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247 lines
6.8 KiB
C++
247 lines
6.8 KiB
C++
// Residual - Virtual machine to run LucasArts' 3D adventure games
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// Copyright (C) 2003 The ScummVM-Residual Team (www.scummvm.org)
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//
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// This library is free software; you can redistribute it and/or
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// modify it under the terms of the GNU Lesser General Public
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// License as published by the Free Software Foundation; either
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// version 2.1 of the License, or (at your option) any later version.
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//
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// This library 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 GNU
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// Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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#include "stdafx.h"
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#include "actor.h"
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#include "engine.h"
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#include "costume.h"
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#include "sound.h"
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#include <cmath>
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#include <cstring>
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#include "driver_gl.h"
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Actor::Actor(const char *name) :
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name_(name), talkColor_(255, 255, 255), pos_(0, 0, 0),
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pitch_(0), yaw_(0), roll_(0), walkRate_(0), turnRate_(0),
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visible_(true), talkSound_(NULL), turning_(false), walking_(false), walkChore_(-1)
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{
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Engine::instance()->registerActor(this);
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lookingMode_ = false;
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}
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void Actor::turnTo(float pitch, float yaw, float roll) {
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pitch_ = pitch;
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roll_ = roll;
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if (yaw_ != yaw) {
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turning_ = true;
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destYaw_ = yaw;
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}
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else
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turning_ = false;
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}
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void Actor::walkTo(Vector3d p) {
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// For now, this is just the ignoring-boxes version (which afaict
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// isn't even in the original). This will eventually need a
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// following-boxes version also.
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if (p == pos_)
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walking_ = false;
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else {
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walking_ = true;
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destPos_ = p;
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if (p.x() != pos_.x() || p.y() != pos_.y())
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turnTo(pitch_, yawTo(p), roll_);
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}
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}
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bool Actor::validBoxVector(Vector3d forwardVec, float dist) {
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// TODO: Obey Actor 'constrain' flags. Verify if any other sector flags allow walking
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// Possibly use a box-aware TraceLine function instead of just checking dest point
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Vector3d tempVec = pos_ + (forwardVec * dist);
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int numSectors = Engine::instance()->currScene()->getSectorCount();
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for (int i = 0; i < numSectors; i++) {
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Sector *sector = Engine::instance()->currScene()->getSectorBase(i);
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if ((sector->type() & 0x1000) && sector->visible()) {
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if (sector->isPointInSector(tempVec))
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return true;
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}
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}
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return false;
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}
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void Actor::walkForward() {
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float dist = Engine::instance()->perSecond(walkRate_);
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float yaw_rad = yaw_ * (M_PI / 180), pitch_rad = pitch_ * (M_PI / 180);
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Vector3d forwardVec(-std::sin(yaw_rad) * std::cos(pitch_rad),
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std::cos(yaw_rad) * std::cos(pitch_rad),
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std::sin(pitch_rad));
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if (validBoxVector(forwardVec, dist))
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pos_ += forwardVec * dist;
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}
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void Actor::turn(int dir) {
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float delta = Engine::instance()->perSecond(turnRate_) * dir;
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yaw_ += delta;
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}
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float Actor::angleTo(const Actor &a) const {
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float yaw_rad = yaw_ * (M_PI / 180);
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Vector3d forwardVec(-std::sin(yaw_rad), std::cos(yaw_rad), 0);
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Vector3d delta = a.pos() - pos_;
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delta.z() = 0;
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return angle(forwardVec, delta) * (180 / M_PI);
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}
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float Actor::yawTo(Vector3d p) const {
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Vector3d dpos = p - pos_;
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if (dpos.x() == 0 && dpos.y() == 0)
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return 0;
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else
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return std::atan2(-dpos.x(), dpos.y()) * (180 / M_PI);
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}
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void Actor::sayLine(const char *msg) {
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// For now, just play the appropriate sound if found. Eventually,
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// this needs to handle possibly displaying text, starting up
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// appropriate talking chores, etc.
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// Find the message identifier
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if (msg[0] != '/')
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return;
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const char *secondSlash = std::strchr(msg + 1, '/');
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if (secondSlash == NULL)
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return;
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if (talkSound_) // Only once line at a time, please :)
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shutUp();
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std::string msgId(msg + 1, secondSlash);
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talkSound_ = ResourceLoader::instance()->loadSound((msgId + ".wav").c_str());
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if (talkSound_ != NULL)
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Mixer::instance()->playVoice(talkSound_);
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// FIXME: Ender - Disabled until I work out why the wrong Chores play
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// if (!costumeStack_.empty()) {
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// printf("Requesting talk chore\n");
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// costumeStack_.back()->playTalkChores();
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// }
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}
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bool Actor::talking() {
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if (talkSound_ == NULL)
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return false;
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if (talkSound_->done()) {
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// FIXME: Ender - Disabled until I work out why the wrong Chores play
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// if (!costumeStack_.empty())
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// costumeStack_.back()->stopTalkChores();
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talkSound_ = NULL;
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return false;
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}
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return true;
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}
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void Actor::shutUp() {
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if (talkSound_) {
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Mixer::instance()->stopVoice(talkSound_);
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talkSound_ = NULL;
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}
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}
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void Actor::pushCostume(const char *name) {
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Costume *newCost = ResourceLoader::instance()->
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loadCostume(name, currentCostume());
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costumeStack_.push_back(newCost);
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}
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void Actor::setCostume(const char *name) {
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if (! costumeStack_.empty())
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popCostume();
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pushCostume(name);
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}
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void Actor::popCostume() {
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if (! costumeStack_.empty()) {
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delete costumeStack_.back();
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costumeStack_.pop_back();
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}
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}
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void Actor::clearCostumes() {
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// Make sure to destroy costume copies in reverse order
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while (! costumeStack_.empty()) {
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delete costumeStack_.back();
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costumeStack_.pop_back();
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}
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}
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void Actor::setHead( int joint1, int joint2, int joint3, float maxRoll, float maxPitch, float maxYaw ) {
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if (!costumeStack_.empty()) {
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costumeStack_.back()->setHead( joint1, joint2, joint3, maxRoll, maxPitch, maxYaw);
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}
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}
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Costume *Actor::findCostume(const char *name) {
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for (std::list<Costume *>::iterator i = costumeStack_.begin();
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i != costumeStack_.end(); i++)
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if (std::strcmp((*i)->filename(), name) == 0)
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return *i;
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return NULL;
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}
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void Actor::update() {
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if (turning_) {
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float turnAmt = Engine::instance()->perSecond(turnRate_);
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float dyaw = destYaw_ - yaw_;
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while (dyaw > 180)
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dyaw -= 360;
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while (dyaw < -180)
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dyaw += 360;
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if (turnAmt >= std::abs(dyaw)) {
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yaw_ = destYaw_;
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turning_ = false;
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}
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else if (dyaw > 0)
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yaw_ += turnAmt;
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else
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yaw_ -= turnAmt;
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}
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if (walking_) {
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Vector3d dir = destPos_ - pos_;
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float dist = dir.magnitude();
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if (dist > 0)
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dir /= dist;
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float walkAmt = Engine::instance()->perSecond(walkRate_);
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if (walkAmt >= dist) {
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pos_ = destPos_;
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walking_ = false;
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turning_ = false;
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}
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else
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pos_ += dir * walkAmt;
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}
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for (std::list<Costume *>::iterator i = costumeStack_.begin();
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i != costumeStack_.end(); i++)
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{
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(*i)->setPosRotate( pos_, pitch_, yaw_, roll_ );
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(*i)->update();
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}
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if (lookingMode_) {
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float lookAtAmt = Engine::instance()->perSecond(lookAtRate_);
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}
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}
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void Actor::draw() {
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if (! costumeStack_.empty()) {
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g_driver->startActorDraw(pos_, yaw_, pitch_, roll_);
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costumeStack_.back()->draw();
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g_driver->finishActorDraw();
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}
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}
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