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diff --git a/engines/bladerunner/set.cpp b/engines/bladerunner/set.cpp
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+/* 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) {
+ 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) {
+ float altitude = _walkboxes[0]._altitude;
+ *inWalkbox = false;
+
+ for (int i = 0; i < _walkboxCount; ++i) {
+ const Walkbox &w = _walkboxes[i];
+
+ if (isXZInWalkbox(x, z, w)) {
+ *inWalkbox = true;
+ if (w._altitude > altitude) {
+ altitude = w._altitude;
+ }
+ }
+ }
+
+ return altitude;
+}
+
+int Set::findWalkbox(float x, float z) {
+ 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) {
+ 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) {
+ if (!_objects || objectId < 0 || objectId >= (int)_objectCount) {
+ return false;
+ }
+
+ _objects[objectId]._isHotMouse = true;
+ return true;
+}
+
+bool Set::objectGetBoundingBox(int objectId, BoundingBox *boundingBox) {
+ 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) {
+ _objects[objectId]._isClickable = isClickable;
+}
+
+void Set::objectSetIsObstacle(int objectId, bool isObstacle) {
+ _objects[objectId]._isObstacle = isObstacle;
+}
+
+void Set::objectSetIsTarget(int objectId, bool isTarget) {
+ _objects[objectId]._isTarget = isTarget;
+}
+
+const char *Set::objectGetName(int objectId) {
+ 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