166 lines
4.5 KiB
C++
166 lines
4.5 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "mediastation/actors/path.h"
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#include "mediastation/mediastation.h"
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#include "mediastation/debugchannels.h"
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namespace MediaStation {
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void PathActor::readParameter(Chunk &chunk, ActorHeaderSectionType paramType) {
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switch (paramType) {
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case kActorHeaderStartPoint:
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_startPoint = chunk.readTypedPoint();
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break;
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case kActorHeaderEndPoint:
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_endPoint = chunk.readTypedPoint();
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break;
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case kActorHeaderStepRate: {
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double _stepRateFloat = chunk.readTypedDouble();
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// This should always be an integer anyway,
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// so we'll cast away any fractional part.
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_stepRate = static_cast<uint32>(_stepRateFloat);
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break;
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}
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case kActorHeaderDuration:
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// These are stored in the file as fractional seconds,
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// but we want milliseconds.
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_duration = static_cast<uint32>(chunk.readTypedTime() * 1000);
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break;
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case kActorHeaderPathTotalSteps:
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_totalSteps = chunk.readTypedUint16();
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break;
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default:
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Actor::readParameter(chunk, paramType);
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}
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}
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ScriptValue PathActor::callMethod(BuiltInMethod methodId, Common::Array<ScriptValue> &args) {
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ScriptValue returnValue;
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switch (methodId) {
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case kTimePlayMethod: {
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assert(args.size() == 0);
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timePlay();
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return returnValue;
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}
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case kSetDurationMethod: {
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assert(args.size() == 1);
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uint durationInMilliseconds = static_cast<uint>(args[0].asTime() * 1000);
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setDuration(durationInMilliseconds);
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return returnValue;
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}
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case kPercentCompleteMethod: {
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assert(args.size() == 0);
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returnValue.setToFloat(percentComplete());
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return returnValue;
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}
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case kIsPlayingMethod: {
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assert(args.empty());
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returnValue.setToBool(_isPlaying);
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return returnValue;
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}
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default:
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return Actor::callMethod(methodId, args);
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}
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}
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void PathActor::timePlay() {
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if (_isPlaying) {
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return;
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}
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if (_duration == 0) {
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warning("%s: Got zero duration", __func__);
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} else if (_stepRate == 0) {
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error("%s: Got zero step rate", __func__);
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}
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_isPlaying = true;
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_startTime = g_system->getMillis();
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_lastProcessedTime = 0;
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_percentComplete = 0;
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_nextPathStepTime = 0;
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_currentStep = 0;
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_totalSteps = (_duration * _stepRate) / 1000;
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_stepDurationInMilliseconds = 1000 / _stepRate;
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// TODO: Run the path start event. Haven't seen one the wild yet, don't know its ID.
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debugC(5, kDebugScript, "Path::timePlay(): No PathStart event handler");
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}
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void PathActor::process() {
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if (!_isPlaying) {
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return;
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}
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uint currentTime = g_system->getMillis();
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uint pathTime = currentTime - _startTime;
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bool doNextStep = pathTime >= _nextPathStepTime;
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if (!doNextStep) {
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return;
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}
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_percentComplete = static_cast<double>(_currentStep + 1) / _totalSteps;
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debugC(2, kDebugScript, "Path::timePlay(): Step %d of %d", _currentStep, _totalSteps);
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if (_currentStep < _totalSteps) {
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// TODO: Actually step the path. It seems they mostly just use this for
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// palette animation in the On Step event handler, so nothing is actually drawn on the screen now.
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// We don't run a step event for the last step.
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runEventHandlerIfExists(kPathStepEvent);
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_nextPathStepTime = ++_currentStep * _stepDurationInMilliseconds;
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} else {
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_isPlaying = false;
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_percentComplete = 0;
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_nextPathStepTime = 0;
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_currentStep = 0;
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_totalSteps = 0;
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_stepDurationInMilliseconds = 0;
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runEventHandlerIfExists(kPathEndEvent);
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}
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}
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void PathActor::setDuration(uint durationInMilliseconds) {
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// TODO: Do we need to save the original duration?
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debugC(5, kDebugScript, "Path::setDuration(): Setting duration to %d ms", durationInMilliseconds);
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_duration = durationInMilliseconds;
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}
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double PathActor::percentComplete() {
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debugC(5, kDebugScript, "Path::percentComplete(): Returning percent complete %f%%", _percentComplete * 100);
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return _percentComplete;
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}
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} // End of namespace MediaStation
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