/* 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/game_constants.h" #include "bladerunner/lights.h" #include "bladerunner/savefile.h" #include "bladerunner/scene.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 frameCount = s->readUint32LE(); _objectCount = s->readUint32LE(); assert(_objectCount <= 85); char buf[20]; for (int i = 0; i < _objectCount; ++i) { s->read(buf, sizeof(buf)); _objects[i].name = buf; 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].unknown1 = 0; _objects[i].isTarget = 0; s->skip(4); } patchInAdditionalObjectsInSet(); _walkboxCount = s->readUint32LE(); assert(_walkboxCount <= 95); for (int i = 0; i < _walkboxCount; ++i) { s->read(buf, sizeof(buf)); _walkboxes[i].name = buf; _walkboxes[i].altitude = s->readFloatLE(); _walkboxes[i].vertexCount = s->readUint32LE(); assert(_walkboxes[i].vertexCount <= 8); for (int j = 0; j < _walkboxes[i].vertexCount; ++j) { float x = s->readFloatLE(); float z = s->readFloatLE(); _walkboxes[i].vertices[j] = Vector3(x, _walkboxes[i].altitude, z); } } _vm->_lights->reset(); _vm->_lights->read(s.get(), frameCount); _vm->_sliceRenderer->setLights(_vm->_lights); _effects->reset(); _effects->read(s.get(), frameCount); _vm->_sliceRenderer->setSetEffects(_effects); // _vm->_sliceRenderer->set_setColors(&colors); _loaded = true; for (int i = 0; i < _walkboxCount; ++i) { setWalkboxStepSound(i, 0); } return true; } void Set::addObjectsToScene(SceneObjects *sceneObjects) const { for (int i = 0; i < _objectCount; i++) { overrideSceneObjectInfo(i); // For bugfixes with respect to clickable/targetable box positioning/bounding box sceneObjects->addObject(i + kSceneObjectOffsetObjects, _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; } */ bool Set::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) const { float altitude = _walkboxes[0].altitude; *inWalkbox = false; for (int i = 0; i < _walkboxCount; ++i) { const Walkbox &walkbox = _walkboxes[i]; if (isXZInWalkbox(x, z, walkbox)) { if (!*inWalkbox || altitude < walkbox.altitude) { altitude = walkbox.altitude; *inWalkbox = true; } } } return altitude; } int Set::findWalkbox(float x, float z) const { 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 Common::String &objectName) const { for (int i = 0; i < _objectCount; ++i) { if (objectName.compareToIgnoreCase(_objects[i].name) == 0) { return i; } } warning("Set::findObject didn't find \"%s\"", objectName.c_str()); return -1; } bool Set::objectSetHotMouse(int objectId) const { if (!_objects || objectId < 0 || objectId >= (int)_objectCount) { return false; } _objects[objectId].isHotMouse = true; return true; } bool Set::objectGetBoundingBox(int objectId, BoundingBox *boundingBox) const { 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 Common::String &Set::objectGetName(int objectId) const { return _objects[objectId].name; } void Set::setWalkboxStepSound(int walkboxId, int floorType) { _walkboxStepSound[walkboxId] = floorType; } void Set::setFoodstepSoundOverride(int floorType) { _footstepSoundOverride = floorType; } void Set::resetFoodstepSoundOverride() { _footstepSoundOverride = -1; } int Set::getWalkboxSoundWalkLeft(int walkboxId) const{ int floorType; if (_footstepSoundOverride >= 0) { floorType = _footstepSoundOverride; } else { floorType = _walkboxStepSound[walkboxId]; } if (floorType == 0) { //stone floor // one of kSfxCEMENTL1, kSfxCEMENTL2, kSfxCEMENTL3, kSfxCEMENTL4, kSfxCEMENTL5 return _vm->_rnd.getRandomNumberRng(kSfxCEMENTL1, kSfxCEMENTL5); } if (floorType == 1) { //gravel floor #if BLADERUNNER_ORIGINAL_BUGS // A bug? // one of kSfxCEMENTL5, kSfxCEMENTR1, kSfxCEMENTR2, kSfxCEMENTR3, kSfxCEMENTR4, kSfxCEMENTR5, kSfxCEMWETL1 return _vm->_rnd.getRandomNumberRng(kSfxCEMENTL5, kSfxCEMWETL1); #else // one of kSfxCEMWETL1, kSfxCEMWETL2, kSfxCEMWETL3, kSfxCEMWETL4, kSfxCEMWETL5 return _vm->_rnd.getRandomNumberRng(kSfxCEMWETL1, kSfxCEMWETL5); #endif // BLADERUNNER_ORIGINAL_BUGS } if (floorType == 2) { //wooden floor // one of kSfxWOODL1, kSfxWOODL2, kSfxWOODL3, kSfxWOODL4, kSfxWOODL5 return _vm->_rnd.getRandomNumberRng(kSfxWOODL1, kSfxWOODL5); } if (floorType == 3) { //metal floor // one of kSfxMETALL1, kSfxMETALL2, kSfxMETALL3, kSfxMETALL4, kSfxMETALL5 return _vm->_rnd.getRandomNumberRng(kSfxMETALL1, kSfxMETALL5); } return -1; } int Set::getWalkboxSoundWalkRight(int walkboxId) const { int floorType; if (_footstepSoundOverride >= 0) { floorType = _footstepSoundOverride; } else { floorType = _walkboxStepSound[walkboxId]; } if (floorType == 0) { //stone floor // one of kSfxCEMENTR1, kSfxCEMENTR2, kSfxCEMENTR3, kSfxCEMENTR4, kSfxCEMENTR5 return _vm->_rnd.getRandomNumberRng(kSfxCEMENTR1, kSfxCEMENTR5); } if (floorType == 1) { //gravel floor #if BLADERUNNER_ORIGINAL_BUGS // A bug? // one of kSfxCEMENTR5, kSfxCEMWETL1, kSfxCEMWETL2, kSfxCEMWETL3, kSfxCEMWETL4, kSfxCEMWETL5, kSfxCEMWETR1 return _vm->_rnd.getRandomNumberRng(kSfxCEMENTR5, kSfxCEMWETR1); #else // one of kSfxCEMWETR1, kSfxCEMWETR2, kSfxCEMWETR3, kSfxCEMWETR4, kSfxCEMWETR5 return _vm->_rnd.getRandomNumberRng(kSfxCEMWETR1, kSfxCEMWETR5); #endif // BLADERUNNER_ORIGINAL_BUGS } if (floorType == 2) { //wooden floor // one of kSfxWOODR1, kSfxWOODR2, kSfxWOODR3, kSfxWOODR4, kSfxWOODR5 return _vm->_rnd.getRandomNumberRng(kSfxWOODR1, kSfxWOODR5); } if (floorType == 3) { //metal floor // one of kSfxMETALR1, kSfxMETALR2, kSfxMETALR3, kSfxMETALR4, kSfxMETALR5 return _vm->_rnd.getRandomNumberRng(kSfxMETALR1, kSfxMETALR5); } return -1; } int Set::getWalkboxSoundRunLeft(int walkboxId) const { return getWalkboxSoundWalkLeft(walkboxId); } int Set::getWalkboxSoundRunRight(int walkboxId) const { return getWalkboxSoundWalkRight(walkboxId); } void Set::save(SaveFileWriteStream &f) { f.writeBool(_loaded); f.writeInt(_objectCount); f.writeInt(_walkboxCount); for (int i = 0; i != _objectCount; ++i) { f.writeStringSz(_objects[i].name, 20); f.writeBoundingBox(_objects[i].bbox, true); f.writeBool(_objects[i].isObstacle); f.writeBool(_objects[i].isClickable); f.writeBool(_objects[i].isHotMouse); f.writeInt(_objects[i].unknown1); f.writeBool(_objects[i].isTarget); } for (int i = 0; i != _walkboxCount; ++i) { f.writeStringSz(_walkboxes[i].name, 20); f.writeFloat(_walkboxes[i].altitude); f.writeInt(_walkboxes[i].vertexCount); for (int j = 0; j != 8; ++j) { f.writeVector3(_walkboxes[i].vertices[j]); // In BLADE.EXE vertices are a vec5 f.writeInt(0); f.writeInt(0); } } for (int i = 0; i != 85; ++i) { f.writeInt(_walkboxStepSound[i]); } f.writeInt(_footstepSoundOverride); } void Set::load(SaveFileReadStream &f) { _loaded = f.readBool(); _objectCount = f.readInt(); _walkboxCount = f.readInt(); for (int i = 0; i != _objectCount; ++i) { _objects[i].name = f.readStringSz(20); _objects[i].bbox = f.readBoundingBox(true); _objects[i].isObstacle = f.readBool(); _objects[i].isClickable = f.readBool(); _objects[i].isHotMouse = f.readBool(); _objects[i].unknown1 = f.readInt(); _objects[i].isTarget = f.readBool(); } for (int i = 0; i != _walkboxCount; ++i) { _walkboxes[i].name = f.readStringSz(20); _walkboxes[i].altitude = f.readFloat(); _walkboxes[i].vertexCount = f.readInt(); for (int j = 0; j != 8; ++j) { _walkboxes[i].vertices[j] = f.readVector3(); // In BLADE.EXE vertices are a vec5 f.skip(8); } } for (int i = 0; i != 85; ++i) { _walkboxStepSound[i] = f.readInt(); } _footstepSoundOverride = f.readInt(); } /** * Used for bugfixes mainly with respect to bad box positioning / bounding box fixes * TODO If we have many such cases, perhaps we could use a lookup table * using sceneId, objectId (or name) as keys */ void Set::overrideSceneObjectInfo(int objectId) const { switch (_vm->_scene->getSceneId()) { case kSceneBB06: // Sebastian's room with doll if (objectId == 3 && _objects[objectId].name == "BOX31") { // dollhouse box in BB06 _objects[objectId].bbox.setXYZ(-161.47f, 30.0f, 53.75f, -110.53f, 69.81f, 90.90f); } break; case kSceneBB51: // Sebastian's room with chess and egg boiler if (objectId == 0 && _objects[objectId].name == "V2CHESSTBL01") { // Chess _objects[objectId].bbox.setXYZ(114.55f, 20.83f, -67.91f, 153.58f, 28.14f, -29.16f); } else if (objectId == 1 && _objects[objectId].name == "TOP02") { // egg boiler _objects[objectId].bbox.setXYZ(60.00f, 16.00f, -141.21f, 91.60f, 39.94f, -116.00f); } break; case kScenePS05: if (objectId == 8 && _objects[objectId].name == "WIRE BASKET") { // waste basket click box _objects[objectId].bbox.setXYZ(706.32f, 0.0f, -350.80f, 724.90f, 15.15f, -330.09f); } else if (objectId == 0 && _objects[objectId].name == "FIRE EXTINGISHER") { // fire extinguisher is click-able (original game) but does nothing // still it's best to fix its clickbox and remove clickable or restore functionality from // the scene script _objects[objectId].bbox.setXYZ(695.63f, 42.65f, -628.10f, 706.71f, 69.22f, -614.47f); } break; case kSceneUG09: // block passage to buggy pipe if (objectId == 7 && _objects[objectId].name == "BOXS FOR ARCHWAY 01") { _objects[objectId].bbox.setXYZ(-168.99f, 151.38f, -139.10f, -105.95f, 239.59f, 362.70f); } break; default: return; } } /** * Used for adding objects in a Set mainly to fix a few "McCoy walking to places he should not" issues * This is called in Set::open() * Note: * - ScummVM (post fix) save games will have the extra objects information * - Original save games will not have the extra objects if the save game room scene was an affected scene * but they will get them if the player exits and re-enters. The code anticipates not finding an object in a scene * so this should not be an issue. */ void Set::patchInAdditionalObjectsInSet() { Common::String custObjName; int objectId = _objectCount; BoundingBox bbox; switch (_vm->_scene->getSceneId()) { case kSceneUG13: // Underground homeless place // block passage to empty elevator chute bbox = BoundingBox(-80.00f, 35.78f, -951.75f, 74.36f, 364.36f, -810.56f); custObjName = "ELEVBLOCK"; break; default: return; } _objectCount++; _objects[objectId].name = custObjName.c_str(); _objects[objectId].bbox = bbox; _objects[objectId].isObstacle = 0; // init as false - Can be changed in Scene script eg. SceneLoaded() with (Un)Obstacle_Object() _objects[objectId].isClickable = 0; // init as false - Can be changed in Scene script eg. SceneLoaded() with (Un)Clickable_Object() _objects[objectId].isHotMouse = 0; _objects[objectId].unknown1 = 0; _objects[objectId].isTarget = 0; // init as false - Can be changed in Scene script eg. SceneLoaded() with (Un_)Combat_Target_Object } } // End of namespace BladeRunner