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/* ResidualVM - A 3D game interpreter
*
* ResidualVM 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#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<Component *> 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);
char f[4];
data->read(f, 4);
float length = READ_LE_FLOAT(f);
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;
char v[8];
data->read(v, 8);
time = READ_LE_FLOAT(v);
value = READ_LE_FLOAT(v + 4);
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<EMIChore *>(_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<EMIChore *>(_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<Chore*>::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<Chore*>::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<EMIChore *>(_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<EMIHead *>(_head)->setJoint(joint, offset);
}
void EMICostume::setHeadLimits(float yawRange, float maxPitch, float minPitch) {
static_cast<EMIHead *>(_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<EMIChore *>(_chores[num]);
if (chore == nullptr) {
return nullptr;
}
EMIMeshComponent *mesh = chore->getMesh();
if (mesh == nullptr) {
return nullptr;
}
return mesh->_obj;
}
} // end of namespace Grim
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