1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
|
/* 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 "common/stream.h"
#include "common/file.h"
#include "common/tokenizer.h"
#include "common/system.h"
#include "zvision/lever_control.h"
#include "zvision/zvision.h"
#include "zvision/script_manager.h"
#include "zvision/cursor_manager.h"
#include "zvision/rlf_animation.h"
#include "zvision/zork_avi_decoder.h"
#include "zvision/utility.h"
namespace ZVision {
LeverControl::LeverControl(ZVision *engine, uint32 key, Common::SeekableReadStream &stream)
: Control(engine, key),
_frameInfo(0),
_frameCount(0),
_startFrame(0),
_currentFrame(0),
_mouseIsCaptured(false),
_isReturning(false) {
// 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;
}
if (_frameInfo != 0) {
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 fileName(fileNameBuffer);
if (fileName.hasSuffix(".avi")) {
_animation.avi = new ZorkAVIDecoder();
_animation.avi->loadFile(fileName);
} else if (fileName.hasSuffix(".rlf")) {
_animation.rlf = new RlfAnimation(fileNameBuffer, false);
}
} else if (line.matchString("*skipcolor*", true)) {
// Not used
} else if (line.matchString("*anim_coords*", true)) {
sscanf(line.c_str(), "%*[^:]:%u %u %u %u~", &_animationCoords.left, &_animationCoords.top, &_animationCoords.right, &_animationCoords.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")) {
uint to;
sscanf(token.c_str(), "P(%*u to %u)", &to);
_frameInfo[frameNumber].returnRoute.push_back(to);
}
token = tokenizer.nextToken();
}
}
line = file.readLine();
}
}
void LeverControl::onMouseDown(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos) {
if (_frameInfo[_currentFrame].hotspot.contains(backgroundImageSpacePos)) {
_mouseIsCaptured = true;
_lastMousePos = backgroundImageSpacePos;
}
}
void LeverControl::onMouseUp(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos) {
_mouseIsCaptured = false;
_engine->getScriptManager()->setStateValue(_key, _currentFrame);
if (_frameInfo[_currentFrame].hotspot.contains(backgroundImageSpacePos)) {
}
// TODO: Animation reversal back to origin
}
bool LeverControl::onMouseMove(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos) {
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) {
_currentFrame = (*iter).toFrame;
renderFrame(_currentFrame);
break;
}
}
}
} else if (_frameInfo[_currentFrame].hotspot.contains(backgroundImageSpacePos)) {
_engine->getCursorManager()->changeCursor(_cursorName);
}
return cursorWasChanged;
}
bool LeverControl::process(uint32 deltaTimeInMillis) {
// TODO: Implement reversal over time
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;
int angle = int(atan((float)yDist / (float)xDist));
// Convert to degrees. (180 / 3.14159 = 57.2958)
angle *= 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 3 \ | / Quadrant 2
// \ | /
// \ | /
// -angle ( \|/ ) angle
// 180 <----------------------------------------> 0
// angle ( /|\ ) -angle
// / | \
// / | \
// Quadrant 1 / | \ Quadrant 0
// / | \
// / | \
// / | \
// * | *
// ^
// 270
// Convert the local angles to unit circle angles
switch (quadrant) {
case 0:
angle = 360 + angle;
break;
case 1:
angle = 180 + angle;
break;
case 2:
angle = 180 + angle;
break;
case 3:
// Do nothing
break;
}
return angle;
}
}
void LeverControl::renderFrame(uint frameNumber) {
const uint16 *frameData;
int pitch;
int x;
int y;
int width;
int height;
if (_fileType == RLF) {
// getFrameData() will automatically optimize to getNextFrame() / getPreviousFrame() if it can
frameData = _animation.rlf->getFrameData(_currentFrame);
pitch = _animation.rlf->width() * sizeof(uint16);
x = _animationCoords.left;
y = _animationCoords.right;
width = _animation.rlf->width(); // Use the animation width instead of _animationCoords.width()
height = _animation.rlf->height(); // Use the animation height instead of _animationCoords.height()
} else if (_fileType == AVI) {
// Cry because AVI seeking isn't implemented (yet)
}
_engine->_system->copyRectToScreen(frameData, pitch, x + _engine->_workingWindow.left, y + _engine->_workingWindow.top, width, height);
}
} // End of namespace ZVision
|