scummvm/engines/zvision/lever_control.cpp
2014-01-07 18:39:16 +07:00

395 lines
13 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 "common/scummsys.h"
#include "zvision/lever_control.h"
#include "zvision/zvision.h"
#include "zvision/script_manager.h"
#include "zvision/render_manager.h"
#include "zvision/cursor_manager.h"
#include "zvision/rlf_animation.h"
#include "zvision/zork_avi_decoder.h"
#include "zvision/utility.h"
#include "common/stream.h"
#include "common/file.h"
#include "common/tokenizer.h"
#include "common/system.h"
#include "graphics/surface.h"
namespace ZVision {
LeverControl::LeverControl(ZVision *engine, uint32 key, Common::SeekableReadStream &stream)
: Control(engine, key),
_frameInfo(0),
_frameCount(0),
_startFrame(0),
_currentFrame(0),
_lastRenderedFrame(0),
_mouseIsCaptured(false),
_isReturning(false),
_accumulatedTime(0),
_returnRoutesCurrentFrame(0) {
// Loop until we find the closing brace
Common::String line = stream.readLine();
trimCommentsAndWhiteSpace(&line);
while (!stream.eos() && !line.contains('}')) {
if (line.matchString("*descfile*", true)) {
char levFileName[25];
sscanf(line.c_str(), "%*[^(](%25[^)])", levFileName);
parseLevFile(levFileName);
} else if (line.matchString("*cursor*", true)) {
char cursorName[25];
sscanf(line.c_str(), "%*[^(](%25[^)])", cursorName);
_cursorName = Common::String(cursorName);
}
line = stream.readLine();
trimCommentsAndWhiteSpace(&line);
}
renderFrame(_currentFrame);
}
LeverControl::~LeverControl() {
if (_fileType == AVI) {
delete _animation.avi;
} else if (_fileType == RLF) {
delete _animation.rlf;
}
delete[] _frameInfo;
}
void LeverControl::parseLevFile(const Common::String &fileName) {
Common::File file;
if (!file.open(fileName)) {
warning("LEV file %s could could be opened", fileName.c_str());
return;
}
Common::String line = file.readLine();
while (!file.eos()) {
if (line.matchString("*animation_id*", true)) {
// Not used
} else if (line.matchString("*filename*", true)) {
char fileNameBuffer[25];
sscanf(line.c_str(), "%*[^:]:%25[^~]~", fileNameBuffer);
Common::String animationFileName(fileNameBuffer);
if (animationFileName.hasSuffix(".avi")) {
_animation.avi = new ZorkAVIDecoder();
_animation.avi->loadFile(animationFileName);
_fileType = AVI;
} else if (animationFileName.hasSuffix(".rlf")) {
_animation.rlf = new RlfAnimation(animationFileName, false);
_fileType = RLF;
}
} else if (line.matchString("*skipcolor*", true)) {
// Not used
} else if (line.matchString("*anim_coords*", true)) {
int left, top, right, bottom;
sscanf(line.c_str(), "%*[^:]:%d %d %d %d~", &left, &top, &right, &bottom);
_animationCoords.left = left;
_animationCoords.top = top;
_animationCoords.right = right;
_animationCoords.bottom = bottom;
} else if (line.matchString("*mirrored*", true)) {
uint mirrored;
sscanf(line.c_str(), "%*[^:]:%u~", &mirrored);
_mirrored = mirrored == 0 ? false : true;
} else if (line.matchString("*frames*", true)) {
sscanf(line.c_str(), "%*[^:]:%u~", &_frameCount);
_frameInfo = new FrameInfo[_frameCount];
} else if (line.matchString("*elsewhere*", true)) {
// Not used
} else if (line.matchString("*out_of_control*", true)) {
// Not used
} else if (line.matchString("*start_pos*", true)) {
sscanf(line.c_str(), "%*[^:]:%u~", &_startFrame);
_currentFrame = _startFrame;
} else if (line.matchString("*hotspot_deltas*", true)) {
uint x;
uint y;
sscanf(line.c_str(), "%*[^:]:%u %u~", &x, &y);
_hotspotDelta.x = x;
_hotspotDelta.y = y;
} else {
uint frameNumber;
uint x, y;
if (sscanf(line.c_str(), "%u:%u %u", &frameNumber, &x, &y) == 3) {
_frameInfo[frameNumber].hotspot.left = x;
_frameInfo[frameNumber].hotspot.top = y;
_frameInfo[frameNumber].hotspot.right = x + _hotspotDelta.x;
_frameInfo[frameNumber].hotspot.bottom = y + _hotspotDelta.y;
}
Common::StringTokenizer tokenizer(line, " ^=()");
tokenizer.nextToken();
tokenizer.nextToken();
Common::String token = tokenizer.nextToken();
while (!tokenizer.empty()) {
if (token == "D") {
token = tokenizer.nextToken();
uint angle;
uint toFrame;
sscanf(token.c_str(), "%u,%u", &toFrame, &angle);
_frameInfo[frameNumber].directions.push_back(Direction(angle, toFrame));
} else if (token.hasPrefix("P")) {
// Format: P(<from> to <to>)
tokenizer.nextToken();
tokenizer.nextToken();
token = tokenizer.nextToken();
uint to = atoi(token.c_str());
_frameInfo[frameNumber].returnRoute.push_back(to);
}
token = tokenizer.nextToken();
}
}
line = file.readLine();
}
}
bool LeverControl::onMouseDown(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos) {
if (_engine->getScriptManager()->getStateFlag(_key) & Puzzle::DISABLED)
return false;
if (_frameInfo[_currentFrame].hotspot.contains(backgroundImageSpacePos)) {
_mouseIsCaptured = true;
_lastMousePos = backgroundImageSpacePos;
}
return false;
}
bool LeverControl::onMouseUp(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos) {
if (_engine->getScriptManager()->getStateFlag(_key) & Puzzle::DISABLED)
return false;
if (_mouseIsCaptured) {
_mouseIsCaptured = false;
_engine->getScriptManager()->setStateValue(_key, _currentFrame);
_isReturning = true;
_returnRoutesCurrentProgress = _frameInfo[_currentFrame].returnRoute.begin();
_returnRoutesCurrentFrame = _currentFrame;
}
return false;
}
bool LeverControl::onMouseMove(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos) {
if (_engine->getScriptManager()->getStateFlag(_key) & Puzzle::DISABLED)
return false;
bool cursorWasChanged = false;
if (_mouseIsCaptured) {
// Make sure the square distance between the last point and the current point is greater than 64
// This is a heuristic. This determines how responsive the lever is to mouse movement.
// TODO: Fiddle with the heuristic to get a good lever responsiveness 'feel'
if (_lastMousePos.sqrDist(backgroundImageSpacePos) >= 64) {
int angle = calculateVectorAngle(_lastMousePos, backgroundImageSpacePos);
_lastMousePos = backgroundImageSpacePos;
for (Common::List<Direction>::iterator iter = _frameInfo[_currentFrame].directions.begin(); iter != _frameInfo[_currentFrame].directions.end(); ++iter) {
if (angle >= (int)iter->angle - ANGLE_DELTA && angle <= (int)iter->angle + ANGLE_DELTA) {
_currentFrame = iter->toFrame;
renderFrame(_currentFrame);
break;
}
}
}
} else if (_frameInfo[_currentFrame].hotspot.contains(backgroundImageSpacePos)) {
_engine->getCursorManager()->changeCursor(_engine->getCursorManager()->getCursorId(_cursorName));
cursorWasChanged = true;
}
return cursorWasChanged;
}
bool LeverControl::process(uint32 deltaTimeInMillis) {
if (_engine->getScriptManager()->getStateFlag(_key) & Puzzle::DISABLED)
return false;
if (_isReturning) {
_accumulatedTime += deltaTimeInMillis;
while (_accumulatedTime >= ANIMATION_FRAME_TIME) {
_accumulatedTime -= ANIMATION_FRAME_TIME;
if (_returnRoutesCurrentFrame == *_returnRoutesCurrentProgress) {
_returnRoutesCurrentProgress++;
}
if (_returnRoutesCurrentProgress == _frameInfo[_currentFrame].returnRoute.end()) {
_isReturning = false;
_currentFrame = _returnRoutesCurrentFrame;
return false;
}
uint toFrame = *_returnRoutesCurrentProgress;
if (_returnRoutesCurrentFrame < toFrame) {
_returnRoutesCurrentFrame++;
} else if (_returnRoutesCurrentFrame > toFrame) {
_returnRoutesCurrentFrame--;
}
_engine->getScriptManager()->setStateValue(_key, _returnRoutesCurrentFrame);
renderFrame(_returnRoutesCurrentFrame);
}
}
return false;
}
int LeverControl::calculateVectorAngle(const Common::Point &pointOne, const Common::Point &pointTwo) {
// Check for the easy angles first
if (pointOne.x == pointTwo.x && pointOne.y == pointTwo.y)
return -1; // This should never happen
else if (pointOne.x == pointTwo.x) {
if (pointTwo.y < pointOne.y)
return 90;
else
return 270;
} else if (pointOne.y == pointTwo.y) {
if (pointTwo.x > pointOne.x)
return 0;
else
return 180;
} else {
// Calculate the angle with trig
int16 xDist = pointTwo.x - pointOne.x;
int16 yDist = pointTwo.y - pointOne.y;
// Calculate the angle using arctan
// Then convert to degrees. (180 / 3.14159 = 57.2958)
int angle = int(atan((float)yDist / (float)xDist) * 57);
// Calculate what quadrant pointTwo is in
uint quadrant = ((yDist > 0 ? 1 : 0) << 1) | (xDist < 0 ? 1 : 0);
// Explanation of quadrants:
//
// yDist > 0 | xDist < 0 | Quadrant number
// 0 | 0 | 0
// 0 | 1 | 1
// 1 | 0 | 2
// 1 | 1 | 3
//
// Note: I know this doesn't line up with traditional mathematical quadrants
// but doing it this way allows you can use a switch and is a bit cleaner IMO.
//
// The graph below shows the 4 quadrants pointTwo can end up in as well
// as what the angle as calculated above refers to.
// Note: The calculated angle in quadrants 0 and 3 is negative
// due to arctan(-x) = -theta
//
// Origin => (pointOne.x, pointOne.y)
// * => (pointTwo.x, pointTwo.y)
//
// 90 |
// ^ |
// * | * |
// \ | / |
// \ | / |
// \ | / |
// Quadrant 1 \ | / Quadrant 0 |
// \ | / |
// \ | / |
// angle ( \|/ ) -angle |
// 180 <----------------------------------------> 0 |
// -angle ( /|\ ) angle |
// / | \ |
// / | \ |
// Quadrant 3 / | \ Quadrant 2 |
// / | \ |
// / | \ |
// / | \ |
// * | * |
// ^ |
// 270 |
// Convert the local angles to unit circle angles
switch (quadrant) {
case 0:
angle = 180 + angle;
break;
case 1:
// Do nothing
break;
case 2:
angle = 180 + angle;
break;
case 3:
angle = 360 + angle;
break;
}
return angle;
}
}
void LeverControl::renderFrame(uint frameNumber) {
if (frameNumber == 0) {
_lastRenderedFrame = frameNumber;
} else if (frameNumber < _lastRenderedFrame && _mirrored) {
_lastRenderedFrame = frameNumber;
frameNumber = (_frameCount * 2) - frameNumber - 1;
} else {
_lastRenderedFrame = frameNumber;
}
const Graphics::Surface *frameData;
int x = _animationCoords.left;
int y = _animationCoords.top;
if (_fileType == RLF) {
// getFrameData() will automatically optimize to getNextFrame() / getPreviousFrame() if it can
frameData = _animation.rlf->getFrameData(frameNumber);
} else if (_fileType == AVI) {
_animation.avi->seekToFrame(frameNumber);
const Graphics::Surface *surface = _animation.avi->decodeNextFrame();
frameData = surface;
}
_engine->getRenderManager()->blitSurfaceToBkg(*frameData, x, y);
}
} // End of namespace ZVision