Esempio n. 1
0
void Lua_V2::SetActorTalkChore() {
	lua_Object actorObj = lua_getparam(1);
	lua_Object indexObj = lua_getparam(2);
	lua_Object choreObj = lua_getparam(3);
	lua_Object costumeObj = lua_getparam(4);
	Costume *costume;
	int chore;

	if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A','C','T','R') ||
			!lua_isnumber(indexObj) ||
			(!lua_isstring(choreObj) && !lua_isnil(choreObj))) {
		return;
	}

	int index = (int)lua_getnumber(indexObj);
	if (index < 1 || index > 16)
		return;

	Actor *actor = getactor(actorObj);

	if (!findCostume(costumeObj, actor, &costume))
		return;

	if (lua_isnil(choreObj)) {
		chore = -1;
	} else {
		const char * choreStr = lua_getstring(choreObj);
		chore = costume->getChoreId(choreStr);
	}

	actor->setTalkChore(index, chore, costume);
}
Esempio n. 2
0
void Lua_V2::SetActorTurnChores() {
	lua_Object actorObj = lua_getparam(1);
	lua_Object leftChoreObj = lua_getparam(2);
	lua_Object rightChoreObj = lua_getparam(3);
	lua_Object costumeObj = lua_getparam(4);
	Costume *costume;

	if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A','C','T','R')) {
		return;
	} else if (!lua_isnil(leftChoreObj) && !lua_isstring(leftChoreObj)) {
		return;
	} else if (!lua_isnil(rightChoreObj) && !lua_isstring(rightChoreObj)) {
		return;
	}

	Actor *actor = getactor(actorObj);

	if (!findCostume(costumeObj, actor, &costume))
		return;

	if (!costume) {
		costume = actor->getCurrentCostume();
	}

	int leftChore = costume->getChoreId(lua_getstring(leftChoreObj));
	int rightChore = costume->getChoreId(lua_getstring(rightChoreObj));

	actor->setTurnChores(leftChore, rightChore, costume);
}
Esempio n. 3
0
void Lua_V2::SetActorMumblechore() {
	lua_Object actorObj = lua_getparam(1);
	lua_Object choreObj = lua_getparam(2);
	lua_Object costumeObj = lua_getparam(3);
	Costume *costume;
	int chore;

	if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A','C','T','R') ||
			(!lua_isstring(choreObj) && !lua_isnil(choreObj))) {
		return;
	}

	Actor *actor = getactor(actorObj);

	if (!findCostume(costumeObj, actor, &costume))
		return;

	if (lua_isnil(choreObj)) {
		chore = -1;
	} else {
		const char * choreStr = lua_getstring(choreObj);
		chore = costume->getChoreId(choreStr);
	}

	actor->setMumbleChore(chore, costume);
}
Esempio n. 4
0
void Lua_V2::GetActorChores() {
	lua_Object actorObj = lua_getparam(1);
	if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A','C','T','R'))
		return;
	Actor *actor = getactor(actorObj);
	Costume *costume = actor->getCurrentCostume();

	lua_Object result = lua_createtable();
	lua_pushobject(result);

	if (!costume) {
		lua_pushstring("count");
		lua_pushnumber(0);
		lua_settable();
		lua_pushobject(result);
		return;
	}

	int num = costume->getNumChores();

	lua_pushstring("count");
	lua_pushnumber(num);
	lua_settable();

	for (int i = 0; i < num; ++i) {
		lua_pushobject(result);
		lua_pushnumber(i);
		lua_pushusertag(((EMIChore *)costume->getChore(i))->getId(), MKTAG('C','H','O','R'));
		lua_settable();
	}

	lua_pushobject(result);
}
Esempio n. 5
0
void Actor::setColormap(const char *map) {
	if (!_costumeStack.empty()) {
		Costume *cost = _costumeStack.back();
		cost->setColormap(map);
	} else {
		warning("Actor::setColormap: No costumes");
	}
}
Esempio n. 6
0
void ofApp::onClap(int trackingId) {
	cout<<trackingId<<" clapped!"<<endl;
	Costume newCos;
	newCos.initRandSensible(&segmentsLib);
	std::string cosName = ofToString(trackingId);
	newCos.setPositions(activeJointSets[trackingId].getVals());
	costumesLib[cosName] = newCos;
	activeCostumes.find(trackingId)->second = cosName;
}
Esempio n. 7
0
void Lua_V2::StopActorChores() {
	lua_Object actorObj = lua_getparam(1);
	/*lua_Object paramObj = */lua_getparam(2);

	if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A','C','T','R'))
		return;

	Actor *actor = getactor(actorObj);
	if (!actor)
		return;

	//FIXME: What does the second param actually do
//	bool p = lua_isnil(paramObj) != 0;
	Costume *costume = actor->getCurrentCostume();
	if (costume) {
		costume->stopChores();
	}
}
Esempio n. 8
0
void Lua_V2::PlayActorChore() {
	lua_Object actorObj = lua_getparam(1);
	lua_Object choreObj = lua_getparam(2);
	lua_Object costumeObj = lua_getparam(3);
//	lua_Object modeObj = lua_getparam(4);
//	lua_Object paramObj = lua_getparam(5);

	if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A','C','T','R'))
		return;

	Actor *actor = getactor(actorObj);

	if (!lua_isstring(choreObj) || !lua_isstring(costumeObj))
		lua_pushnil();

/*	bool mode = false;
	float param = 0.0;

	if (!lua_isnil(modeObj)) {
		if (lua_getnumber(modeObj) != 0.0)
			mode = true;
		if (!lua_isnil(paramObj))
			if (lua_isnumber(paramObj))
				param = lua_getnumber(paramObj);
	}*/

	const char *choreName = lua_getstring(choreObj);
	const char *costumeName = lua_getstring(costumeObj);
	Costume *costume = actor->findCostume(costumeName);

	if (costume == NULL) {
		actor->pushCostume(costumeName);
		costume = actor->findCostume(costumeName);
	}

	PoolChore *chore = (PoolChore *)costume->getChore(choreName);
	costume->playChore(choreName);
	if (chore) {
		lua_pushusertag(chore->getId(), MKTAG('C','H','O','R'));
	} else {
		lua_pushnil();
	}

}
Esempio n. 9
0
Costume *ResourceLoader::loadCostume(const Common::String &filename, Costume *prevCost) {
	Common::String fname = fixFilename(filename);
	fname.toLowercase();

	Common::SeekableReadStream *stream = openNewStreamFile(fname.c_str(), true);
	if (!stream) {
		error("Could not find costume \"%s\"", filename.c_str());
	}
	Costume *result;
	if (g_grim->getGameType() == GType_MONKEY4) {
		result = new EMICostume(filename, prevCost);		
	} else {
		result = new Costume(filename, prevCost);
	}
	result->load(stream);
	delete stream;
	
	return result;
}
Esempio n. 10
0
void Lua_V2::IsActorChoring() {
	lua_Object actorObj = lua_getparam(1);
	bool excludeLoop = getbool(2);

	if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A','C','T','R'))
		return;

	Actor *actor = getactor(actorObj);
	Costume *costume = actor->getCurrentCostume();

	if (!costume) {
		lua_pushnil();
		return;
	}

	for (int i = 0; i < costume->getNumChores(); i++) {
		int chore = costume->isChoring(i, excludeLoop);
		if (chore != -1) {
			// Ignore talk chores.
			bool isTalk = false;
			for (int j = 0; j < 10; j++) {
				if (costume == actor->getTalkCostume(j) && actor->getTalkChore(j) == chore) {
					isTalk = true;
					break;
				}
			}
			if (isTalk)
				continue;

			lua_pushnumber(chore);
			
			pushbool(true);
			return;
		}
	}

	lua_pushnil();
}
Esempio n. 11
0
int main(int argc, char **argv) {
	if(argc < 2){
		std::cout << "Error: filename not specified" << std::endl;
		return 0;
	}
	std::string filename = argv[1];
	
	std::fstream file(filename.c_str(), std::ios::in | std::ios::binary);
	
	if (!file.is_open()) {
		std::cout << "Unable to open file " << filename << std::endl;
		return 0;
	}
	
	Costume c;
	c.readFromFile(file);
	if (argc == 2) {
		c.print();
	} else {
		c.printChore(argv[2]);
	}
	
}
Esempio n. 12
0
static void L2_PlayActorChore() {
	lua_Object actorObj = lua_getparam(1);
	lua_Object choreObj = lua_getparam(2);
	lua_Object costumeObj = lua_getparam(3);
	lua_Object modeObj = lua_getparam(4);
	lua_Object paramObj = lua_getparam(5);

	if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A','C','T','R'))
		return;

	Actor *actor = getactor(actorObj);

	if (!lua_isstring(choreObj) || !lua_isstring(costumeObj))
		lua_pushnil();

	bool mode = false;
	float param = 0.0;

	if (!lua_isnil(modeObj)) {
		if (lua_getnumber(modeObj) != 0.0)
			mode = true;
		if (!lua_isnil(paramObj))
			if (lua_isnumber(paramObj))
				param = lua_getnumber(paramObj);
	}

	const char *choreName = lua_getstring(choreObj);
	const char *costumeName = lua_getstring(costumeObj);

	warning("L2_PlayActorChore: implement opcode actor: %s, chore: %s, costume: %s, mode bool: %d, param: %f",
			actor->getName().c_str(), choreName, costumeName, (int)mode, param);
	// FIXME. code below is a hack, need proper implementation
	actor->setCostume(costumeName);
	Costume *costume = actor->getCurrentCostume();
	costume->playChore(choreName);
	pushbool(true);
}
Esempio n. 13
0
bool Actor::restoreState(SaveGame *savedState) {
	for (Common::List<Costume *>::const_iterator i = _costumeStack.begin(); i != _costumeStack.end(); ++i) {
		delete *i;
	}
	_costumeStack.clear();

	// load actor name
	_name = savedState->readString();
	_setName = savedState->readString();

	_talkColor = savedState->readColor();

	_pos                = savedState->readVector3d();
	_pitch              = savedState->readFloat();
	_yaw                = savedState->readFloat();
	_roll               = savedState->readFloat();
	_walkRate           = savedState->readFloat();
	_turnRate           = savedState->readFloat();
	_constrain          = savedState->readBool();
	_reflectionAngle    = savedState->readFloat();
	_visible            = savedState->readBool();
	_lookingMode        = savedState->readBool();
	_scale              = savedState->readFloat();
	_timeScale          = savedState->readFloat();
	_puckOrient         = savedState->readBool();

	_talkSoundName 		= savedState->readString();
	_talking = savedState->readBool();
	_backgroundTalk = savedState->readBool();
	if (isTalking()) {
		g_grim->addTalkingActor(this);
	}

	_collisionMode      = (CollisionMode)savedState->readLEUint32();
	_collisionScale     = savedState->readFloat();

	if (savedState->readBool()) {
		Common::String fn = savedState->readString();
		_lipSync = g_resourceloader->getLipSync(fn);
	} else {
		_lipSync = NULL;
	}

	uint32 size = savedState->readLEUint32();
	for (uint32 i = 0; i < size; ++i) {
		Common::String fname = savedState->readString();
		const int depth = savedState->readLESint32();
		Costume *pc = NULL;
		if (depth > 0) {	//build all the previousCostume hierarchy
			Common::String *names = new Common::String[depth];
			for (int j = 0; j < depth; ++j) {
				names[j] = savedState->readString();
			}
			for (int j = depth - 1; j >= 0; --j) {
				pc = findCostume(names[j]);
				if (!pc) {
					pc = g_resourceloader->loadCostume(names[j], pc);
				}
			}
			delete[] names;
		}

		Costume *c = g_resourceloader->loadCostume(fname, pc);
		c->restoreState(savedState);
		_costumeStack.push_back(c);
	}

	_turning = savedState->readBool();
	_moveYaw = savedState->readFloat();

	_walking = savedState->readBool();
	_destPos = savedState->readVector3d();

	_restChore.restoreState(savedState, this);

	_walkChore.restoreState(savedState, this);
	_walkedLast = savedState->readBool();
	_walkedCur = savedState->readBool();

	_leftTurnChore.restoreState(savedState, this);
	_rightTurnChore.restoreState(savedState, this);
	_lastTurnDir = savedState->readLESint32();
	_currTurnDir = savedState->readLESint32();

	for (int i = 0; i < 10; ++i) {
		_talkChore[i].restoreState(savedState, this);
	}
	_talkAnim = savedState->readLESint32();

	_mumbleChore.restoreState(savedState, this);

	clearShadowPlanes();
	for (int i = 0; i < MAX_SHADOWS; ++i) {
		Shadow &shadow = _shadowArray[i];
		shadow.name = savedState->readString();

		shadow.pos = savedState->readVector3d();

		size = savedState->readLEUint32();
		Set *scene = NULL;
		for (uint32 j = 0; j < size; ++j) {
			Common::String setName = savedState->readString();
			Common::String secName = savedState->readString();
			if (!scene || scene->getName() != setName) {
				scene = g_grim->findSet(setName);
			}
			if (scene) {
				addShadowPlane(secName.c_str(), scene, i);
			} else {
				warning("%s: No scene \"%s\" found, cannot restore shadow on sector \"%s\"", getName().c_str(), setName.c_str(), secName.c_str());
			}
		}

		shadow.shadowMaskSize = savedState->readLESint32();
		delete[] shadow.shadowMask;
		if (shadow.shadowMaskSize > 0) {
			shadow.shadowMask = new byte[shadow.shadowMaskSize];
			savedState->read(shadow.shadowMask, shadow.shadowMaskSize);
		} else {
			shadow.shadowMask = NULL;
		}
		shadow.active = savedState->readBool();
		shadow.dontNegate = savedState->readBool();
	}
	_activeShadowSlot = savedState->readLESint32();

	_sayLineText = savedState->readLESint32();

	_lookAtVector = savedState->readVector3d();

	size = savedState->readLEUint32();
	for (uint32 i = 0; i < size; ++i) {
		_path.push_back(savedState->readVector3d());
	}

	return true;
}
Esempio n. 14
0
void Actor::update(uint frameTime) {
	// Snap actor to walkboxes if following them.  This might be
	// necessary for example after activating/deactivating
	// walkboxes, etc.
	if (_constrain && !_walking) {
		g_grim->getCurrSet()->findClosestSector(_pos, NULL, &_pos);
	}

	if (_turning) {
		float turnAmt = g_grim->getPerSecond(_turnRate) * 5.f;
		Math::Angle dyaw = _moveYaw - _yaw;
		dyaw.normalize(-180);
		// If the actor won't turn because the rate is set to zero then
		// have the actor turn all the way to the destination yaw.
		// Without this some actors will lock the interface on changing
		// scenes, this affects the Bone Wagon in particular.
		if (turnAmt == 0 || turnAmt >= fabsf(dyaw.getDegrees())) {
			setYaw(_moveYaw);
			_turning = false;
		} else if (dyaw > 0) {
			setYaw(_yaw + turnAmt);
		} else {
			setYaw(_yaw - turnAmt);
		}
		_currTurnDir = (dyaw > 0 ? 1 : -1);
	}

	if (_walking) {
		updateWalk();
	}

	if (_walkChore.isValid()) {
		if (_walkedCur) {
			if (!_walkChore.isPlaying()) {
				_walkChore.playLooping(true);
			}
			if (_restChore.isPlaying()) {
				_restChore.stop(true);
			}
		} else {
			if (_walkedLast && _walkChore.isPlaying()) {
				_walkChore.stop(true);
				if (!_restChore.isPlaying()) {
					_restChore.playLooping(true);
				}
			}
		}
	}

	if (_leftTurnChore.isValid()) {
		if (_walkedCur || _walkedLast)
			_currTurnDir = 0;

		if (_restChore.isValid()) {
			if (_currTurnDir != 0) {
				if (getTurnChore(_currTurnDir)->isPlaying() && _restChore.isPlaying()) {
					_restChore.stop(true, 500);
				}
			} else if (_lastTurnDir != 0) {
				if (!_walkedCur && getTurnChore(_lastTurnDir)->isPlaying()) {
					_restChore.playLooping(true);
				}
			}
		}

		if (_lastTurnDir != 0 && _lastTurnDir != _currTurnDir) {
			getTurnChore(_lastTurnDir)->stop(true);
		}
		if (_currTurnDir != 0 && _currTurnDir != _lastTurnDir) {
			getTurnChore(_currTurnDir)->playLooping(true, 500);
		}
	} else {
		_currTurnDir = 0;
	}

	// The rest chore might have been stopped because of a
	// StopActorChore(nil).  Restart it if so.
	if (!_walkedCur && _currTurnDir == 0 && !_restChore.isPlaying()) {
		_restChore.playLooping(true);
	}

	_walkedLast = _walkedCur;
	_walkedCur = false;
	_lastTurnDir = _currTurnDir;
	_currTurnDir = 0;

	// Update lip syncing
	if (_lipSync) {
		int posSound;

		// While getPosIn60HzTicks will return "-1" to indicate that the
		// sound is no longer playing, it is more appropriate to check first
		if (g_grim->getSpeechMode() != GrimEngine::TextOnly && g_sound->getSoundStatus(_talkSoundName.c_str()))
			posSound = g_sound->getPosIn60HzTicks(_talkSoundName.c_str());
		else
			posSound = -1;
		if (posSound != -1) {
			int anim = _lipSync->getAnim(posSound);
			if (_talkAnim != anim) {
				if (anim != -1) {
					if (_talkChore[anim].isValid()) {
						stopMumbleChore();
						if (_talkAnim != -1) {
							_talkChore[_talkAnim].stop();
						}

						// Run the stop_talk chore so that it resets the components
						// to the right visibility.
						stopTalking();
						_talkAnim = anim;
						_talkChore[_talkAnim].play();
					} else if (_mumbleChore.isValid() && !_mumbleChore.isPlaying()) {
						_mumbleChore.playLooping();
						_talkAnim = -1;
					}
				} else {
					stopMumbleChore();
					if (_talkAnim != -1)
						_talkChore[_talkAnim].stop();

					_talkAnim = 0;
					stopTalking();
				}
			}
		}
	}

	frameTime = (uint)(frameTime * _timeScale);
	for (Common::List<Costume *>::iterator i = _costumeStack.begin(); i != _costumeStack.end(); ++i) {
		Costume *c = *i;
		c->setPosRotate(_pos, _pitch, _yaw, _roll);
		int marker = c->update(frameTime);
		if (marker > 0) {
			costumeMarkerCallback(marker);
		}
	}

	for (Common::List<Costume *>::iterator i = _costumeStack.begin(); i != _costumeStack.end(); ++i) {
		Costume *c = *i;
		c->animate();
	}

	for (Common::List<Costume *>::iterator i = _costumeStack.begin(); i != _costumeStack.end(); ++i) {
		Costume *c = *i;
		c->moveHead(_lookingMode, _lookAtVector);
	}
}
Esempio n. 15
0
void Actor::draw() {
	for (Common::List<Costume *>::iterator i = _costumeStack.begin(); i != _costumeStack.end(); ++i) {
		Costume *c = *i;
		c->setupTextures();
	}

	if (!g_driver->isHardwareAccelerated() && g_grim->getFlagRefreshShadowMask()) {
		for (int l = 0; l < MAX_SHADOWS; l++) {
			if (!_shadowArray[l].active)
				continue;
			g_driver->setShadow(&_shadowArray[l]);
			g_driver->drawShadowPlanes();
			g_driver->setShadow(NULL);
		}
	}

	// FIXME: if isAttached(), factor in the joint & actor rotation as well.
	Math::Vector3d absPos = getWorldPos();
	if (!_costumeStack.empty()) {
		g_grim->getCurrSet()->setupLights(absPos);

		Costume *costume = _costumeStack.back();
		for (int l = 0; l < MAX_SHADOWS; l++) {
			if (!shouldDrawShadow(l))
				continue;
			g_driver->setShadow(&_shadowArray[l]);
			g_driver->setShadowMode();
			if (g_driver->isHardwareAccelerated())
				g_driver->drawShadowPlanes();
			g_driver->startActorDraw(absPos, _scale, _yaw, _pitch, _roll, _inOverworld, _alphaMode != AlphaOff ? _globalAlpha : 1.f);
			costume->draw();
			g_driver->finishActorDraw();
			g_driver->clearShadowMode();
			g_driver->setShadow(NULL);
		}

		bool isShadowCostume = costume->getFilename().equals("fx/dumbshadow.cos");
		if (!isShadowCostume || _shadowActive) {
			// normal draw actor
			g_driver->startActorDraw(absPos, _scale, _yaw, _pitch, _roll, _inOverworld, _alphaMode != AlphaOff ? _globalAlpha : 1.f);
			costume->draw();
			g_driver->finishActorDraw();
		}
	}

	if (_mustPlaceText) {
		int x1, y1, x2, y2;
		x1 = y1 = 1000;
		x2 = y2 = -1000;
		if (!_costumeStack.empty()) {
			g_driver->startActorDraw(absPos, _scale, _yaw, _pitch, _roll, _inOverworld, 1.f);
			_costumeStack.back()->getBoundingBox(&x1, &y1, &x2, &y2);
			g_driver->finishActorDraw();
		}

		TextObject *textObject = TextObject::getPool().getObject(_sayLineText);
		if (textObject) {
			if (x1 == 1000 || x2 == -1000 || y2 == -1000) {
				textObject->setX(640 / 2);
				textObject->setY(463);
			} else {
				textObject->setX((x1 + x2) / 2);
				textObject->setY(y1);
			}
			textObject->reset();
		}
		_mustPlaceText = false;
	}
}
Esempio n. 16
0
void Actor::saveState(SaveGame *savedState) const {
	// store actor name
	savedState->writeString(_name);
	savedState->writeString(_setName);

	savedState->writeColor(_talkColor);

	savedState->writeVector3d(_pos);

	savedState->writeFloat(_pitch.getDegrees());
	savedState->writeFloat(_yaw.getDegrees());
	savedState->writeFloat(_roll.getDegrees());
	savedState->writeFloat(_walkRate);
	savedState->writeFloat(_turnRate);
	savedState->writeBool(_constrain);
	savedState->writeFloat(_reflectionAngle);
	savedState->writeBool(_visible);
	savedState->writeBool(_lookingMode),
	savedState->writeFloat(_scale);
	savedState->writeFloat(_timeScale);
	savedState->writeBool(_puckOrient);

	savedState->writeString(_talkSoundName);
	savedState->writeBool(_talking);
	savedState->writeBool(_backgroundTalk);

	savedState->writeLEUint32((uint32)_collisionMode);
	savedState->writeFloat(_collisionScale);

	if (_lipSync) {
		savedState->writeBool(true);
		savedState->writeString(_lipSync->getFilename());
	} else {
		savedState->writeBool(false);
	}

	savedState->writeLEUint32(_costumeStack.size());
	for (Common::List<Costume *>::const_iterator i = _costumeStack.begin(); i != _costumeStack.end(); ++i) {
		Costume *c = *i;
		savedState->writeString(c->getFilename());
		Costume *pc = c->getPreviousCostume();
		int depth = 0;
		while (pc) {
			++depth;
			pc = pc->getPreviousCostume();
		}
		savedState->writeLESint32(depth);
		pc = c->getPreviousCostume();
		for (int j = 0; j < depth; ++j) { //save the previousCostume hierarchy
			savedState->writeString(pc->getFilename());
			pc = pc->getPreviousCostume();
		}
		c->saveState(savedState);
	}

	savedState->writeBool(_turning);
	savedState->writeFloat(_moveYaw.getDegrees());

	savedState->writeBool(_walking);
	savedState->writeVector3d(_destPos);

	_restChore.saveState(savedState);

	_walkChore.saveState(savedState);
	savedState->writeBool(_walkedLast);
	savedState->writeBool(_walkedCur);

	_leftTurnChore.saveState(savedState);
	_rightTurnChore.saveState(savedState);
	savedState->writeLESint32(_lastTurnDir);
	savedState->writeLESint32(_currTurnDir);

	for (int i = 0; i < 10; ++i) {
		_talkChore[i].saveState(savedState);
	}
	savedState->writeLESint32(_talkAnim);

	_mumbleChore.saveState(savedState);

	for (int i = 0; i < MAX_SHADOWS; ++i) {
		Shadow &shadow = _shadowArray[i];
		savedState->writeString(shadow.name);

		savedState->writeVector3d(shadow.pos);

		savedState->writeLEUint32(shadow.planeList.size());
		// Cannot use g_grim->getCurrSet() here because an actor can have walk planes
		// from other scenes. It happens e.g. when Membrillo calls Velasco to tell him
		// Naranja is dead.
		for (SectorListType::iterator j = shadow.planeList.begin(); j != shadow.planeList.end(); ++j) {
			Plane &p = *j;
			savedState->writeString(p.setName);
			savedState->writeString(p.sector->getName());
		}

		savedState->writeLESint32(shadow.shadowMaskSize);
		savedState->write(shadow.shadowMask, shadow.shadowMaskSize);
		savedState->writeBool(shadow.active);
		savedState->writeBool(shadow.dontNegate);
	}
	savedState->writeLESint32(_activeShadowSlot);

	savedState->writeLESint32(_sayLineText);

	savedState->writeVector3d(_lookAtVector);

	savedState->writeLEUint32(_path.size());
	for (Common::List<Math::Vector3d>::const_iterator i = _path.begin(); i != _path.end(); ++i) {
		savedState->writeVector3d(*i);
	}
}
Esempio n. 17
0
// TODO: Implement, verify, and rename unknown 5th parameter
void Lua_V2::PlayActorChore() {
	lua_Object actorObj = lua_getparam(1);
	lua_Object choreObj = lua_getparam(2);
	lua_Object costumeObj = lua_getparam(3);
	lua_Object modeObj = lua_getparam(4);
	/* lua_Object paramObj = */ lua_getparam(5);

	if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A','C','T','R'))
		return;

	Actor *actor = getactor(actorObj);

	if (!lua_isstring(choreObj) || !lua_isstring(costumeObj))
		lua_pushnil();

	bool mode = false;
	// float param = 0.0;

	if (!lua_isnil(modeObj)) {
		if (lua_getnumber(modeObj) != 0.0)
			mode = true;
		//if (!lua_isnil(paramObj))
		//	if (lua_isnumber(paramObj))
		//		param = lua_getnumber(paramObj);
	}

	const char *choreName = lua_getstring(choreObj);

	const char *costumeName = lua_getstring(costumeObj);
	Costume *costume;
	// If a new wear chore is set and it uses a different costume than the
	// current one and neither of them is the shadow costume stop all active
	// chores and remove the old costume before setting the new one.
	//
	// This is necessary, because always the last costume on the stack, even
	// if it is not active, is returned by getCurrentCostume(). This would
	// cause an issue if the costumes would have different joints and the lua
	// code would consider a different costume active than the C code.
	if (0 == strncmp("wear_", choreName, 5)) {
		if (0 != strncmp("fx/dumbshadow.cos", costumeName, 17)) {
			if (actor->getCurrentCostume() != NULL &&
			    actor->getCurrentCostume()->getFilename() != "fx/dumbshadow.cos" &&
			    actor->getCurrentCostume()->getFilename().compareToIgnoreCase(costumeName) != 0) {
				actor->stopAllChores();
				actor->setRestChore(-1, NULL);
				actor->setWalkChore(-1, NULL);
				actor->setTurnChores(-1, -1, NULL);
				actor->setMumbleChore(-1, NULL);
				actor->popCostume();
			}
		}
	}
	if (!findCostume(costumeObj, actor, &costume))
		return;

	EMIChore *chore = (EMIChore *)costume->getChore(choreName);
	if (0 == strncmp("wear_", choreName, 5)) {
		actor->setLastWearChore(costume->getChoreId(choreName), costume);
	}

	if (mode) {
		costume->playChoreLooping(choreName);
	} else {
		costume->playChore(choreName);
	}
	if (chore) {
		lua_pushusertag(chore->getId(), MKTAG('C','H','O','R'));
	} else {
		lua_pushnil();
	}

}
Esempio n. 18
0
void Actor::pushCostume(const char *n) {
	Costume *newCost = g_resourceloader->loadCostume(n, getCurrentCostume());

	newCost->setColormap(NULL);
	_costumeStack.push_back(newCost);
}
Esempio n. 19
0
//--------------------------------------------------------------
void ofApp::load(){

	this->splashScreen.init("splashScreen.jpg"); 
	this->splashScreen.begin(); 

	//populate costumesLib map by going through venues directory recursively
	//only works if the names of the files are exactly the same as those inside bonePairs in Costume.cpp
	//will skip over missing files and simply not draw them
	std::string venuesPath = "venues/";
	ofDirectory venues(venuesPath);
	venues.listDir();
	//open venues dir
	for(int i=0; i<venues.numFiles(); i++) {
		ofDirectory venue(venues.getPath(i));
		if(venue.isDirectory()) {
			venue.listDir();
			 //open each venue dir
			for(int j=0;j< venue.numFiles();j++) {
				ofDirectory costume(venue.getPath(j));
				if(costume.isDirectory()) {
					//for each costume:
					//costume.allowExt("dae"); //only look at .dae files (ie ignore texture files)
					costume.listDir();
					std::string cos; //initialize string to name the costume (will get the name late from the absolute path of each file so we have fewer calls to ofSplitString
					std::vector<Segment> segs; //create a vector of segments for each costume that we will populate
					 //open each costume inside each venue
					for(int k=0; k<costume.numFiles();k++) {
						ofDirectory part(costume.getPath(k));
						//initialize model loader for each model
						ofxAssimpModelLoader model; 
						part.allowExt("dae");
						part.listDir();
						//load each .dae file
						model.loadModel(part.getPath(0), true);
						//save the meshes and textures for each file into blocks
						vector<std::pair<ofMesh, ofTexture>> blocks;
						for(int l=0;l<model.getMeshCount();l++) {
							ofMesh mesh = model.getMesh(l); //get each mesh
							ofTexture tex = model.getTextureForMesh(l); //get each texture
							std::pair<ofMesh, ofTexture> block = make_pair(mesh, tex); //associate the two values
							blocks.push_back(block); //add it to blocks vector
						}
						//sort name of each costume out
						vector<std::string> splitString = ofSplitString(costume.getPath(k), "\\"); //split path string on "\" to get venue and costume names
						cos = splitString[2];
						std::vector<std::string> splitPart = ofSplitString(splitString[3], "."); //get the nameof the body part by splitting the string on "." to remove .dae extension
						std::string partName = splitPart[0];
						std::pair<std::string, std::string> pair = std::make_pair(cos, partName);
						//initialize segment with meshes textures and location
						Segment seg;
						seg.init(blocks, partName);
						segs.push_back(seg); //populate segs vector for this costume
						segmentsLib[pair] = seg; // populate segments map for random costumes
					}
					//for each costume create a costume, initialize it with the loaded segments and save it to the costumesLib
					Costume costume;
					costume.init(cos);
					costumesLib[cos] = costume;
					preloadedCostumes.push_back(cos);
				}
			}
		}
	}
	cout<<"List of all "<<costumesLib.size()<<" loaded costumes:"<<endl;
	int i=1;
	map<std::string, Costume>::iterator cos;
	for(cos = costumesLib.begin(); cos != costumesLib.end(); cos++) {
		cout<<i<<": "<<cos->first<<endl;
		i++;
	}
	this->splashScreen.end(); 
	loaded = true;
}