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/* 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 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/util.h"
#include "common/stack.h"
#include "graphics/primitives.h"
#include "sci/console.h"
#include "sci/sci.h"
#include "sci/event.h"
#include "sci/engine/kernel.h"
#include "sci/engine/script_patches.h"
#include "sci/engine/state.h"
#include "sci/engine/selector.h"
#include "sci/engine/vm.h"
#include "sci/graphics/cache.h"
#include "sci/graphics/compare.h"
#include "sci/graphics/cursor.h"
#include "sci/graphics/ports.h"
#include "sci/graphics/paint16.h"
#include "sci/graphics/palette.h"
#include "sci/graphics/view.h"
#include "sci/graphics/screen.h"
#include "sci/graphics/transitions.h"
#include "sci/graphics/animate.h"
namespace Sci {
GfxAnimate::GfxAnimate(EngineState *state, ScriptPatcher *scriptPatcher, GfxCache *cache, GfxPorts *ports, GfxPaint16 *paint16, GfxScreen *screen, GfxPalette *palette, GfxCursor *cursor, GfxTransitions *transitions)
: _s(state), _scriptPatcher(scriptPatcher), _cache(cache), _ports(ports), _paint16(paint16), _screen(screen), _palette(palette), _cursor(cursor), _transitions(transitions) {
init();
}
GfxAnimate::~GfxAnimate() {
}
void GfxAnimate::init() {
_lastCastData.clear();
_fastCastEnabled = false;
if (getSciVersion() == SCI_VERSION_1_1) {
// Seems to have been available for all SCI1.1 games
_fastCastEnabled = true;
} else if (getSciVersion() >= SCI_VERSION_1_EARLY) {
// fastCast only exists for some games between SCI1 early and SCI1 late
// Try to detect it by code signature
// It's extremely important, that we only enable it for games that actually need it
if (detectFastCast()) {
_fastCastEnabled = true;
}
}
}
// Signature for fastCast detection
static const uint16 fastCastSignature[] = {
SIG_MAGICDWORD,
0x35, 0x00, // ldi 00
0xa1, 84, // sag global[84d]
SIG_END
};
// Fast cast in games:
// SCI1 Early:
// KQ5 - no fastcast, LSL1 (demo) - no fastcast, Mixed Up Fairy Tales - *has fastcast*, XMas Card 1990 - no fastcast,
// SQ4Floppy - no fastcast, Mixed Up Mother Goose - no fastcast
//
// SCI1 Middle:
// LSL5 demo - no fastfast, Conquest of the Longbow demo - no fastcast, LSL1 - no fastcast,
// Astro Chicken II - no fastcast
//
// SCI1 Late:
// Castle of Dr. Brain demo - has fastcast, Castle of Dr. Brain - has fastcast,
// Conquests of the Longbow - has fastcast, Space Quest 1 EGA - has fastcast,
// King's Quest 5 multilingual - *NO* fastcast, Police Quest 3 demo - *NO* fastcast,
// LSL5 multilingual - has fastcast, Police Quest 3 - has fastcast,
// EcoQuest 1 - has fastcast, Mixed Up Fairy Tales demo - has fastcast,
// Space Quest 4 multilingual - *NO* fastcast
//
// SCI1.1
// Quest for Glory 3 demo - has fastcast, Police Quest 1 - hast fastcast, Quest for Glory 1 - has fastcast
// Laura Bow 2 Floppy - has fastcast, Mixed Up Mother Goose - has fastcast, Quest for Glory 3 - has fastcast
// Island of Dr. Brain - has fastcast, King's Quest 6 - has fastcast, Space Quest 5 - has fastcast
// Hoyle 4 - has fastcast, Laura Bow 2 CD - has fastcast, Freddy Pharkas CD - has fastcast
bool GfxAnimate::detectFastCast() {
SegManager *segMan = _s->_segMan;
const reg_t gameVMObject = g_sci->getGameObject();
reg_t gameSuperVMObject = segMan->getObject(gameVMObject)->getSuperClassSelector();
uint32 magicDWord = 0; // platform-specific BE/LE for performance
int magicDWordOffset = 0;
if (gameSuperVMObject.isNull()) {
gameSuperVMObject = gameVMObject; // Just in case. According to sci.cpp this may happen in KQ5CD, when loading saved games before r54510
}
Script *objectScript = segMan->getScript(gameSuperVMObject.getSegment());
byte *scriptData = const_cast<byte *>(objectScript->getBuf(0));
uint32 scriptSize = objectScript->getBufSize();
_scriptPatcher->calculateMagicDWordAndVerify("fast cast detection", fastCastSignature, true, magicDWord, magicDWordOffset);
// Signature is found for multilingual King's Quest 5 too, but it looks as if the fast cast global is never set
// within that game. Which means even though we detect it as having the capability, it's never actually used.
// The original multilingual KQ5 interpreter did have this feature disabled.
// Sierra probably used latest system scripts and that's why we detect it.
if (_scriptPatcher->findSignature(magicDWord, magicDWordOffset, fastCastSignature, "fast cast detection", SciSpan<const byte>(scriptData, scriptSize)) >= 0) {
// Signature found, game seems to use fast cast for kAnimate
return true;
}
return false;
}
void GfxAnimate::disposeLastCast() {
_lastCastData.clear();
}
bool GfxAnimate::invoke(List *list, int argc, reg_t *argv) {
reg_t curAddress = list->first;
Node *curNode = _s->_segMan->lookupNode(curAddress);
reg_t curObject;
uint16 signal;
while (curNode) {
curObject = curNode->value;
if (_fastCastEnabled) {
// Check if the game has a fastCast object set
// if we don't abort kAnimate processing, at least in kq5 there will be animation cels drawn into speech boxes.
if (!_s->variables[VAR_GLOBAL][kGlobalVarFastCast].isNull()) {
// This normally points to an object called "fastCast",
// but for example in Eco Quest 1 it may also point to an object called "EventHandler" (see bug #5170)
// Original SCI only checked, if this global was not 0.
return false;
}
}
signal = readSelectorValue(_s->_segMan, curObject, SELECTOR(signal));
if (!(signal & kSignalFrozen)) {
// Call .doit method of that object
invokeSelector(_s, curObject, SELECTOR(doit), argc, argv, 0);
// If a game is being loaded, stop processing
if (_s->abortScriptProcessing != kAbortNone)
return true; // Stop processing
// Lookup node again, since the nodetable it was in may have been reallocated.
// The node might have been deallocated at this point (e.g. LSL2, room 42),
// in which case the node reference will be null and the loop will stop below.
// If the node is deleted from kDeleteKey, it won't have a successor node, thus
// list processing will stop here (which is what SSCI does).
curNode = _s->_segMan->lookupNode(curAddress, false);
}
if (curNode) {
curAddress = curNode->succ;
curNode = _s->_segMan->lookupNode(curAddress);
}
}
return true;
}
bool sortHelper(const AnimateEntry &entry1, const AnimateEntry &entry2) {
if (entry1.y == entry2.y) {
// if both y and z are the same, use the order we were given originally
// this is needed for special cases like iceman room 35
if (entry1.z == entry2.z)
return entry1.givenOrderNo < entry2.givenOrderNo;
else
return entry1.z < entry2.z;
}
return entry1.y < entry2.y;
}
void GfxAnimate::makeSortedList(List *list) {
reg_t curAddress = list->first;
Node *curNode = _s->_segMan->lookupNode(curAddress);
int16 listNr;
// Clear lists
_list.clear();
_lastCastData.clear();
// Fill the list
for (listNr = 0; curNode != 0; listNr++) {
AnimateEntry listEntry;
const reg_t curObject = curNode->value;
listEntry.object = curObject;
listEntry.castHandle = NULL_REG;
// Get data from current object
listEntry.givenOrderNo = listNr;
listEntry.viewId = readSelectorValue(_s->_segMan, curObject, SELECTOR(view));
listEntry.loopNo = readSelectorValue(_s->_segMan, curObject, SELECTOR(loop));
listEntry.celNo = readSelectorValue(_s->_segMan, curObject, SELECTOR(cel));
listEntry.paletteNo = readSelectorValue(_s->_segMan, curObject, SELECTOR(palette));
listEntry.x = readSelectorValue(_s->_segMan, curObject, SELECTOR(x));
listEntry.y = readSelectorValue(_s->_segMan, curObject, SELECTOR(y));
listEntry.z = readSelectorValue(_s->_segMan, curObject, SELECTOR(z));
listEntry.priority = readSelectorValue(_s->_segMan, curObject, SELECTOR(priority));
listEntry.signal = readSelectorValue(_s->_segMan, curObject, SELECTOR(signal));
if (getSciVersion() >= SCI_VERSION_1_1) {
// Cel scaling
listEntry.scaleSignal = readSelectorValue(_s->_segMan, curObject, SELECTOR(scaleSignal));
if (listEntry.scaleSignal & kScaleSignalDoScaling) {
listEntry.scaleX = readSelectorValue(_s->_segMan, curObject, SELECTOR(scaleX));
listEntry.scaleY = readSelectorValue(_s->_segMan, curObject, SELECTOR(scaleY));
} else {
listEntry.scaleX = 128;
listEntry.scaleY = 128;
}
} else {
listEntry.scaleSignal = 0;
listEntry.scaleX = 128;
listEntry.scaleY = 128;
}
// listEntry.celRect is filled in AnimateFill()
listEntry.showBitsFlag = false;
_list.push_back(listEntry);
curAddress = curNode->succ;
curNode = _s->_segMan->lookupNode(curAddress);
}
// Possible TODO: As noted in the comment in sortHelper we actually
// require a stable sorting algorithm here. Since Common::sort is not stable
// at the time of writing this comment, we work around that in our ordering
// comparator. If that changes in the future or we want to use some
// stable sorting algorithm here, we should change that.
// In that case we should test such changes intensively. A good place to test stable sort
// is iceman, cupboard within the submarine. If sort isn't stable, the cupboard will be
// half-open, half-closed. Of course that's just one of many special cases.
// Now sort the list according y and z (descending)
Common::sort(_list.begin(), _list.end(), sortHelper);
}
void GfxAnimate::fill(byte &old_picNotValid) {
GfxView *view = NULL;
AnimateList::iterator it;
const AnimateList::iterator end = _list.end();
for (it = _list.begin(); it != end; ++it) {
// Get the corresponding view
view = _cache->getView(it->viewId);
adjustInvalidCels(view, it);
processViewScaling(view, it);
setNsRect(view, it);
//warning("%s view %d, loop %d, cel %d, signal %x", _s->_segMan->getObjectName(curObject), it->viewId, it->loopNo, it->celNo, it->signal);
// Calculate current priority according to y-coordinate
if (!(it->signal & kSignalFixedPriority)) {
it->priority = _ports->kernelCoordinateToPriority(it->y);
writeSelectorValue(_s->_segMan, it->object, SELECTOR(priority), it->priority);
}
if (it->signal & kSignalNoUpdate) {
if ((it->signal & (kSignalForceUpdate | kSignalViewUpdated))
|| (it->signal & kSignalHidden && !(it->signal & kSignalRemoveView))
|| (!(it->signal & kSignalHidden) && it->signal & kSignalRemoveView)
|| (it->signal & kSignalAlwaysUpdate))
old_picNotValid++;
it->signal &= ~kSignalStopUpdate;
} else {
if ((it->signal & kSignalStopUpdate) || (it->signal & kSignalAlwaysUpdate))
old_picNotValid++;
it->signal &= ~kSignalForceUpdate;
}
}
}
void GfxAnimate::adjustInvalidCels(GfxView *view, AnimateList::iterator it) {
// adjust loop and cel, if any of those is invalid
// this seems to be completely crazy code
// sierra sci checked signed int16 to be above or equal the counts and reseted to 0 in those cases
// later during view processing those are compared unsigned again and then set to maximum count - 1
// Games rely on this behavior. For example laura bow 1 has a knight standing around in room 37
// which has cel set to 3. This cel does not exist and the actual knight is 0
// In kq5 on the other hand during the intro, when the trunk is opened, cel is set to some real
// high number, which is negative when considered signed. This actually requires to get fixed to
// maximum cel, otherwise the trunk would be closed.
int16 viewLoopCount = view->getLoopCount();
if (it->loopNo >= viewLoopCount) {
it->loopNo = 0;
writeSelectorValue(_s->_segMan, it->object, SELECTOR(loop), it->loopNo);
} else if (it->loopNo < 0) {
it->loopNo = viewLoopCount - 1;
// not setting selector is right, sierra sci didn't do it during view processing as well
}
int16 viewCelCount = view->getCelCount(it->loopNo);
if (it->celNo >= viewCelCount) {
it->celNo = 0;
writeSelectorValue(_s->_segMan, it->object, SELECTOR(cel), it->celNo);
} else if (it->celNo < 0) {
it->celNo = viewCelCount - 1;
}
}
void GfxAnimate::processViewScaling(GfxView *view, AnimateList::iterator it) {
if (!view->isScaleable()) {
// Laura Bow 2 (especially floppy) depends on this, some views are not supposed to be scaleable
// this "feature" was removed in later versions of SCI1.1
it->scaleSignal = 0;
it->scaleY = it->scaleX = 128;
} else {
// Process global scaling, if needed
if (it->scaleSignal & kScaleSignalDoScaling) {
if (it->scaleSignal & kScaleSignalGlobalScaling) {
applyGlobalScaling(it, view);
}
}
}
}
void GfxAnimate::applyGlobalScaling(AnimateList::iterator entry, GfxView *view) {
// Global scaling uses global var 2 and some other stuff to calculate scaleX/scaleY
int16 maxScale = readSelectorValue(_s->_segMan, entry->object, SELECTOR(maxScale));
int16 celHeight = view->getHeight(entry->loopNo, entry->celNo);
int16 maxCelHeight = (maxScale * celHeight) >> 7;
reg_t globalVar2 = _s->variables[VAR_GLOBAL][kGlobalVarCurrentRoom]; // current room object
int16 vanishingY = readSelectorValue(_s->_segMan, globalVar2, SELECTOR(vanishingY));
int16 fixedPortY = _ports->getPort()->rect.bottom - vanishingY;
int16 fixedEntryY = entry->y - vanishingY;
if (!fixedEntryY)
fixedEntryY = 1;
if ((celHeight == 0) || (fixedPortY == 0))
error("global scaling panic");
entry->scaleY = ( maxCelHeight * fixedEntryY ) / fixedPortY;
entry->scaleY = (entry->scaleY * 128) / celHeight;
entry->scaleX = entry->scaleY;
// and set objects scale selectors
writeSelectorValue(_s->_segMan, entry->object, SELECTOR(scaleX), entry->scaleX);
writeSelectorValue(_s->_segMan, entry->object, SELECTOR(scaleY), entry->scaleY);
}
void GfxAnimate::setNsRect(GfxView *view, AnimateList::iterator it) {
bool shouldSetNsRect = true;
// Create rect according to coordinates and given cel
if (it->scaleSignal & kScaleSignalDoScaling) {
view->getCelScaledRect(it->loopNo, it->celNo, it->x, it->y, it->z, it->scaleX, it->scaleY, it->celRect);
// when being scaled, only set nsRect, if object will get drawn
if ((it->signal & kSignalHidden) && !(it->signal & kSignalAlwaysUpdate))
shouldSetNsRect = false;
} else {
// This special handling is not included in the other SCI1.1 interpreters and MUST NOT be
// checked in those cases, otherwise we will break games (e.g. EcoQuest 2, room 200)
if ((g_sci->getGameId() == GID_HOYLE4) && (it->scaleSignal & kScaleSignalHoyle4SpecialHandling)) {
it->celRect = g_sci->_gfxCompare->getNSRect(it->object);
view->getCelSpecialHoyle4Rect(it->loopNo, it->celNo, it->x, it->y, it->z, it->celRect);
shouldSetNsRect = false;
} else {
view->getCelRect(it->loopNo, it->celNo, it->x, it->y, it->z, it->celRect);
}
}
if (shouldSetNsRect) {
g_sci->_gfxCompare->setNSRect(it->object, it->celRect);
}
}
void GfxAnimate::update() {
reg_t bitsHandle;
Common::Rect rect;
AnimateList::iterator it;
const AnimateList::iterator end = _list.end();
// Remove all no-update cels, if requested
for (it = _list.reverse_begin(); it != end; --it) {
if (it->signal & kSignalNoUpdate) {
if (!(it->signal & kSignalRemoveView)) {
bitsHandle = readSelector(_s->_segMan, it->object, SELECTOR(underBits));
if (_screen->_picNotValid != 1) {
_paint16->bitsRestore(bitsHandle);
it->showBitsFlag = true;
} else {
_paint16->bitsFree(bitsHandle);
}
writeSelectorValue(_s->_segMan, it->object, SELECTOR(underBits), 0);
}
it->signal &= ~kSignalForceUpdate;
if (it->signal & kSignalViewUpdated)
it->signal &= ~(kSignalViewUpdated | kSignalNoUpdate);
} else if (it->signal & kSignalStopUpdate) {
it->signal &= ~kSignalStopUpdate;
it->signal |= kSignalNoUpdate;
}
}
// Draw always-update cels
for (it = _list.begin(); it != end; ++it) {
if (it->signal & kSignalAlwaysUpdate) {
// draw corresponding cel
_paint16->drawCel(it->viewId, it->loopNo, it->celNo, it->celRect, it->priority, it->paletteNo, it->scaleX, it->scaleY);
it->showBitsFlag = true;
it->signal &= ~(kSignalStopUpdate | kSignalViewUpdated | kSignalNoUpdate | kSignalForceUpdate);
if (!(it->signal & kSignalIgnoreActor)) {
rect = it->celRect;
rect.top = CLIP<int16>(_ports->kernelPriorityToCoordinate(it->priority) - 1, rect.top, rect.bottom - 1);
_paint16->fillRect(rect, GFX_SCREEN_MASK_CONTROL, 0, 0, 15);
}
}
}
// Saving background for all NoUpdate-cels
for (it = _list.begin(); it != end; ++it) {
if (it->signal & kSignalNoUpdate) {
if (it->signal & kSignalHidden) {
it->signal |= kSignalRemoveView;
} else {
it->signal &= ~kSignalRemoveView;
if (it->signal & kSignalIgnoreActor)
bitsHandle = _paint16->bitsSave(it->celRect, GFX_SCREEN_MASK_VISUAL|GFX_SCREEN_MASK_PRIORITY);
else
bitsHandle = _paint16->bitsSave(it->celRect, GFX_SCREEN_MASK_ALL);
writeSelector(_s->_segMan, it->object, SELECTOR(underBits), bitsHandle);
}
}
}
// Draw NoUpdate cels
for (it = _list.begin(); it != end; ++it) {
if (it->signal & kSignalNoUpdate && !(it->signal & kSignalHidden)) {
// draw corresponding cel
_paint16->drawCel(it->viewId, it->loopNo, it->celNo, it->celRect, it->priority, it->paletteNo, it->scaleX, it->scaleY);
it->showBitsFlag = true;
if (!(it->signal & kSignalIgnoreActor)) {
rect = it->celRect;
rect.top = CLIP<int16>(_ports->kernelPriorityToCoordinate(it->priority) - 1, rect.top, rect.bottom - 1);
_paint16->fillRect(rect, GFX_SCREEN_MASK_CONTROL, 0, 0, 15);
}
}
}
}
void GfxAnimate::drawCels() {
reg_t bitsHandle;
AnimateList::iterator it;
const AnimateList::iterator end = _list.end();
_lastCastData.clear();
for (it = _list.begin(); it != end; ++it) {
if (!(it->signal & (kSignalNoUpdate | kSignalHidden | kSignalAlwaysUpdate))) {
// Save background
bitsHandle = _paint16->bitsSave(it->celRect, GFX_SCREEN_MASK_ALL);
writeSelector(_s->_segMan, it->object, SELECTOR(underBits), bitsHandle);
// draw corresponding cel
_paint16->drawCel(it->viewId, it->loopNo, it->celNo, it->celRect, it->priority, it->paletteNo, it->scaleX, it->scaleY, it->scaleSignal);
it->showBitsFlag = true;
if (it->signal & kSignalRemoveView)
it->signal &= ~kSignalRemoveView;
// Remember that entry in lastCast
_lastCastData.push_back(*it);
}
}
}
void GfxAnimate::updateScreen(byte oldPicNotValid) {
AnimateList::iterator it;
const AnimateList::iterator end = _list.end();
Common::Rect lsRect;
Common::Rect workerRect;
for (it = _list.begin(); it != end; ++it) {
if (it->showBitsFlag || !(it->signal & (kSignalRemoveView | kSignalNoUpdate) ||
(!(it->signal & kSignalRemoveView) && (it->signal & kSignalNoUpdate) && oldPicNotValid))) {
lsRect.left = readSelectorValue(_s->_segMan, it->object, SELECTOR(lsLeft));
lsRect.top = readSelectorValue(_s->_segMan, it->object, SELECTOR(lsTop));
lsRect.right = readSelectorValue(_s->_segMan, it->object, SELECTOR(lsRight));
lsRect.bottom = readSelectorValue(_s->_segMan, it->object, SELECTOR(lsBottom));
workerRect = lsRect;
workerRect.clip(it->celRect);
if (!workerRect.isEmpty()) {
workerRect = lsRect;
workerRect.extend(it->celRect);
} else {
_paint16->bitsShow(lsRect);
workerRect = it->celRect;
}
writeSelectorValue(_s->_segMan, it->object, SELECTOR(lsLeft), it->celRect.left);
writeSelectorValue(_s->_segMan, it->object, SELECTOR(lsTop), it->celRect.top);
writeSelectorValue(_s->_segMan, it->object, SELECTOR(lsRight), it->celRect.right);
writeSelectorValue(_s->_segMan, it->object, SELECTOR(lsBottom), it->celRect.bottom);
// may get used for debugging
//_paint16->frameRect(workerRect);
_paint16->bitsShow(workerRect);
if (it->signal & kSignalHidden)
it->signal |= kSignalRemoveView;
}
}
// use this for debug purposes
// _screen->copyToScreen();
}
void GfxAnimate::restoreAndDelete(int argc, reg_t *argv) {
AnimateList::iterator it;
const AnimateList::iterator end = _list.end();
// This has to be done in a separate loop. At least in sq1 some .dispose
// modifies FIXEDLOOP flag in signal for another object. In that case we
// would overwrite the new signal with our version of the old signal.
for (it = _list.begin(); it != end; ++it) {
// Finally update signal
writeSelectorValue(_s->_segMan, it->object, SELECTOR(signal), it->signal);
}
for (it = _list.reverse_begin(); it != end; --it) {
// We read out signal here again, this is not by accident but to ensure
// that we got an up-to-date signal
it->signal = readSelectorValue(_s->_segMan, it->object, SELECTOR(signal));
if ((it->signal & (kSignalNoUpdate | kSignalRemoveView)) == 0) {
_paint16->bitsRestore(readSelector(_s->_segMan, it->object, SELECTOR(underBits)));
writeSelectorValue(_s->_segMan, it->object, SELECTOR(underBits), 0);
}
if (it->signal & kSignalDisposeMe) {
// Call .delete_ method of that object
invokeSelector(_s, it->object, SELECTOR(delete_), argc, argv, 0);
}
}
}
void GfxAnimate::reAnimate(Common::Rect rect) {
if (!_lastCastData.empty()) {
AnimateArray::iterator it;
AnimateArray::iterator end = _lastCastData.end();
for (it = _lastCastData.begin(); it != end; ++it) {
it->castHandle = _paint16->bitsSave(it->celRect, GFX_SCREEN_MASK_VISUAL|GFX_SCREEN_MASK_PRIORITY);
_paint16->drawCel(it->viewId, it->loopNo, it->celNo, it->celRect, it->priority, it->paletteNo, it->scaleX, it->scaleY);
}
_paint16->bitsShow(rect);
// restoring
while (it != _lastCastData.begin()) { // FIXME: HACK, this iterator use is not very safe
it--;
_paint16->bitsRestore(it->castHandle);
}
} else {
_paint16->bitsShow(rect);
}
}
void GfxAnimate::addToPicDrawCels() {
reg_t curObject;
GfxView *view = NULL;
AnimateList::iterator it;
const AnimateList::iterator end = _list.end();
for (it = _list.begin(); it != end; ++it) {
curObject = it->object;
// Get the corresponding view
view = _cache->getView(it->viewId);
// kAddToPic does not do loop/cel-number fixups
if (it->priority == -1)
it->priority = _ports->kernelCoordinateToPriority(it->y);
if (!view->isScaleable()) {
// Laura Bow 2 specific - Check fill() below
it->scaleSignal = 0;
it->scaleY = it->scaleX = 128;
}
// Create rect according to coordinates and given cel
if (it->scaleSignal & kScaleSignalDoScaling) {
if (it->scaleSignal & kScaleSignalGlobalScaling) {
applyGlobalScaling(it, view);
}
view->getCelScaledRect(it->loopNo, it->celNo, it->x, it->y, it->z, it->scaleX, it->scaleY, it->celRect);
g_sci->_gfxCompare->setNSRect(curObject, it->celRect);
} else {
view->getCelRect(it->loopNo, it->celNo, it->x, it->y, it->z, it->celRect);
}
// draw corresponding cel
_paint16->drawCel(view, it->loopNo, it->celNo, it->celRect, it->priority, it->paletteNo, it->scaleX, it->scaleY);
if (!(it->signal & kSignalIgnoreActor)) {
it->celRect.top = CLIP<int16>(_ports->kernelPriorityToCoordinate(it->priority) - 1, it->celRect.top, it->celRect.bottom - 1);
_paint16->fillRect(it->celRect, GFX_SCREEN_MASK_CONTROL, 0, 0, 15);
}
}
}
void GfxAnimate::addToPicDrawView(GuiResourceId viewId, int16 loopNo, int16 celNo, int16 x, int16 y, int16 priority, int16 control) {
GfxView *view = _cache->getView(viewId);
Common::Rect celRect;
if (priority == -1)
priority = _ports->kernelCoordinateToPriority(y);
// Create rect according to coordinates and given cel
view->getCelRect(loopNo, celNo, x, y, 0, celRect);
_paint16->drawCel(view, loopNo, celNo, celRect, priority, 0);
if (control != -1) {
celRect.top = CLIP<int16>(_ports->kernelPriorityToCoordinate(priority) - 1, celRect.top, celRect.bottom - 1);
_paint16->fillRect(celRect, GFX_SCREEN_MASK_CONTROL, 0, 0, control);
}
}
void GfxAnimate::animateShowPic() {
Port *picPort = _ports->_picWind;
Common::Rect picRect = picPort->rect;
bool previousCursorState = _cursor->isVisible();
if (previousCursorState)
_cursor->kernelHide();
// Adjust picRect to become relative to screen
picRect.translate(picPort->left, picPort->top);
_transitions->doit(picRect);
if (previousCursorState)
_cursor->kernelShow();
}
void GfxAnimate::kernelAnimate(reg_t listReference, bool cycle, int argc, reg_t *argv) {
// If necessary, delay this kAnimate for a running PalVary.
// See delayForPalVaryWorkaround() for details.
if (_screen->_picNotValid)
_palette->delayForPalVaryWorkaround();
byte old_picNotValid = _screen->_picNotValid;
if (getSciVersion() >= SCI_VERSION_1_1)
_palette->palVaryUpdate();
if (listReference.isNull()) {
disposeLastCast();
if (_screen->_picNotValid)
animateShowPic();
return;
}
List *list = _s->_segMan->lookupList(listReference);
if (!list)
error("kAnimate called with non-list as parameter");
if (cycle) {
if (!invoke(list, argc, argv))
return;
// Look up the list again, as it may have been modified
list = _s->_segMan->lookupList(listReference);
}
Port *oldPort = _ports->setPort((Port *)_ports->_picWind);
disposeLastCast();
makeSortedList(list);
fill(old_picNotValid);
if (old_picNotValid) {
// beginUpdate()/endUpdate() were introduced SCI1.
// Calling those for SCI0 will work most of the time but breaks minor
// stuff like percentage bar of qfg1ega at the character skill screen.
if (getSciVersion() >= SCI_VERSION_1_EGA_ONLY)
_ports->beginUpdate(_ports->_picWind);
update();
if (getSciVersion() >= SCI_VERSION_1_EGA_ONLY)
_ports->endUpdate(_ports->_picWind);
}
drawCels();
if (_screen->_picNotValid)
animateShowPic();
updateScreen(old_picNotValid);
restoreAndDelete(argc, argv);
// We update the screen here as well, some scenes like EQ1 credits run w/o calling kGetEvent thus we wouldn't update
// screen at all
g_sci->getEventManager()->updateScreen();
_ports->setPort(oldPort);
// Now trigger speed throttler
throttleSpeed();
}
void GfxAnimate::throttleSpeed() {
switch (_lastCastData.size()) {
case 0:
// No entries drawn -> no speed throttler triggering
break;
case 1: {
// One entry drawn -> check if that entry was a speed benchmark view, if not enable speed throttler
AnimateEntry *onlyCast = &_lastCastData[0];
if ((onlyCast->viewId == 0) && (onlyCast->loopNo == 13) && (onlyCast->celNo == 0)) {
// this one is used by jones talkie
if ((onlyCast->celRect.height() == 8) && (onlyCast->celRect.width() == 8)) {
_s->_gameIsBenchmarking = true;
return;
}
}
// first loop and first cel used?
if ((onlyCast->loopNo == 0) && (onlyCast->celNo == 0)) {
// and that cel has a known speed benchmark resolution
int16 onlyHeight = onlyCast->celRect.height();
int16 onlyWidth = onlyCast->celRect.width();
if (((onlyWidth == 12) && (onlyHeight == 35)) || // regular benchmark view ("fred", "Speedy", "ego")
((onlyWidth == 29) && (onlyHeight == 45)) || // King's Quest 5 french "fred"
((onlyWidth == 1) && (onlyHeight == 5)) || // Freddy Pharkas "fred"
((onlyWidth == 1) && (onlyHeight == 1))) { // Laura Bow 2 Talkie
// check further that there is only one cel in that view
GfxView *onlyView = _cache->getView(onlyCast->viewId);
if ((onlyView->getLoopCount() == 1) && (onlyView->getCelCount(0))) {
_s->_gameIsBenchmarking = true;
return;
}
}
}
_s->_gameIsBenchmarking = false;
_s->_throttleTrigger = true;
break;
}
default:
// More than 1 entry drawn -> time for speed throttling
_s->_gameIsBenchmarking = false;
_s->_throttleTrigger = true;
break;
}
}
void GfxAnimate::addToPicSetPicNotValid() {
if (getSciVersion() <= SCI_VERSION_1_EARLY)
_screen->_picNotValid = 1;
else
_screen->_picNotValid = 2;
}
void GfxAnimate::kernelAddToPicList(reg_t listReference, int argc, reg_t *argv) {
List *list;
_ports->setPort((Port *)_ports->_picWind);
list = _s->_segMan->lookupList(listReference);
if (!list)
error("kAddToPic called with non-list as parameter");
makeSortedList(list);
addToPicDrawCels();
addToPicSetPicNotValid();
}
void GfxAnimate::kernelAddToPicView(GuiResourceId viewId, int16 loopNo, int16 celNo, int16 x, int16 y, int16 priority, int16 control) {
_ports->setPort((Port *)_ports->_picWind);
addToPicDrawView(viewId, loopNo, celNo, x, y, priority, control);
addToPicSetPicNotValid();
}
void GfxAnimate::printAnimateList(Console *con) {
AnimateList::iterator it;
const AnimateList::iterator end = _list.end();
for (it = _list.begin(); it != end; ++it) {
Script *scr = _s->_segMan->getScriptIfLoaded(it->object.getSegment());
int16 scriptNo = scr ? scr->getScriptNumber() : -1;
con->debugPrintf("%04x:%04x (%s), script %d, view %d (%d, %d), pal %d, "
"at %d, %d, scale %d, %d / %d (z: %d, prio: %d, shown: %d, signal: %d)\n",
PRINT_REG(it->object), _s->_segMan->getObjectName(it->object),
scriptNo, it->viewId, it->loopNo, it->celNo, it->paletteNo,
it->x, it->y, it->scaleX, it->scaleY, it->scaleSignal,
it->z, it->priority, it->showBitsFlag, it->signal);
}
}
} // End of namespace Sci
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