/* 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 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, y, z; s->read(_walkboxes[i]._name, 20); y = 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, y, 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++; } } 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