scummvm/engines/grim/emi/costumeemi.cpp
2012-02-17 14:46:32 -08:00

240 lines
7.6 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 library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*
*/
#include "common/endian.h"
#include "engines/grim/debug.h"
#include "engines/grim/costume.h"
#include "engines/grim/grim.h"
#include "engines/grim/resource.h"
#include "engines/grim/emi/costumeemi.h"
#include "engines/grim/emi/modelemi.h"
#include "engines/grim/costume/chore.h"
#include "engines/grim/costume/head.h"
#include "engines/grim/emi/costume/emianim_component.h"
#include "engines/grim/emi/costume/emimesh_component.h"
#include "engines/grim/emi/costume/emiskel_component.h"
#include "engines/grim/emi/costume/emisprite_component.h"
#include "engines/grim/costume/main_model_component.h"
namespace Grim {
EMICostume::EMICostume(const Common::String &fname, Costume *prevCost) :
Costume(fname, prevCost), _emiSkel(NULL), _emiMesh(NULL) {
}
void EMICostume::load(Common::SeekableReadStream *data) {
Common::List<Component *>components;
_numChores = data->readUint32LE();
_chores = new Chore *[_numChores];
for (int i = 0; i < _numChores; i++) {
_chores[i] = new PoolChore();
uint32 nameLength;
Component *prevComponent = NULL;
nameLength = data->readUint32LE();
data->read(_chores[i]->_name, nameLength);
float length;
data->read(&length, 4);
_chores[i]->_length = (int)length;
_chores[i]->setOwner(this);
_chores[i]->createTracks(data->readUint32LE());
for (int k = 0; k < _chores[i]->_numTracks; k++) {
int componentNameLength = data->readUint32LE();
char *name = new char[componentNameLength];
data->read(name, componentNameLength);
data->readUint32LE();
int parentID = data->readUint32LE();
if (parentID == -1 && _prevCostume) {
MainModelComponent *mmc;
// However, only the first item can actually share the
// node hierarchy with the previous costume, so flag
// that component so it knows what to do
if (i == 0)
parentID = -2;
prevComponent = _prevCostume->getComponent(0);
mmc = dynamic_cast<MainModelComponent *>(prevComponent);
// Make sure that the component is valid
if (!mmc)
prevComponent = NULL;
}
// Actually load the appropriate component
Component *component = loadComponent(parentID < 0 ? NULL : _components[parentID], parentID, name, prevComponent);
if (component) {
component->setCostume(this);
component->init();
if (strcmp(_chores[i]->_name, "wear_default") == 0) {
EMIMeshComponent *m = dynamic_cast<EMIMeshComponent *>(component);
EMISkelComponent *s = dynamic_cast<EMISkelComponent *>(component);
if (m) {
_emiMesh = m;
if (_emiSkel) {
_emiMesh->_obj->setSkeleton(_emiSkel->_obj);
}
} else if (s) {
_emiSkel = s;
if (_emiMesh) {
_emiMesh->_obj->setSkeleton(_emiSkel->_obj);
}
}
}
}
//Component *component = loadComponentEMI(name, parent);
components.push_back(component);
ChoreTrack &track = _chores[i]->_tracks[k];
track.numKeys = data->readUint32LE();
track.keys = new TrackKey[track.numKeys];
track.component = component;
// this is probably wrong
track.compID = 0;
for (int j = 0; j < track.numKeys; j++) {
float time, value;
data->read(&time, 4);
data->read(&value, 4);
track.keys[j].time = (int)time;
track.keys[j].value = (int)value;
}
delete[] name;
}
//_chores[i]._tracks->compID;
}
_numComponents = components.size();
_components = new Component *[_numComponents];
int i = 0;
for (Common::List<Component *>::iterator it = components.begin(); it != components.end(); ++it, ++i) {
_components[i] = *it;
if (!_components[i])
continue;
}
}
Component *EMICostume::loadComponent(Component *parent, int parentID, const char *name, Component *prevComponent) {
// some have an exclimation mark, this could mean something.
// for now, return 0 otherwise it will just crash in some other part.
//return 0;
assert(name[0] == '!');
++name;
char type[5];
tag32 tag = 0;
memcpy(&tag, name, 4);
memcpy(&type, name, 4);
type[4] = 0;
name += 4;
if (FROM_BE_32(tag) == MKTAG('m','e','s','h')) {
//Debug::warning(Debug::Costumes, "Actor::loadComponentEMI Implement MESH-handling: %s" , name);
return new EMIMeshComponent(parent, parentID, name, prevComponent, tag);
} else if (FROM_BE_32(tag) == MKTAG('s','k','e','l')) {
//Debug::warning(Debug::Costumes, "Actor::loadComponentEMI Implement SKEL-handling: %s" , name);
return new EMISkelComponent(parent, parentID, name, prevComponent, tag);
} else if (FROM_BE_32(tag) == MKTAG('t','e','x','i')) {
Debug::warning(Debug::Costumes, "Actor::loadComponentEMI Implement TEXI-handling: %s" , name);
//return new MaterialComponent(parent, parentID, name, tag);
} else if (FROM_BE_32(tag) == MKTAG('a','n','i','m')) {
//Debug::warning(Debug::Costumes, "Actor::loadComponentEMI Implement ANIM-handling: %s" , name);
return new EMIAnimComponent(parent, parentID, name, prevComponent, tag);
} else if (FROM_BE_32(tag) == MKTAG('l','u','a','c')) {
Debug::warning(Debug::Costumes, "Actor::loadComponentEMI Implement LUAC-handling: %s" , name);
} else if (FROM_BE_32(tag) == MKTAG('l','u','a','v')) {
Debug::warning(Debug::Costumes, "Actor::loadComponentEMI Implement LUAV-handling: %s" , name);
//return new LuaVarComponent(parent, parentID, name, tag);
} else if (FROM_BE_32(tag) == MKTAG('s','p','r','t')) {
//Debug::warning(Debug::Costumes, "Actor::loadComponentEMI Implement SPRT-handling: %s" , name);
return new EMISpriteComponent(parent, parentID, name, prevComponent, tag);
} else if (FROM_BE_32(tag) == MKTAG('s','h','a','d')) {
Debug::warning(Debug::Costumes, "Actor::loadComponentEMI Implement SHAD-handling: %s" , name);
} else {
error("Actor::loadComponentEMI missing tag: %s for %s", name, type);
}
/*
char t[4];
memcpy(t, &tag, sizeof(tag32));
warning("loadComponent: Unknown tag '%c%c%c%c', name '%s'", t[0], t[1], t[2], t[3], name);*/
return NULL;
}
void EMICostume::draw() {
for (Common::List<Chore*>::iterator it = _playingChores.begin(); it != _playingChores.end(); ++it) {
Chore *c = (*it);
for (int i = 0; i < c->_numTracks; ++i) {
if (c->_tracks[i].component) {
c->_tracks[i].component->draw();
}
}
}
if (_emiMesh) {
_emiMesh->draw();
}
}
int EMICostume::update(uint time) {
for (Common::List<Chore*>::iterator i = _playingChores.begin(); i != _playingChores.end(); ++i) {
(*i)->update(time);
if (!(*i)->_playing) {
i = _playingChores.erase(i);
--i;
}
}
int marker = 0;
for (int i = 0; i < _numComponents; i++) {
if (_components[i]) {
_components[i]->setMatrix(_matrix);
int m = _components[i]->update(time);
if (m > 0) {
marker = m;
}
}
}
return marker;
}
void EMICostume::saveState(SaveGame *state) const {
// TODO
return;
}
bool EMICostume::restoreState(SaveGame *state) {
// TODO
return true;
}
} // end of namespace Grim