scummvm/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/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);
}
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 (uint32 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]._isCombatTarget = 0;
s->skip(4);
// debug("OBJECT: %s", _objects[i]._name);
}
_walkboxCount = s->readUint32LE();
assert(_walkboxCount <= 95);
for (uint32 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 (uint32 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);
return true;
}
void Set::addObjectsToScene(SceneObjects* sceneObjects)
{
uint32 i;
for (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]._isCombatTarget);
}
}
int Set::findWalkbox(float x, float z) {
int i;
float altitude = 0.0f;
int foundWalkboxId = -1;
for (i = 0; i < (int)_walkboxCount; i++) {
if (isXzInWalkbox(x, z, &_walkboxes[i])) {
if (foundWalkboxId == -1 || altitude < _walkboxes[i]._altitude) {
altitude = _walkboxes[i]._altitude;
foundWalkboxId = i;
}
}
}
return foundWalkboxId;
}
bool Set::isXzInWalkbox(float x, float z, Walkbox* walkbox) {
int found = 0;
int i;
float lastX = walkbox->_vertices[walkbox->_vertexCount - 1].x;
float lastZ = walkbox->_vertices[walkbox->_vertexCount - 1].z;
for (i = 0; i < (int)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;
}
int Set::findObject(char* objectName) {
int i;
for (i = 0; i < (int)_objectCount; i++) {
if (scumm_stricmp(objectName, _objects[i]._name) == 0) {
return i;
}
}
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::objectSetIsCombatTarget(int objectId, bool isCombatTarget) {
_objects[objectId]._isCombatTarget = isCombatTarget;
}
} // End of namespace BladeRunner