/* 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 .
*
*/
#ifndef TETRAEDGE_GAME_IN_GAME_SCENE_H
#define TETRAEDGE_GAME_IN_GAME_SCENE_H
#include "common/array.h"
#include "common/str.h"
#include "common/hashmap.h"
#include "tetraedge/game/object3d.h"
#include "tetraedge/game/billboard.h"
#include "tetraedge/game/youki_manager.h"
#include "tetraedge/te/te_act_zone.h"
#include "tetraedge/te/te_bezier_curve.h"
#include "tetraedge/te/te_free_move_zone.h"
#include "tetraedge/te/te_scene.h"
#include "tetraedge/te/te_light.h"
#include "tetraedge/te/te_lua_gui.h"
#include "tetraedge/te/te_particle.h"
#include "tetraedge/te/te_pick_mesh2.h"
namespace Tetraedge {
class Character;
class CharactersShadow;
class TeLayout;
class InGameScene : public TeScene {
public:
friend class InGameSceneXmlParser;
InGameScene();
struct AnimObject {
bool onFinished();
Common::String _name;
TeSpriteLayout *_layout;
};
struct Callback {
float _f;
Common::String _name;
};
struct SoundStep {
Common::String _stepSound1;
Common::String _stepSound2;
};
struct AnchorZone {
Common::String _name;
bool _activated;
TeVector3f32 _loc;
float _radius;
};
struct Object {
TeIntrusivePtr _model;
Common::String _name;
};
struct TeMarker {
Common::String _name;
Common::String _val;
};
struct Dummy {
Common::String _name;
TeVector3f32 _position;
TeQuaternion _rotation;
TeVector3f32 _scale;
};
static const int MAX_FIRE;
static const int MAX_SNOW;
static const int MAX_SMOKE;
static const float DUREE_MAX_FIRE;
static const float SCALE_FIRE;
static const int MAX_FLAKE;
static const float DUREE_MIN_FLAKE;
static const float DUREE_MAX_FLAKE;
static const float SCALE_FLAKE;
static const float DEPTH_MAX_FLAKE;
struct Fire {
TeCurveAnim2 _positionAnim;
TeCurveAnim2 _colorAnim;
TeCurveAnim2 _scaleAnim;
};
struct Flamme {
Flamme() : _needsFires(false), _addFireOnUpdate(false) {};
~Flamme();
Common::Array _fires;
Common::String _name;
TeVector3f32 _center;
TeVector3f32 _yMax;
TeVector3f32 _offsetMin;
TeVector3f32 _offsetMax;
bool _needsFires;
bool _addFireOnUpdate;
void initFire();
};
// TODO: Any other members of RippleMask?
class RippleMask : public TeModel {
};
struct SceneLight {
Common::String _name;
TeVector3f32 _v1;
TeVector3f32 _v2;
TeColor _color;
float _f;
};
void activateAnchorZone(const Common::String &name, bool val);
void addAnchorZone(const Common::String &s1, const Common::String &name, float radius);
void addBlockingObject(const Common::String &obj) {
_blockingObjects.push_back(obj);
}
bool addMarker(const Common::String &name, const Common::Path &imgPath, float x, float y, const Common::String &locType, const Common::String &markerVal, float anchorX, float anchorY);
static float angularDistance(float a1, float a2);
bool aroundAnchorZone(const AnchorZone *zone);
TeLayout *background();
Billboard *billboard(const Common::String &name);
bool changeBackground(const Common::Path &name);
Character *character(const Common::String &name);
virtual void close() override;
// Original has a typo, "converPathToMesh", corrected.
void convertPathToMesh(TeFreeMoveZone *zone);
TeIntrusivePtr curve(const Common::String &curveName);
void deleteAllCallback();
void deleteMarker(const Common::String &markerName);
// Original just calls these "deserialize" but that's a fairly vague name
// so renamed to be more meaningful.
void deserializeCam(Common::ReadStream &stream, TeIntrusivePtr &cam);
void deserializeModel(Common::ReadStream &stream, TeIntrusivePtr &model, TePickMesh2 *pickmesh);
virtual void draw() override;
void drawKate();
void drawMask();
void drawReflection();
void drawPath();
Dummy dummy(const Common::String &name);
bool findKate();
const TeMarker *findMarker(const Common::String &name);
const TeMarker *findMarkerByInt(const Common::String &name);
SoundStep findSoundStep(const Common::String &name);
void freeGeometry();
void freeSceneObjects();
Common::Path getActZoneFileName() const;
Common::Path getBlockersFileName() const;
Common::Path getLightsFileName() const;
float getHeadHorizontalRotation(Character *cter, const TeVector3f32 &vec);
float getHeadVerticalRotation(Character *cter, const TeVector3f32 &vec);
Common::Path imagePathMarker(const Common::String &name);
void initScroll();
bool isMarker(const Common::String &name);
bool isObjectBlocking(const Common::String &name);
TeVector2f32 layerSize();
virtual bool load(const TetraedgeFSNode &node) override;
void loadBackground(const TetraedgeFSNode &node);
bool loadBillboard(const Common::String &name);
void loadBlockers();
bool loadCharacter(const Common::String &name);
void loadInteractions(const TetraedgeFSNode &node);
bool loadLights(const TetraedgeFSNode &node);
void loadMarkers(const TetraedgeFSNode &node);
bool loadObject(const Common::String &oname);
bool loadObjectMaterials(const Common::String &name);
bool loadObjectMaterials(const Common::Path &path, const Common::String &name);
bool loadPlayerCharacter(const Common::String &cname);
// Syberia 2 specific data..
void loadActZones();
bool loadCamera(const Common::String &name);
bool loadCurve(const Common::String &name);
bool loadDynamicLightBloc(const Common::String &name, const Common::String &texture, const Common::String &zone, const Common::String &scene);
// loadFlamme uses the xml doc
bool loadFreeMoveZone(const Common::String &name, TeVector2f32 &gridSize);
bool loadLight(const Common::String &fname, const Common::String &zone, const Common::String &scene);
bool loadMask(const Common::String &name, const Common::String &texture, const Common::String &zone, const Common::String &scene);
bool loadRBB(const Common::String &fname, const Common::String &zone, const Common::String &scene);
bool loadRippleMask(const Common::String &name, const Common::String &texture, const Common::String &zone, const Common::String &scene);
bool loadRObject(const Common::String &fname, const Common::String &zone, const Common::String &scene);
bool loadShadowMask(const Common::String &name, const Common::String &texture, const Common::String &zone, const Common::String &scene);
bool loadShadowReceivingObject(const Common::String &fname, const Common::String &zone, const Common::String &scene);
//bool loadSnowCustom() // todo: from xml file?
bool loadXml(const Common::String &zone, const Common::String &scene);
bool loadZBufferObject(const Common::String &fname, const Common::String &zone, const Common::String &scene);
void moveCharacterTo(const Common::String &charName, const Common::String &curveName, float curveOffset, float curveEnd);
Object3D *object3D(const Common::String &oname);
void onMainWindowSizeChanged();
TeFreeMoveZone *pathZone(const Common::String &zname);
void playVerticalScrolling(float time);
void reset();
void setImagePathMarker(const Common::String &markerName, const Common::Path &path);
void setPositionCharacter(const Common::String &charName, const Common::String &freeMoveZoneName, const TeVector3f32 &position);
void setStep(const Common::String &scene, const Common::String &step1, const Common::String &step2);
void setVisibleMarker(const Common::String &markerName, bool val);
TeLight *shadowLight();
void unloadCharacter(const Common::String &name);
void unloadObject(const Common::String &name);
void unloadSpriteLayouts();
void update() override;
// Does nothing, but to keep calls from original..
void updateScroll();
void updateViewport(int ival);
Character *_character;
Common::Array _characters;
TeLuaGUI &bgGui() { return _bgGui; }
TeLuaGUI &hitObjectGui() { return _hitObjectGui; }
TeLuaGUI &markerGui() { return _markerGui; }
Common::Array &clickMeshes() { return _clickMeshes; }
float shadowFarPlane() const { return _shadowFarPlane; }
float shadowNearPlane() const { return _shadowNearPlane; }
float shadowFov() const { return _shadowFov; }
const TeColor &shadowColor() const { return _shadowColor; }
int shadowLightNo() const { return _shadowLightNo; }
CharactersShadow *charactersShadow() { return _charactersShadow; }
TeIntrusivePtr curve() { return _curve; }
void setCurve(TeIntrusivePtr &c) { _curve = c; }
Common::Array> &zoneModels() { return _zoneModels; }
Common::Array> &shadowReceivingObjects() { return _shadowReceivingObjects; }
Common::Array &rectBlockers() { return _rectBlockers; }
Common::Array &blockers() { return _blockers; }
Common::Array object3Ds() { return _object3Ds; }
void setWaitTime(double usecs) { _waitTime = usecs; }
TeTimer &waitTimeTimer() { return _waitTimeTimer; }
Common::Array> &lights() { return _lights; }
Common::Array> &particles() { return _particles; }
// Note: Zone name and scene name are only set in Syberia 2
const Common::String getZoneName() const { return _zoneName; }
const Common::String getSceneName() const { return _sceneName; }
void activateMask(const Common::String &name, bool val);
YoukiManager &youkiManager() { return _youkiManager; }
private:
int _shadowLightNo;
CharactersShadow *_charactersShadow;
TeColor _shadowColor;
float _shadowFarPlane;
float _shadowNearPlane;
float _shadowFov;
double _waitTime;
TeTimer _waitTimeTimer;
Common::Array _blockers;
Common::Array _rectBlockers;
Common::Array _actZones;
Common::Array _freeMoveZones;
Common::Array _markers;
Common::Array _anchorZones;
Common::Array _animObjects;
Common::Array _object3Ds;
Common::Array _billboards;
Common::Array _sprites;
Common::Array _clickMeshes;
Common::Array _rippleMasks;
Common::HashMap _soundSteps;
Common::HashMap> _callbacks;
Common::Array> _hitObjects;
Common::Array