Bastien Bouclet 5885634c60 STARK: Rework how scripts wait for action animations to complete
Previously scripts were paused for the duration of the animation. This
could lead to issues where scripts would wake up one frame too late or
too early, resulting in animation glitches.

Now, scripts are suspended until the animation is done playing. This
makes sure scripts select the new animation in the same frame as the one
they were waiting for.

Fixes incorrect frames sometimes being visible before or after video
animation. Reduces a bit the animation blending issues for skeletal
animations. More work is still needed to improve skeletal animation
blending for the remaining glitches to be fixed.
2019-01-24 12:38:03 +01:00

447 lines
12 KiB
C++

/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* 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 "engines/stark/resources/script.h"
#include "engines/stark/formats/xrc.h"
#include "engines/stark/resources/anim.h"
#include "engines/stark/resources/command.h"
#include "engines/stark/resources/item.h"
#include "engines/stark/resources/scroll.h"
#include "engines/stark/resources/sound.h"
#include "engines/stark/resources/speech.h"
#include "engines/stark/services/dialogplayer.h"
#include "engines/stark/services/global.h"
#include "engines/stark/services/services.h"
#include "engines/stark/services/stateprovider.h"
#include "engines/stark/services/userinterface.h"
#include "engines/stark/tools/decompiler.h"
namespace Stark {
namespace Resources {
Script::~Script() {
}
Script::Script(Object *parent, byte subType, uint16 index, const Common::String &name) :
Object(parent, subType, index, name),
_scriptType(0),
_runEvent(0),
_minChapter(0),
_maxChapter(999),
_shouldResetGameSpeed(false),
_enabled(false),
_nextCommand(nullptr),
_pauseTimeLeft(-1),
_suspendingResource(nullptr),
_resumeStatus(kResumeSuspend) {
_type = TYPE;
}
void Script::readData(Formats::XRCReadStream *stream) {
uint32 type = stream->readUint32LE();
_runEvent = stream->readUint32LE();
_minChapter = stream->readUint32LE();
_maxChapter = stream->readUint32LE();
_shouldResetGameSpeed = stream->readBool();
_enabled = type == 0;
switch (_subType) {
case kSubTypeGameEvent:
_scriptType = type == 2 ? kScriptTypePassiveDialog : kScriptTypeOnGameEvent;
break;
case kSubTypePlayerAction:
_scriptType = kScriptTypeOnPlayerAction;
break;
case kSubTypeDialog:
_scriptType = kScriptType4;
break;
default:
error("Unknown script subtype %d for script %s", _subType, getName().c_str());
}
}
void Script::onAllLoaded() {
Object::onAllLoaded();
reset();
}
void Script::onGameLoop() {
Object::onGameLoop();
execute(kCallModeGameLoop);
}
void Script::reset() {
if (_suspendingResource && _suspendingResource->getType() == Type::kItem) {
Item *item = _suspendingResource->cast<Item>(_suspendingResource);
item->setMovement(nullptr);
}
_suspendingResource = nullptr;
_resumeStatus = kResumeSuspend;
_pauseTimeLeft = -1;
_nextCommand = getBeginCommand();
}
bool Script::isOnBegin() {
return _nextCommand && _nextCommand->getSubType() == Command::kCommandBegin;
}
bool Script::isOnEnd() {
return _nextCommand && _nextCommand->getSubType() == Command::kCommandEnd;
}
Command *Script::getBeginCommand() {
return findChildWithSubtype<Command>(Command::kCommandBegin, false);
}
bool Script::isEnabled() {
switch (_scriptType) {
case kScriptTypeOnGameEvent:
case kScriptTypeOnPlayerAction:
return _enabled;
case kScriptType3:
return false;
case kScriptTypePassiveDialog:
case kScriptType4:
return true;
default:
error("Unknown script type %d for script %s", _scriptType, getName().c_str());
}
}
void Script::enable(bool value) {
if (_scriptType == kScriptTypeOnGameEvent || _scriptType == kScriptTypeOnPlayerAction) {
_enabled = value;
}
}
bool Script::shouldExecute(uint32 callMode) {
if ((!isEnabled() && isOnBegin()) || !_nextCommand) {
return false; // Don't execute disabled scripts
}
if (callMode == kCallModeGameLoop && !isOnBegin()) {
return true; // Continue previously running script
}
if (_scriptType == kScriptTypeOnGameEvent) {
if (_runEvent == kGameEventOnGameLoop && callMode != kCallModeGameLoop) {
return false; // Wrong call mode for this script
}
if (_runEvent == kGameEventOnEnterLocation && callMode != kCallModeEnterLocation) {
return false; // Wrong call mode for this script
}
if (_runEvent == kGameEventOnExitLocation && callMode != kCallModeExitLocation) {
return false; // Wrong call mode for this script
}
Item *parentItem = findParent<Item>();
if (parentItem && !parentItem->isEnabled()) {
return false; // Disabled parent
}
} else if (_scriptType == kScriptTypePassiveDialog) {
if (callMode != kCallModeDialogCreateSelections && callMode != kCallModeDialogAnswer) {
return false; // Wrong call mode for this script
}
} else if (_scriptType == kScriptTypeOnPlayerAction) {
if (callMode != kCallModePlayerAction) {
return false; // Wrong call mode for this script
}
} else {
return false; // Wrong script type
}
uint32 currentChapter = StarkGlobal->getCurrentChapter();
if (currentChapter < _minChapter || currentChapter >= _maxChapter) {
return false; // Wrong chapter
}
return true;
}
bool Script::isSuspended() {
return _pauseTimeLeft >= 0 || _suspendingResource;
}
Object *Script::getSuspendingResource() const {
return _suspendingResource;
}
void Script::updateSuspended() {
if (_pauseTimeLeft >= 0) {
// Decrease the remaining pause time
_pauseTimeLeft -= StarkGlobal->getMillisecondsPerGameloop();
} else {
_pauseTimeLeft = -1;
}
if (_nextCommand->getSubType() == Command::kScriptPauseSkippable
&& (StarkUserInterface->wasInteractionDenied() || _pauseTimeLeft < 0)) {
StarkUserInterface->setInteractive(true);
_pauseTimeLeft = -1;
}
bool commandChanged = false;
if (_suspendingResource) {
// Check if the suspending resource is still active
switch (_suspendingResource->getType().get()) {
case Type::kDialog: {
if (!StarkDialogPlayer->isRunning()) {
// Resume the script execution if the dialog is complete
_suspendingResource = nullptr;
}
break;
}
case Type::kFMV: {
// Scripts are not running during an FMV, if we are here, then it has stopped playing
_suspendingResource = nullptr;
break;
}
case Type::kSoundItem: {
Sound *soundItem = Object::cast<Sound>(_suspendingResource);
if (!soundItem->isPlaying()) {
// Resume the script execution once the sound has stopped playing
_suspendingResource = nullptr;
}
break;
}
case Type::kSpeech: {
Speech *speech = Object::cast<Speech>(_suspendingResource);
if (!StarkDialogPlayer->isSpeechReady(speech) && !speech->isPlaying()) {
// Resume the script execution once the speech has stopped playing
_suspendingResource = nullptr;
}
break;
}
case Type::kScroll: {
Scroll *scroll = Object::cast<Scroll>(_suspendingResource);
if (!scroll->isActive()) {
// Resume the script execution once the scroll target position is reached
_suspendingResource = nullptr;
}
break;
}
case Type::kItem: {
if (_nextCommand->getSubType() == Command::kWalkTo) {
if (_resumeStatus == kResumeComplete) {
// Resume the script execution once the item has stopped its movement
_suspendingResource = nullptr;
_nextCommand = _nextCommand->nextCommandIf(false);
commandChanged = true;
} else if (_resumeStatus == kResumeAbort) {
// Resume the script execution once the item has stopped its movement
_suspendingResource = nullptr;
_nextCommand = _nextCommand->nextCommandIf(true);
commandChanged = true;
}
} else {
if (_resumeStatus != kResumeSuspend) {
// Resume the script execution once the item has stopped its movement
_suspendingResource = nullptr;
}
}
break;
}
case Type::kAnim: {
Anim *anim = Object::cast<Anim>(_suspendingResource);
if (anim->isDone()) {
anim->resetItem();
// Resume the script execution once the animation is complete
_suspendingResource = nullptr;
}
break;
}
default:
error("Unhandled suspending resource type %s", _suspendingResource->getType().getName());
}
}
if (_nextCommand->getSubType() == Command::kItemSetActivity && !_suspendingResource) {
_nextCommand->resumeItemSetActivity();
}
if (!isSuspended() && _shouldResetGameSpeed) {
StarkGlobal->setNormalSpeed();
}
if (!isSuspended() && !commandChanged) {
// Resume to the next command
goToNextCommand();
}
}
void Script::stop() {
reset();
_enabled = false;
_returnObjects.clear();
}
void Script::pause(int32 msecs) {
_pauseTimeLeft = msecs;
}
void Script::suspend(Object *cause) {
_suspendingResource = cause;
_resumeStatus = kResumeSuspend;
}
void Script::setResumeStatus(ResumeStatus status) {
_resumeStatus = status;
}
void Script::goToNextCommand() {
_nextCommand = _nextCommand->nextCommand();
}
void Script::execute(uint32 callMode) {
if (!shouldExecute(callMode)) {
return;
}
if (isSuspended()) {
// If the script is suspended, check if it can be resumed
updateSuspended();
}
uint32 executedCommands = 0;
while (1) {
if (isSuspended()) {
break;
}
if (!_nextCommand) {
break; // No next command, stop here
}
if (isOnEnd()) {
break; // Reached the end of the script
}
_nextCommand = _nextCommand->execute(callMode, this);
executedCommands++;
if (executedCommands > 50) {
break; // Too many consecutive commands
}
}
if (isOnEnd() || !_nextCommand) {
// Reset ended scripts so they can be started again
reset();
// Check if we should return to some caller script
if (!_returnObjects.empty()) {
Object *callerObject = _returnObjects.back();
_returnObjects.pop_back();
// Resume execution of the caller object
resumeCallerExecution(callerObject);
}
}
}
void Script::resumeCallerExecution(Object *callerObject) {
switch (callerObject->getType().get()) {
case Type::kCommand: {
Command *callerCommand = Object::cast<Command>(callerObject);
_nextCommand = callerCommand->nextCommand();
break;
}
case Type::kDialog: {
Dialog *callerDialog = Object::cast<Dialog>(callerObject);
StarkDialogPlayer->resume(callerDialog);
break;
}
default:
error("Unhandled caller object type %s", callerObject->getType().getName());
}
}
void Script::addReturnObject(Object *object) {
_returnObjects.push_back(object);
}
void Script::print(uint depth) {
printDescription(depth);
printData();
// Print anything that is not a command
for (uint i = 0; i < _children.size(); i++) {
if (_children[i]->getType() != Type::kCommand) {
_children[i]->print(depth + 1);
}
}
Tools::Decompiler *decompiler = new Tools::Decompiler(this);
// Print the decompiled output
printWithDepth(depth + 1, "Decompiled output");
if (decompiler->getError() == "") {
decompiler->printDecompiled();
} else {
debug("Decompilation failure: %s", decompiler->getError().c_str());
}
delete decompiler;
}
void Script::printData() {
debug("scriptType: %d", _scriptType);
debug("runEvent: %d", _runEvent);
debug("minChapter: %d", _minChapter);
debug("maxChapter: %d", _maxChapter);
debug("shouldResetGameSpeed: %d", _shouldResetGameSpeed);
}
void Script::saveLoad(ResourceSerializer *serializer) {
serializer->syncAsSint32LE(_enabled);
}
void Script::saveLoadCurrent(ResourceSerializer *serializer) {
bool isStarted = !isOnBegin();
serializer->syncAsUint32LE(isStarted);
if (isStarted) {
serializer->syncAsResourceReference(&_nextCommand);
serializer->syncArraySize(_returnObjects);
for (uint i = 0; i < _returnObjects.size(); i++) {
serializer->syncAsResourceReference(&_returnObjects[i]);
}
serializer->syncAsSint32LE(_pauseTimeLeft);
serializer->syncAsResourceReference(&_suspendingResource);
serializer->syncAsSint32LE(_resumeStatus);
}
}
} // End of namespace Resources
} // End of namespace Stark