/* 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 "engines/stark/resources/location.h" #include "engines/stark/formats/xrc.h" #include "engines/stark/gfx/driver.h" #include "engines/stark/movement/movement.h" #include "engines/stark/resources/anim.h" #include "engines/stark/resources/container.h" #include "engines/stark/resources/item.h" #include "engines/stark/resources/layer.h" #include "engines/stark/resources/level.h" #include "engines/stark/resources/scroll.h" #include "engines/stark/resources/sound.h" #include "engines/stark/scene.h" #include "engines/stark/services/global.h" #include "engines/stark/services/services.h" #include "engines/stark/services/stateprovider.h" #include "engines/stark/services/userinterface.h" #include "common/random.h" namespace Stark { namespace Resources { Location::~Location() { } Location::Location(Object *parent, byte subType, uint16 index, const Common::String &name) : Object(parent, subType, index, name), _canScroll(false), _currentLayer(nullptr), _hasActiveScroll(false), _scrollFollowCharacter(false), _rumbleDurationRemaining(0), _fadeOut(false), _fadePosition(0), _fadeDuration(0), _swayPeriodMs(0), _swayAmplitude(0), _swayOffset(0), _swayPosition(0), _idleActionWaitMs(5500), _floatPeriodMs(0), _floatAmplitude(0), _floatPosition(0) { _type = TYPE; } void Location::onAllLoaded() { Object::onAllLoaded(); _layers = listChildren(); Layer *threeDLayer = findChildWithSubtype(Layer::kLayer3D); if (threeDLayer) { _modelItems = threeDLayer->listChildren(Item::kItemModel); } } void Location::onEnterLocation() { Object::onEnterLocation(); StarkScene->setFadeLevel(1.0f); } void Location::onGameLoop() { Object::onGameLoop(); ModelItem *april = StarkGlobal->getCurrent()->getInteractive(); if (april) { _idleActionWaitMs -= StarkGlobal->getMillisecondsPerGameloop(); if (_idleActionWaitMs <= 0) { if (!april->getActionAnim() && april->getAnimActivity() == Anim::kActorActivityIdle && StarkUserInterface->isInteractive()) { Anim *idleAction = april->getIdleActionAnim(); if (idleAction) { april->playActionAnim(idleAction); } } _idleActionWaitMs = 11000; // 330 frames at 30 fps } } if (_floatPeriodMs > 0) { _floatPosition += StarkGlobal->getMillisecondsPerGameloop() / (float) _floatPeriodMs; if (_floatPosition > 1.0) { _floatPosition -= 1.0; } float floatOffset = sinf(_floatPosition * 2.0f * (float)M_PI) * _floatAmplitude; StarkScene->setFloatOffset(floatOffset); } if (_swayPeriodMs > 0) { _swayPosition += StarkGlobal->getMillisecondsPerGameloop() / (float) _swayPeriodMs; if (_swayPosition > 1.0) { _swayPosition -= 1.0; } float sway = sinf((_swayOffset + _swayPosition) * 2.0f * (float)M_PI) * _swayAmplitude; StarkScene->setSwayAngle(_swayAngle * sway); } if (_fadeDuration > 0) { float fadeSpeed = StarkGlobal->getMillisecondsPerGameloop() / (float) _fadeDuration; _fadePosition += fadeSpeed * (_fadeOut ? -1.0 : 1.0); if (_fadeOut && _fadePosition < 0.0) { _fadePosition = 0.0; _fadeDuration = 0; } else if (!_fadeOut && _fadePosition > 1.0) { _fadePosition = 1.0; _fadeDuration = 0; } StarkScene->setFadeLevel(_fadePosition); } if (_hasActiveScroll) { // Script triggered scrolling has precedence over following the character _scrollFollowCharacter = false; } if (_scrollFollowCharacter) { assert(april); Movement *movement = april->getMovement(); bool scrollComplete = scrollToCharacter(april); if (scrollComplete && (!movement || movement->hasEnded())) { _scrollFollowCharacter = false; } } if (_rumbleDurationRemaining > 0) { _rumbleDurationRemaining -= StarkGlobal->getMillisecondsPerGameloop(); } } bool Location::has3DLayer() { return findChildWithSubtype(Layer::kLayer3D) != nullptr; } Gfx::RenderEntryArray Location::listRenderEntries() { Gfx::RenderEntryArray renderEntries; for (uint i = 0; i < _layers.size(); i++) { Layer *layer = _layers[i]; if (layer->isEnabled()) { Common::Point baseScroll; if (_rumbleDurationRemaining > 0) { baseScroll = layer->getScroll(); Common::Point offsetScroll = baseScroll; offsetScroll.x = StarkRandomSource->getRandomBit() - 1; offsetScroll.y = StarkRandomSource->getRandomBit() - 1; layer->setScroll(offsetScroll); } renderEntries.push_back(layer->listRenderEntries()); if (_rumbleDurationRemaining > 0) { layer->setScroll(baseScroll); } } } return renderEntries; } Gfx::LightEntryArray Location::listLightEntries() { Gfx::LightEntry *ambient = nullptr; Gfx::LightEntryArray others; // Build a list of lights from all the layers ... for (uint i = 0; i < _layers.size(); i++) { Layer *layer = _layers[i]; if (layer->isEnabled()) { Gfx::LightEntryArray layerLights = layer->listLightEntries(); for (uint j = 0; j < layerLights.size(); j++) { Gfx::LightEntry *light = layerLights[j]; // ... but store the ambient light in a separate variable ... if (light->type == Gfx::LightEntry::kAmbient) { ambient = light; } else { Math::Matrix4 view = StarkScene->getViewMatrix(); light->worldPosition.x() = light->position.x(); light->worldPosition.y() = light->position.y(); light->worldPosition.z() = light->position.z(); light->worldPosition.w() = 1.0f; light->eyePosition = view * light->worldPosition; light->eyeDirection = view.getRotation() * light->direction; light->eyeDirection.normalize(); others.push_back(light); } } } } // ... so that it is first in the final light list Gfx::LightEntryArray lightEntries; lightEntries.push_back(ambient); lightEntries.push_back(others); return lightEntries; } void Location::initScroll(const Common::Point &maxScroll) { _maxScroll = maxScroll; _canScroll = _maxScroll.x != 0 || _maxScroll.y != 0; } Common::Point Location::getScrollPosition() const { return _scroll; } void Location::setScrollPosition(const Common::Point &position) { _scroll.x = CLIP(position.x, 0, _maxScroll.x); _scroll.y = CLIP(position.y, 0, _maxScroll.y); // Setup the layers scroll position for (uint i = 0; i < _layers.size(); i++) { _layers[i]->setScrollPosition(_scroll); } // Reconfigure the camera Common::Rect viewport(Gfx::Driver::kGameViewportWidth, Gfx::Driver::kGameViewportHeight); viewport.translate(_scroll.x, _scroll.y); StarkScene->scrollCamera(viewport); } Common::Point Location::getCharacterScrollPosition(ModelItem *item) { Common::Point position2D = StarkScene->convertPosition3DToGameScreenOriginal(item->getPosition3D()); Common::Point newScroll; if (_maxScroll.x > 0) { newScroll.x = _scroll.x + position2D.x - Gfx::Driver::kGameViewportWidth / 2; newScroll.y = _scroll.y; } else { Gfx::RenderEntry *renderEntry = item->getRenderEntry(_scroll); Common::Rect boundingRect = renderEntry->getBoundingRect(); if (!boundingRect.isEmpty()) { position2D.y = (boundingRect.top + boundingRect.bottom) / 2; } newScroll.x = _scroll.x; newScroll.y = _scroll.y + position2D.y - Gfx::Driver::kGameViewportHeight / 2; } return newScroll; } bool Location::scrollToCharacter(ModelItem *item) { if (!_canScroll) { return true; } Common::Point newScroll = getCharacterScrollPosition(item); if (_maxScroll.x > 0) { if (newScroll.x < _scroll.x - 15 || newScroll.x > _scroll.x + 15) { newScroll.x = CLIP(newScroll.x, 0, _maxScroll.x); return scrollToSmooth(newScroll, true); } } else { if (newScroll.y < _scroll.y - 15 || newScroll.y > _scroll.y + 15) { newScroll.y = CLIP(newScroll.y, 0, _maxScroll.y); return scrollToSmooth(newScroll, true); } } return false; } void Location::scrollToCharacterImmediate() { if (!_canScroll) { return; } ModelItem *april = StarkGlobal->getCurrent()->getInteractive(); setScrollPosition(getCharacterScrollPosition(april)); } uint Location::getScrollStepFollow() { ModelItem *april = StarkGlobal->getCurrent()->getInteractive(); Common::Point position2D = StarkScene->convertPosition3DToGameScreenOriginal(april->getPosition3D()); // TODO: Complete uint scrollStep; if (_maxScroll.x > 0) { scrollStep = abs((Gfx::Driver::kGameViewportWidth / 2 - position2D.x) / 16); } else { scrollStep = abs((Gfx::Driver::kGameViewportHeight / 2 - position2D.y) / 16); } return CLIP(scrollStep, 1, 4); } uint Location::getScrollStep() { uint scrollStep; if (_maxScroll.x > 0) { if (_scroll.x <= _maxScroll.x / 2) { scrollStep = _scroll.x / 16; } else { scrollStep = (_maxScroll.x - _scroll.x) / 16; } } else { if (_scroll.y <= _maxScroll.y / 2) { scrollStep = _scroll.y / 16; } else { scrollStep = (_maxScroll.y - _scroll.y) / 16; } } return CLIP(scrollStep, 1, 4); } bool Location::scrollToSmooth(const Common::Point &position, bool followCharacter) { uint scrollStep; if (followCharacter) { scrollStep = getScrollStepFollow(); } else { scrollStep = getScrollStep(); } Common::Point delta; if (position.x < _scroll.x) { delta.x = -(int)scrollStep; delta.x = CLIP(delta.x, position.x - _scroll.x, 0); } else if (position.x > _scroll.x) { delta.x = scrollStep; delta.x = CLIP(delta.x, 0, position.x - _scroll.x); } if (position.y < _scroll.y) { delta.y = -(int)scrollStep; delta.y = CLIP(delta.y, position.y - _scroll.y, 0); } else if (position.y > _scroll.y) { delta.y = scrollStep; delta.y = CLIP(delta.y, 0, position.y - _scroll.y); } if (delta.x == 0 && delta.y == 0) { // We already are at the target position, scrolling has completed return true; } setScrollPosition(_scroll + delta); return false; } bool Location::scrollToCoordinateSmooth(uint32 coordinate) { Common::Point newScroll = getScrollPointFromCoordinate(coordinate); return scrollToSmooth(newScroll, false); } void Location::scrollToCoordinateImmediate(uint32 coordinate) { Common::Point newScroll = getScrollPointFromCoordinate(coordinate); return setScrollPosition(newScroll); } Common::Point Location::getScrollPointFromCoordinate(uint32 coordinate) const { Common::Point newScroll = _scroll; if (_maxScroll.x > 0) { newScroll.x = coordinate; } else { newScroll.y = coordinate; } return newScroll; } void Location::stopFollowingCharacter() { _scrollFollowCharacter = false; } void Location::startFollowingCharacter() { _scrollFollowCharacter = true; } void Location::setHasActiveScroll() { _hasActiveScroll = true; } void Location::stopAllScrolls() { Common::Array scrolls = listChildrenRecursive(); for (uint i = 0; i < scrolls.size(); i++) { scrolls[i]->stop(); } _hasActiveScroll = false; } void Location::goToLayer(Layer *layer) { if (_currentLayer) { _currentLayer->enable(false); } layer->enable(true); _currentLayer = layer; } ItemVisual *Location::getCharacterItem(int32 character) const { return _characterItemMap.getValOrDefault(character, nullptr); } void Location::registerCharacterItem(int32 character, ItemVisual *item) { if (character >= 0) { _characterItemMap[character] = item; } } const Common::Array &Location::listModelItems() const { return _modelItems; } void Location::printData() { } void Location::resetAnimationBlending() { Common::Array items = listChildren(Item::kItemModel); for (uint i = 0; i < items.size(); i++) { items[i]->resetAnimationBlending(); } } Sound *Location::findStockSound(uint32 stockSoundType) const { Sound *sound = findStockSound(this, stockSoundType); if (!sound) { Level *currentLevel = StarkGlobal->getCurrent()->getLevel(); sound = findStockSound(currentLevel, stockSoundType); } if (!sound) { Level *globalLevel = StarkGlobal->getLevel(); sound = findStockSound(globalLevel, stockSoundType); } return sound; } Sound *Location::findStockSound(const Object *parent, uint32 stockSoundType) const { Container *stockSoundContainer = parent->findChildWithSubtype(Container::kStockSounds); if (stockSoundContainer) { Common::Array stockSounds = stockSoundContainer->listChildren(Sound::kSoundStock); for (uint i = 0; i < stockSounds.size(); i++) { Sound *sound = stockSounds[i]; if (sound->getStockSoundType() == stockSoundType) { return sound; } } } return nullptr; } void Location::startRumble(int32 rumbleDurationRemaining) { _rumbleDurationRemaining = rumbleDurationRemaining; } void Location::fadeInInit(int32 fadeDuration) { _fadeOut = false; _fadePosition = 0.0; _fadeDuration = fadeDuration; } void Location::fadeOutInit(int32 fadeDuration) { _fadeOut = true; _fadePosition = 1.0; _fadeDuration = fadeDuration; } void Location::swayScene(int32 periodMs, const Math::Angle &angle, float amplitude, float offset) { if (periodMs < 33) { periodMs = 1000; } _swayPeriodMs = periodMs; _swayAngle = angle; _swayAmplitude = amplitude; _swayOffset = offset; _swayPosition = offset; } void Location::floatScene(int32 periodMs, float amplitude, float offset) { if (periodMs < 33) { periodMs = 1000; } _floatPeriodMs = periodMs; _floatAmplitude = amplitude; _floatPosition = offset; } void Location::saveLoadCurrent(ResourceSerializer *serializer) { serializer->syncAsSint32LE(_scroll.x); serializer->syncAsSint32LE(_scroll.y); if (serializer->isLoading()) { setScrollPosition(_scroll); } serializer->syncAsResourceReference(&_currentLayer); serializer->syncAsSint32LE(_floatPeriodMs); serializer->syncAsFloat(_floatAmplitude); serializer->syncAsFloat(_floatPosition); serializer->syncAsSint32LE(_swayPeriodMs); serializer->syncAsFloat(_swayAmplitude); serializer->syncAsFloat(_swayOffset); serializer->syncAsFloat(_swayPosition); float swayAngle = _swayAngle.getDegrees(); serializer->syncAsFloat(swayAngle); if (serializer->isLoading()) { _swayAngle = swayAngle; } } Layer *Location::getLayerByName(const Common::String &name) { for (uint i = 0; i < _layers.size(); ++i) { if (_layers[i]->getName().equalsIgnoreCase(name)) { return _layers[i]; } } return nullptr; } Gfx::RenderEntry *Location::getRenderEntryByName(const Common::String &name) { Gfx::RenderEntryArray renderEntries = listRenderEntries(); for (uint i = 0; i < renderEntries.size(); ++i) { if (renderEntries[i]->getName().equalsIgnoreCase(name)) { return renderEntries[i]; } } return nullptr; } Common::Array Location::listExitPositions() { Common::Array items = listChildrenRecursive(); Common::Array positions; Common::Array::iterator element = items.begin(); while (element != items.end()) { positions.push_back((*element)->listExitPositions()); ++element; } return positions; } } // End of namespace Resources } // End of namespace Stark