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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/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<Common::SeekableReadStream> 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);
}
#if BLADERUNNER_ORIGINAL_BUGS
#else
patchInAdditionalObjectsInSet();
patchOutBadObjectsFromSet();
#endif // BLADERUNNER_ORIGINAL_BUGS
_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++) {
#if BLADERUNNER_ORIGINAL_BUGS
#else
overrideSceneObjectInfo(i); // For bugfixes with respect to clickable/targetable box positioning/bounding box
#endif // BLADERUNNER_ORIGINAL_BUGS
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();
}
#if BLADERUNNER_ORIGINAL_BUGS
#else
/**
* 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 kSceneNR11:
// Right coat rack needs adjustment of bounding box
if (objectId == 1 && _objects[objectId].name == "COATRACK") {
_objects[objectId].bbox.setXYZ(14.91f, 0.0f, -368.79f, 114.67f, 87.04f, -171.28f);
}
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;
case kSceneUG13:
// fix obstacles map / stairs glitch
if (objectId == 31 && _objects[objectId].name == "BOX FOR ELEVATR WAL") {
_objects[objectId].bbox.setXYZ(-337.79f, 35.78f, -918.73f, -282.79f, 364.36f, -804.54f);
} else if (objectId == 32 && _objects[objectId].name == "BOX FOR ELEVATR WAL") {
_objects[objectId].bbox.setXYZ(-455.47f, 35.78f, -1071.24f, -335.98f, 364.36f, -824.54f);
}
break;
case kSceneUG18:
// fix obstacles map
if (objectId == 1 && _objects[objectId].name == "PIT_RAIL 03") {
_objects[objectId].bbox.setXYZ(-615.83f, 0.0f, -1237.04f, -602.30f, 37.66f, -13.48f);
} else if (objectId == 4 && _objects[objectId].name == "WALL_LEFT") {
_objects[objectId].bbox.setXYZ(-1310.70f, 0.0f, -2105.59f, -910.95f, 840.0f, -111.55f);
} else if (objectId == 5 && _objects[objectId].name == "OBSTACLE1") {
_objects[objectId].bbox.setXYZ(91.00f, -1.87f, 375.75f, 476.37f, 61.18f, 955.24f);
} else if (objectId == 6 && _objects[objectId].name == "OBSTACLE02") {
_objects[objectId].bbox.setXYZ(-1191.22f, -1.87f, -2105.59f, -606.15f, 61.18f, -937.04f);
}
break;
default:
return;
}
}
void Set::setupNewObjectInSet(Common::String objName, BoundingBox objBbox) {
int objectId = _objectCount;
_objects[objectId].name = objName.c_str();
_objects[objectId].bbox = objBbox;
_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
_objectCount++;
}
/**
* 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;
BoundingBox bbox;
switch (_vm->_scene->getSceneId()) {
case kSceneHF06:
// block clicking / path access to northern part of the scene
// which causes McCoy and Police officers/ rats to go behind the map
bbox = BoundingBox(220.00f, 350.02f, -90.86f, 310.00f, 380.02f, -70.71f);
custObjName = "FRONTBLOCK1";
setupNewObjectInSet(custObjName, bbox);
bbox = BoundingBox(20.00f, 350.02f, -90.86f, 170.00f, 380.02f, -45.71f);
custObjName = "FRONTBLOCK2";
setupNewObjectInSet(custObjName, bbox);
break;
case kScenePS05:
// block actual passage to ESPER room because
// it causes McCoy to sometimes go behind the wall
bbox = BoundingBox(730.50f, -0.0f, -481.10f, 734.51f, 144.75f, -437.55f);
custObjName = "MAINFBLOCK";
setupNewObjectInSet(custObjName, bbox);
break;
case kSceneUG08:
// block clicking / path access to northern part of the scene
// which causes McCoy and Police officers/ rats to go behind the map
bbox = BoundingBox(-386.26f, -8.07f, -1078.99f, 100.00f, 170.63f, -478.99f);
custObjName = "NORTHBLOCK";
setupNewObjectInSet(custObjName, bbox);
break;
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";
setupNewObjectInSet(custObjName, bbox);
break;
default:
return;
}
}
/**
* Used for "removing" objects from 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 removed objects information
* - Original save games will not have the removed objects info if the save game room scene was an affected scene
* but they will get them if the player exits and re-enters. This should not be an issue.
*/
void Set::patchOutBadObjectsFromSet() {
int removedIndexRef = 0;
bool removeCurrObj = false;
for (int objectId = 0; objectId < _objectCount; ++objectId) {
switch (_vm->_scene->getSceneId()) {
case kSceneNR11:
if ((objectId == 46 && _objects[objectId].name == "BOX53")
|| (objectId == 36 && _objects[objectId].name == "BOX43")
|| (objectId == 37 && _objects[objectId].name == "BOX44")
|| (objectId == 13 && _objects[objectId].name == "LOFT04")
) {
// Removing obj 46, 36, 37 (BOX53, BOX43, BOX44) fixes paths in the scene
// Removing obj 13 (LOFT04) fixes duplicate named box that confuses the engine
removeCurrObj = true;
}
break;
case kSceneDR02:
if ((objectId == 44 && _objects[objectId].name == "TRASH CAN WITH FIRE")) {
// Removing obj 44 (TRASH CAN WITH FIRE) fixes duplicate named box (id: 29) that confuses the engine
removeCurrObj = true;
}
break;
default:
break;
}
if (removeCurrObj) {
removeCurrObj = false;
_objects[objectId].name = Common::String::format("REMOVED%02d", removedIndexRef++);
_objects[objectId].isObstacle = 0;
_objects[objectId].isClickable = 0;
_objects[objectId].isHotMouse = 0;
_objects[objectId].unknown1 = 0;
_objects[objectId].isTarget = 0;
}
}
return;
}
#endif // BLADERUNNER_ORIGINAL_BUGS
} // End of namespace BladeRunner
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