Peter Kohaut 1740c490d7 BLADERUNNER: improvements to the walking code
path finding is still missing
video player has audio preloading
small fixes
2017-04-01 08:57:57 +02:00

330 lines
8.4 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM 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 "bladerunner/set.h"
#include "bladerunner/bladerunner.h"
#include "bladerunner/lights.h"
#include "bladerunner/scene_objects.h"
#include "bladerunner/set_effects.h"
#include "bladerunner/slice_renderer.h"
#include "common/debug.h"
#include "common/ptr.h"
#include "common/str.h"
#include "common/stream.h"
namespace BladeRunner {
#define kSet0 0x53657430
Set::Set(BladeRunnerEngine *vm) : _vm(vm) {
_objectCount = 0;
_walkboxCount = 0;
_objects = new Object[85];
_walkboxes = new Walkbox[95];
_footstepSoundOverride = -1;
_effects = new SetEffects(vm);
_loaded = false;
}
Set::~Set() {
delete _effects;
delete[] _objects;
delete[] _walkboxes;
}
bool Set::open(const Common::String &name) {
Common::ScopedPtr<Common::SeekableReadStream> s(_vm->getResourceStream(name));
uint32 sig = s->readUint32BE();
if (sig != kSet0)
return false;
int framesCount = s->readUint32LE();
_objectCount = s->readUint32LE();
assert(_objectCount <= 85);
for (int i = 0; i < _objectCount; ++i) {
s->read(_objects[i]._name, 20);
float x0, y0, z0, x1, y1, z1;
x0 = s->readFloatLE();
y0 = s->readFloatLE();
z0 = s->readFloatLE();
x1 = s->readFloatLE();
y1 = s->readFloatLE();
z1 = s->readFloatLE();
_objects[i]._bbox = BoundingBox(x0, y0, z0, x1, y1, z1);
_objects[i]._isObstacle = s->readByte();
_objects[i]._isClickable = s->readByte();
_objects[i]._isHotMouse = 0;
_objects[i]._isTarget = 0;
s->skip(4);
// debug("OBJECT: %s [%d%d%d%d]", _objects[i]._name, _objects[i]._isObstacle, _objects[i]._isClickable, _objects[i]._isHotMouse, _objects[i]._isTarget);
}
_walkboxCount = s->readUint32LE();
assert(_walkboxCount <= 95);
for (int i = 0; i < _walkboxCount; ++i) {
float x, z;
s->read(_walkboxes[i]._name, 20);
_walkboxes[i]._altitude = s->readFloatLE();
_walkboxes[i]._vertexCount = s->readUint32LE();
assert(_walkboxes[i]._vertexCount <= 8);
for (int j = 0; j < _walkboxes[i]._vertexCount; ++j) {
x = s->readFloatLE();
z = s->readFloatLE();
_walkboxes[i]._vertices[j] = Vector3(x, _walkboxes[i]._altitude, z);
}
// debug("WALKBOX: %s", _walkboxes[i]._name);
}
_vm->_lights->reset();
_vm->_lights->read(s.get(), framesCount);
_vm->_sliceRenderer->setLights(_vm->_lights);
_effects->reset();
_effects->read(s.get(), framesCount);
_vm->_sliceRenderer->setSetEffects(_effects);
// _vm->_sliceRenderer->set_setColors(&this->colors);
_loaded = true;
for (int i = 0; i < _walkboxCount; ++i) {
this->setWalkboxStepSound(i, 0);
}
return true;
}
void Set::addObjectsToScene(SceneObjects *sceneObjects) const {
for (int i = 0; i < _objectCount; i++) {
sceneObjects->addObject(i + SCENE_OBJECTS_OBJECTS_OFFSET, &_objects[i]._bbox, _objects[i]._isClickable, _objects[i]._isObstacle, _objects[i]._unknown1, _objects[i]._isTarget);
}
}
// Source: http://www.faqs.org/faqs/graphics/algorithms-faq/ section 2.03
/*
static
bool pointInWalkbox(float x, float z, const Walkbox &w)
{
uint32 i, j;
bool c = false;
for (i = 0, j = w._vertexCount - 1; i < w._vertexCount; j = i++) {
if ((((w._vertices[i].z <= z) && (z < w._vertices[j].z)) ||
((w._vertices[j].z <= z) && (z < w._vertices[i].z))) &&
(x < (w._vertices[j].x - w._vertices[i].x) * (z - w._vertices[i].z) / (w._vertices[j].z - w._vertices[i].z) + w._vertices[i].x))
{
c = !c;
}
}
return c;
}
*/
static bool isXZInWalkbox(float x, float z, const Walkbox &walkbox) {
int found = 0;
float lastX = walkbox._vertices[walkbox._vertexCount - 1].x;
float lastZ = walkbox._vertices[walkbox._vertexCount - 1].z;
for (int i = 0; i < walkbox._vertexCount; i++) {
float currentX = walkbox._vertices[i].x;
float currentZ = walkbox._vertices[i].z;
if ((currentZ > z && z >= lastZ) || (currentZ <= z && z < lastZ)) {
float lineX = (lastX - currentX) / (lastZ - currentZ) * (z - currentZ) + currentX;
if (x < lineX)
found++;
}
lastX = currentX;
lastZ = currentZ;
}
return found & 1;
}
float Set::getAltitudeAtXZ(float x, float z, bool *inWalkbox) const {
float altitude = _walkboxes[0]._altitude;
*inWalkbox = false;
for (int i = 0; i < _walkboxCount; ++i) {
const Walkbox &walkbox = _walkboxes[i];
if (isXZInWalkbox(x, z, walkbox)) {
if (!*inWalkbox || altitude < walkbox._altitude) {
altitude = walkbox._altitude;
*inWalkbox = true;
}
}
}
return altitude;
}
int Set::findWalkbox(float x, float z) const {
int result = -1;
for (int i = 0; i < _walkboxCount; ++i) {
const Walkbox &w = _walkboxes[i];
if (isXZInWalkbox(x, z, w)) {
if (result == -1 || w._altitude > _walkboxes[result]._altitude) {
result = i;
}
}
}
return result;
}
int Set::findObject(const char *objectName) const {
int i;
for (i = 0; i < (int)_objectCount; i++) {
if (scumm_stricmp(objectName, _objects[i]._name) == 0) {
return i;
}
}
debug("Set::findObject didn't find \"%s\"", objectName);
return -1;
}
bool Set::objectSetHotMouse(int objectId) const {
if (!_objects || objectId < 0 || objectId >= (int)_objectCount) {
return false;
}
_objects[objectId]._isHotMouse = true;
return true;
}
bool Set::objectGetBoundingBox(int objectId, BoundingBox *boundingBox) const {
assert(boundingBox);
if (!_objects || objectId < 0 || objectId >= (int)_objectCount) {
boundingBox->setXYZ(0, 0, 0, 0, 0, 0);
return false;
}
float x0, y0, z0, x1, y1, z1;
_objects[objectId]._bbox.getXYZ(&x0, &y0, &z0, &x1, &y1, &z1);
boundingBox->setXYZ(x0, y0, z0, x1, y1, z1);
return true;
}
void Set::objectSetIsClickable(int objectId, bool isClickable) const {
_objects[objectId]._isClickable = isClickable;
}
void Set::objectSetIsObstacle(int objectId, bool isObstacle) const {
_objects[objectId]._isObstacle = isObstacle;
}
void Set::objectSetIsTarget(int objectId, bool isTarget) const {
_objects[objectId]._isTarget = isTarget;
}
const char *Set::objectGetName(int objectId) const {
return _objects[objectId]._name;
}
void Set::setWalkboxStepSound(int walkboxId, int stepSound) {
this->_walkboxStepSound[walkboxId] = stepSound;
}
void Set::setFoodstepSoundOverride(int soundId) {
_footstepSoundOverride = soundId;
}
void Set::resetFoodstepSoundOverride() {
_footstepSoundOverride = -1;
}
int Set::getWalkboxSoundWalkLeft(int walkboxId) {
int soundId;
if (this->_footstepSoundOverride >= 0) {
soundId = this->_footstepSoundOverride;
} else {
soundId = this->_walkboxStepSound[walkboxId];
}
if (soundId == 0) { //stone floor
return _vm->_rnd.getRandomNumberRng(160, 164);
}
if (soundId == 1) { //gravel floor
return _vm->_rnd.getRandomNumberRng(164, 170);
}
if (soundId == 2) { //wooden floor
return _vm->_rnd.getRandomNumberRng(476, 480);
}
if (soundId == 3) { //metal floor
return _vm->_rnd.getRandomNumberRng(466, 470);
}
return -1;
}
int Set::getWalkboxSoundWalkRight(int walkboxId) {
int soundId;
if (this->_footstepSoundOverride >= 0) {
soundId = this->_footstepSoundOverride;
} else {
soundId = this->_walkboxStepSound[walkboxId];
}
if (soundId == 0) { //stone floor
return _vm->_rnd.getRandomNumberRng(165, 169);
}
if (soundId == 1) { //gravel floor
return _vm->_rnd.getRandomNumberRng(169, 175);
}
if (soundId == 2) { //wooden floor
return _vm->_rnd.getRandomNumberRng(481, 485);
}
if (soundId == 3) { //metal floor
return _vm->_rnd.getRandomNumberRng(471, 475);
}
return -1;
}
int Set::getWalkboxSoundRunLeft(int walkboxId) {
return getWalkboxSoundWalkLeft(walkboxId);
}
int Set::getWalkboxSoundRunRight(int walkboxId) {
return getWalkboxSoundWalkRight(walkboxId);
}
} // End of namespace BladeRunner