == CollisionOff) {
return dest;
}
Math::Vector3d p;
float size;
if (!getSphereInfo(false, size, p))
return dest;
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;
}
void Actor::setLocalAlpha(unsigned int vertex, float alpha) {
if (vertex >= _localAlpha.size()) {
_localAlpha.resize(MAX(MAX_LOCAL_ALPHA_VERTICES, vertex + 1));
}
_localAlpha[vertex] = alpha;
}
void Actor::setLocalAlphaMode(unsigned int vertex, AlphaMode alphaMode) {
if (vertex >= _localAlphaMode.size()) {
_localAlphaMode.resize(MAX(MAX_LOCAL_ALPHA_VERTICES, vertex + 1));
}
_localAlphaMode[vertex] = alphaMode;
}
bool Actor::hasLocalAlpha() const {
return !_localAlphaMode.empty();
}
float Actor::getLocalAlpha(unsigned int vertex) const {
if (vertex < _localAlphaMode.size() && vertex < _localAlpha.size() && _localAlphaMode[vertex] == Actor::AlphaReplace) {
return _localAlpha[vertex];
} else {
return 1.0f;
}
}
void Actor::getBBoxInfo(Math::Vector3d &bboxPos, Math::Vector3d &bboxSize) const {
if (g_grim->getGameType() == GType_MONKEY4) {
EMICostume *costume = static_cast<EMICostume *>(getCurrentCostume());
if (!costume) {
bboxPos = Math::Vector3d(0, 0, 0);
bboxSize = Math::Vector3d(0, 0, 0);
return;
}
EMIModel *model = costume->getEMIModel();
bboxPos = *model->_center;
bboxSize = *model->_boxData2 - *model->_boxData;
} else {
Model *model = getCurrentCostume()->getModel();
bboxPos = model->_bboxPos;
bboxSize = model->_bboxSize;
}
}
bool Actor::getSphereInfo(bool adjustZ, float &size, Math::Vector3d &p) const {
if (g_grim->getGameType() == GType_MONKEY4) {
EMICostume *costume = static_cast<EMICostume *>(getCurrentCostume());
if (!costume) {
Debug::warning(Debug::Actors, "Actor::getSphereInfo: actor \"%s\" has no costume", getName().c_str());
return false;
}
EMIModel *model = costume->getEMIModel();
assert(model);
p = _pos + *(model->_center);
// pre-scale factor of 0.8 was guessed by comparing with the original game
size = model->_radius * _collisionScale * 0.8f;
} else {
Model *model = getCurrentCostume()->getModel();
assert(model);
p = _pos + model->_insertOffset;
// center the sphere on the model center.
if (adjustZ) {
p.z() += model->_bboxSize.z() / 2.f;
}
size = model->_radius * _collisionScale;
}
return true;
}
bool Actor::handleCollisionWith(Actor *actor, CollisionMode mode, Math::Vector3d *vec) const {
if (actor->_collisionMode == CollisionOff || actor == this) {
return false;
}
if (!actor->getCurrentCostume()) {
return false;
}
Math::Vector3d p1, p2;
float size1, size2;
// you may ask: why center the sphere of the first actor only (by setting adjustZ to true)?
// because it seems the original does so.
// if you change this code test this places: the rocks in lb and bv (both when booting directly in the
// set and when coming in from another one) and the poles in xb.
if (!this->getSphereInfo(true, size1, p1) ||
!actor->getSphereInfo(false, size2, p2)) {
return false;
}
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::Vector3d bboxSize1, bboxSize2;
Math::Vector3d bboxPos1, bboxPos2;
// get bboxSize and bboxPos for the current and the colliding actor
this->getBBoxInfo(bboxPos1, bboxSize1);
actor->getBBoxInfo(bboxPos2, bboxSize2);
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 + bboxPos1;
size = bboxSize1;
scale = _collisionScale;
yaw = _yaw;
circle.setX(p2.x());
circle.setY(p2.y());
circlePos = p2;
radius = size2;
} else {
pos = p2;
bboxPos = p2 + bboxPos2;
size = bboxSize2;
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);
LuaObjects objects2;
objects2.add(other);
objects2.add(this);
LuaBase::instance()->callback("collisionHandler", objects2);
}
const Math::Matrix4 Actor::getFinalMatrix() const {
// Defaults to identity (no rotation)
Math::Matrix4 m;
// Add the rotation and translation from the parent actor, if this actor is attached
if (isAttached()) {
Actor *attachedActor = Actor::getPool().getObject(_attachedActor);
m = attachedActor->getFinalMatrix();
// If this actor is attached to a joint, add that rotation
EMICostume *cost = static_cast<EMICostume *>(attachedActor->getCurrentCostume());
if (cost && cost->_emiSkel && cost->_emiSkel->_obj) {
Joint *j = cost->_emiSkel->_obj->getJointNamed(_attachedJoint);
m = m * j->_finalMatrix;
}
}
// Translate by this actor's position
Math::Vector3d pp = getPos();
Math::Matrix4 t;
t.setToIdentity();
t.setPosition(pp);
m = m * t;
// Scaling could be applied here as follows:
//
// const float &scale = getScale();
// t.setToIdentity();
// t.setValue(3, 3, 1.0 / scale);
// m = m * t;
//
// However, actor's _scale is only changed via the lua call SetActorScale
// which is not used in EMI. Actor::getFinalMatrix() is only used for EMI
// so the additional scaling can be omitted.
// Finish with this actor's rotation
Math::Matrix4 rotMat(getRoll(), getYaw(), getPitch(), Math::EO_ZYX);
m = m * rotMat;
return m;
}
Math::Vector3d Actor::getWorldPos() const {
if (! isAttached())
return getPos();
return getFinalMatrix().getPosition();
}
Math::Quaternion Actor::getRotationQuat() const {
if (g_grim->getGameType() == GType_MONKEY4) {
const Math::Matrix4 m = getFinalMatrix();
return Math::Quaternion(m).inverse();
} else {
return Math::Quaternion::fromEuler(_yaw, _pitch, _roll, Math::EO_ZXY).inverse();
}
}
Math::Vector3d Actor::getHeadPos() const {
if (g_grim->getGameType() == GType_GRIM) {
for (Common::List<Costume *>::const_iterator i = _costumeStack.begin(); i != _costumeStack.end(); ++i) {
int headJoint = (*i)->getHeadJoint();
if (headJoint == -1)
continue;
ModelNode *allNodes = (*i)->getModelNodes();
ModelNode *node = allNodes + headJoint;
node->_needsUpdate = true;
ModelNode *root = node;
while (root->_parent) {
root = root->_parent;
root->_needsUpdate = true;
}
Math::Matrix4 matrix;
matrix.setPosition(_pos);
matrix.buildFromEuler(_yaw, _pitch, _roll, Math::EO_ZXY);
root->setMatrix(matrix);
root->update();
return node->_pivotMatrix.getPosition();
}
}
return getWorldPos();
}
void Actor::setSortOrder(const int order) {
_sortOrder = order;
// If this actor is attached to another actor, we'll use the
// explicitly specified sort order instead of the parent actor's
// sort order from now on.
if (_useParentSortOrder)
_useParentSortOrder = false;
}
int Actor::getSortOrder() const {
return _sortOrder;
}
int Actor::getEffectiveSortOrder() const {
if (_useParentSortOrder && _attachedActor != 0) {
Actor *attachedActor = Actor::getPool().getObject(_attachedActor);
return attachedActor->getEffectiveSortOrder();
}
return _sectorSortOrder >= 0 ? _sectorSortOrder : getSortOrder();
}
void Actor::activateShadow(bool active, const char *shadowName) {
Set *set = g_grim->getCurrSet();
if (!set) {
warning("Actor %s trying to activate shadow to null Set", getName().c_str());
return;
}
if (!shadowName) {
for (int i = 0; i < set->getShadowCount(); ++i) {
activateShadow(active, set->getShadow(i));
}
} else {
SetShadow *shadow = set->getShadowByName(shadowName);
if (shadow)
activateShadow(active, shadow);
}
}
void Actor::activateShadow(bool active, SetShadow *setShadow) {
int shadowId = -1;
for (int i = 0; i < MAX_SHADOWS; i++) {
if (setShadow->_name.equals(_shadowArray[i].name)) {
shadowId = i;
break;
}
}
if (shadowId == -1) {
for (int i = 0; i < MAX_SHADOWS; i++) {
if (!_shadowArray[i].active) {
shadowId = i;
break;
}
}
}
if (shadowId == -1) {
warning("Actor %s trying to activate shadow %s, but all shadow slots are in use", getName().c_str(), setShadow->_name.c_str());
return;
}
clearShadowPlane(shadowId);
setActivateShadow(shadowId, active);
if (active) {
setActiveShadow(shadowId);
setShadowPoint(setShadow->_shadowPoint);
setShadowPlane(setShadow->_name.c_str());
setShadowColor(setShadow->_color);
setShadowValid(-1); // Don't negate the normal.
Common::List<Common::String>::iterator it;
for (it = setShadow->_sectorNames.begin(); it != setShadow->_sectorNames.end(); ++it) {
addShadowPlane((*it).c_str(), g_grim->getCurrSet(), shadowId);
}
}
}
void Actor::attachToActor(Actor *parent, const char *joint) {
assert(parent != nullptr);
// No need to attach if we're already attached to this parent
if (parent->getId() == _attachedActor)
return;
// If we're attached to a different parent, detach first
if (_attachedActor != 0)
detach();
// Find the new rotation relative to the parent actor's rotation
// Note: Any joint rotation is a part of the parent actor's rotation Quat
Math::Quaternion newRot = getRotationQuat().inverse() * parent->getRotationQuat();
// Find the new position coordinates
Math::Matrix4 parentMatrix = parent->getFinalMatrix();
// If the parent has a skeleton, check if it has the requested joint
// Some models (pile o' boulders) don't have a skeleton
Common::String jointStr = joint ? joint : "";
EMICostume *cost = static_cast<EMICostume *>(parent->getCurrentCostume());
if (cost && cost->_emiSkel && cost->_emiSkel->_obj) {
assert(cost->_emiSkel->_obj->hasJoint(jointStr));
// Add the rotation from the attached actor's joint
Joint *j = cost->_emiSkel->_obj->getJointNamed(_attachedJoint);
newRot = newRot.inverse() * j->_finalQuat;
// Get the final position coordinates
_pos = _pos - j->_finalMatrix.getPosition();
j->_finalMatrix.transpose();
j->_finalMatrix.transform(&_pos, true);
}
// Get the final rotation euler coordinates
newRot.getEuler(&_roll, &_yaw, &_pitch, Math::EO_ZYX);
// Get the final position coordinates
_pos = _pos - parentMatrix.getPosition();
parentMatrix.transpose();
parentMatrix.transform(&_pos, true);
// Save the attachement info
_attachedActor = parent->getId();
_attachedJoint = jointStr;
// Use the parent actor's sort order.
_useParentSortOrder = true;
}
void Actor::detach() {
if (!isAttached())
return;
// Replace our sort order with the parent actor's sort order. Note
// that we do this even if a sort order was explicitly specified for
// the actor during the time it was attached (in which case the actor
// doesn't respect the parent actor's sort order). This seems weird,
// but matches the behavior of the original engine.
Actor *attachedActor = Actor::getPool().getObject(_attachedActor);
_sortOrder = attachedActor->getEffectiveSortOrder();
_useParentSortOrder = false;
// Position and rotate the actor in relation to the world coords
setPos(getWorldPos());
Math::Quaternion q = getRotationQuat();
q.inverse().getEuler(&_roll, &_yaw, &_pitch, Math::EO_ZYX);
// Remove the attached actor
_attachedActor = 0;
_attachedJoint = "";
}
void Actor::drawToCleanBuffer() {
if (!_cleanBuffer) {
_cleanBuffer = g_driver->genBuffer();
}
if (!_cleanBuffer) {
return;
}
_drawnToClean = true;
// clean the buffer before drawing to it
g_driver->clearBuffer(_cleanBuffer);
g_driver->selectBuffer(_cleanBuffer);
draw();
g_driver->selectBuffer(0);
_drawnToClean = true;
}
void Actor::clearCleanBuffer() {
if (_cleanBuffer) {
g_driver->delBuffer(_cleanBuffer);
_cleanBuffer = 0;
}
}
void Actor::restoreCleanBuffer() {
if (_cleanBuffer) {
update(0);
drawToCleanBuffer();
}
}
MaterialPtr Actor::findMaterial(const Common::String &name) {
Common::String fixedName = g_resourceloader->fixFilename(name, false);
Common::List<MaterialPtr>::iterator it = _materials.begin();
for (; it != _materials.end(); ++it) {
if (*it) {
if ((*it)->getFilename() == fixedName) {
return *it;
}
} else {
it = _materials.erase(it);
--it;
}
}
return (MaterialPtr)nullptr;
}
MaterialPtr Actor::loadMaterial(const Common::String &name, bool clamp) {
MaterialPtr mat = findMaterial(name);
if (!mat) {
mat = g_resourceloader->loadMaterial(name.c_str(), nullptr, clamp);
// Note: We store a weak reference.
_materials.push_back(mat);
mat->dereference();
}
return mat;
}
unsigned const int Actor::ActionChore::fadeTime = 150;
unsigned const int Actor::ActionChore::talkFadeTime = 50;
Actor::ActionChore::ActionChore() :
_costume(nullptr),
_chore(-1) {
}
Actor::ActionChore::ActionChore(Costume *cost, int chore) :
_costume(cost),
_chore(chore) {
}
void Actor::ActionChore::play(bool fade, unsigned int time) {
if (isValid()) {
if (fade) {
_costume->playChore(_chore, time);
} else {
_costume->playChore(_chore);
}
}
}
void Actor::ActionChore::playLooping(bool fade, unsigned int time) {
if (isValid()) {
if (fade) {
_costume->playChoreLooping(_chore, time);
} else {
_costume->playChoreLooping(_chore);
}
}
}
void Actor::ActionChore::stop(bool fade, unsigned int time) {
if (isValid()) {
if (fade) {
_costume->stopChore(_chore, time);
} else {
_costume->stopChore(_chore);
}
}
}
void Actor::ActionChore::setLastFrame() {
if (isValid()) {
_costume->setChoreLastFrame(_chore);
}
}
bool Actor::ActionChore::isPlaying() const {
return (isValid() && _costume->isChoring(_chore, false) >= 0);
}
void Actor::ActionChore::saveState(SaveGame *savedState) const {
if (_costume) {
savedState->writeBool(true);
savedState->writeString(_costume->getFilename());
} else {
savedState->writeBool(false);
}
savedState->writeLESint32(_chore);
}
void Actor::ActionChore::restoreState(SaveGame *savedState, Actor *actor) {
if (savedState->readBool()) {
Common::String fname = savedState->readString();
_costume = actor->findCostume(fname);
} else {
_costume = nullptr;
}
_chore = savedState->readLESint32();
}
} // end of namespace Grim