scummvm/engines/kyra/kyra_v2.cpp
Johannes Schickel 34c5751948 KYRA: Reduce amount of updateScreen calls.
This fixes some slowdowns in Kyra2 with the OpenGL backend for me. Most of the
updateScreen calls saved were introduced by us implementing the original
behavior of hiding the mouse before drawing onto the screen and showing it
again afterwards, since the mouse cursor is not drawn on the game screen in our
implementation (and unlike in the original) this is not necessary.
2012-06-13 04:13:16 +02:00

243 lines
5.7 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.
*
*/
#include "kyra/kyra_v2.h"
#include "kyra/screen_v2.h"
#include "common/config-manager.h"
#include "common/error.h"
#include "common/system.h"
namespace Kyra {
KyraEngine_v2::KyraEngine_v2(OSystem *system, const GameFlags &flags, const EngineDesc &desc) : KyraEngine_v1(system, flags), _desc(desc) {
memset(&_sceneAnims, 0, sizeof(_sceneAnims));
memset(&_sceneAnimMovie, 0, sizeof(_sceneAnimMovie));
_lastProcessedSceneScript = 0;
_specialSceneScriptRunFlag = false;
_itemList = 0;
_itemListSize = 0;
_characterShapeFile = -1;
_updateCharPosNextUpdate = 0;
memset(&_sceneScriptState, 0, sizeof(_sceneScriptState));
memset(&_sceneScriptData, 0, sizeof(_sceneScriptData));
_animObjects = 0;
_runFlag = true;
_showOutro = false;
_deathHandler = -1;
_animNeedUpdate = false;
_animShapeCount = 0;
_animShapeFiledata = 0;
_vocHigh = -1;
_chatVocHigh = -1;
_chatVocLow = -1;
_chatText = 0;
_chatObject = -1;
_chatTextEnabled = false;
memset(_hiddenItems, -1, sizeof(_hiddenItems));
_screenBuffer = 0;
memset(&_mainCharacter, 0, sizeof(_mainCharacter));
memset(&_mainCharacter.inventory, -1, sizeof(_mainCharacter.inventory));
_pauseStart = 0;
_pathfinderFlag = 0;
_smoothingPath = false;
_lang = 0;
Common::Language lang = Common::parseLanguage(ConfMan.get("language"));
if (lang == _flags.fanLang && _flags.replacedLang != Common::UNK_LANG)
lang = _flags.replacedLang;
switch (lang) {
case Common::EN_ANY:
case Common::EN_USA:
case Common::EN_GRB:
_lang = 0;
break;
case Common::FR_FRA:
_lang = 1;
break;
case Common::DE_DEU:
_lang = 2;
break;
case Common::JA_JPN:
_lang = 3;
break;
default:
warning("unsupported language, switching back to English");
_lang = 0;
}
}
KyraEngine_v2::~KyraEngine_v2() {
if (!(_flags.isDemo && !_flags.isTalkie)) {
for (ShapeMap::iterator i = _gameShapes.begin(); i != _gameShapes.end(); ++i) {
delete[] i->_value;
i->_value = 0;
}
_gameShapes.clear();
}
delete[] _itemList;
delete[] _sceneList;
_emc->unload(&_sceneScriptData);
delete[] _animObjects;
for (Common::Array<const Opcode *>::iterator i = _opcodesAnimation.begin(); i != _opcodesAnimation.end(); ++i)
delete *i;
_opcodesAnimation.clear();
delete[] _screenBuffer;
}
void KyraEngine_v2::pauseEngineIntern(bool pause) {
KyraEngine_v1::pauseEngineIntern(pause);
if (!pause) {
uint32 pausedTime = _system->getMillis() - _pauseStart;
for (int i = 0; i < ARRAYSIZE(_sceneSpecialScriptsTimer); ++i) {
if (_sceneSpecialScriptsTimer[i])
_sceneSpecialScriptsTimer[i] += pausedTime;
}
} else {
_pauseStart = _system->getMillis();
}
}
void KyraEngine_v2::delay(uint32 amount, bool updateGame, bool isMainLoop) {
uint32 start = _system->getMillis();
do {
if (updateGame) {
if (_chatText)
updateWithText();
else
update();
} else {
updateInput();
}
if (amount > 0)
_system->delayMillis(amount > 10 ? 10 : amount);
} while (!skipFlag() && _system->getMillis() < start + amount && !shouldQuit());
}
bool KyraEngine_v2::checkSpecialSceneExit(int num, int x, int y) {
if (_specialExitTable[0 + num] > x || _specialExitTable[5 + num] > y ||
_specialExitTable[10 + num] < x || _specialExitTable[15 + num] < y)
return false;
return true;
}
void KyraEngine_v2::addShapeToPool(const uint8 *data, int realIndex, int shape) {
remShapeFromPool(realIndex);
_gameShapes[realIndex] = screen_v2()->makeShapeCopy(data, shape);
}
void KyraEngine_v2::addShapeToPool(uint8 *shpData, int index) {
remShapeFromPool(index);
_gameShapes[index] = shpData;
}
void KyraEngine_v2::remShapeFromPool(int idx) {
ShapeMap::iterator iter = _gameShapes.find(idx);
if (iter != _gameShapes.end()) {
delete[] iter->_value;
iter->_value = 0;
}
}
uint8 *KyraEngine_v2::getShapePtr(int shape) const {
ShapeMap::iterator iter = _gameShapes.find(shape);
if (iter == _gameShapes.end())
return 0;
return iter->_value;
}
void KyraEngine_v2::moveCharacter(int facing, int x, int y) {
x &= ~3;
y &= ~1;
_mainCharacter.facing = facing;
switch (facing) {
case 0:
while (_mainCharacter.y1 > y)
updateCharPosWithUpdate();
break;
case 2:
while (_mainCharacter.x1 < x)
updateCharPosWithUpdate();
break;
case 4:
while (_mainCharacter.y1 < y)
updateCharPosWithUpdate();
break;
case 6:
while (_mainCharacter.x1 > x)
updateCharPosWithUpdate();
break;
default:
break;
}
}
void KyraEngine_v2::updateCharPosWithUpdate() {
updateCharPos(0, 0);
update();
}
int KyraEngine_v2::updateCharPos(int *table, int force) {
if (_updateCharPosNextUpdate > _system->getMillis() && !force)
return 0;
_mainCharacter.x1 += _charAddXPosTable[_mainCharacter.facing];
_mainCharacter.y1 += _charAddYPosTable[_mainCharacter.facing];
updateCharAnimFrame(table);
_updateCharPosNextUpdate = _system->getMillis() + getCharacterWalkspeed() * _tickLength;
return 1;
}
} // End of namespace Kyra