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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.
*
*/
// Event management module
#include "saga/saga.h"
#include "saga/gfx.h"
#include "saga/animation.h"
#include "saga/console.h"
#include "saga/scene.h"
#include "saga/interface.h"
#include "saga/palanim.h"
#include "saga/render.h"
#include "saga/sndres.h"
#include "saga/resource.h"
#include "saga/music.h"
#include "saga/actor.h"
#include "saga/events.h"
namespace Saga {
Events::Events(SagaEngine *vm) : _vm(vm) {
debug(8, "Initializing event subsystem...");
}
Events::~Events() {
debug(8, "Shutting down event subsystem...");
}
// Function to process event list once per frame.
// First advances event times, then processes each event with the appropriate
// handler depending on the type of event.
void Events::handleEvents(long msec) {
long delta_time;
int result;
// Advance event times
processEventTime(msec);
// Process each event in list
for (EventList::iterator eventi = _eventList.begin(); eventi != _eventList.end(); ++eventi) {
Event *event_p = &eventi->front();
// Call the appropriate event handler for the specific event type
switch (event_p->type) {
case kEvTOneshot:
result = handleOneShot(event_p);
break;
case kEvTContinuous:
result = handleContinuous(event_p);
break;
case kEvTInterval:
result = handleInterval(event_p);
break;
case kEvTImmediate:
result = handleImmediate(event_p);
break;
default:
result = kEvStInvalidCode;
warning("Invalid event code encountered");
break;
}
// Process the event appropriately based on result code from
// handler
if ((result == kEvStDelete) || (result == kEvStInvalidCode)) {
// If there is no event chain, delete the base event.
if (eventi->size() < 2) {
eventi = _eventList.reverse_erase(eventi);
} else {
// If there is an event chain present, move the next event
// in the chain up, adjust it by the previous delta time,
// and reprocess the event
delta_time = event_p->time;
eventi->pop_front();
event_p = &eventi->front();
event_p->time += delta_time;
--eventi;
}
} else if (result == kEvStBreak) {
break;
}
}
}
int Events::handleContinuous(Event *event) {
double event_pc = 0.0; // Event completion percentage
int event_done = 0;
BGInfo bgInfo;
Rect rect;
if (event->duration != 0) {
event_pc = ((double)event->duration - event->time) / event->duration;
} else {
event_pc = 1.0;
}
if (event_pc >= 1.0) {
// Cap percentage to 100
event_pc = 1.0;
event_done = 1;
}
if (event_pc < 0.0) {
// Event not signaled, skip it
return kEvStContinue;
} else if (!(event->code & kEvFSignaled)) {
// Signal event
event->code |= kEvFSignaled;
event_pc = 0.0;
}
switch (event->code & EVENT_MASK) {
case kPalEvent:
switch (event->op) {
case kEventBlackToPal:
_vm->_gfx->blackToPal((PalEntry *)event->data, event_pc);
break;
case kEventPalToBlack:
_vm->_gfx->palToBlack((PalEntry *)event->data, event_pc);
break;
#ifdef ENABLE_IHNM
case kEventPalFade:
_vm->_gfx->palFade((PalEntry *)event->data, event->param, event->param2, event->param3, event->param4, event_pc);
break;
#endif
default:
break;
}
break;
case kTransitionEvent:
switch (event->op) {
case kEventDissolve:
_vm->_scene->getBGInfo(bgInfo);
rect.left = rect.top = 0;
rect.right = bgInfo.bounds.width();
rect.bottom = bgInfo.bounds.height();
_vm->_render->getBackGroundSurface()->transitionDissolve(bgInfo.buffer, rect, 0, event_pc);
_vm->_render->setFullRefresh(true);
break;
case kEventDissolveBGMask:
// we dissolve it centered.
// set flag of Dissolve to 1. It is a hack to simulate zero masking.
int w, h;
byte *maskBuffer;
_vm->_scene->getBGMaskInfo(w, h, maskBuffer);
rect.left = (_vm->getDisplayInfo().width - w) / 2;
rect.top = (_vm->getDisplayInfo().height - h) / 2;
rect.setWidth(w);
rect.setHeight(h);
_vm->_render->getBackGroundSurface()->transitionDissolve( maskBuffer, rect, 1, event_pc);
_vm->_render->setFullRefresh(true);
break;
default:
break;
}
break;
default:
break;
}
if (event_done) {
return kEvStDelete;
}
return kEvStContinue;
}
int Events::handleImmediate(Event *event) {
double event_pc = 0.0; // Event completion percentage
bool event_done = false;
// Duration might be 0 so dont do division then
if (event->duration != 0) {
event_pc = ((double)event->duration - event->time) / event->duration;
} else {
// Just make sure that event_pc is 1.0 so event_done is true
event_pc = 1.0;
}
if (event_pc >= 1.0) {
// Cap percentage to 100
event_pc = 1.0;
event_done = true;
}
if (event_pc < 0.0) {
// Event not signaled, skip it
return kEvStBreak;
} else if (!(event->code & kEvFSignaled)) {
// Signal event
event->code |= kEvFSignaled;
event_pc = 0.0;
}
switch (event->code & EVENT_MASK) {
case kPalEvent:
switch (event->op) {
case kEventBlackToPal:
_vm->_gfx->blackToPal((PalEntry *)event->data, event_pc);
break;
case kEventPalToBlack:
_vm->_gfx->palToBlack((PalEntry *)event->data, event_pc);
break;
#ifdef ENABLE_IHNM
case kEventPalFade:
_vm->_gfx->palFade((PalEntry *)event->data, event->param, event->param2, event->param3, event->param4, event_pc);
break;
#endif
default:
break;
}
break;
case kScriptEvent:
case kBgEvent:
case kInterfaceEvent:
case kSceneEvent:
case kAnimEvent:
case kCutawayEvent:
case kActorEvent:
handleOneShot(event);
event_done = true;
break;
default:
warning("Unhandled Immediate event type (%d)", event->code & EVENT_MASK);
break;
}
if (event_done) {
return kEvStDelete;
}
return kEvStBreak;
}
int Events::handleOneShot(Event *event) {
Rect rect;
if (event->time > 0) {
return kEvStContinue;
}
// Event has been signaled
switch (event->code & EVENT_MASK) {
case kTextEvent:
switch (event->op) {
case kEventDisplay:
((TextListEntry *)event->data)->display = true;
break;
case kEventRemove: {
TextListEntry entry = *((TextListEntry *)event->data);
_vm->_scene->_textList.remove(entry);
} break;
default:
break;
}
break;
case kSoundEvent:
_vm->_sound->stopSound();
if (event->op == kEventPlay)
_vm->_sndRes->playSound(event->param, event->param2, event->param3 != 0);
break;
case kVoiceEvent:
_vm->_sndRes->playVoice(event->param);
break;
case kMusicEvent:
if (event->op == kEventPlay)
_vm->_music->play(event->param, (MusicFlags)event->param2);
break;
case kBgEvent:
{
Surface *backGroundSurface = _vm->_render->getBackGroundSurface();
BGInfo bgInfo;
if (!(_vm->_scene->getFlags() & kSceneFlagISO)) {
_vm->_scene->getBGInfo(bgInfo);
backGroundSurface->blit(bgInfo.bounds, bgInfo.buffer);
// If it is inset scene then draw black border
if (bgInfo.bounds.width() < _vm->getDisplayInfo().width || bgInfo.bounds.height() < _vm->_scene->getHeight()) {
Common::Rect rect1(2, bgInfo.bounds.height() + 4);
Common::Rect rect2(bgInfo.bounds.width() + 4, 2);
Common::Rect rect3(2, bgInfo.bounds.height() + 4);
Common::Rect rect4(bgInfo.bounds.width() + 4, 2);
rect1.moveTo(bgInfo.bounds.left - 2, bgInfo.bounds.top - 2);
rect2.moveTo(bgInfo.bounds.left - 2, bgInfo.bounds.top - 2);
rect3.moveTo(bgInfo.bounds.right, bgInfo.bounds.top - 2);
rect4.moveTo(bgInfo.bounds.left - 2, bgInfo.bounds.bottom);
backGroundSurface->drawRect(rect1, kITEColorBlack);
backGroundSurface->drawRect(rect2, kITEColorBlack);
backGroundSurface->drawRect(rect3, kITEColorBlack);
backGroundSurface->drawRect(rect4, kITEColorBlack);
}
if (event->param == kEvPSetPalette) {
PalEntry *palPointer;
#ifdef ENABLE_IHNM
if (_vm->getGameId() == GID_IHNM) {
PalEntry portraitBgColor = _vm->_interface->_portraitBgColor;
byte portraitColor = (_vm->getLanguage() == Common::ES_ESP) ? 253 : 254;
// Set the portrait bg color, in case a saved state is restored from the
// launcher. In this case, sfSetPortraitBgColor is not called, thus the
// portrait color will always be 0 (black).
if (portraitBgColor.red == 0 && portraitBgColor.green == 0 && portraitBgColor.blue == 0)
portraitBgColor.green = 255;
if (_vm->_spiritualBarometer > 255)
_vm->_gfx->setPaletteColor(portraitColor, 0xff, 0xff, 0xff);
else
_vm->_gfx->setPaletteColor(portraitColor,
_vm->_spiritualBarometer * portraitBgColor.red / 256,
_vm->_spiritualBarometer * portraitBgColor.green / 256,
_vm->_spiritualBarometer * portraitBgColor.blue / 256);
}
#endif
_vm->_scene->getBGPal(palPointer);
_vm->_gfx->setPalette(palPointer);
}
}
_vm->_render->clearFlag(RF_DISABLE_ACTORS);
}
break;
case kPsychicProfileBgEvent:
{
ResourceContext *context = _vm->_resource->getContext(GAME_RESOURCEFILE);
ByteArray resourceData;
_vm->_resource->loadResource(context, _vm->getResourceDescription()->psychicProfileResourceId, resourceData);
ByteArray image;
int width;
int height;
_vm->decodeBGImage(resourceData, image, &width, &height);
const PalEntry *palette = (const PalEntry *)_vm->getImagePal(resourceData);
const Rect profileRect(width, height);
_vm->_render->getBackGroundSurface()->blit(profileRect, image.getBuffer());
_vm->_render->addDirtyRect(profileRect);
_vm->_frameCount++;
_vm->_gfx->setPalette(palette);
// Draw the scene. It won't be drawn by Render::drawScene(), as a placard is up
_vm->_scene->draw();
}
break;
case kAnimEvent:
switch (event->op) {
case kEventPlay:
_vm->_anim->play(event->param, event->time, true);
break;
case kEventStop:
_vm->_anim->stop(event->param);
break;
case kEventFrame:
_vm->_anim->play(event->param, event->time, false);
break;
case kEventSetFlag:
_vm->_anim->setFlag(event->param, event->param2);
break;
case kEventClearFlag:
_vm->_anim->clearFlag(event->param, event->param2);
break;
case kEventResumeAll:
_vm->_anim->resumeAll();
break;
default:
break;
}
break;
case kSceneEvent:
switch (event->op) {
case kEventDraw:
{
BGInfo bgInfo;
_vm->_scene->getBGInfo(bgInfo);
_vm->_render->getBackGroundSurface()->blit(bgInfo.bounds, bgInfo.buffer);
_vm->_render->addDirtyRect(bgInfo.bounds);
_vm->_scene->draw();
}
break;
case kEventEnd:
_vm->_scene->nextScene();
return kEvStBreak;
default:
break;
}
break;
case kPalAnimEvent:
switch (event->op) {
case kEventCycleStart:
_vm->_palanim->cycleStart();
break;
case kEventCycleStep:
_vm->_palanim->cycleStep(event->time);
break;
default:
break;
}
break;
case kInterfaceEvent:
switch (event->op) {
case kEventActivate:
_vm->_interface->activate();
break;
case kEventDeactivate:
_vm->_interface->deactivate();
break;
case kEventSetStatus:
_vm->_interface->setStatusText((const char*)event->data);
_vm->_interface->drawStatusBar();
break;
case kEventClearStatus:
_vm->_interface->setStatusText("");
_vm->_interface->drawStatusBar();
break;
case kEventSetFadeMode:
_vm->_interface->setFadeMode(event->param);
break;
case kEventRestoreMode:
_vm->_interface->restoreMode();
break;
case kEventSetMode:
_vm->_interface->setMode(event->param);
break;
default:
break;
}
break;
case kScriptEvent:
switch (event->op) {
case kEventExecBlocking:
case kEventExecNonBlocking: {
debug(6, "Exec module number %ld script entry number %ld", event->param, event->param2);
ScriptThread &sthread = _vm->_script->createThread(event->param, event->param2);
sthread._threadVars[kThreadVarAction] = event->param3;
sthread._threadVars[kThreadVarObject] = event->param4;
sthread._threadVars[kThreadVarWithObject] = event->param5;
sthread._threadVars[kThreadVarActor] = event->param6;
if (event->op == kEventExecBlocking)
_vm->_script->completeThread();
break;
}
case kEventThreadWake:
_vm->_script->wakeUpThreads(event->param);
break;
}
break;
case kCursorEvent:
switch (event->op) {
case kEventShow:
_vm->_gfx->showCursor(true);
break;
case kEventHide:
_vm->_gfx->showCursor(false);
break;
case kEventSetNormalCursor:
// in ITE and IHNM demo there is just one cursor
// ITE never makes this call
if (!_vm->isIHNMDemo())
_vm->_gfx->setCursor(kCursorNormal);
break;
case kEventSetBusyCursor:
// in ITE and IHNM demo there is just one cursor
// ITE never makes this call
if (!_vm->isIHNMDemo())
_vm->_gfx->setCursor(kCursorBusy);
break;
default:
break;
}
break;
case kGraphicsEvent:
switch (event->op) {
case kEventFillRect:
rect.top = event->param2;
rect.bottom = event->param3;
rect.left = event->param4;
rect.right = event->param5;
_vm->_gfx->drawRect(rect, event->param);
break;
case kEventSetFlag:
_vm->_render->setFlag(event->param);
break;
case kEventClearFlag:
_vm->_render->clearFlag(event->param);
break;
default:
break;
}
break;
#ifdef ENABLE_IHNM
case kCutawayEvent:
switch (event->op) {
case kEventClear:
_vm->_anim->clearCutaway();
break;
case kEventShowCutawayBg:
_vm->_anim->showCutawayBg(event->param);
break;
default:
break;
}
break;
#endif
case kActorEvent:
switch (event->op) {
case kEventMove:
// TODO (check Actor::direct)
break;
default:
break;
}
break;
default:
break;
}
return kEvStDelete;
}
int Events::handleInterval(Event *event) {
return kEvStDelete;
}
EventColumns *Events::chain(EventColumns *eventColumns, const Event &event) {
if (eventColumns == NULL) {
EventColumns tmp;
_eventList.push_back(tmp);
eventColumns = &_eventList.back();
}
eventColumns->push_back(event);
initializeEvent(eventColumns->back());
return eventColumns;
}
EventColumns *Events::chainMusic(EventColumns *eventColumns, long musicId, bool loop, long time) {
Event event;
event.type = kEvTOneshot;
event.code = kMusicEvent;
event.param = musicId;
event.param2 = loop ? MUSIC_NORMAL : MUSIC_LOOP;
event.op = kEventPlay;
event.time = time;
return chain(eventColumns, event);
}
void Events::initializeEvent(Event &event) {
switch (event.type) {
case kEvTOneshot:
break;
case kEvTContinuous:
case kEvTImmediate:
event.time += event.duration;
break;
case kEvTInterval:
break;
}
}
void Events::clearList(bool playQueuedMusic) {
// Walk down event list
for (EventList::iterator eventi = _eventList.begin(); eventi != _eventList.end(); ++eventi) {
// Only remove events not marked kEvFNoDestory (engine events)
if (!(eventi->front().code & kEvFNoDestory)) {
// Handle queued music change events before deleting them
// This can happen in IHNM by music events set by sfQueueMusic()
// Fixes bug #2057987 - "IHNM: Music stops in Ellen's chapter"
if (playQueuedMusic && ((eventi->front().code & EVENT_MASK) == kMusicEvent)) {
_vm->_music->stop();
if (eventi->front().op == kEventPlay)
_vm->_music->play(eventi->front().param, (MusicFlags)eventi->front().param2);
}
eventi = _eventList.reverse_erase(eventi);
}
}
}
// Removes all events from the list (even kEvFNoDestory)
void Events::freeList() {
_eventList.clear();
}
// Walks down the event list, updating event times by 'msec'.
void Events::processEventTime(long msec) {
uint16 event_count = 0;
for (EventList::iterator eventi = _eventList.begin(); eventi != _eventList.end(); ++eventi) {
eventi->front().time -= msec;
event_count++;
if (eventi->front().type == kEvTImmediate)
break;
if (event_count > EVENT_WARNINGCOUNT) {
warning("Event list exceeds %u", EVENT_WARNINGCOUNT);
}
}
}
} // End of namespace Saga
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