299 lines
7.5 KiB
C++
299 lines
7.5 KiB
C++
/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the AUTHORS
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "engines/stark/resources/location.h"
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#include "engines/stark/formats/xrc.h"
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#include "engines/stark/gfx/driver.h"
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#include "engines/stark/resources/item.h"
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#include "engines/stark/resources/layer.h"
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#include "engines/stark/resources/scroll.h"
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#include "engines/stark/scene.h"
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#include "engines/stark/services/services.h"
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#include "engines/stark/services/global.h"
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namespace Stark {
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namespace Resources {
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Location::~Location() {
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}
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Location::Location(Object *parent, byte subType, uint16 index, const Common::String &name) :
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Object(parent, subType, index, name),
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_canScroll(false),
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_currentLayer(nullptr),
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_hasActiveScroll(false),
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_scrollFollowCharacter(false) {
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_type = TYPE;
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}
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void Location::onAllLoaded() {
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Object::onAllLoaded();
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_layers = listChildren<Layer>();
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}
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void Location::onGameLoop() {
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Object::onGameLoop();
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if (_hasActiveScroll) {
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// Script triggered scrolling has precedence over following the character
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_scrollFollowCharacter = false;
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}
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if (_scrollFollowCharacter) {
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bool complete = scrollToCharacter();
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if (complete) {
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_scrollFollowCharacter = false;
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}
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}
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}
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bool Location::has3DLayer() {
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return findChildWithSubtype<Layer>(Layer::kLayer3D) != nullptr;
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}
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Gfx::RenderEntryArray Location::listRenderEntries() {
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Gfx::RenderEntryArray renderEntries;
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for (uint i = 0; i < _layers.size(); i++) {
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Layer *layer = _layers[i];
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if (layer->isEnabled()) {
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renderEntries.push_back(layer->listRenderEntries());
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}
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}
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return renderEntries;
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}
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Gfx::LightEntryArray Location::listLightEntries() {
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Gfx::LightEntryArray lightEntries;
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for (uint i = 0; i < _layers.size(); i++) {
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Layer *layer = _layers[i];
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if (layer->isEnabled()) {
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lightEntries.push_back(layer->listLightEntries());
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}
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}
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return lightEntries;
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}
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void Location::initScroll(const Common::Point &maxScroll) {
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_maxScroll = maxScroll;
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_canScroll = _maxScroll.x != 0 || _maxScroll.y != 0;
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}
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Common::Point Location::getScrollPosition() const {
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return _scroll;
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}
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void Location::setScrollPosition(const Common::Point &position) {
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_scroll.x = CLIP<int16>(position.x, 0, _maxScroll.x);
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_scroll.y = CLIP<int16>(position.y, 0, _maxScroll.y);
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// Setup the layers scroll position
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for (uint i = 0; i < _layers.size(); i++) {
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_layers[i]->setScrollPosition(_scroll);
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}
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// Reconfigure the camera
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Common::Rect viewport(Gfx::Driver::kGameViewportWidth, Gfx::Driver::kGameViewportHeight);
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viewport.translate(_scroll.x, _scroll.y);
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StarkScene->scrollCamera(viewport);
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}
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Common::Point Location::getCharacterScrollPosition() {
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// TODO: Use April's 2D bounding box
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ModelItem *april = StarkGlobal->getCurrent()->getInteractive();
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Common::Point position2D = StarkScene->convertPosition3DToScreen(april->getPosition3D());
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Common::Point newScroll;
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if (_maxScroll.x > 0) {
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newScroll.x = _scroll.x + position2D.x - Gfx::Driver::kGameViewportWidth / 2;
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newScroll.y = _scroll.y;
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} else {
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newScroll.x = _scroll.x;
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newScroll.y = _scroll.y + position2D.y - Gfx::Driver::kGameViewportHeight / 2;
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}
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return newScroll;
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}
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bool Location::scrollToCharacter() {
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if (!_canScroll) {
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return true;
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}
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Common::Point newScroll = getCharacterScrollPosition();
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if (_maxScroll.x > 0) {
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if (newScroll.x < _scroll.x - 15 || newScroll.x > _scroll.x + 15) {
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newScroll.x = CLIP<int16>(newScroll.x, 0, _maxScroll.x);
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return scrollToSmooth(newScroll, true);
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}
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} else {
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if (newScroll.y < _scroll.y - 15 || newScroll.y > _scroll.y + 15) {
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newScroll.y = CLIP<int16>(newScroll.y, 0, _maxScroll.y);
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return scrollToSmooth(newScroll, true);
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}
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}
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return false;
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}
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void Location::scrollToCharacterImmediate() {
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if (!_canScroll) {
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return;
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}
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setScrollPosition(getCharacterScrollPosition());
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}
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uint Location::getScrollStepFollow() {
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ModelItem *april = StarkGlobal->getCurrent()->getInteractive();
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Common::Point position2D = StarkScene->convertPosition3DToScreen(april->getPosition3D());
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// TODO: Complete
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uint scrollStep;
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if (_maxScroll.x > 0) {
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scrollStep = abs((Gfx::Driver::kGameViewportWidth / 2 - position2D.x) / 16);
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} else {
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scrollStep = abs((Gfx::Driver::kGameViewportHeight / 2 - position2D.y) / 16);
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}
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return CLIP<uint>(scrollStep, 1, 4);
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}
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uint Location::getScrollStep() {
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uint scrollStep;
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if (_maxScroll.x > 0) {
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if (_scroll.x <= _maxScroll.x / 2) {
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scrollStep = _scroll.x / 16;
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} else {
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scrollStep = (_maxScroll.x - _scroll.x) / 16;
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}
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} else {
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if (_scroll.y <= _maxScroll.y / 2) {
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scrollStep = _scroll.y / 16;
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} else {
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scrollStep = (_maxScroll.y - _scroll.y) / 16;
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}
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}
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return CLIP<uint>(scrollStep, 1, 4);
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}
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bool Location::scrollToSmooth(const Common::Point &position, bool followCharacter) {
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uint scrollStep;
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if (followCharacter) {
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scrollStep = getScrollStepFollow();
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} else {
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scrollStep = getScrollStep();
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}
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Common::Point delta;
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if (position.x < _scroll.x) {
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delta.x = -scrollStep;
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delta.x = CLIP<int16>(delta.x, position.x - _scroll.x, 0);
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} else if (position.x > _scroll.x) {
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delta.x = scrollStep;
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delta.x = CLIP<int16>(delta.x, 0, position.x - _scroll.x);
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}
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if (position.y < _scroll.y) {
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delta.y = -scrollStep;
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delta.y = CLIP<int16>(delta.y, position.y - _scroll.y, 0);
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} else if (position.y > _scroll.y) {
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delta.y = scrollStep;
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delta.y = CLIP<int16>(delta.y, 0, position.y - _scroll.y);
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}
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if (delta.x == 0 && delta.y == 0) {
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// We already are at the target position, scrolling has completed
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return true;
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}
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setScrollPosition(_scroll + delta);
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return false;
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}
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bool Location::scrollToCoordinateSmooth(uint32 coordinate) {
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Common::Point newScroll = getScrollPointFromCoordinate(coordinate);
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return scrollToSmooth(newScroll, false);
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}
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void Location::scrollToCoordinateImmediate(uint32 coordinate) {
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Common::Point newScroll = getScrollPointFromCoordinate(coordinate);
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return setScrollPosition(newScroll);
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}
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Common::Point Location::getScrollPointFromCoordinate(uint32 coordinate) const {
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Common::Point newScroll = _scroll;
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if (_maxScroll.x > 0) {
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newScroll.x = coordinate;
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} else {
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newScroll.y = coordinate;
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}
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return newScroll;
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}
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void Location::stopFollowingCharacter() {
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_scrollFollowCharacter = false;
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}
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void Location::startFollowingCharacter() {
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_scrollFollowCharacter = true;
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}
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void Location::setHasActiveScroll() {
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_hasActiveScroll = true;
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}
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void Location::stopAllScrolls() {
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Common::Array<Scroll *> scrolls = listChildren<Scroll>();
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for (uint i = 0; i < scrolls.size(); i++) {
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scrolls[i]->stop();
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}
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_hasActiveScroll = false;
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}
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void Location::goToLayer(Layer *layer) {
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if (_currentLayer) {
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_currentLayer->enable(false);
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}
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layer->enable(true);
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_currentLayer = layer;
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}
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void Location::printData() {
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}
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} // End of namespace Resources
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} // End of namespace Stark
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