/* 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. * * $URL$ * $Id$ * */ #include "common/util.h" #include "common/stack.h" #include "graphics/primitives.h" #include "sci/sci.h" #include "sci/event.h" #include "sci/engine/kernel.h" #include "sci/engine/state.h" #include "sci/engine/selector.h" #include "sci/engine/vm.h" #include "sci/graphics/cache.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, GfxCache *cache, GfxPorts *ports, GfxPaint16 *paint16, GfxScreen *screen, GfxPalette *palette, GfxCursor *cursor, GfxTransitions *transitions) : _s(state), _cache(cache), _ports(ports), _paint16(paint16), _screen(screen), _palette(palette), _cursor(cursor), _transitions(transitions) { init(); } GfxAnimate::~GfxAnimate() { } void GfxAnimate::init() { _lastCastData.clear(); _ignoreFastCast = false; // fastCast object is not found in any SCI games prior SCI1 if (getSciVersion() <= SCI_VERSION_01) _ignoreFastCast = true; // Also if fastCast object exists at gamestartup, we can assume that the interpreter doesnt do kAnimate aborts // (found in Larry 1) if (getSciVersion() > SCI_VERSION_0_EARLY) { if (!_s->_segMan->findObjectByName("fastCast").isNull()) _ignoreFastCast = true; } } 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 (!_ignoreFastCast) { // 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][84].isNull()) { if (!strcmp(_s->_segMan->getObjectName(_s->variables[VAR_GLOBAL][84]), "fastCast")) 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 || g_engine->shouldQuit()) 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; // 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) { reg_t curObject; uint16 signal; GfxView *view = NULL; AnimateList::iterator it; const AnimateList::iterator end = _list.end(); for (it = _list.begin(); it != end; ++it) { curObject = it->object; signal = it->signal; // Get the corresponding view view = _cache->getView(it->viewId); // adjust loop and cel, if any of those is invalid if (it->loopNo >= view->getLoopCount()) { it->loopNo = 0; writeSelectorValue(_s->_segMan, curObject, SELECTOR(loop), it->loopNo); } if (it->celNo >= view->getCelCount(it->loopNo)) { it->celNo = 0; writeSelectorValue(_s->_segMan, curObject, SELECTOR(cel), it->celNo); } // Process global scaling, if needed if (it->scaleSignal & kScaleSignalDoScaling) { if (it->scaleSignal & kScaleSignalGlobalScaling) { // Global scaling uses global var 2 and some other stuff to calculate scaleX/scaleY int16 maxScale = readSelectorValue(_s->_segMan, curObject, SELECTOR(maxScale)); int16 celHeight = view->getHeight(it->loopNo, it->celNo); int16 maxCelHeight = (maxScale * celHeight) >> 7; reg_t globalVar2 = _s->variables[VAR_GLOBAL][2]; // current room object int16 vanishingY = readSelectorValue(_s->_segMan, globalVar2, SELECTOR(vanishingY)); int16 fixedPortY = _ports->getPort()->rect.bottom - vanishingY; int16 fixedEntryY = it->y - vanishingY; if (!fixedEntryY) fixedEntryY = 1; if ((celHeight == 0) || (fixedPortY == 0)) error("global scaling panic"); it->scaleY = ( maxCelHeight * fixedEntryY ) / fixedPortY; it->scaleY = (it->scaleY * 128) / celHeight; it->scaleX = it->scaleY; // and set objects scale selectors writeSelectorValue(_s->_segMan, curObject, SELECTOR(scaleX), it->scaleX); writeSelectorValue(_s->_segMan, curObject, SELECTOR(scaleY), it->scaleY); } } bool setNsRect = 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 ((signal & kSignalHidden) && !(signal & kSignalAlwaysUpdate)) setNsRect = false; } else { view->getCelRect(it->loopNo, it->celNo, it->x, it->y, it->z, it->celRect); } if (setNsRect) { writeSelectorValue(_s->_segMan, curObject, SELECTOR(nsLeft), it->celRect.left); writeSelectorValue(_s->_segMan, curObject, SELECTOR(nsTop), it->celRect.top); writeSelectorValue(_s->_segMan, curObject, SELECTOR(nsRight), it->celRect.right); writeSelectorValue(_s->_segMan, curObject, SELECTOR(nsBottom), it->celRect.bottom); } // Calculate current priority according to y-coordinate if (!(signal & kSignalFixedPriority)) { it->priority = _ports->kernelCoordinateToPriority(it->y); writeSelectorValue(_s->_segMan, curObject, SELECTOR(priority), it->priority); } if (signal & kSignalNoUpdate) { if (signal & (kSignalForceUpdate | kSignalViewUpdated) || (signal & kSignalHidden && !(signal & kSignalRemoveView)) || (!(signal & kSignalHidden) && signal & kSignalRemoveView) || (signal & kSignalAlwaysUpdate)) old_picNotValid++; signal &= ~kSignalStopUpdate; } else { if (signal & kSignalStopUpdate || signal & kSignalAlwaysUpdate) old_picNotValid++; signal &= ~kSignalForceUpdate; } it->signal = signal; } } void GfxAnimate::update() { reg_t curObject; uint16 signal; 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) { curObject = it->object; signal = it->signal; if (signal & kSignalNoUpdate) { if (!(signal & kSignalRemoveView)) { bitsHandle = readSelector(_s->_segMan, curObject, SELECTOR(underBits)); if (_screen->_picNotValid != 1) { _paint16->bitsRestore(bitsHandle); it->showBitsFlag = true; } else { _paint16->bitsFree(bitsHandle); } writeSelectorValue(_s->_segMan, curObject, SELECTOR(underBits), 0); } signal &= ~kSignalForceUpdate; if (signal & kSignalViewUpdated) signal &= ~(kSignalViewUpdated | kSignalNoUpdate); } else if (signal & kSignalStopUpdate) { signal &= ~kSignalStopUpdate; signal |= kSignalNoUpdate; } it->signal = signal; } // Draw always-update cels for (it = _list.begin(); it != end; ++it) { curObject = it->object; signal = it->signal; if (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; signal &= ~(kSignalStopUpdate | kSignalViewUpdated | kSignalNoUpdate | kSignalForceUpdate); if ((signal & kSignalIgnoreActor) == 0) { rect = it->celRect; rect.top = CLIP(_ports->kernelPriorityToCoordinate(it->priority) - 1, rect.top, rect.bottom - 1); _paint16->fillRect(rect, GFX_SCREEN_MASK_CONTROL, 0, 0, 15); } it->signal = signal; } } // Saving background for all NoUpdate-cels for (it = _list.begin(); it != end; ++it) { curObject = it->object; signal = it->signal; if (signal & kSignalNoUpdate) { if (signal & kSignalHidden) { signal |= kSignalRemoveView; } else { signal &= ~kSignalRemoveView; if (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, curObject, SELECTOR(underBits), bitsHandle); } it->signal = signal; } } // Draw NoUpdate cels for (it = _list.begin(); it != end; ++it) { curObject = it->object; signal = it->signal; if (signal & kSignalNoUpdate && !(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 (!(signal & kSignalIgnoreActor)) { rect = it->celRect; rect.top = CLIP(_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 curObject; uint16 signal; reg_t bitsHandle; AnimateList::iterator it; const AnimateList::iterator end = _list.end(); _lastCastData.clear(); for (it = _list.begin(); it != end; ++it) { curObject = it->object; signal = it->signal; if (!(signal & (kSignalNoUpdate | kSignalHidden | kSignalAlwaysUpdate))) { // Save background bitsHandle = _paint16->bitsSave(it->celRect, GFX_SCREEN_MASK_ALL); writeSelector(_s->_segMan, curObject, 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->showBitsFlag = true; if (signal & kSignalRemoveView) { signal &= ~kSignalRemoveView; } it->signal = signal; // Remember that entry in lastCast _lastCastData.push_back(*it); } } } void GfxAnimate::updateScreen(byte oldPicNotValid) { reg_t curObject; uint16 signal; AnimateList::iterator it; const AnimateList::iterator end = _list.end(); Common::Rect lsRect; Common::Rect workerRect; for (it = _list.begin(); it != end; ++it) { curObject = it->object; signal = it->signal; if (it->showBitsFlag || !(signal & (kSignalRemoveView | kSignalNoUpdate) || (!(signal & kSignalRemoveView) && (signal & kSignalNoUpdate) && oldPicNotValid))) { lsRect.left = readSelectorValue(_s->_segMan, curObject, SELECTOR(lsLeft)); lsRect.top = readSelectorValue(_s->_segMan, curObject, SELECTOR(lsTop)); lsRect.right = readSelectorValue(_s->_segMan, curObject, SELECTOR(lsRight)); lsRect.bottom = readSelectorValue(_s->_segMan, curObject, 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, curObject, SELECTOR(lsLeft), it->celRect.left); writeSelectorValue(_s->_segMan, curObject, SELECTOR(lsTop), it->celRect.top); writeSelectorValue(_s->_segMan, curObject, SELECTOR(lsRight), it->celRect.right); writeSelectorValue(_s->_segMan, curObject, SELECTOR(lsBottom), it->celRect.bottom); // may get used for debugging //_paint16->frameRect(workerRect); _paint16->bitsShow(workerRect); if (signal & kSignalHidden) { it->signal |= kSignalRemoveView; } } } // use this for debug purposes // _screen->copyToScreen(); } void GfxAnimate::restoreAndDelete(int argc, reg_t *argv) { reg_t curObject; uint16 signal; 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) { curObject = it->object; signal = it->signal; // Finally update signal writeSelectorValue(_s->_segMan, curObject, SELECTOR(signal), signal); } for (it = _list.reverse_begin(); it != end; --it) { curObject = it->object; // We read out signal here again, this is not by accident but to ensure // that we got an up-to-date signal signal = readSelectorValue(_s->_segMan, curObject, SELECTOR(signal)); if ((signal & (kSignalNoUpdate | kSignalRemoveView)) == 0) { _paint16->bitsRestore(readSelector(_s->_segMan, curObject, SELECTOR(underBits))); writeSelectorValue(_s->_segMan, curObject, SELECTOR(underBits), 0); } if (signal & kSignalDisposeMe) { // Call .delete_ method of that object invokeSelector(_s, curObject, 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; if (it->priority == -1) it->priority = _ports->kernelCoordinateToPriority(it->y); // Get the corresponding view view = _cache->getView(it->viewId); // Create rect according to coordinates and given cel view->getCelRect(it->loopNo, it->celNo, it->x, it->y, it->z, it->celRect); // draw corresponding cel _paint16->drawCel(it->viewId, it->loopNo, it->celNo, it->celRect, it->priority, it->paletteNo); if ((it->signal & kSignalIgnoreActor) == 0) { it->celRect.top = CLIP(_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(_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) { 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) _ports->beginUpdate(_ports->_picWind); update(); if (getSciVersion() >= SCI_VERSION_1_EGA) _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 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]; // 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 == 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))) return; } } _s->_throttleTrigger = true; break; } default: // More than 1 entry drawn -> time for speed throttling _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(); } } // End of namespace Sci