#include "global.h" #include "Actor.h" #include "RageDisplay.h" #include "PrefsManager.h" #include "RageUtil.h" #include "RageMath.h" #include "GameConstantsAndTypes.h" #include "RageLog.h" #include "arch/Dialog/Dialog.h" #include "Foreach.h" #include "XmlFile.h" #include "LuaBinding.h" #include "Command.h" #include "ActorCommands.h" #include "ThemeManager.h" #include "LuaReference.h" #include "MessageManager.h" #include "LightsManager.h" // for NUM_CABINET_LIGHTS // lua start LUA_REGISTER_CLASS( Actor ) // lua end float Actor::g_fCurrentBGMTime = 0, Actor::g_fCurrentBGMBeat; static float g_fCabinetLights[NUM_CABINET_LIGHTS]; void Actor::SetBGMTime( float fTime, float fBeat ) { g_fCurrentBGMTime = fTime; g_fCurrentBGMBeat = fBeat; } void Actor::SetBGMLight( int iLightNumber, float fCabinetLights ) { ASSERT( iLightNumber < NUM_CABINET_LIGHTS ); g_fCabinetLights[iLightNumber] = fCabinetLights; } /* This is Reset instead of Init since many derived classes have Init() functions * that shouldn't change the position of the actor. */ void Actor::Reset() { m_Tweens.clear(); m_pTempState = NULL; m_baseRotation = RageVector3( 0, 0, 0 ); m_baseScale = RageVector3( 1, 1, 1 ); m_fBaseAlpha = 1; m_start.Init(); m_current.Init(); m_HorizAlign = align_center; m_VertAlign = align_middle; m_Effect = no_effect; m_fSecsIntoEffect = 0; m_fEffectDelta = 0; m_fEffectPeriodSeconds = 1; m_fEffectDelay = 0; m_fEffectOffset = 0; m_EffectClock = CLOCK_TIMER; m_vEffectMagnitude = RageVector3(0,0,10); m_effectColor1 = RageColor(1,1,1,1); m_effectColor2 = RageColor(1,1,1,1); m_bVisible = true; m_fShadowLength = 0; m_bIsAnimating = true; m_fHibernateSecondsLeft = 0; m_iDrawOrder = 0; m_bTextureWrapping = false; m_BlendMode = BLEND_NORMAL; m_bClearZBuffer = false; m_ZTestMode = ZTEST_OFF; m_bZWrite = false; m_CullMode = CULL_NONE; UnsubcribeAndClearCommands(); } Actor::Actor() { m_size = RageVector2( 1, 1 ); Reset(); m_bFirstUpdate = true; } static bool GetMessageNameFromCommandName( const CString &sCommandName, CString &sMessageNameOut ) { if( sCommandName.Right(7) == "Message" ) { sMessageNameOut = sCommandName.Left(sCommandName.size()-7); return true; } else { return false; } } void Actor::UnsubcribeAndClearCommands() { FOREACH_CONST( CString, m_vsSubscribedTo, s ) MESSAGEMAN->Unsubscribe( this, *s ); m_vsSubscribedTo.clear(); } Actor::~Actor() { UnsubcribeAndClearCommands(); } void Actor::LoadFromNode( const CString& sDir, const XNode* pNode ) { // Load Name, if any. pNode->GetAttrValue( "Name", m_sName ); float f; if( pNode->GetAttrValue( "BaseRotationXDegrees", f ) ) SetBaseRotationX( f ); if( pNode->GetAttrValue( "BaseRotationYDegrees", f ) ) SetBaseRotationY( f ); if( pNode->GetAttrValue( "BaseRotationZDegrees", f ) ) SetBaseRotationZ( f ); if( pNode->GetAttrValue( "BaseZoomX", f ) ) SetBaseZoomX( f ); if( pNode->GetAttrValue( "BaseZoomY", f ) ) SetBaseZoomY( f ); if( pNode->GetAttrValue( "BaseZoomZ", f ) ) SetBaseZoomZ( f ); // // Load commands // FOREACH_CONST_Attr( pNode, a ) { CString sKeyName = a->m_sName; /* "OnCommand" */ if( sKeyName.Right(7).CompareNoCase("Command") != 0 ) continue; /* not a command */ CString sValue = a->m_sValue; THEME->EvaluateString( sValue ); apActorCommands apac( new ActorCommands( sValue ) ); CString sCmdName; /* Special case: "Command=foo" -> "OnCommand=foo" */ if( sKeyName.size() == 7 ) sCmdName="On"; else sCmdName = sKeyName.Left( sKeyName.size()-7 ); AddCommand( sCmdName, apac ); } /* There's an InitCommand. Run it now. This can be used to eg. change Z to * modify draw order between BGAs in a Foreground. */ PlayCommand( "Init" ); } void Actor::Draw() { if( !m_bVisible ) return; // early abort if( m_fHibernateSecondsLeft > 0 ) return; // early abort if( this->EarlyAbortDraw() ) return; // call the most-derived versions this->BeginDraw(); this->DrawPrimitives(); // call the most-derived version of DrawPrimitives(); this->EndDraw(); } void Actor::BeginDraw() // set the world matrix and calculate actor properties { DISPLAY->PushMatrix(); // we're actually going to do some drawing in this function // Somthing below may set m_pTempState to m_tempState m_pTempState = &m_current; // // set temporary drawing properties based on Effects // if( m_Effect == no_effect ) { } else if( m_Effect == effect_lua ) { /* Allow a Lua function to set the frame's draw state. This may be expensive * and has not been well-benchmarked yet; use wisely. This allows arbitrary * effects, instead of the mess of parameters below. (In fact, all this does * is run a command, but to avoid calling RunCommand() all the time, and due * to the fact that this is the only place where the TempState is meaningful, * we treat this as an effect.) */ m_pTempState = &m_tempState; m_tempState = m_current; PlayCommand( m_sEffectCommand ); } else { m_pTempState = &m_tempState; m_tempState = m_current; /* EffectPeriodSeconds is the total time of the effect (including delay). * m_fEffectDelay is the amount of time to stick on 0%. Offset shifts the * entire thing forwards. For example, if m_fEffectPeriodSeconds is 1, * the effect can happen from .40 to .55 by setting offset to .40 and * delay to .85. */ const float fTotalPeriod = m_fEffectPeriodSeconds + m_fEffectDelay; CHECKPOINT_M( ssprintf("%f = %f + %f", fTotalPeriod, m_fEffectPeriodSeconds, m_fEffectDelay) ); const float fSecsIntoPeriod = fmodfp( m_fSecsIntoEffect+m_fEffectOffset, fTotalPeriod ); CHECKPOINT_M( ssprintf("%f = fmodfp(%f + %f, %f)", fSecsIntoPeriod, m_fSecsIntoEffect, m_fEffectOffset, fTotalPeriod) ); float fPercentThroughEffect = SCALE( fSecsIntoPeriod, 0, m_fEffectPeriodSeconds, 0, 1 ); CHECKPOINT_M( ssprintf("%f = SCALE(%f, 0, %f, 0, 1)", fPercentThroughEffect, fSecsIntoPeriod, m_fEffectPeriodSeconds) ); fPercentThroughEffect = clamp( fPercentThroughEffect, 0, 1 ); ASSERT_M( fPercentThroughEffect >= 0 && fPercentThroughEffect <= 1, ssprintf("%f", fPercentThroughEffect) ); bool bBlinkOn = fPercentThroughEffect > 0.5f; float fPercentBetweenColors = RageFastSin( (fPercentThroughEffect + 0.25f) * 2 * PI ) / 2 + 0.5f; ASSERT_M( fPercentBetweenColors >= 0 && fPercentBetweenColors <= 1, ssprintf("%f, %f", fPercentBetweenColors, fPercentThroughEffect) ); float fOriginalAlpha = m_tempState.diffuse[0].a; switch( m_Effect ) { case diffuse_blink: /* XXX: Should diffuse_blink and diffuse_shift multiply the tempState color? * (That would have the same effect with 1,1,1,1, and allow tweening the diffuse * while blinking and shifting.) */ for(int i=0; i<4; i++) { m_tempState.diffuse[i] = bBlinkOn ? m_effectColor1 : m_effectColor2; m_tempState.diffuse[i].a *= fOriginalAlpha; // multiply the alphas so we can fade even while an effect is playing } break; case diffuse_shift: for(int i=0; i<4; i++) { m_tempState.diffuse[i] = m_effectColor1*fPercentBetweenColors + m_effectColor2*(1.0f-fPercentBetweenColors); m_tempState.diffuse[i].a *= fOriginalAlpha; // multiply the alphas so we can fade even while an effect is playing } break; case diffuse_ramp: for(int i=0; i<4; i++) { m_tempState.diffuse[i] = m_effectColor1*fPercentThroughEffect + m_effectColor2*(1.0f-fPercentThroughEffect); m_tempState.diffuse[i].a *= fOriginalAlpha; // multiply the alphas so we can fade even while an effect is playing } break; case glow_blink: m_tempState.glow = bBlinkOn ? m_effectColor1 : m_effectColor2; m_tempState.glow.a *= fOriginalAlpha; // don't glow if the Actor is transparent! break; case glow_shift: m_tempState.glow = m_effectColor1*fPercentBetweenColors + m_effectColor2*(1.0f-fPercentBetweenColors); m_tempState.glow.a *= fOriginalAlpha; // don't glow if the Actor is transparent! break; case rainbow: m_tempState.diffuse[0] = RageColor( RageFastCos( fPercentBetweenColors*2*PI ) * 0.5f + 0.5f, RageFastCos( fPercentBetweenColors*2*PI + PI * 2.0f / 3.0f ) * 0.5f + 0.5f, RageFastCos( fPercentBetweenColors*2*PI + PI * 4.0f / 3.0f) * 0.5f + 0.5f, fOriginalAlpha ); for( int i=1; i<4; i++ ) m_tempState.diffuse[i] = m_tempState.diffuse[0]; break; case wag: m_tempState.rotation += m_vEffectMagnitude * RageFastSin( fPercentThroughEffect * 2.0f * PI ); break; case spin: // nothing needs to be here break; case vibrate: m_tempState.pos.x += m_vEffectMagnitude.x * randomf(-1.0f, 1.0f) * GetZoom(); m_tempState.pos.y += m_vEffectMagnitude.y * randomf(-1.0f, 1.0f) * GetZoom(); m_tempState.pos.z += m_vEffectMagnitude.z * randomf(-1.0f, 1.0f) * GetZoom(); break; case bounce: { float fPercentOffset = RageFastSin( fPercentThroughEffect*PI ); m_tempState.pos += m_vEffectMagnitude * fPercentOffset; m_tempState.pos.x = roundf( m_tempState.pos.x ); m_tempState.pos.y = roundf( m_tempState.pos.y ); m_tempState.pos.z = roundf( m_tempState.pos.z ); } break; case bob: { float fPercentOffset = RageFastSin( fPercentThroughEffect*PI*2 ); m_tempState.pos += m_vEffectMagnitude * fPercentOffset; m_tempState.pos.x = roundf( m_tempState.pos.x ); m_tempState.pos.y = roundf( m_tempState.pos.y ); m_tempState.pos.z = roundf( m_tempState.pos.z ); } break; case pulse: { float fMinZoom = m_vEffectMagnitude[0]; float fMaxZoom = m_vEffectMagnitude[1]; float fPercentOffset = RageFastSin( fPercentThroughEffect*PI ); float fZoom = SCALE( fPercentOffset, 0.f, 1.f, fMinZoom, fMaxZoom ); m_tempState.scale *= fZoom; // Use the color as a Vector3 to scale the effect for added control RageColor c = SCALE( fPercentOffset, 0.f, 1.f, m_effectColor1, m_effectColor2 ); m_tempState.scale.x *= c.r; m_tempState.scale.y *= c.g; m_tempState.scale.z *= c.b; } break; default: ASSERT(0); // invalid Effect } } if( m_fBaseAlpha != 1 ) { if( m_pTempState != &m_tempState ) { m_pTempState = &m_tempState; m_tempState = m_current; } for( int i=0; i<4; i++ ) m_tempState.diffuse[i].a *= m_fBaseAlpha; } { RageMatrix m; RageMatrixTranslateAndScale( &m, m_pTempState->pos.x, m_pTempState->pos.y, m_pTempState->pos.z, m_pTempState->scale.x * m_baseScale.x, m_pTempState->scale.y * m_baseScale.y, m_pTempState->scale.z * m_baseScale.z ); DISPLAY->PreMultMatrix( m ); } { /* The only time rotation and quat should normally be used simultaneously * is for m_baseRotation. Most objects aren't rotated at all, so optimize * that case. */ const float fRotateX = m_pTempState->rotation.x + m_baseRotation.x; const float fRotateY = m_pTempState->rotation.y + m_baseRotation.y; const float fRotateZ = m_pTempState->rotation.z + m_baseRotation.z; if( fRotateX != 0 || fRotateY != 0 || fRotateZ != 0 ) { RageMatrix m; RageMatrixRotationXYZ( &m, fRotateX, fRotateY, fRotateZ ); DISPLAY->PreMultMatrix( m ); } } if( m_pTempState->quat.x != 0 || m_pTempState->quat.y != 0 || m_pTempState->quat.z != 0 || m_pTempState->quat.w != 1 ) { RageMatrix mat; RageMatrixFromQuat( &mat, m_pTempState->quat ); DISPLAY->MultMatrix(mat); } if( m_pTempState->fSkewX != 0 ) { DISPLAY->SkewX( m_pTempState->fSkewX ); } } void Actor::SetGlobalRenderStates() { // set Actor-defined render states DISPLAY->SetBlendMode( m_BlendMode ); DISPLAY->SetZWrite( m_bZWrite ); DISPLAY->SetZTestMode( m_ZTestMode ); if( m_bClearZBuffer ) DISPLAY->ClearZBuffer(); DISPLAY->SetCullMode( m_CullMode ); } void Actor::SetTextureRenderStates() { DISPLAY->SetTextureWrapping( m_bTextureWrapping ); } void Actor::EndDraw() { DISPLAY->PopMatrix(); m_pTempState = NULL; } void Actor::UpdateTweening( float fDeltaTime ) { while( 1 ) { if( m_Tweens.empty() ) // nothing to do return; if( fDeltaTime == 0 ) // nothing will change return; // update current tween state // earliest tween TweenState &TS = m_Tweens[0].state; TweenInfo &TI = m_Tweens[0].info; if( TI.m_fTimeLeftInTween == TI.m_fTweenTime ) // we are just beginning this tween { m_start = m_current; // set the start position // Execute the command in this tween (if any). if( TS.sCommandName.size() ) { if( TS.sCommandName.Left(1) == "!" ) MESSAGEMAN->Broadcast( TS.sCommandName.substr(1) ); else this->PlayCommand( TS.sCommandName ); } } float fSecsToSubtract = min( TI.m_fTimeLeftInTween, fDeltaTime ); TI.m_fTimeLeftInTween -= fSecsToSubtract; fDeltaTime -= fSecsToSubtract; if( TI.m_fTimeLeftInTween == 0 ) // Current tween is over. Stop. { m_current = TS; // don't inherit the queued state's command. We keep having to do this. // Does sCommandName belong in TweenInfo, instead of TweenState? m_current.sCommandName = ""; // delete the head tween m_Tweens.pop_front(); } else // in the middle of tweening. Recalcute the current position. { const float fPercentThroughTween = 1-(TI.m_fTimeLeftInTween / TI.m_fTweenTime); // distort the percentage if appropriate float fPercentAlongPath = 0.f; switch( TI.m_TweenType ) { case TWEEN_LINEAR: fPercentAlongPath = fPercentThroughTween; break; case TWEEN_ACCELERATE: fPercentAlongPath = fPercentThroughTween * fPercentThroughTween; break; case TWEEN_DECELERATE: fPercentAlongPath = 1 - (1-fPercentThroughTween) * (1-fPercentThroughTween); break; case TWEEN_BOUNCE_BEGIN:fPercentAlongPath = 1 - RageFastSin( 1.1f + fPercentThroughTween*(PI-1.1f) ) / 0.89f; break; case TWEEN_BOUNCE_END: fPercentAlongPath = RageFastSin( 1.1f + (1-fPercentThroughTween)*(PI-1.1f) ) / 0.89f; break; case TWEEN_SPRING: fPercentAlongPath = 1 - RageFastCos( fPercentThroughTween*PI*2.5f )/(1+fPercentThroughTween*3); break; default: ASSERT(0); } TweenState::MakeWeightedAverage( m_current, m_start, TS, fPercentAlongPath ); } } } bool Actor::IsFirstUpdate() const { return m_bFirstUpdate; } void Actor::Update( float fDeltaTime ) { // LOG->Trace( "Actor::Update( %f )", fDeltaTime ); ASSERT_M( fDeltaTime >= 0, ssprintf("%f",fDeltaTime) ); if( m_bFirstUpdate ) m_bFirstUpdate = false; if( m_fHibernateSecondsLeft > 0 ) { m_fHibernateSecondsLeft -= fDeltaTime; if( m_fHibernateSecondsLeft > 0 ) return; /* Grab the leftover time. */ fDeltaTime = -m_fHibernateSecondsLeft; m_fHibernateSecondsLeft = 0; } switch( m_EffectClock ) { case CLOCK_TIMER: m_fSecsIntoEffect += fDeltaTime; m_fEffectDelta = fDeltaTime; /* Wrap the counter, so it doesn't increase indefinitely (causing loss of * precision if a screen is left to sit for a day). */ if( m_fSecsIntoEffect >= m_fEffectPeriodSeconds + m_fEffectDelay ) m_fSecsIntoEffect -= m_fEffectPeriodSeconds + m_fEffectDelay; break; case CLOCK_BGM_BEAT: m_fEffectDelta = g_fCurrentBGMBeat - m_fSecsIntoEffect; m_fSecsIntoEffect = g_fCurrentBGMBeat; break; case CLOCK_BGM_TIME: m_fEffectDelta = g_fCurrentBGMTime - m_fSecsIntoEffect; m_fSecsIntoEffect = g_fCurrentBGMTime; break; default: if( m_EffectClock >= CLOCK_LIGHT_1 && m_EffectClock <= CLOCK_LIGHT_LAST ) { int i = m_EffectClock - CLOCK_LIGHT_1; m_fEffectDelta = g_fCabinetLights[i] - m_fSecsIntoEffect; m_fSecsIntoEffect = g_fCabinetLights[i]; } break; } // update effect switch( m_Effect ) { case spin: m_current.rotation += m_fEffectDelta*m_vEffectMagnitude; wrap( m_current.rotation.x, 360 ); wrap( m_current.rotation.y, 360 ); wrap( m_current.rotation.z, 360 ); break; } UpdateTweening( fDeltaTime ); } void Actor::BeginTweening( float time, TweenType tt ) { ASSERT( time >= 0 ); time = max( time, 0 ); // If the number of tweens to ever gets this large, there's probably an infinitely // recursing ActorCommand. if( m_Tweens.size() > 50 ) { CString sError = ssprintf( "Tween overflow: size = %u. infinitely recursing ActorCommand?", unsigned(m_Tweens.size()) ); LOG->Warn( sError ); Dialog::OK( sError ); FinishTweening(); } // add a new TweenState to the tail, and initialize it m_Tweens.resize( m_Tweens.size()+1 ); // latest TweenState &TS = m_Tweens.back().state; TweenInfo &TI = m_Tweens.back().info; if( m_Tweens.size() >= 2 ) // if there was already a TS on the stack { // initialize the new TS from the last TS in the list TS = m_Tweens[m_Tweens.size()-2].state; // don't inherit the queued state's command TS.sCommandName = ""; } else { // This new TS is the only TS. // Set our tween starting and ending values to the current position. TS = m_current; } TI.m_TweenType = tt; TI.m_fTweenTime = time; TI.m_fTimeLeftInTween = time; } void Actor::StopTweening() { m_Tweens.clear(); } void Actor::FinishTweening() { m_current = DestTweenState(); StopTweening(); } void Actor::HurryTweening( float factor ) { for( unsigned i = 0; i < m_Tweens.size(); ++i ) { m_Tweens[i].info.m_fTimeLeftInTween *= factor; m_Tweens[i].info.m_fTweenTime *= factor; } } void Actor::ScaleTo( const RectF &rect, StretchType st ) { // width and height of rectangle float rect_width = rect.GetWidth(); float rect_height = rect.GetHeight(); if( rect_width < 0 ) SetRotationY( 180 ); if( rect_height < 0 ) SetRotationX( 180 ); // center of the rectangle float rect_cx = rect.left + rect_width/2; float rect_cy = rect.top + rect_height/2; // zoom fActor needed to scale the Actor to fill the rectangle float fNewZoomX = fabsf(rect_width / m_size.x); float fNewZoomY = fabsf(rect_height / m_size.y); float fNewZoom = 0.f; switch( st ) { case cover: fNewZoom = fNewZoomX>fNewZoomY ? fNewZoomX : fNewZoomY; // use larger zoom break; case fit_inside: fNewZoom = fNewZoomX>fNewZoomY ? fNewZoomY : fNewZoomX; // use smaller zoom break; } SetXY( rect_cx, rect_cy ); SetZoom( fNewZoom ); } void Actor::SetHorizAlignString( const CString &s ) { if (s.CompareNoCase("left")==0) this->SetHorizAlign( align_left ); /* call derived */ else if(s.CompareNoCase("center")==0) this->SetHorizAlign( align_center ); else if(s.CompareNoCase("right")==0) this->SetHorizAlign( align_right ); else ASSERT(0); } void Actor::SetVertAlignString( const CString &s ) { if (s.CompareNoCase("top")==0) this->SetVertAlign( align_top ); /* call derived */ else if(s.CompareNoCase("middle")==0) this->SetVertAlign( align_middle ); else if(s.CompareNoCase("bottom")==0) this->SetVertAlign( align_bottom ); else ASSERT(0); } void Actor::SetEffectClockString( const CString &s ) { if (s.CompareNoCase("timer")==0) this->SetEffectClock( CLOCK_TIMER ); else if(s.CompareNoCase("beat")==0) this->SetEffectClock( CLOCK_BGM_BEAT ); else if(s.CompareNoCase("music")==0) this->SetEffectClock( CLOCK_BGM_TIME ); else if(s.CompareNoCase("bgm")==0) this->SetEffectClock( CLOCK_BGM_BEAT ); // compat, deprecated else { CabinetLight cl = StringToCabinetLight( s ); if( cl != LIGHT_INVALID ) { this->SetEffectClock( (EffectClock) (cl + CLOCK_LIGHT_1) ); return; } else ASSERT(0); } } void Actor::StretchTo( const RectF &r ) { // width and height of rectangle float width = r.GetWidth(); float height = r.GetHeight(); // center of the rectangle float cx = r.left + width/2.0f; float cy = r.top + height/2.0f; // zoom fActor needed to scale the Actor to fill the rectangle float fNewZoomX = width / m_size.x; float fNewZoomY = height / m_size.y; SetXY( cx, cy ); SetZoomX( fNewZoomX ); SetZoomY( fNewZoomY ); } // effect "macros" void Actor::SetEffectLua( const CString &sCommand ) { m_Effect = effect_lua; m_sEffectCommand = sCommand; } void Actor::SetEffectDiffuseBlink( float fEffectPeriodSeconds, RageColor c1, RageColor c2 ) { if( m_Effect != diffuse_blink ) { m_Effect = diffuse_blink; m_fEffectPeriodSeconds = fEffectPeriodSeconds; m_fSecsIntoEffect = 0; } m_effectColor1 = c1; m_effectColor2 = c2; } void Actor::SetEffectDiffuseShift( float fEffectPeriodSeconds, RageColor c1, RageColor c2 ) { if( m_Effect != diffuse_shift ) { m_Effect = diffuse_shift; m_fEffectPeriodSeconds = fEffectPeriodSeconds; m_fSecsIntoEffect = 0; } m_effectColor1 = c1; m_effectColor2 = c2; } void Actor::SetEffectDiffuseRamp( float fEffectPeriodSeconds, RageColor c1, RageColor c2 ) { if( m_Effect != diffuse_ramp ) { m_Effect = diffuse_ramp; m_fEffectPeriodSeconds = fEffectPeriodSeconds; m_fSecsIntoEffect = 0; } m_effectColor1 = c1; m_effectColor2 = c2; } void Actor::SetEffectGlowBlink( float fEffectPeriodSeconds, RageColor c1, RageColor c2 ) { if( m_Effect != glow_blink ) { m_Effect = glow_blink; m_fEffectPeriodSeconds = fEffectPeriodSeconds; m_fSecsIntoEffect = 0; } m_effectColor1 = c1; m_effectColor2 = c2; } void Actor::SetEffectGlowShift( float fEffectPeriodSeconds, RageColor c1, RageColor c2 ) { if( m_Effect != glow_shift ) { m_Effect = glow_shift; m_fEffectPeriodSeconds = fEffectPeriodSeconds; m_fSecsIntoEffect = 0; } m_effectColor1 = c1; m_effectColor2 = c2; } void Actor::SetEffectRainbow( float fEffectPeriodSeconds ) { m_Effect = rainbow; m_fEffectPeriodSeconds = fEffectPeriodSeconds; m_fSecsIntoEffect = 0; } void Actor::SetEffectWag( float fPeriod, RageVector3 vect ) { if( m_Effect != wag ) { m_Effect = wag; m_fSecsIntoEffect = 0; } m_fEffectPeriodSeconds = fPeriod; m_vEffectMagnitude = vect; } void Actor::SetEffectBounce( float fPeriod, RageVector3 vect ) { m_Effect = bounce; m_fEffectPeriodSeconds = fPeriod; m_vEffectMagnitude = vect; m_fSecsIntoEffect = 0; } void Actor::SetEffectBob( float fPeriod, RageVector3 vect ) { if( m_Effect!=bob || m_fEffectPeriodSeconds!=fPeriod ) { m_Effect = bob; m_fEffectPeriodSeconds = fPeriod; m_fSecsIntoEffect = 0; } m_vEffectMagnitude = vect; } void Actor::SetEffectSpin( RageVector3 vect ) { m_Effect = spin; m_vEffectMagnitude = vect; } void Actor::SetEffectVibrate( RageVector3 vect ) { m_Effect = vibrate; m_vEffectMagnitude = vect; } void Actor::SetEffectPulse( float fPeriod, float fMinZoom, float fMaxZoom ) { m_Effect = pulse; m_fEffectPeriodSeconds = fPeriod; m_vEffectMagnitude[0] = fMinZoom; m_vEffectMagnitude[1] = fMaxZoom; } void Actor::SetShadowLength( float fLength ) { m_fShadowLength = fLength; } void Actor::AddRotationH( float rot ) { RageQuatMultiply( &DestTweenState().quat, DestTweenState().quat, RageQuatFromH(rot) ); } void Actor::AddRotationP( float rot ) { RageQuatMultiply( &DestTweenState().quat, DestTweenState().quat, RageQuatFromP(rot) ); } void Actor::AddRotationR( float rot ) { RageQuatMultiply( &DestTweenState().quat, DestTweenState().quat, RageQuatFromR(rot) ); } void Actor::RunCommands( const LuaReference& cmds ) { RunCommands2( cmds, NULL ); } void Actor::RunCommands2( const LuaReference& cmds, Actor *pParent ) { // function cmds.PushSelf( LUA->L ); ASSERT( !lua_isnil(LUA->L, -1) ); // 1st parameter this->PushSelf( LUA->L ); // 2nd parameter if( pParent ) pParent->PushSelf( LUA->L ); else lua_pushnil( LUA->L ); // call function with 1 argument and 0 results lua_call(LUA->L, 2, 0); } float Actor::GetCommandsLengthSeconds( const LuaReference& cmds ) { Actor temp; temp.RunCommands(cmds); return temp.GetTweenTimeLeft(); } float Actor::GetTweenTimeLeft() const { float tot = 0; tot += m_fHibernateSecondsLeft; for( unsigned i=0; iSetBlendMode( BLEND_NORMAL ); else if(s.CompareNoCase("add")==0) this->SetBlendMode( BLEND_ADD ); else if(s.CompareNoCase("noeffect")==0) this->SetBlendMode( BLEND_NO_EFFECT ); else ASSERT(0); } void Actor::SetCullModeString( const CString &s ) { if (s.CompareNoCase("back")==0) this->SetCullMode( CULL_BACK ); else if(s.CompareNoCase("front")==0) this->SetCullMode( CULL_FRONT ); else if(s.CompareNoCase("none")==0) this->SetCullMode( CULL_NONE ); else ASSERT(0); } void Actor::SetZTestModeString( const CString &s ) { // for metrics backward compatibility if(s.CompareNoCase("off")==0) this->SetZTestMode( ZTEST_OFF ); else if(s.CompareNoCase("writeonpass")==0) this->SetZTestMode( ZTEST_WRITE_ON_PASS ); else if(s.CompareNoCase("writeonfail")==0) this->SetZTestMode( ZTEST_WRITE_ON_FAIL ); else ASSERT(0); } void Actor::CopyTweening( const Actor &from ) { m_current = from.m_current; m_start = from.m_start; m_Tweens = from.m_Tweens; } void Actor::Sleep( float time ) { BeginTweening( time, TWEEN_LINEAR ); BeginTweening( 0, TWEEN_LINEAR ); } void Actor::QueueCommand( const CString& sCommandName ) { BeginTweening( 0, TWEEN_LINEAR ); DestTweenState().sCommandName = sCommandName; } void Actor::QueueMessage( const CString& sMessageName ) { // Hack: use "!" as a marker to broadcast a command, instead of playing a // command, so we don't have to add yet another element to every tween // state for this rarely-used command. BeginTweening( 0, TWEEN_LINEAR ); DestTweenState().sCommandName = "!" + sMessageName; } void Actor::AddCommand( const CString &sCmdName, apActorCommands apac ) { if( HasCommand(sCmdName) ) { CString sWarning = m_sName+"'s command '"+sCmdName+"' defined twice"; Dialog::OK( sWarning, "COMMAND_DEFINED_TWICE" ); } CString sMessage; if( GetMessageNameFromCommandName(sCmdName, sMessage) ) { SubscribeToMessage( sMessage ); m_mapNameToCommands[sMessage] = apac; // sCmdName w/o "Message" at the end } else { m_mapNameToCommands[sCmdName] = apac; } } bool Actor::HasCommand( const CString &sCmdName ) { map::const_iterator it = m_mapNameToCommands.find( sCmdName ); return it != m_mapNameToCommands.end(); } void Actor::PlayCommand( const CString &sCommandName ) { PlayCommand2( sCommandName, NULL ); } void Actor::PlayCommand2( const CString &sCommandName, Actor *pParent ) { map::const_iterator it = m_mapNameToCommands.find( sCommandName ); if( it == m_mapNameToCommands.end() ) return; RunCommands( *it->second ); } void Actor::HandleMessage( const CString& sMessage ) { PlayCommand( sMessage ); } void Actor::SubscribeToMessage( const CString &sMessageName ) { MESSAGEMAN->Subscribe( this, sMessageName ); m_vsSubscribedTo.push_back( sMessageName ); } void Actor::SubscribeToMessage( Message message ) { MESSAGEMAN->Subscribe( this, message ); m_vsSubscribedTo.push_back( MessageToString(message) ); } /* * (c) 2001-2004 Chris Danford * All rights reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, and/or sell copies of the Software, and to permit persons to * whom the Software is furnished to do so, provided that the above * copyright notice(s) and this permission notice appear in all copies of * the Software and that both the above copyright notice(s) and this * permission notice appear in supporting documentation. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF * THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS * INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR * PERFORMANCE OF THIS SOFTWARE. */