// Residual - Virtual machine to run LucasArts' 3D adventure games // Copyright (C) 2003-2005 The ScummVM-Residual Team (www.scummvm.org) // // This library is free software; you can redistribute it and/or // modify it under the terms of the GNU Lesser General Public // License as published by the Free Software Foundation; either // version 2.1 of the License, or (at your option) any later version. // // This library 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 // Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public // License along with this library; if not, write to the Free Software // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA #include "stdafx.h" #include "scene.h" #include "textsplit.h" #include "resource.h" #include "debug.h" #include "bitmap.h" #include "colormap.h" #include "vector3d.h" #include "driver.h" #include "imuse/imuse.h" #include #include Scene::Scene(const char *name, const char *buf, int len) : _name(name) { TextSplitter ts(buf, len); char tempBuf[256]; ts.expectString("section: colormaps"); ts.scanString(" numcolormaps %d", 1, &_numCmaps); _cmaps = new ResPtr[_numCmaps]; char cmap_name[256]; for (int i = 0; i < _numCmaps; i++) { ts.scanString(" colormap %256s", 1, cmap_name); _cmaps[i] = g_resourceloader->loadColormap(cmap_name); } ts.expectString("section: setups"); ts.scanString(" numsetups %d", 1, &_numSetups); _setups = new Setup[_numSetups]; for (int i = 0; i < _numSetups; i++) _setups[i].load(ts); _currSetup = _setups; _numSectors = -1; _numLights = -1; _lights = NULL; _sectors = NULL; _minVolume = 0; _maxVolume = 0; // Lights are optional if (ts.eof()) return; ts.expectString("section: lights"); ts.scanString(" numlights %d", 1, &_numLights); _lights = new Light[_numLights]; for (int i = 0; i < _numLights; i++) _lights[i].load(ts); // Calculate the number of sectors ts.expectString("section: sectors"); if (ts.eof()) // Sectors are optional, but section: doesn't seem to be return; // Sector NAMES can be null, but ts doesn't seem flexible enough to allow this if (strlen(ts.currentLine()) > strlen(" sector")) ts.scanString(" sector %256s", 1, tempBuf); else { ts.nextLine(); strcpy(tempBuf, ""); } ts.scanString(" id %d", 1, &_numSectors); _numSectors++; _sectors = new Sector[_numSectors]; // FIXME: This would be nicer if we could rewind the textsplitter // stream _sectors[0].load0(ts, tempBuf, _numSectors); for (int i = 1; i < _numSectors; i++) _sectors[i].load(ts); } Scene::~Scene() { delete [] _cmaps; delete [] _setups; if (_lights) delete [] _lights; if (_sectors) delete [] _sectors; for (StateList::iterator i = _states.begin(); i != _states.end(); i++) delete (*i); } void Scene::Setup::load(TextSplitter &ts) { char buf[256]; ts.scanString(" setup %256s", 1, buf); _name = buf; ts.scanString(" background %256s", 1, buf); _bkgndBm = g_resourceloader->loadBitmap(buf); // ZBuffer is optional if (!ts.checkString("zbuffer")) { _bkgndZBm = NULL; } else { ts.scanString(" zbuffer %256s", 1, buf); _bkgndZBm = g_resourceloader->loadBitmap(buf); } ts.scanString(" position %f %f %f", 3, &_pos.x(), &_pos.y(), &_pos.z()); ts.scanString(" interest %f %f %f", 3, &_interest.x(), &_interest.y(), &_interest.z()); ts.scanString(" roll %f", 1, &_roll); ts.scanString(" fov %f", 1, &_fov); ts.scanString(" nclip %f", 1, &_nclip); ts.scanString(" fclip %f", 1, &_fclip); } void Scene::Light::load(TextSplitter &ts) { char buf[256]; // Light names can be null, but ts doesn't seem flexible enough to allow this if (strlen(ts.currentLine()) > strlen(" light")) ts.scanString(" light %256s", 1, buf); else { ts.nextLine(); strcpy(buf, ""); } _name = buf; ts.scanString(" type %256s", 1, buf); _type = buf; ts.scanString(" position %f %f %f", 3, &_pos.x(), &_pos.y(), &_pos.z()); ts.scanString(" direction %f %f %f", 3, &_dir.x(), &_dir.y(), &_dir.z()); ts.scanString(" intensity %f", 1, &_intensity); ts.scanString(" umbraangle %f", 1, &_umbraangle); ts.scanString(" penumbraangle %f", 1, &_penumbraangle); int r, g, b; ts.scanString(" color %d %d %d", 3, &r, &g, &b); _color.red() = r; _color.green() = g; _color.blue() = b; } void Scene::Setup::setupCamera() const { // Ignore nclip_ and fclip_ for now. This fixes: // (a) Nothing was being displayed in the Land of the Living // diner because lr.set set nclip to 0. // (b) The zbuffers for setups with different nclip or // fclip values. If it turns out that the clipping planes // are important at some point, we'll need to modify the // zbuffer transformation in bitmap.cpp to take nclip_ and // fclip_ into account. g_driver->setupCamera(_fov, 0.01f, 3276.8f, _roll); g_driver->positionCamera(_pos, _interest); } void Scene::setupLights() { if (!_enableLights) { g_driver->disableLights(); return; } for (int i = 0; i < _numLights; i++) { assert(i < TGL_MAX_LIGHTS); g_driver->setupLight(&_lights[i], i); } } void Scene::setSetup(int num) { _currSetup = _setups + num; } void Scene::drawBitmaps(ObjectState::Position stage) { for (StateList::iterator i = _states.begin(); i != _states.end(); i++) { if ((*i)->pos() == stage && _currSetup == _setups + (*i)->setupID()) (*i)->draw(); } } Sector *Scene::findPointSector(Vector3d p, int flags) { for (int i = 0; i < _numSectors; i++) { Sector *sector = _sectors + i; if ((sector->type() & flags) && sector->visible() && sector->isPointInSector(p)) return sector; } return NULL; } void Scene::findClosestSector(Vector3d p, Sector **sect, Vector3d *closestPt) { Sector *resultSect = NULL; Vector3d resultPt = p; float minDist; for (int i = 0; i < _numSectors; i++) { Sector *sector = _sectors + i; if ((sector->type() & 0x1000) == 0 || !sector->visible()) continue; Vector3d closestPt = sector->closestPoint(p); float thisDist = (closestPt - p).magnitude(); if (resultSect == NULL || thisDist < minDist) { resultSect = sector; resultPt = closestPt; minDist = thisDist; } } if (sect != NULL) *sect = resultSect; if (closestPt != NULL) *closestPt = resultPt; } ObjectState *Scene::findState(const char *filename) { for (StateList::iterator i = _states.begin(); i != _states.end(); i++) { if (strcmp((*i)->bitmapFilename(), filename) == 0) return *i; } return NULL; } void Scene::setSoundPosition(const char *soundName, Vector3d pos) { Vector3d cameraPos = _currSetup->_pos; Vector3d vector, vector2; vector.set(fabs(cameraPos.x() - pos.x()), fabs(cameraPos.y() - pos.y()), fabs(cameraPos.z() - pos.z())); float distance = vector.magnitude(); float maxDistance = 8.0f; int diffVolume = _maxVolume - _minVolume; int newVolume = (int)(diffVolume * (1.0 - (distance / maxDistance))); newVolume += _minVolume; g_imuse->setVolume(soundName, newVolume); //TODO //g_imuse->setPan(soundName, pan); } void Scene::setSoundParameters(int minVolume, int maxVolume) { _minVolume = minVolume; _maxVolume = maxVolume; } void Scene::getSoundParameters(int *minVolume, int *maxVolume) { *minVolume = _minVolume; *maxVolume = _maxVolume; } void Scene::moveObjectStateToFirst(ObjectState *s) { _states.remove(s); _states.push_front(s); } void Scene::moveObjectStateToLast(ObjectState *s) { _states.remove(s); _states.push_back(s); }