Merge pull request #785 from segrax/master

SCUMM: Maniac V0: Walkbox / Timing improvements
This commit is contained in:
Eugene Sandulenko 2016-07-19 14:22:17 +03:00 committed by GitHub
commit 8af6a0ddd2
10 changed files with 291 additions and 45 deletions

View File

@ -259,6 +259,8 @@ void Actor_v0::initActor(int mode) {
_limb_flipped[i] = false;
}
walkBoxQueueReset();
if (_vm->_game.features & GF_DEMO) {
_sound[0] = v0ActorDemoTalk[_number];
} else {
@ -266,6 +268,116 @@ void Actor_v0::initActor(int mode) {
}
}
void Actor_v0::walkBoxQueueReset() {
_walkboxHistory.clear();
_walkboxQueueIndex = 0;
for (uint i = 0; i < ARRAYSIZE(_walkboxQueue); ++i) {
_walkboxQueue[i] = kInvalidBox;
}
}
bool Actor_v0::walkBoxQueueAdd(int box) {
if (_walkboxQueueIndex == ARRAYSIZE(_walkboxQueue))
return false;
_walkboxQueue[_walkboxQueueIndex++] = box;
_walkboxHistory.push_back(box);
return true;
}
void Actor_v0::walkboxQueueReverse() {
int j = ARRAYSIZE(_walkboxQueue) - 1;
while (_walkboxQueue[j] == kInvalidBox && j >= 1)
--j;
if (j <= 1)
return;
for (int i = 1; i < j && j >= 1 ; ++i, --j) {
byte tmp = _walkboxQueue[i];
_walkboxQueue[i] = _walkboxQueue[j];
_walkboxQueue[j] = tmp;
}
}
bool Actor_v0::walkBoxQueueFind(int box) {
for (uint i = 0; i < _walkboxHistory.size(); ++i) {
if (box == _walkboxHistory[i])
return true;
}
return false;
}
bool Actor_v0::walkBoxQueuePrepare() {
walkBoxQueueReset();
int BoxFound = _walkbox;
if (BoxFound == _walkdata.destbox) {
_newWalkBoxEntered = true;
return true;
}
// Build a series of walkboxes from our current position, to the target
do {
// Add the current box to the queue
if (!walkBoxQueueAdd(BoxFound))
return false;
// Loop until we find a walkbox which hasn't been tested
while (_walkboxQueueIndex > 0) {
// Check if the dest box is a direct neighbour
if ((BoxFound = _vm->getNextBox(BoxFound, _walkdata.destbox)) == kInvalidBox) {
// Its not, start hunting through this boxes immediate connections
byte* boxm = _vm->getBoxConnectionBase(_walkboxQueue[_walkboxQueueIndex - 1]);
// Attempt to find one, which we havn't already used
for (; *boxm != kInvalidBox; ++boxm) {
if (walkBoxQueueFind(*boxm) != true)
break;
}
BoxFound = *boxm;
}
// Found one?
if (BoxFound != kInvalidBox) {
// Did we find a connection to the final walkbox
if (BoxFound == _walkdata.destbox) {
_newWalkBoxEntered = true;
walkBoxQueueAdd(BoxFound);
walkboxQueueReverse();
return true;
}
// Nope, check the next box
break;
}
// Drop this box, its useless to us
_walkboxQueue[--_walkboxQueueIndex] = kInvalidBox;
BoxFound = _walkboxQueue[_walkboxQueueIndex - 1];
}
} while (_walkboxQueueIndex > 0);
return false;
}
void Actor::setBox(int box) {
_walkbox = box;
setupActorScale();
@ -634,17 +746,18 @@ void Actor::startWalkActor(int destX, int destY, int dir) {
_walkdata.dest.y = abr.y;
_walkdata.destbox = abr.box;
_walkdata.destdir = dir;
_walkdata.point3.x = 32000;
_walkdata.curbox = _walkbox;
if (_vm->_game.version == 0) {
((Actor_v0*)this)->_newWalkBoxEntered = true;
((Actor_v0 *)this)->walkBoxQueuePrepare();
} else if (_vm->_game.version <= 2) {
_moving = (_moving & ~(MF_LAST_LEG | MF_IN_LEG)) | MF_NEW_LEG;
} else {
_moving = (_moving & MF_IN_LEG) | MF_NEW_LEG;
}
_walkdata.point3.x = 32000;
_walkdata.curbox = _walkbox;
}
void Actor::startWalkAnim(int cmd, int angle) {
@ -861,13 +974,7 @@ L2C36:;
stopActorMoving();
return;
}
// 2C98: Yes, an exact copy of what just occurred.. the original does this, so im doing it...
// Just to keep me sane when going over it :)
if (A == 0xFF) {
setActorFromTmp();
stopActorMoving();
return;
}
return;
}
@ -1398,13 +1505,13 @@ void Actor::putActor(int dstX, int dstY, int newRoom) {
showActor();
}
// V0 always sets the actor to face the camera upon entering a room
if (_vm->_game.version == 0) {
_walkdata.dest = _pos;
((Actor_v0*)this)->_newWalkBoxEntered = true;
((Actor_v0*)this)->_CurrentWalkTo = _pos;
((Actor_v0 *)this)->_newWalkBoxEntered = false;
((Actor_v0 *)this)->_CurrentWalkTo = _pos;
((Actor_v0 *)this)->_NewWalkTo = _pos;
// V0 always sets the actor to face the camera upon entering a room
setDirection(oldDirToNewDir(2));
}
}
@ -1549,7 +1656,7 @@ AdjustBoxResult Actor_v0::adjustPosInBorderWalkbox(AdjustBoxResult box) {
if (A < box.x)
return box;
if (A < 0xA0 || A == 0xA0)
if (A <= 0xA0)
A = 0;
Result.x = A;
@ -1980,9 +2087,10 @@ void ScummEngine::processActors() {
if (_game.version == 0) {
// 0x057B
Actor_v0 *a0 = (Actor_v0*) a;
if (a0->_speaking & 1)
if (a0->_speaking & 1) {
a0->_speaking ^= 0xFE;
++_V0Delay._actorRedrawCount;
}
// 0x22B5
if (a0->_miscflags & kActorMiscFlagHide)
continue;
@ -2404,8 +2512,13 @@ void Actor_v0::limbFrameCheck(int limb) {
void Actor_v0::animateCostume() {
speakCheck();
if (_vm->_costumeLoader->increaseAnims(this))
byte count = _vm->_costumeLoader->increaseAnims(this);
if (count) {
_vm->_V0Delay._actorLimbRedrawDrawCount += count;
_needRedraw = true;
}
}
void Actor_v0::speakCheck() {
@ -3254,7 +3367,7 @@ void Actor_v0::animateActor(int anim) {
} else {
if (anim > 4 && anim <= 7)
if (anim >= 4 && anim <= 7)
_facing = normalizeAngle(oldDirToNewDir(dir));
}
}
@ -3311,13 +3424,13 @@ void Actor_v0::setActorFromTmp() {
}
void Actor_v0::actorSetWalkTo() {
if (_newWalkBoxEntered == false)
return;
_newWalkBoxEntered = false;
int nextBox = ((ScummEngine_v0*)_vm)->walkboxFindTarget(this, _walkdata.destbox, _walkdata.dest);
int nextBox = ((ScummEngine_v0 *)_vm)->walkboxFindTarget(this, _walkdata.destbox, _walkdata.dest);
if (nextBox != kInvalidBox) {
_walkdata.curbox = nextBox;
}
@ -3350,10 +3463,38 @@ void Actor_v0::saveLoadWithSerializer(Serializer *ser) {
MKLINE(Actor_v0, _walkYCount, sleByte, VER(97)),
MKLINE(Actor_v0, _walkYCountInc, sleByte, VER(97)),
MKLINE(Actor_v0, _walkMaxXYCountInc, sleByte, VER(97)),
MKARRAY(Actor_v0, _walkboxQueue[0], sleByte, 16, VER(98)),
MKLINE(Actor_v0, _walkboxQueueIndex, sleByte, VER(98)),
MKEND()
};
ser->saveLoadEntries(this, actorEntries);
// When loading, we need to ensure the limbs are restarted
if (ser->isLoading()) {
// valid costume command?
if (_costCommand != 0xFF) {
// Do we have a walkbox queue?
if (_walkboxQueueIndex < 1) {
_costCommand = 0xFF;
// Standing Still
setDirection(_facing);
speakCheck();
} else {
// Force limb direction update
_facing = 0;
directionUpdate();
// Begin walking
animateActor(newDirToOldDir(_facing));
}
}
}
}
void Actor::saveLoadWithSerializer(Serializer *ser) {
@ -3496,6 +3637,8 @@ void Actor::saveLoadWithSerializer(Serializer *ser) {
_walkdata.point3.x >>= V12_X_SHIFT;
_walkdata.point3.y >>= V12_Y_SHIFT;
}
setDirection(_facing);
}
}

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@ -350,6 +350,11 @@ class Actor_v0 : public Actor_v2 {
public:
Common::Point _CurrentWalkTo, _NewWalkTo;
Common::Array<byte> _walkboxHistory;
byte _walkboxQueue[0x10];
byte _walkboxQueueIndex;
byte _costCommandNew;
byte _costCommand;
byte _miscflags;
@ -380,6 +385,12 @@ public:
bool _limb_flipped[8];
private:
bool walkBoxQueueAdd(int box);
bool walkBoxQueueFind(int box);
void walkboxQueueReverse();
public:
Actor_v0(ScummEngine *scumm, int id) : Actor_v2(scumm, id) {}
@ -401,6 +412,9 @@ public:
byte actorWalkY();
byte updateWalkbox();
void walkBoxQueueReset();
bool walkBoxQueuePrepare();
AdjustBoxResult adjustXYToBeInBox(int dstX, int dstY);
AdjustBoxResult adjustPosInBorderWalkbox(AdjustBoxResult box);

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@ -692,6 +692,22 @@ byte *ScummEngine::getBoxMatrixBaseAddr() {
return ptr;
}
byte *ScummEngine::getBoxConnectionBase(int box) {
byte *boxm = getBoxMatrixBaseAddr();
int boxIndex = 0;
for (; boxIndex != box; ++boxIndex) {
while (*boxm != 0xFF) {
++boxm;
}
++boxm;
}
return boxm;
}
/**
* Compute if there is a way that connects box 'from' with box 'to'.
* Returns the number of a box adjacent to 'from' that is the next on the
@ -719,21 +735,18 @@ int ScummEngine::getNextBox(byte from, byte to) {
boxm = getBoxMatrixBaseAddr();
if (_game.version == 0) {
// calculate shortest paths
byte *itineraryMatrix = (byte *)malloc(numOfBoxes * numOfBoxes);
calcItineraryMatrix(itineraryMatrix, numOfBoxes);
dest = to;
do {
dest = itineraryMatrix[numOfBoxes * from + dest];
} while (dest != Actor::kInvalidBox && !areBoxesNeighbors(from, dest));
boxm = getBoxConnectionBase(from);
if (dest == Actor::kInvalidBox)
dest = -1;
for (; *boxm != 0xFF; ++boxm) {
if (*boxm == to)
break;
}
free(itineraryMatrix);
return dest;
} else if (_game.version <= 2) {
return *boxm;
}
else if (_game.version <= 2) {
// The v2 box matrix is a real matrix with numOfBoxes rows and columns.
// The first numOfBoxes bytes contain indices to the start of the corresponding
// row (although that seems unnecessary to me - the value is easily computable.
@ -967,6 +980,7 @@ void ScummEngine::calcItineraryMatrix(byte *itineraryMatrix, int num) {
// 255 (= infinity) to all other boxes.
for (i = 0; i < num; i++) {
for (j = 0; j < num; j++) {
if (i == j) {
adjacentMatrix[i * boxSize + j] = 0;
itineraryMatrix[i * boxSize + j] = j;
@ -1159,21 +1173,32 @@ bool ScummEngine::areBoxesNeighbors(int box1nr, int box2nr) {
}
byte ScummEngine_v0::walkboxFindTarget(Actor *a, int destbox, Common::Point walkdest) {
Actor_v0 *Actor = (Actor_v0*)a;
Actor_v0 *Actor = (Actor_v0 *)a;
byte nextBox = kOldInvalidBox;
byte nextBox = getNextBox(a->_walkbox, destbox);
// Do we have a walkbox queue to process
if (Actor->_walkboxQueueIndex > 1) {
nextBox = Actor->_walkboxQueue[--Actor->_walkboxQueueIndex];
if (nextBox != 0xFF && nextBox == destbox && areBoxesNeighbors(a->_walkbox, nextBox)) {
if (Actor->_walkboxQueueIndex <= 1) {
Actor->walkBoxQueueReset();
}
}
// Target box reached?
if (nextBox != Actor::kInvalidBox && nextBox == destbox && areBoxesNeighbors(a->_walkbox, nextBox)) {
Actor->_NewWalkTo = walkdest;
return nextBox;
}
if (nextBox != 0xFF && nextBox != a->_walkbox) {
// Next box reached
if (nextBox != Actor::kInvalidBox && nextBox != a->_walkbox) {
getClosestPtOnBox(getBoxCoordinates(nextBox), a->getPos().x, a->getPos().y, Actor->_NewWalkTo.x, Actor->_NewWalkTo.y);
getClosestPtOnBox(getBoxCoordinates(nextBox), a->getRealPos().x, a->getRealPos().y, Actor->_NewWalkTo.x, Actor->_NewWalkTo.y);
} else {
if (walkdest.x == -1)
Actor->_NewWalkTo = Actor->_CurrentWalkTo;
else

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@ -3795,6 +3795,11 @@ void ScummEngine::fadeOut(int effect) {
_textSurface.fillRect(Common::Rect(0, vs->topline * _textSurfaceMultiplier, _textSurface.pitch, (vs->topline + vs->h) * _textSurfaceMultiplier), 0);
#endif
// V0 wipes the text area before fading out
if (_game.version == 0) {
updateDirtyScreen(kTextVirtScreen);
}
// TheDig can disable fadeIn(), and may call fadeOut() several times
// successively. Disabling the _screenEffectFlag check forces the screen
// to get cleared. This fixes glitches, at least, in the first cutscenes

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@ -58,7 +58,7 @@ struct CameraData {
/** Virtual screen identifiers */
enum VirtScreenNumber {
kMainVirtScreen = 0, // The 'stage'
kTextVirtScreen = 1, // In V1-V3 games: the area where text is printed
kTextVirtScreen = 1, // In V0-V3 games: the area where text is printed
kVerbVirtScreen = 2, // The verb area
kUnkVirtScreen = 3 // ?? Not sure what this one is good for...
};

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@ -1126,6 +1126,7 @@ void ScummEngine_v80he::clearDrawQueues() {
*/
void ScummEngine::markObjectRectAsDirty(int obj) {
int i, strip;
++_V0Delay._objectRedrawCount;
for (i = 1; i < _numLocalObjects; i++) {
if (_objs[i].obj_nr == (uint16)obj) {
@ -1133,6 +1134,7 @@ void ScummEngine::markObjectRectAsDirty(int obj) {
const int minStrip = MAX(_screenStartStrip, _objs[i].x_pos / 8);
const int maxStrip = MIN(_screenEndStrip+1, _objs[i].x_pos / 8 + _objs[i].width / 8);
for (strip = minStrip; strip < maxStrip; strip++) {
++_V0Delay._objectStripRedrawCount;
setGfxUsageBit(strip, USAGE_BIT_DIRTY);
}
}

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@ -47,7 +47,7 @@ namespace Scumm {
* only saves/loads those which are valid for the version of the savegame
* which is being loaded/saved currently.
*/
#define CURRENT_VER 97
#define CURRENT_VER 98
/**
* An auxillary macro, used to specify savegame versions. We use this instead

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@ -732,11 +732,40 @@ ScummEngine_v0::ScummEngine_v0(OSystem *syst, const DetectorResult &dr)
VAR_ACTIVE_OBJECT2 = 0xFF;
VAR_IS_SOUND_RUNNING = 0xFF;
VAR_ACTIVE_VERB = 0xFF;
DelayReset();
if (strcmp(dr.fp.pattern, "maniacdemo.d64") == 0 )
_game.features |= GF_DEMO;
}
void ScummEngine_v0::DelayReset() {
_V0Delay._screenScroll = false;
_V0Delay._objectRedrawCount = 0;
_V0Delay._objectStripRedrawCount = 0;
_V0Delay._actorRedrawCount = 0;
_V0Delay._actorLimbRedrawDrawCount = 0;
}
int ScummEngine_v0::DelayCalculateDelta() {
float Time = 0;
// These values are made up, based on trial/error with visual inspection against WinVice
// If anyone feels inclined, the routines in the original engine could be profiled
// and these values changed accordindly.
Time += _V0Delay._objectRedrawCount * 7;
Time += _V0Delay._objectStripRedrawCount * 0.6;
Time += _V0Delay._actorRedrawCount * 2.0;
Time += _V0Delay._actorLimbRedrawDrawCount * 0.3;
if (_V0Delay._screenScroll)
Time += 3.6f;
DelayReset();
return roundf(Time);
}
ScummEngine_v6::ScummEngine_v6(OSystem *syst, const DetectorResult &dr)
: ScummEngine(syst, dr) {
_blastObjectQueuePos = 0;
@ -2079,13 +2108,24 @@ Common::Error ScummEngine::go() {
if (delta < 1) // Ensure we don't get into an endless loop
delta = 1; // by not decreasing sleepers.
// WORKAROUND: walking speed in the original v0/v1 interpreter
// WORKAROUND: Unfortunately the MOS 6502 wasn't always fast enough for MM
// a number of situations can lead to the engine running at less than 60 ticks per second, without this drop
// - A single kid is able to escape via the Dungeon Door (after pushing the brick)
// - During the intro, calls to 'SetState08' are made for the lights on the mansion, with a 'breakHere'
// in between each, the reduction in ticks then occurs while affected stripes are being redrawn.
// The music buildup is then out of sync with the text "A Lucasfilm Games Production".
// Each call to 'breakHere' has been replaced with calls to 'Delay' in the V1/V2 versions of the game
if (_game.version == 0) {
delta += ((ScummEngine_v0 *)this)->DelayCalculateDelta();
}
// WORKAROUND: walking speed in the original v1 interpreter
// is sometimes slower (e.g. during scrolling) than in ScummVM.
// This is important for the door-closing action in the dungeon,
// otherwise (delta < 6) a single kid is able to escape.
if ((_game.version == 0 && isScriptRunning(132)) ||
(_game.version == 1 && isScriptRunning(137)))
delta = 6;
if (_game.version == 1 && isScriptRunning(137)) {
delta = 6;
}
// Wait...
waitForTimer(delta * 1000 / 60 - diff);
@ -2452,6 +2492,8 @@ void ScummEngine_v8::scummLoop_handleSaveLoad() {
void ScummEngine::scummLoop_handleDrawing() {
if (camera._cur != camera._last || _bgNeedsRedraw || _fullRedraw) {
_V0Delay._screenScroll = true;
redrawBGAreas();
}

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@ -298,7 +298,14 @@ struct StringTab : StringSlot {
}
};
struct ScummEngine_v0_Delays {
bool _screenScroll;
uint _objectRedrawCount;
uint _objectStripRedrawCount;
uint _actorRedrawCount;
uint _actorLimbRedrawDrawCount;
};
enum WhereIsObject {
WIO_NOT_FOUND = -1,
@ -1097,6 +1104,8 @@ public:
// Indy4 Amiga specific
byte *_verbPalette;
ScummEngine_v0_Delays _V0Delay;
protected:
int _shadowPaletteSize;
byte _currentPalette[3 * 256];
@ -1131,6 +1140,8 @@ public:
byte getNumBoxes();
byte *getBoxMatrixBaseAddr();
byte *getBoxConnectionBase(int box);
int getNextBox(byte from, byte to);
void setBoxFlags(int box, int val);

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@ -70,6 +70,10 @@ public:
byte walkboxFindTarget(Actor *a, int destbox, Common::Point walkdest);
/* Delay calculation */
void DelayReset();
int DelayCalculateDelta();
protected:
virtual void resetRoomObject(ObjectData *od, const byte *room, const byte *searchptr = NULL);