mirror of
https://github.com/libretro/scummvm.git
synced 2025-02-04 18:06:26 +00:00
1740c490d7
path finding is still missing video player has audio preloading small fixes
330 lines
8.4 KiB
C++
330 lines
8.4 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "bladerunner/set.h"
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#include "bladerunner/bladerunner.h"
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#include "bladerunner/lights.h"
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#include "bladerunner/scene_objects.h"
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#include "bladerunner/set_effects.h"
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#include "bladerunner/slice_renderer.h"
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#include "common/debug.h"
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#include "common/ptr.h"
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#include "common/str.h"
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#include "common/stream.h"
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namespace BladeRunner {
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#define kSet0 0x53657430
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Set::Set(BladeRunnerEngine *vm) : _vm(vm) {
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_objectCount = 0;
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_walkboxCount = 0;
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_objects = new Object[85];
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_walkboxes = new Walkbox[95];
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_footstepSoundOverride = -1;
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_effects = new SetEffects(vm);
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_loaded = false;
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}
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Set::~Set() {
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delete _effects;
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delete[] _objects;
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delete[] _walkboxes;
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}
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bool Set::open(const Common::String &name) {
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Common::ScopedPtr<Common::SeekableReadStream> s(_vm->getResourceStream(name));
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uint32 sig = s->readUint32BE();
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if (sig != kSet0)
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return false;
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int framesCount = s->readUint32LE();
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_objectCount = s->readUint32LE();
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assert(_objectCount <= 85);
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for (int i = 0; i < _objectCount; ++i) {
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s->read(_objects[i]._name, 20);
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float x0, y0, z0, x1, y1, z1;
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x0 = s->readFloatLE();
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y0 = s->readFloatLE();
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z0 = s->readFloatLE();
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x1 = s->readFloatLE();
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y1 = s->readFloatLE();
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z1 = s->readFloatLE();
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_objects[i]._bbox = BoundingBox(x0, y0, z0, x1, y1, z1);
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_objects[i]._isObstacle = s->readByte();
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_objects[i]._isClickable = s->readByte();
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_objects[i]._isHotMouse = 0;
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_objects[i]._isTarget = 0;
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s->skip(4);
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// debug("OBJECT: %s [%d%d%d%d]", _objects[i]._name, _objects[i]._isObstacle, _objects[i]._isClickable, _objects[i]._isHotMouse, _objects[i]._isTarget);
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}
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_walkboxCount = s->readUint32LE();
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assert(_walkboxCount <= 95);
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for (int i = 0; i < _walkboxCount; ++i) {
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float x, z;
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s->read(_walkboxes[i]._name, 20);
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_walkboxes[i]._altitude = s->readFloatLE();
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_walkboxes[i]._vertexCount = s->readUint32LE();
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assert(_walkboxes[i]._vertexCount <= 8);
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for (int j = 0; j < _walkboxes[i]._vertexCount; ++j) {
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x = s->readFloatLE();
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z = s->readFloatLE();
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_walkboxes[i]._vertices[j] = Vector3(x, _walkboxes[i]._altitude, z);
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}
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// debug("WALKBOX: %s", _walkboxes[i]._name);
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}
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_vm->_lights->reset();
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_vm->_lights->read(s.get(), framesCount);
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_vm->_sliceRenderer->setLights(_vm->_lights);
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_effects->reset();
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_effects->read(s.get(), framesCount);
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_vm->_sliceRenderer->setSetEffects(_effects);
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// _vm->_sliceRenderer->set_setColors(&this->colors);
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_loaded = true;
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for (int i = 0; i < _walkboxCount; ++i) {
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this->setWalkboxStepSound(i, 0);
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}
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return true;
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}
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void Set::addObjectsToScene(SceneObjects *sceneObjects) const {
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for (int i = 0; i < _objectCount; i++) {
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sceneObjects->addObject(i + SCENE_OBJECTS_OBJECTS_OFFSET, &_objects[i]._bbox, _objects[i]._isClickable, _objects[i]._isObstacle, _objects[i]._unknown1, _objects[i]._isTarget);
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}
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}
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// Source: http://www.faqs.org/faqs/graphics/algorithms-faq/ section 2.03
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/*
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static
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bool pointInWalkbox(float x, float z, const Walkbox &w)
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{
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uint32 i, j;
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bool c = false;
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for (i = 0, j = w._vertexCount - 1; i < w._vertexCount; j = i++) {
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if ((((w._vertices[i].z <= z) && (z < w._vertices[j].z)) ||
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((w._vertices[j].z <= z) && (z < w._vertices[i].z))) &&
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(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))
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{
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c = !c;
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}
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}
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return c;
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}
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*/
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static bool isXZInWalkbox(float x, float z, const Walkbox &walkbox) {
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int found = 0;
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float lastX = walkbox._vertices[walkbox._vertexCount - 1].x;
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float lastZ = walkbox._vertices[walkbox._vertexCount - 1].z;
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for (int i = 0; i < walkbox._vertexCount; i++) {
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float currentX = walkbox._vertices[i].x;
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float currentZ = walkbox._vertices[i].z;
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if ((currentZ > z && z >= lastZ) || (currentZ <= z && z < lastZ)) {
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float lineX = (lastX - currentX) / (lastZ - currentZ) * (z - currentZ) + currentX;
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if (x < lineX)
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found++;
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}
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lastX = currentX;
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lastZ = currentZ;
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}
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return found & 1;
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}
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float Set::getAltitudeAtXZ(float x, float z, bool *inWalkbox) const {
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float altitude = _walkboxes[0]._altitude;
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*inWalkbox = false;
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for (int i = 0; i < _walkboxCount; ++i) {
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const Walkbox &walkbox = _walkboxes[i];
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if (isXZInWalkbox(x, z, walkbox)) {
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if (!*inWalkbox || altitude < walkbox._altitude) {
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altitude = walkbox._altitude;
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*inWalkbox = true;
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}
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}
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}
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return altitude;
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}
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int Set::findWalkbox(float x, float z) const {
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int result = -1;
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for (int i = 0; i < _walkboxCount; ++i) {
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const Walkbox &w = _walkboxes[i];
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if (isXZInWalkbox(x, z, w)) {
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if (result == -1 || w._altitude > _walkboxes[result]._altitude) {
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result = i;
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}
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}
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}
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return result;
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}
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int Set::findObject(const char *objectName) const {
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int i;
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for (i = 0; i < (int)_objectCount; i++) {
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if (scumm_stricmp(objectName, _objects[i]._name) == 0) {
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return i;
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}
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}
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debug("Set::findObject didn't find \"%s\"", objectName);
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return -1;
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}
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bool Set::objectSetHotMouse(int objectId) const {
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if (!_objects || objectId < 0 || objectId >= (int)_objectCount) {
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return false;
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}
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_objects[objectId]._isHotMouse = true;
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return true;
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}
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bool Set::objectGetBoundingBox(int objectId, BoundingBox *boundingBox) const {
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assert(boundingBox);
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if (!_objects || objectId < 0 || objectId >= (int)_objectCount) {
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boundingBox->setXYZ(0, 0, 0, 0, 0, 0);
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return false;
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}
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float x0, y0, z0, x1, y1, z1;
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_objects[objectId]._bbox.getXYZ(&x0, &y0, &z0, &x1, &y1, &z1);
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boundingBox->setXYZ(x0, y0, z0, x1, y1, z1);
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return true;
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}
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void Set::objectSetIsClickable(int objectId, bool isClickable) const {
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_objects[objectId]._isClickable = isClickable;
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}
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void Set::objectSetIsObstacle(int objectId, bool isObstacle) const {
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_objects[objectId]._isObstacle = isObstacle;
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}
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void Set::objectSetIsTarget(int objectId, bool isTarget) const {
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_objects[objectId]._isTarget = isTarget;
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}
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const char *Set::objectGetName(int objectId) const {
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return _objects[objectId]._name;
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}
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void Set::setWalkboxStepSound(int walkboxId, int stepSound) {
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this->_walkboxStepSound[walkboxId] = stepSound;
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}
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void Set::setFoodstepSoundOverride(int soundId) {
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_footstepSoundOverride = soundId;
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}
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void Set::resetFoodstepSoundOverride() {
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_footstepSoundOverride = -1;
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}
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int Set::getWalkboxSoundWalkLeft(int walkboxId) {
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int soundId;
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if (this->_footstepSoundOverride >= 0) {
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soundId = this->_footstepSoundOverride;
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} else {
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soundId = this->_walkboxStepSound[walkboxId];
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}
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if (soundId == 0) { //stone floor
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return _vm->_rnd.getRandomNumberRng(160, 164);
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}
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if (soundId == 1) { //gravel floor
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return _vm->_rnd.getRandomNumberRng(164, 170);
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}
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if (soundId == 2) { //wooden floor
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return _vm->_rnd.getRandomNumberRng(476, 480);
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}
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if (soundId == 3) { //metal floor
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return _vm->_rnd.getRandomNumberRng(466, 470);
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}
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return -1;
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}
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int Set::getWalkboxSoundWalkRight(int walkboxId) {
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int soundId;
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if (this->_footstepSoundOverride >= 0) {
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soundId = this->_footstepSoundOverride;
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} else {
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soundId = this->_walkboxStepSound[walkboxId];
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}
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if (soundId == 0) { //stone floor
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return _vm->_rnd.getRandomNumberRng(165, 169);
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}
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if (soundId == 1) { //gravel floor
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return _vm->_rnd.getRandomNumberRng(169, 175);
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}
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if (soundId == 2) { //wooden floor
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return _vm->_rnd.getRandomNumberRng(481, 485);
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}
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if (soundId == 3) { //metal floor
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return _vm->_rnd.getRandomNumberRng(471, 475);
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}
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return -1;
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}
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int Set::getWalkboxSoundRunLeft(int walkboxId) {
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return getWalkboxSoundWalkLeft(walkboxId);
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}
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int Set::getWalkboxSoundRunRight(int walkboxId) {
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return getWalkboxSoundWalkRight(walkboxId);
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}
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} // End of namespace BladeRunner
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