/* 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 3 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, see . * */ #include "common/endian.h" #include "engines/grim/debug.h" #include "engines/grim/costume.h" #include "engines/grim/grim.h" #include "engines/grim/resource.h" #include "engines/grim/actor.h" #include "engines/grim/emi/costumeemi.h" #include "engines/grim/emi/modelemi.h" #include "engines/grim/emi/skeleton.h" #include "engines/grim/emi/costume/emihead.h" #include "engines/grim/emi/costume/emianim_component.h" #include "engines/grim/emi/costume/emiluavar_component.h" #include "engines/grim/emi/costume/emiluacode_component.h" #include "engines/grim/emi/costume/emimesh_component.h" #include "engines/grim/emi/costume/emiskel_component.h" #include "engines/grim/emi/costume/emisprite_component.h" #include "engines/grim/emi/costume/emitexi_component.h" namespace Grim { EMICostume::EMICostume(const Common::String &fname, Actor *owner, Costume *prevCost) : Costume(fname, owner, prevCost), _wearChore(nullptr), _emiSkel(nullptr) { } void EMICostume::load(Common::SeekableReadStream *data) { Common::Array components; _numChores = data->readUint32LE(); _chores = new Chore *[_numChores]; for (int i = 0; i < _numChores; i++) { uint32 nameLength; Component *prevComponent = nullptr; nameLength = data->readUint32LE(); assert(nameLength < 32); char name[32]; data->read(name, nameLength); float length = data->readFloatLE(); int numTracks = data->readUint32LE(); if (length == 1000) length = -1.0f; else length *= 1000; EMIChore *chore = new EMIChore(name, i, this, (int)length, numTracks); _chores[i] = chore; for (int k = 0; k < numTracks; k++) { int componentNameLength = data->readUint32LE(); char *componentName = new char[componentNameLength]; data->read(componentName, componentNameLength); data->readUint32LE(); int parentID = data->readUint32LE(); if (parentID == -1 && _prevCostume) { // However, only the first item can actually share the // node hierarchy with the previous costume, so flag // that component so it knows what to do if (i == 0) parentID = -2; prevComponent = _prevCostume->getComponent(0); // Make sure that the component is valid if (!prevComponent->isComponentType('M', 'M', 'D', 'L')) prevComponent = nullptr; } // Actually load the appropriate component Component *component = loadEMIComponent(parentID < 0 ? nullptr : components[parentID], parentID, componentName, prevComponent); if (component) { component->setCostume(this); component->init(); chore->addComponent(component); } components.push_back(component); ChoreTrack &track = chore->_tracks[k]; track.numKeys = data->readUint32LE(); track.keys = new TrackKey[track.numKeys]; track.component = component; track.compID = -1; // -1 means "look at .component" for (int j = 0; j < track.numKeys; j++) { float time, value; time = data->readFloatLE(); value = data->readFloatLE(); track.keys[j].time = (int)(time * 1000); length = MAX(length, time * 1000); track.keys[j].value = (int)value; } delete[] componentName; } } _numComponents = components.size(); _components = new Component *[_numComponents]; for (int i = 0; i < _numComponents; ++i) { _components[i] = components[i]; } _head = new EMIHead(this); } void EMICostume::playChore(int num, uint msecs) { // FIXME: Original EMI can play multiple instances of a chore at the same time. EMIChore *chore = static_cast(_chores[num]); if (chore->isWearChore()) { setWearChore(chore); } Costume::playChore(num, msecs); } void EMICostume::playChoreLooping(int num, uint msecs) { // FIXME: Original EMI can play multiple instances of a chore at the same time. EMIChore *chore = static_cast(_chores[num]); if (chore->isWearChore()) { setWearChore(chore); } Costume::playChoreLooping(num, msecs); } Component *EMICostume::loadEMIComponent(Component *parent, int parentID, const char *name, Component *prevComponent) { assert(name[0] == '!'); ++name; char type[5]; tag32 tag = 0; memcpy(&tag, name, 4); memcpy(&type, name, 4); type[4] = 0; tag = FROM_BE_32(tag); name += 4; if (tag == MKTAG('m', 'e', 's', 'h')) { return new EMIMeshComponent(parent, parentID, name, prevComponent, tag, this); } else if (tag == MKTAG('s', 'k', 'e', 'l')) { return new EMISkelComponent(parent, parentID, name, prevComponent, tag); } else if (tag == MKTAG('t', 'e', 'x', 'i')) { return new EMITexiComponent(parent, parentID, name, prevComponent, tag); } else if (tag == MKTAG('a', 'n', 'i', 'm')) { return new EMIAnimComponent(parent, parentID, name, prevComponent, tag); } else if (tag == MKTAG('l', 'u', 'a', 'c')) { return new EMILuaCodeComponent(parent, parentID, name, prevComponent, tag); } else if (tag == MKTAG('l', 'u', 'a', 'v')) { return new EMILuaVarComponent(parent, parentID, name, prevComponent, tag); } else if (tag == MKTAG('s', 'p', 'r', 't')) { return new EMISpriteComponent(parent, parentID, name, prevComponent, tag); } else if (tag == MKTAG('s', 'h', 'a', 'd')) { Debug::warning(Debug::Costumes, "Actor::loadComponentEMI Implement SHAD-handling: %s" , name); } else if (tag == MKTAG('a', 'w', 'g', 't')) { Debug::warning(Debug::Costumes, "Actor::loadComponentEMI Implement AWGT-handling: %s" , name); } else if (tag == MKTAG('s', 'n', 'd', '2')) { // ignore, this is a leftover from an earlier engine. } else { error("Actor::loadComponentEMI missing tag: %s for %s", name, type); } return nullptr; } void EMICostume::draw() { bool drewMesh = false; for (Common::List::iterator it = _playingChores.begin(); it != _playingChores.end(); ++it) { Chore *c = (*it); if (!c->_playing) continue; for (int i = 0; i < c->_numTracks; ++i) { if (c->_tracks[i].component) { c->_tracks[i].component->draw(); if (c->_tracks[i].component->isComponentType('m', 'e', 's', 'h')) drewMesh = true; } } } if (_wearChore && !drewMesh) { _wearChore->getMesh()->draw(); } } int EMICostume::update(uint time) { for (Common::List::iterator i = _playingChores.begin(); i != _playingChores.end(); ++i) { Chore *c = *i; c->update(time); for (int t = 0; t < c->_numTracks; ++t) { if (c->_tracks[t].component) { c->_tracks[t].component->update(time); } } if (!c->isPlaying()) { i = _playingChores.erase(i); --i; } } return 0; } void EMICostume::saveState(SaveGame *state) const { Costume::saveState(state); for (int i = 0; i < _numChores; ++i) { EMIChore *chore = (EMIChore *)_chores[i]; state->writeLESint32(chore->getId()); } state->writeLESint32(_wearChore ? _wearChore->getChoreId() : -1); } bool EMICostume::restoreState(SaveGame *state) { bool ret = Costume::restoreState(state); if (ret) { if (state->saveMinorVersion() >= 11) { EMIChore::Pool &pool = EMIChore::getPool(); for (int i = 0; i < _numChores; ++i) { EMIChore *chore = (EMIChore *)_chores[i]; int id = state->readLESint32(); pool.removeObject(chore->getId()); EMIChore* oldChore = pool.getObject(id); if (oldChore) { pool.removeObject(id); oldChore->setId(chore->getId()); pool.addObject(oldChore); } chore->setId(id); pool.addObject(chore); } } if (state->saveMinorVersion() < 13) { // Used to be active texture IDs for materials. Materials are now // managed by the owner Actor of this Costume. for (uint i = 0; i < _materials.size(); ++i) { state->readLESint32(); } } int id = state->readLESint32(); if (id >= 0) { EMIChore *chore = static_cast(_chores[id]); setWearChore(chore); } } return ret; } Material *EMICostume::findMaterial(const Common::String &name) { return _owner->findMaterial(name); } Material *EMICostume::loadMaterial(const Common::String &name, bool clamp) { MaterialPtr mat = _owner->loadMaterial(name, clamp); if (mat) { // Save a reference to the material, so it will not be freed during the // lifetime of this costume. if (Common::find(_materials.begin(), _materials.end(), mat) == _materials.end()) _materials.push_back(mat); } return mat; } void EMICostume::setWearChore(EMIChore *chore) { if (chore != _wearChore) { _wearChore = chore; if (_emiSkel) { _emiSkel->reset(); } _emiSkel = chore->getSkeleton(); } } void EMICostume::setHead(const char *joint, const Math::Vector3d &offset) { static_cast(_head)->setJoint(joint, offset); } void EMICostume::setHeadLimits(float yawRange, float maxPitch, float minPitch) { static_cast(_head)->setLimits(yawRange, maxPitch, minPitch); } EMIModel *EMICostume::getEMIModel() const { if (!_wearChore) return nullptr; return _wearChore->getMesh()->_obj; } EMIModel *EMICostume::getEMIModel(int num) const { if (num >= _numChores) { return nullptr; } EMIChore *chore = static_cast(_chores[num]); if (chore == nullptr) { return nullptr; } EMIMeshComponent *mesh = chore->getMesh(); if (mesh == nullptr) { return nullptr; } return mesh->_obj; } } // end of namespace Grim