1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383
|
/* 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 <http://www.gnu.org/licenses/>.
*
*/
#include "ags/engine/ac/event.h"
#include "ags/shared/ac/common.h"
#include "ags/engine/ac/draw.h"
#include "ags/shared/ac/game_setup_struct.h"
#include "ags/engine/ac/game_state.h"
#include "ags/engine/ac/global_game.h"
#include "ags/engine/ac/global_room.h"
#include "ags/engine/ac/global_screen.h"
#include "ags/engine/ac/gui.h"
#include "ags/engine/ac/room_status.h"
#include "ags/engine/ac/screen.h"
#include "ags/engine/ac/dynobj/script_hotspot.h"
#include "ags/engine/ac/dynobj/cc_hotspot.h"
#include "ags/engine/debugging/debug_log.h"
#include "ags/engine/main/game_run.h"
#include "ags/shared/script/cc_common.h"
#include "ags/engine/platform/base/ags_platform_driver.h"
#include "ags/plugins/ags_plugin_evts.h"
#include "ags/plugins/plugin_engine.h"
#include "ags/engine/script/script.h"
#include "ags/shared/gfx/bitmap.h"
#include "ags/engine/gfx/ddb.h"
#include "ags/engine/gfx/graphics_driver.h"
#include "ags/engine/media/audio/audio_system.h"
#include "ags/engine/ac/timer.h"
#include "ags/globals.h"
namespace AGS3 {
using namespace AGS::Shared;
using namespace AGS::Engine;
int run_claimable_event(const char *tsname, bool includeRoom, int numParams, const RuntimeScriptValue *params, bool *eventWasClaimed) {
*eventWasClaimed = true;
// Run the room script function, and if it is not claimed,
// then run the main one
// We need to remember the eventClaimed variable's state, in case
// this is a nested event
int eventClaimedOldValue = _G(eventClaimed);
_G(eventClaimed) = EVENT_INPROGRESS;
int toret;
if (includeRoom && _G(roominst)) {
toret = RunScriptFunction(_G(roominst).get(), tsname, numParams, params);
if (_G(abort_engine))
return -1;
if (_G(eventClaimed) == EVENT_CLAIMED) {
_G(eventClaimed) = eventClaimedOldValue;
return toret;
}
}
// run script modules
for (auto &module_inst : _GP(moduleInst)) {
toret = RunScriptFunction(module_inst.get(), tsname, numParams, params);
if (_G(eventClaimed) == EVENT_CLAIMED) {
_G(eventClaimed) = eventClaimedOldValue;
return toret;
}
}
_G(eventClaimed) = eventClaimedOldValue;
*eventWasClaimed = false;
return 0;
}
// runs the global script on_event function
void run_on_event(int evtype, RuntimeScriptValue &wparam) {
RuntimeScriptValue params[]{ evtype , wparam };
QueueScriptFunction(kScInstGame, "on_event", 2, params);
}
void run_room_event(int id) {
auto obj_evt = ObjectEvent("room");
if (_GP(thisroom).EventHandlers != nullptr) {
run_interaction_script(obj_evt, _GP(thisroom).EventHandlers.get(), id);
} else {
run_interaction_event(obj_evt, &_G(croom)->intrRoom, id);
}
}
// event list functions
void setevent(int evtyp, int ev1, int ev2, int ev3) {
EventHappened evt;
evt.type = evtyp;
evt.data1 = ev1;
evt.data2 = ev2;
evt.data3 = ev3;
evt.player = _GP(game).playercharacter;
_GP(events).push_back(evt);
}
// TODO: this is kind of a hack, which forces event to be processed even if
// it was fired from insides of other event processing.
// The proper solution would be to do the event processing overhaul in AGS.
void force_event(int evtyp, int ev1, int ev2, int ev3) {
if (_G(inside_processevent))
runevent_now(evtyp, ev1, ev2, ev3);
else
setevent(evtyp, ev1, ev2, ev3);
}
void process_event(const EventHappened *evp) {
RuntimeScriptValue rval_null;
if (evp->type == EV_TEXTSCRIPT) {
cc_clear_error();
RuntimeScriptValue params[2]{ evp->data2, evp->data3 };
if (evp->data3 > -1000)
QueueScriptFunction(kScInstGame, _G(tsnames)[evp->data1], 2, params);
else if (evp->data2 > -1000)
QueueScriptFunction(kScInstGame, _G(tsnames)[evp->data1], 1, params);
else
QueueScriptFunction(kScInstGame, _G(tsnames)[evp->data1]);
} else if (evp->type == EV_NEWROOM) {
NewRoom(evp->data1);
} else if (evp->type == EV_RUNEVBLOCK) {
Interaction *evpt = nullptr;
PInteractionScripts scriptPtr = nullptr;
ObjectEvent obj_evt;
if (evp->data1 == EVB_HOTSPOT) {
const int hotspot_id = evp->data2;
if (_GP(thisroom).Hotspots[hotspot_id].EventHandlers != nullptr)
scriptPtr = _GP(thisroom).Hotspots[hotspot_id].EventHandlers;
else
evpt = &_G(croom)->intrHotspot[hotspot_id];
obj_evt = ObjectEvent("hotspot%d", hotspot_id,
RuntimeScriptValue().SetScriptObject(&_G(scrHotspot)[hotspot_id], &_GP(ccDynamicHotspot)));
// Debug::Printf("Running hotspot interaction for hotspot %d, event %d", evp->data2, evp->data3);
} else if (evp->data1 == EVB_ROOM) {
if (_GP(thisroom).EventHandlers != nullptr)
scriptPtr = _GP(thisroom).EventHandlers;
else
evpt = &_G(croom)->intrRoom;
obj_evt = ObjectEvent("room");
if (evp->data3 == EVROM_BEFOREFADEIN) {
_G(in_enters_screen)++;
run_on_event(GE_ENTER_ROOM, RuntimeScriptValue().SetInt32(_G(displayed_room)));
} else if (evp->data3 == EVROM_AFTERFADEIN) {
run_on_event(GE_ENTER_ROOM_AFTERFADE, RuntimeScriptValue().SetInt32(_G(displayed_room)));
}
//Debug::Printf("Running room interaction, event %d", evp->data3);
} else {
quit("process_event: RunEvBlock: unknown evb type");
}
assert(scriptPtr || evpt);
if (scriptPtr != nullptr) {
run_interaction_script(obj_evt, scriptPtr.get(), evp->data3);
} else {
run_interaction_event(obj_evt, evpt, evp->data3);
}
if (_G(abort_engine))
return;
if ((evp->data1 == EVB_ROOM) && (evp->data3 == EVROM_BEFOREFADEIN))
_G(in_enters_screen)--;
} else if (evp->type == EV_FADEIN) {
debug_script_log("Transition-in in room %d", _G(displayed_room));
// if they change the transition type before the fadein, make
// sure the screen doesn't freeze up
_GP(play).screen_is_faded_out = 0;
// determine the transition style
int theTransition = _GP(play).fade_effect;
if (_GP(play).next_screen_transition >= 0) {
// a one-off transition was selected, so use it
theTransition = _GP(play).next_screen_transition;
_GP(play).next_screen_transition = -1;
}
if (pl_run_plugin_hooks(AGSE_TRANSITIONIN, 0))
return;
if (_GP(play).fast_forward)
return;
const bool instant_transition = (theTransition == FADE_INSTANT) || (_GP(play).screen_tint > 0);
if (((theTransition == FADE_CROSSFADE) || (theTransition == FADE_DISSOLVE)) &&
(_G(saved_viewport_bitmap) == nullptr) && !instant_transition) {
// transition type was not crossfade/dissolve when the screen faded out,
// but it is now when the screen fades in (Eg. a save game was restored
// with a different setting). Therefore just fade normally.
fadeout_impl(5);
theTransition = FADE_NORMAL;
}
// TODO: use normal coordinates instead of "native_size" and multiply_up_*?
const Rect &viewport = _GP(play).GetMainViewport();
if (instant_transition)
set_palette_range(_G(palette), 0, 255, 0);
else if (theTransition == FADE_NORMAL) {
fadein_impl(_G(palette), 5);
} else if (theTransition == FADE_BOXOUT) {
if (!_G(gfxDriver)->UsesMemoryBackBuffer()) {
_G(gfxDriver)->BoxOutEffect(false, get_fixed_pixel_size(16), 1000 / GetGameSpeed());
} else {
// First of all we render the game once again and save backbuffer from further editing.
// We put temporary bitmap as a new backbuffer for the transition period, and
// will be drawing saved image of the game over to that backbuffer, simulating "box-out".
set_palette_range(_G(palette), 0, 255, 0);
construct_game_scene(true);
construct_game_screen_overlay(false);
_G(gfxDriver)->RenderToBackBuffer();
Bitmap *saved_backbuf = _G(gfxDriver)->GetMemoryBackBuffer();
Bitmap *temp_scr = new Bitmap(saved_backbuf->GetWidth(), saved_backbuf->GetHeight(), saved_backbuf->GetColorDepth());
_G(gfxDriver)->SetMemoryBackBuffer(temp_scr);
temp_scr->Clear();
render_to_screen();
const int speed = get_fixed_pixel_size(16);
const int yspeed = viewport.GetHeight() / (viewport.GetWidth() / speed);
int boxwid = speed, boxhit = yspeed;
while (boxwid < temp_scr->GetWidth()) {
boxwid += speed;
boxhit += yspeed;
boxwid = Math::Clamp(boxwid, 0, viewport.GetWidth());
boxhit = Math::Clamp(boxhit, 0, viewport.GetHeight());
int lxp = viewport.GetWidth() / 2 - boxwid / 2;
int lyp = viewport.GetHeight() / 2 - boxhit / 2;
temp_scr->Blit(saved_backbuf, lxp, lyp, lxp, lyp,
boxwid, boxhit);
render_to_screen();
WaitForNextFrame();
}
_G(gfxDriver)->SetMemoryBackBuffer(saved_backbuf);
}
} else if (theTransition == FADE_CROSSFADE) {
if (_GP(game).color_depth == 1)
quit("!Cannot use crossfade screen transition in 256-colour games");
const bool fullredraw = _G(gfxDriver)->RequiresFullRedrawEachFrame();
const SpriteTransform spr_trans = _GP(play).GetGlobalTransform(fullredraw);
// TODO: crossfade does not need a screen with transparency, it should be opaque;
// but Software renderer cannot alpha-blend non-masked sprite at the moment,
// see comment to drawing opaque sprite in SDLRendererGraphicsDriver!
IDriverDependantBitmap *ddb = prepare_screen_for_transition_in(false /* transparent */);
for (int alpha = 254; alpha > 0; alpha -= 16) {
// do the crossfade
ddb->SetAlpha(alpha);
invalidate_screen();
construct_game_scene(true);
construct_game_screen_overlay(false);
// draw old screen on top while alpha > 16
if (alpha > 16) {
_G(gfxDriver)->BeginSpriteBatch(viewport, spr_trans);
_G(gfxDriver)->DrawSprite(0, 0, ddb);
_G(gfxDriver)->EndSpriteBatch();
}
render_to_screen();
update_polled_stuff();
WaitForNextFrame();
}
delete _G(saved_viewport_bitmap);
_G(saved_viewport_bitmap) = nullptr;
set_palette_range(_G(palette), 0, 255, 0);
_G(gfxDriver)->DestroyDDB(ddb);
} else if (theTransition == FADE_DISSOLVE) {
int pattern[16] = { 0, 4, 14, 9, 5, 11, 2, 8, 10, 3, 12, 7, 15, 6, 13, 1 };
int aa, bb, cc;
RGB interpal[256];
const bool fullredraw = _G(gfxDriver)->RequiresFullRedrawEachFrame();
const SpriteTransform spr_trans = _GP(play).GetGlobalTransform(fullredraw);
IDriverDependantBitmap *ddb = prepare_screen_for_transition_in(false /* transparent */);
for (aa = 0; aa < 16; aa++) {
// merge the palette while dithering
if (_GP(game).color_depth == 1) {
fade_interpolate(_G(old_palette), _G(palette), interpal, aa * 4, 0, 255);
set_palette_range(interpal, 0, 255, 0);
}
// do the dissolving
int maskCol = _G(saved_viewport_bitmap)->GetMaskColor();
for (bb = 0; bb < viewport.GetWidth(); bb += 4) {
for (cc = 0; cc < viewport.GetHeight(); cc += 4) {
_G(saved_viewport_bitmap)->PutPixel(bb + pattern[aa] / 4, cc + pattern[aa] % 4, maskCol);
}
}
_G(gfxDriver)->UpdateDDBFromBitmap(ddb, _G(saved_viewport_bitmap), false);
construct_game_scene(true);
construct_game_screen_overlay(false);
_G(gfxDriver)->BeginSpriteBatch(viewport, spr_trans);
_G(gfxDriver)->DrawSprite(0, 0, ddb);
_G(gfxDriver)->EndSpriteBatch();
render_to_screen();
update_polled_stuff();
WaitForNextFrame();
}
delete _G(saved_viewport_bitmap);
_G(saved_viewport_bitmap) = nullptr;
set_palette_range(_G(palette), 0, 255, 0);
_G(gfxDriver)->DestroyDDB(ddb);
}
} else if (evp->type == EV_IFACECLICK) {
process_interface_click(evp->data1, evp->data2, evp->data3);
} else {
quit("process_event: unknown event to process");
}
}
void runevent_now(int evtyp, int ev1, int ev2, int ev3) {
EventHappened evh;
evh.type = evtyp;
evh.data1 = ev1;
evh.data2 = ev2;
evh.data3 = ev3;
evh.player = _GP(game).playercharacter;
process_event(&evh);
}
void processallevents() {
if (_G(inside_processevent)) {
_GP(events).clear(); // flush queued events
return;
}
// Make a copy of the events to process them safely.
// WARNING: engine may actually add more events to the global events array,
// and they must NOT be processed here, but instead discarded at the end
// of this function; otherwise game may glitch.
// TODO: need to redesign engine events system?
std::vector<EventHappened> evtCopy = _GP(events);
int room_was = _GP(play).room_changes;
_G(inside_processevent)++;
for (size_t i = 0; i < evtCopy.size() && !_G(abort_engine); ++i) {
process_event(&evtCopy[i]);
if (room_was != _GP(play).room_changes)
break; // changed room, so discard other events
}
_GP(events).clear();
_G(inside_processevent)--;
}
// end event list functions
void ClaimEvent() {
if (_G(eventClaimed) == EVENT_NONE)
quit("!ClaimEvent: no event to claim");
_G(eventClaimed) = EVENT_CLAIMED;
}
} // namespace AGS3
|