/* 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 "illusions/illusions.h" #include "illusions/actor.h" #include "illusions/camera.h" #include "illusions/cursor.h" #include "illusions/dictionary.h" #include "illusions/resources/fontresource.h" #include "illusions/graphics.h" #include "illusions/input.h" #include "illusions/resources/actorresource.h" #include "illusions/resources/backgroundresource.h" #include "illusions/resources/scriptresource.h" #include "illusions/resources/soundresource.h" #include "illusions/resources/talkresource.h" #include "illusions/resourcesystem.h" #include "illusions/screen.h" #include "illusions/screentext.h" #include "illusions/sound.h" #include "illusions/specialcode.h" #include "illusions/thread.h" #include "illusions/time.h" #include "illusions/updatefunctions.h" #include "illusions/threads/talkthread.h" #include "audio/audiostream.h" #include "common/config-manager.h" #include "common/debug-channels.h" #include "common/error.h" #include "common/fs.h" #include "common/timer.h" #include "engines/util.h" #include "graphics/cursorman.h" #include "graphics/font.h" #include "graphics/fontman.h" #include "graphics/palette.h" #include "graphics/surface.h" namespace Illusions { IllusionsEngine::IllusionsEngine(OSystem *syst, const IllusionsGameDescription *gd) : Engine(syst), _gameDescription(gd) { _random = new Common::RandomSource("illusions"); _rerunThreads = false; Engine::syncSoundSettings(); } IllusionsEngine::~IllusionsEngine() { delete _random; } void IllusionsEngine::updateEvents() { Common::Event event; while (_eventMan->pollEvent(event)) { _input->processEvent(event); switch (event.type) { case Common::EVENT_QUIT: quitGame(); break; default: break; } } } void IllusionsEngine::runUpdateFunctions() { _updateFunctions->update(); } Common::Point *IllusionsEngine::getObjectActorPositionPtr(uint32 objectId) { Control *control = getObjectControl(objectId); if (control && control->_actor) return &control->_actor->_position; return 0; } uint32 IllusionsEngine::getElapsedUpdateTime() { uint32 result = 0; uint32 currTime = getCurrentTime(); if (_resGetCtr <= 0 ) { if (_unpauseControlActorFlag) { _unpauseControlActorFlag = false; result = 0; } else { result = currTime - _lastUpdateTime; } _lastUpdateTime = currTime; } else { result = _resGetTime - _lastUpdateTime; _lastUpdateTime = _resGetTime; } return result; } int IllusionsEngine::updateActors(uint flags) { // TODO Move to Controls class uint32 deltaTime = getElapsedUpdateTime(); for (Controls::ItemsIterator it = _controls->_controls.begin(); it != _controls->_controls.end(); ++it) { Control *control = *it; if (control->_pauseCtr == 0 && control->_actor && control->_actor->_controlRoutine) control->_actor->runControlRoutine(control, deltaTime); } return kUFNext; } int IllusionsEngine::updateSequences(uint flags) { // TODO Move to Controls class for (Controls::ItemsIterator it = _controls->_controls.begin(); it != _controls->_controls.end(); ++it) { Control *control = *it; if (control->_pauseCtr == 0 && control->_actor && control->_actor->_seqCodeIp) { control->sequenceActor(); } } return kUFNext; } int IllusionsEngine::updateGraphics(uint flags) { Common::Point panPoint(0, 0); uint32 currTime = getCurrentTime(); _camera->update(currTime); updateFader(); // TODO Move to BackgroundInstanceList class BackgroundInstance *backgroundItem = _backgroundInstances->findActiveBackgroundInstance(); if (backgroundItem) { BackgroundResource *bgRes = backgroundItem->_bgRes; for (uint i = 0; i < bgRes->_bgInfosCount; ++i) { BgInfo *bgInfo = &bgRes->_bgInfos[i]; uint32 priority = getPriorityFromBase(bgInfo->_priorityBase); _screen->_drawQueue->insertSurface(backgroundItem->_surfaces[i], bgInfo->_surfInfo._dimensions, backgroundItem->_panPoints[i], priority); if (bgInfo->_flags & 1) panPoint = backgroundItem->_panPoints[i]; } } // TODO Move to Controls class for (Controls::ItemsIterator it = _controls->_controls.begin(); it != _controls->_controls.end(); ++it) { Control *control = *it; Actor *actor = control->_actor; if (control->_pauseCtr == 0 && actor && (actor->_flags & 1) && !(actor->_flags & 0x0200)) { Common::Point drawPosition = control->calcPosition(panPoint); if (actor->_flags & 0x2000) { Frame *frame = &(*actor->_frames)[actor->_frameIndex - 1]; _screen->_decompressQueue->insert(&actor->_drawFlags, frame->_flags, frame->_surfInfo._pixelSize, frame->_surfInfo._dimensions, frame->_compressedPixels, actor->_surface); actor->_flags &= ~0x2000; } /* Unused if (actor->_flags & 0x4000) { nullsub_1(&actor->drawFlags); actor->flags &= ~0x4000; } */ if (actor->_surfInfo._dimensions._width && actor->_surfInfo._dimensions._height) { uint32 priority = control->getDrawPriority(); _screen->_drawQueue->insertSprite(&actor->_drawFlags, actor->_surface, actor->_surfInfo._dimensions, drawPosition, control->_position, priority, actor->_scale, actor->_spriteFlags); } } } if (_screenText->_surface) { // TODO Make nicer uint32 priority = getGameId() == kGameIdDuckman ? getPriorityFromBase(19) : getPriorityFromBase(99); _screen->_drawQueue->insertTextSurface(_screenText->_surface, _screenText->_dimensions, _screenText->_position, priority); } return kUFNext; } int IllusionsEngine::updateSprites(uint flags) { _screen->updateSprites(); _screen->updatePalette(); return kUFNext; } int IllusionsEngine::updateSoundMan(uint flags) { _soundMan->update(); return kUFNext; } int IllusionsEngine::getRandom(int max) { return _random->getRandomNumber(max - 1); } int IllusionsEngine::convertPanXCoord(int16 x) { // TODO return 0; } bool IllusionsEngine::calcPointDirection(Common::Point &srcPt, Common::Point &dstPt, uint &facing) { facing = 0; uint xd = 0, yd = 0; if (srcPt.x < dstPt.x) xd = 0x40; else if (srcPt.x > dstPt.x) xd = 0x04; else xd = 0x00; if (srcPt.y < dstPt.y) yd = 0x01; else if (srcPt.y > dstPt.y) yd = 0x10; else yd = 0x00; if (!xd && !yd) facing = 0; else if (!yd && xd) facing = xd; else if (yd && !xd) facing = yd; else if (xd == 0x04 && yd == 0x01) facing = 0x02; else if (xd == 0x40 && yd == 0x01) facing = 0x80; else if (xd == 0x04 && yd == 0x10) facing = 0x08; else if (xd == 0x40 && yd == 0x10) facing = 0x20; return facing != 0; } void IllusionsEngine::playVideo(uint32 videoId, uint32 objectId, uint32 priority, uint32 threadId) { // TODO } bool IllusionsEngine::isSoundActive() { // TODO return true; } void IllusionsEngine::updateFader() { if (_fader && !_fader->_paused && _fader->_active) { int32 currTime = getCurrentTime(); int32 currDuration = currTime - _fader->_startTime; if (currDuration) { int newValue; if (currDuration >= _fader->_duration) { newValue = _fader->_maxValue; } else { newValue = (currDuration * (_fader->_maxValue - _fader->_minValue) / _fader->_duration) + _fader->_minValue; } if (_fader->_currValue != newValue) { _fader->_currValue = newValue; _screen->setFader(newValue, _fader->_firstIndex, _fader->_lastIndex); } if (_fader->_currValue == _fader->_maxValue) { _fader->_active = false; notifyThreadId(_fader->_notifyThreadId); } } } } void IllusionsEngine::pauseFader() { _fader->_paused = true; _fader->_startTime = getCurrentTime() - _fader->_startTime; } void IllusionsEngine::unpauseFader() { _fader->_startTime = getCurrentTime() - _fader->_startTime; _fader->_paused = false; } void IllusionsEngine::setCurrFontId(uint32 fontId) { _fontId = fontId; } bool IllusionsEngine::checkActiveTalkThreads() { return _threads->isActiveThread(kMsgQueryTalkThreadActive); } uint32 IllusionsEngine::clipTextDuration(uint32 duration) { switch (_field8) { case 2: if (duration == 0) duration = 240; break; case 3: if (duration < _fieldA) duration = _fieldA; break; case 4: if (duration > _fieldA) duration = _fieldA; break; } return duration; } void IllusionsEngine::getDefaultTextDimensions(WidthHeight &dimensions) { dimensions = _defaultTextDimensions; } void IllusionsEngine::setDefaultTextDimensions(WidthHeight &dimensions) { _defaultTextDimensions = dimensions; } void IllusionsEngine::getDefaultTextPosition(Common::Point &position) { position = _defaultTextPosition; } void IllusionsEngine::setDefaultTextPosition(Common::Point &position) { _defaultTextPosition = position; } FramesList *IllusionsEngine::findActorSequenceFrames(Sequence *sequence) { return _actorInstances->findSequenceFrames(sequence); } } // End of namespace Illusions