scummvm/engines/saga/events.cpp
2007-08-25 23:19:55 +00:00

687 lines
17 KiB
C++

/* 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.
*
* $URL$
* $Id$
*
*/
// 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/rscfile.h"
#include "saga/music.h"
#include "saga/actor.h"
#include "saga/events.h"
namespace Saga {
Events::Events(SagaEngine *vm) : _vm(vm), _initialized(false) {
debug(8, "Initializing event subsystem...");
_initialized = true;
}
Events::~Events(void) {
debug(8, "Shutting down event subsystem...");
freeList();
}
// 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.
int Events::handleEvents(long msec) {
Event *event_p;
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_p = (Event *)eventi.operator->();
// 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 (event_p->chain == NULL) {
eventi = _eventList.eraseAndPrev(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;
Event *from_chain = event_p->chain;
memcpy(event_p, from_chain, sizeof(*event_p));
free(from_chain);
event_p->time += delta_time;
--eventi;
}
} else if (result == kEvStBreak) {
break;
}
}
return SUCCESS;
}
int Events::handleContinuous(Event *event) {
double event_pc = 0.0; // Event completion percentage
int event_done = 0;
Surface *backGroundSurface;
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;
case kEventPalFade:
_vm->_gfx->palFade((PalEntry *)event->data, event->param, event->param2, event->param3, event->param4, event_pc);
break;
default:
break;
}
break;
case kTransitionEvent:
switch (event->op) {
case kEventDissolve:
backGroundSurface = _vm->_render->getBackGroundSurface();
_vm->_scene->getBGInfo(bgInfo);
rect.left = rect.top = 0;
rect.right = bgInfo.bounds.width();
rect.bottom = bgInfo.bounds.height();
backGroundSurface->transitionDissolve(bgInfo.buffer, rect, 0, event_pc);
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;
size_t len;
backGroundSurface = _vm->_render->getBackGroundSurface();
_vm->_scene->getBGMaskInfo(w, h, maskBuffer, len);
rect.left = (_vm->getDisplayWidth() - w) / 2;
rect.top = (_vm->getDisplayHeight() - h) / 2;
rect.setWidth(w);
rect.setHeight(h);
backGroundSurface->transitionDissolve( maskBuffer, rect, 1, event_pc);
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;
case kEventPalFade:
_vm->_gfx->palFade((PalEntry *)event->data, event->param, event->param2, event->param3, event->param4, event_pc);
break;
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) {
Surface *backBuffer;
ScriptThread *sthread;
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:
_vm->_scene->_textList.remove((TextListEntry *)event->data);
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:
_vm->_music->stop();
if (event->op == kEventPlay)
_vm->_music->play(event->param, (MusicFlags)event->param2);
break;
case kBgEvent:
{
Surface *backGroundSurface;
BGInfo bgInfo;
if (!(_vm->_scene->getFlags() & kSceneFlagISO)) {
backBuffer = _vm->_gfx->getBackBuffer();
backGroundSurface = _vm->_render->getBackGroundSurface();
_vm->_scene->getBGInfo(bgInfo);
backGroundSurface->blit(bgInfo.bounds, bgInfo.buffer);
// If it is inset scene then draw black border
if (bgInfo.bounds.width() < _vm->getDisplayWidth() || 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;
if (_vm->getGameType() == GType_IHNM) {
if (_vm->_spiritualBarometer > 255)
_vm->_gfx->setPaletteColor(kIHNMColorPortrait, 0xff, 0xff, 0xff);
else
_vm->_gfx->setPaletteColor(kIHNMColorPortrait,
_vm->_spiritualBarometer * _vm->_interface->_portraitBgColor.red / 256,
_vm->_spiritualBarometer * _vm->_interface->_portraitBgColor.green / 256,
_vm->_spiritualBarometer * _vm->_interface->_portraitBgColor.blue / 256);
}
_vm->_scene->getBGPal(palPointer);
_vm->_gfx->setPalette(palPointer);
}
}
_vm->_render->clearFlag(RF_DISABLE_ACTORS);
}
break;
case kPsychicProfileBgEvent:
{
ResourceContext *context = _vm->_resource->getContext(GAME_RESOURCEFILE);
byte *resourceData;
size_t resourceDataLength;
_vm->_resource->loadResource(context, _vm->getResourceDescription()->psychicProfileResourceId, resourceData, resourceDataLength);
byte *buf;
size_t buflen;
int width;
int height;
_vm->decodeBGImage(resourceData, resourceDataLength, &buf, &buflen, &width, &height);
const PalEntry *palette = (const PalEntry *)_vm->getImagePal(resourceData, resourceDataLength);
Surface *bgSurface = _vm->_render->getBackGroundSurface();
const Rect profileRect(width, height);
bgSurface->blit(profileRect, buf);
_vm->_frameCount++;
_vm->_gfx->setPalette(palette);
free(buf);
free(resourceData);
// Draw the scene. It won't be drawn by Render::drawScene(), as the RF_PLACARD is set
_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:
{
Surface *backGroundSurface;
BGInfo bgInfo;
backBuffer = _vm->_gfx->getBackBuffer();
backGroundSurface = _vm->_render->getBackGroundSurface();
_vm->_scene->getBGInfo(bgInfo);
backGroundSurface->blit(bgInfo.bounds, bgInfo.buffer);
_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;
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);
sthread = _vm->_script->createThread(event->param, event->param2);
if (sthread == NULL) {
_vm->_console->DebugPrintf("Thread creation failed.\n");
break;
}
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
if (_vm->getGameType() == GType_IHNM && _vm->getGameId() != GID_IHNM_DEMO)
_vm->_gfx->setCursor(kCursorNormal);
break;
case kEventSetBusyCursor:
// in ITE and IHNM demo there is just one cursor
if (_vm->getGameType() == GType_IHNM && _vm->getGameId() != GID_IHNM_DEMO)
_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;
((Surface *)event->data)->drawRect(rect, event->param);
break;
case kEventSetFlag:
_vm->_render->setFlag(event->param);
break;
case kEventClearFlag:
_vm->_render->clearFlag(event->param);
break;
default:
break;
}
case kCutawayEvent:
switch (event->op) {
case kEventClear:
_vm->_anim->clearCutaway();
break;
default:
break;
}
case kActorEvent:
switch (event->op) {
case kEventMove:
// TODO (check Actor::direct)
break;
default:
break;
}
default:
break;
}
return kEvStDelete;
}
int Events::handleInterval(Event *event) {
return kEvStDelete;
}
// Schedules an event in the event list; returns a pointer to the scheduled
// event suitable for chaining if desired.
Event *Events::queue(Event *event) {
Event *queuedEvent;
queuedEvent = _eventList.pushBack(*event).operator->();
initializeEvent(queuedEvent);
return queuedEvent;
}
// Places a 'add_event' on the end of an event chain given by 'head_event'
// (head_event may be in any position in the event chain)
Event *Events::chain(Event *headEvent, Event *addEvent) {
if (headEvent == NULL) {
return queue(addEvent);
}
Event *walkEvent;
for (walkEvent = headEvent; walkEvent->chain != NULL; walkEvent = walkEvent->chain) {
continue;
}
walkEvent->chain = (Event *)malloc(sizeof(*walkEvent->chain));
*walkEvent->chain = *addEvent;
initializeEvent(walkEvent->chain);
return walkEvent->chain;
}
int Events::initializeEvent(Event *event) {
event->chain = NULL;
switch (event->type) {
case kEvTOneshot:
break;
case kEvTContinuous:
case kEvTImmediate:
event->time += event->duration;
break;
case kEvTInterval:
break;
default:
return FAILURE;
}
return SUCCESS;
}
int Events::clearList() {
Event *chain_walk;
Event *next_chain;
Event *event_p;
// Walk down event list
for (EventList::iterator eventi = _eventList.begin(); eventi != _eventList.end(); ++eventi) {
event_p = (Event *)eventi.operator->();
// Only remove events not marked kEvFNoDestory (engine events)
if (!(event_p->code & kEvFNoDestory)) {
// Remove any events chained off this one */
for (chain_walk = event_p->chain; chain_walk != NULL; chain_walk = next_chain) {
next_chain = chain_walk->chain;
free(chain_walk);
}
eventi = _eventList.eraseAndPrev(eventi);
}
}
return SUCCESS;
}
// Removes all events from the list (even kEvFNoDestory)
int Events::freeList() {
Event *chain_walk;
Event *next_chain;
Event *event_p;
// Walk down event list
EventList::iterator eventi = _eventList.begin();
while (eventi != _eventList.end()) {
event_p = (Event *)eventi.operator->();
// Remove any events chained off this one */
for (chain_walk = event_p->chain; chain_walk != NULL; chain_walk = next_chain) {
next_chain = chain_walk->chain;
free(chain_walk);
}
eventi=_eventList.erase(eventi);
}
return SUCCESS;
}
// Walks down the event list, updating event times by 'msec'.
int Events::processEventTime(long msec) {
Event *event_p;
uint16 event_count = 0;
for (EventList::iterator eventi = _eventList.begin(); eventi != _eventList.end(); ++eventi) {
event_p = (Event *)eventi.operator->();
event_p->time -= msec;
event_count++;
if (event_p->type == kEvTImmediate)
break;
if (event_count > EVENT_WARNINGCOUNT) {
warning("Event list exceeds %u", EVENT_WARNINGCOUNT);
}
}
return SUCCESS;
}
} // End of namespace Saga