scummvm/engines/sci/gui/gui_animate.cpp
Filippos Karapetis 8bf3e5b549 Added caching of views
svn-id: r45542
2009-10-30 17:38:11 +00:00

571 lines
18 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.
*
* $URL$
* $Id$
*
*/
#include "common/util.h"
#include "common/stack.h"
#include "graphics/primitives.h"
#include "sci/sci.h"
#include "sci/engine/state.h"
#include "sci/engine/vm.h"
#include "sci/gui/gui_gfx.h"
#include "sci/gui/gui_view.h"
#include "sci/gui/gui_screen.h"
#include "sci/gui/gui_transitions.h"
#include "sci/gui/gui_animate.h"
namespace Sci {
SciGuiAnimate::SciGuiAnimate(EngineState *state, SciGuiGfx *gfx, SciGuiScreen *screen, SciGuiPalette *palette)
: _s(state), _gfx(gfx), _screen(screen), _palette(palette) {
init();
}
SciGuiAnimate::~SciGuiAnimate() {
if (_listData)
free(_listData);
if (_lastCastData)
free(_lastCastData);
}
void SciGuiAnimate::init() {
_listData = NULL;
_listCount = 0;
_lastCastData = NULL;
_lastCastCount = 0;
_ignoreFastCast = false;
// fastCast object is not found in any SCI games prior SCI1
if (getSciVersion() <= SCI_VERSION_01)
_ignoreFastCast = true;
// Also if fastCast object exists at gamestartup, we can assume that the interpreter doesnt do kAnimate aborts
// (found in larry 1)
if (!_s->_segMan->findObjectByName("fastCast").isNull())
_ignoreFastCast = true;
}
void SciGuiAnimate::disposeLastCast() {
_lastCastCount = 0;
}
bool SciGuiAnimate::invoke(List *list, int argc, reg_t *argv) {
SegManager *segMan = _s->_segMan;
reg_t curAddress = list->first;
Node *curNode = _s->_segMan->lookupNode(curAddress);
reg_t curObject;
uint16 signal;
while (curNode) {
curObject = curNode->value;
if (!_ignoreFastCast) {
// Check if the game has a fastCast object set
// if we don't abort kAnimate processing, at least in kq5 there will be animation cels drawn into speech boxes.
reg_t global84 = _s->script_000->_localsBlock->_locals[84];
if (!global84.isNull()) {
if (!strcmp(_s->_segMan->getObjectName(global84), "fastCast"))
return false;
}
}
signal = GET_SEL32V(segMan, curObject, signal);
if (!(signal & kSignalFrozen)) {
// Call .doit method of that object
invoke_selector(_s, curObject, _s->_kernel->_selectorCache.doit, kContinueOnInvalidSelector, argv, argc, __FILE__, __LINE__, 0);
// Lookup node again, since the nodetable it was in may have been reallocated
curNode = _s->_segMan->lookupNode(curAddress);
}
curAddress = curNode->succ;
curNode = _s->_segMan->lookupNode(curAddress);
}
return true;
}
bool sortHelper(const GuiAnimateEntry* entry1, const GuiAnimateEntry* entry2) {
return (entry1->y == entry2->y) ? (entry1->z < entry2->z) : (entry1->y < entry2->y);
}
void SciGuiAnimate::makeSortedList(List *list) {
SegManager *segMan = _s->_segMan;
reg_t curAddress = list->first;
Node *curNode = _s->_segMan->lookupNode(curAddress);
reg_t curObject;
GuiAnimateEntry *listEntry;
int16 listNr, listCount = 0;
// Count the list entries
while (curNode) {
listCount++;
curAddress = curNode->succ;
curNode = _s->_segMan->lookupNode(curAddress);
}
_list.clear();
// No entries -> exit immediately
if (listCount == 0)
return;
// Adjust list size, if needed
if ((_listData == NULL) || (_listCount < listCount)) {
if (_listData)
free(_listData);
_listData = (GuiAnimateEntry *)malloc(listCount * sizeof(GuiAnimateEntry));
if (!_listData)
error("Could not allocate memory for _listData");
_listCount = listCount;
if (_lastCastData)
free(_lastCastData);
_lastCastData = (GuiAnimateEntry *)malloc(listCount * sizeof(GuiAnimateEntry));
if (!_lastCastData)
error("Could not allocate memory for _lastCastData");
_lastCastCount = 0;
}
// Fill the list
curAddress = list->first;
curNode = _s->_segMan->lookupNode(curAddress);
listEntry = _listData;
for (listNr = 0; listNr < listCount; listNr++) {
curObject = curNode->value;
listEntry->object = curObject;
// Get data from current object
listEntry->viewId = GET_SEL32V(segMan, curObject, view);
listEntry->loopNo = GET_SEL32V(segMan, curObject, loop);
listEntry->celNo = GET_SEL32V(segMan, curObject, cel);
listEntry->paletteNo = GET_SEL32V(segMan, curObject, palette);
listEntry->x = GET_SEL32V(segMan, curObject, x);
listEntry->y = GET_SEL32V(segMan, curObject, y);
listEntry->z = GET_SEL32V(segMan, curObject, z);
listEntry->priority = GET_SEL32V(segMan, curObject, priority);
listEntry->signal = GET_SEL32V(segMan, curObject, signal);
// listEntry->celRect is filled in AnimateFill()
listEntry->showBitsFlag = false;
_list.push_back(listEntry);
listEntry++;
curAddress = curNode->succ;
curNode = _s->_segMan->lookupNode(curAddress);
}
// Now sort the list according y and z (descending)
GuiAnimateList::iterator listBegin = _list.begin();
GuiAnimateList::iterator listEnd = _list.end();
Common::sort(_list.begin(), _list.end(), sortHelper);
}
void SciGuiAnimate::fill(byte &old_picNotValid) {
SegManager *segMan = _s->_segMan;
reg_t curObject;
GuiAnimateEntry *listEntry;
uint16 signal;
SciGuiView *view = NULL;
GuiAnimateList::iterator listIterator;
GuiAnimateList::iterator listEnd = _list.end();
listIterator = _list.begin();
while (listIterator != listEnd) {
listEntry = *listIterator;
curObject = listEntry->object;
// Get the corresponding view
view = _gfx->getView(listEntry->viewId);
// adjust loop and cel, if any of those is invalid
if (listEntry->loopNo >= view->getLoopCount()) {
listEntry->loopNo = 0;
PUT_SEL32V(segMan, curObject, loop, listEntry->loopNo);
}
if (listEntry->celNo >= view->getCelCount(listEntry->loopNo)) {
listEntry->celNo = 0;
PUT_SEL32V(segMan, curObject, cel, listEntry->celNo);
}
// Create rect according to coordinates and given cel
view->getCelRect(listEntry->loopNo, listEntry->celNo, listEntry->x, listEntry->y, listEntry->z, &listEntry->celRect);
PUT_SEL32V(segMan, curObject, nsLeft, listEntry->celRect.left);
PUT_SEL32V(segMan, curObject, nsTop, listEntry->celRect.top);
PUT_SEL32V(segMan, curObject, nsRight, listEntry->celRect.right);
PUT_SEL32V(segMan, curObject, nsBottom, listEntry->celRect.bottom);
signal = listEntry->signal;
// Calculate current priority according to y-coordinate
if (!(signal & kSignalFixedPriority)) {
listEntry->priority = _gfx->CoordinateToPriority(listEntry->y);
PUT_SEL32V(segMan, curObject, priority, listEntry->priority);
}
if (signal & kSignalNoUpdate) {
if (signal & (kSignalForceUpdate | kSignalViewUpdated)
|| (signal & kSignalHidden && !(signal & kSignalRemoveView))
|| (!(signal & kSignalHidden) && signal & kSignalRemoveView)
|| (signal & kSignalAlwaysUpdate))
old_picNotValid++;
signal &= 0xFFFF ^ kSignalStopUpdate;
} else {
if (signal & kSignalStopUpdate || signal & kSignalAlwaysUpdate)
old_picNotValid++;
signal &= 0xFFFF ^ kSignalForceUpdate;
}
listEntry->signal = signal;
listIterator++;
}
}
void SciGuiAnimate::update() {
SegManager *segMan = _s->_segMan;
reg_t curObject;
GuiAnimateEntry *listEntry;
uint16 signal;
reg_t bitsHandle;
Common::Rect rect;
GuiAnimateList::iterator listIterator;
GuiAnimateList::iterator listBegin = _list.begin();
GuiAnimateList::iterator listEnd = _list.end();
// Remove all no-update cels, if requested
listIterator = _list.reverse_begin();
while (listIterator != listEnd) {
listEntry = *listIterator;
curObject = listEntry->object;
signal = listEntry->signal;
if (signal & kSignalNoUpdate) {
if (!(signal & kSignalRemoveView)) {
bitsHandle = GET_SEL32(segMan, curObject, underBits);
if (_screen->_picNotValid != 1) {
_gfx->BitsRestore(bitsHandle);
listEntry->showBitsFlag = true;
} else {
_gfx->BitsFree(bitsHandle);
}
PUT_SEL32V(segMan, curObject, underBits, 0);
}
signal &= 0xFFFF ^ kSignalForceUpdate;
signal &= signal & kSignalViewUpdated ? 0xFFFF ^ (kSignalViewUpdated | kSignalNoUpdate) : 0xFFFF;
} else if (signal & kSignalStopUpdate) {
signal = (signal & (0xFFFF ^ kSignalStopUpdate)) | kSignalNoUpdate;
}
listEntry->signal = signal;
listIterator--;
}
// Draw always-update cels
listIterator = listBegin;
while (listIterator != listEnd) {
listEntry = *listIterator;
curObject = listEntry->object;
signal = listEntry->signal;
if (signal & kSignalAlwaysUpdate) {
// draw corresponding cel
_gfx->drawCel(listEntry->viewId, listEntry->loopNo, listEntry->celNo, listEntry->celRect, listEntry->priority, listEntry->paletteNo);
listEntry->showBitsFlag = true;
signal &= 0xFFFF ^ (kSignalStopUpdate | kSignalViewUpdated | kSignalNoUpdate | kSignalForceUpdate);
if ((signal & kSignalIgnoreActor) == 0) {
rect = listEntry->celRect;
rect.top = CLIP<int16>(_gfx->PriorityToCoordinate(listEntry->priority) - 1, rect.top, rect.bottom - 1);
_gfx->FillRect(rect, SCI_SCREEN_MASK_CONTROL, 0, 0, 15);
}
listEntry->signal = signal;
}
listIterator++;
}
// Saving background for all NoUpdate-cels
listIterator = listBegin;
while (listIterator != listEnd) {
listEntry = *listIterator;
curObject = listEntry->object;
signal = listEntry->signal;
if (signal & kSignalNoUpdate) {
if (signal & kSignalHidden) {
signal |= kSignalRemoveView;
} else {
signal &= 0xFFFF ^ kSignalRemoveView;
if (signal & kSignalIgnoreActor)
bitsHandle = _gfx->BitsSave(listEntry->celRect, SCI_SCREEN_MASK_VISUAL|SCI_SCREEN_MASK_PRIORITY);
else
bitsHandle = _gfx->BitsSave(listEntry->celRect, SCI_SCREEN_MASK_ALL);
PUT_SEL32(segMan, curObject, underBits, bitsHandle);
}
listEntry->signal = signal;
}
listIterator++;
}
// Draw NoUpdate cels
listIterator = listBegin;
while (listIterator != listEnd) {
listEntry = *listIterator;
curObject = listEntry->object;
signal = listEntry->signal;
if (signal & kSignalNoUpdate && !(signal & kSignalHidden)) {
// draw corresponding cel
_gfx->drawCel(listEntry->viewId, listEntry->loopNo, listEntry->celNo, listEntry->celRect, listEntry->priority, listEntry->paletteNo);
listEntry->showBitsFlag = true;
if ((signal & kSignalIgnoreActor) == 0) {
rect = listEntry->celRect;
rect.top = CLIP<int16>(_gfx->PriorityToCoordinate(listEntry->priority) - 1, rect.top, rect.bottom - 1);
_gfx->FillRect(rect, SCI_SCREEN_MASK_CONTROL, 0, 0, 15);
}
}
listIterator++;
}
}
void SciGuiAnimate::drawCels() {
SegManager *segMan = _s->_segMan;
reg_t curObject;
GuiAnimateEntry *listEntry;
GuiAnimateEntry *lastCastEntry = _lastCastData;
uint16 signal;
reg_t bitsHandle;
GuiAnimateList::iterator listIterator;
GuiAnimateList::iterator listEnd = _list.end();
_lastCastCount = 0;
listIterator = _list.begin();
while (listIterator != listEnd) {
listEntry = *listIterator;
curObject = listEntry->object;
signal = listEntry->signal;
if (!(signal & (kSignalNoUpdate | kSignalHidden | kSignalAlwaysUpdate))) {
// Save background
bitsHandle = _gfx->BitsSave(listEntry->celRect, SCI_SCREEN_MASK_ALL);
PUT_SEL32(segMan, curObject, underBits, bitsHandle);
// draw corresponding cel
_gfx->drawCel(listEntry->viewId, listEntry->loopNo, listEntry->celNo, listEntry->celRect, listEntry->priority, listEntry->paletteNo);
listEntry->showBitsFlag = true;
if (signal & kSignalRemoveView) {
signal &= 0xFFFF ^ kSignalRemoveView;
}
listEntry->signal = signal;
// Remember that entry in lastCast
memcpy(lastCastEntry, listEntry, sizeof(GuiAnimateEntry));
lastCastEntry++; _lastCastCount++;
}
listIterator++;
}
}
void SciGuiAnimate::updateScreen(byte oldPicNotValid) {
SegManager *segMan = _s->_segMan;
reg_t curObject;
GuiAnimateEntry *listEntry;
uint16 signal;
GuiAnimateList::iterator listIterator;
GuiAnimateList::iterator listEnd = _list.end();
Common::Rect lsRect;
Common::Rect workerRect;
listIterator = _list.begin();
while (listIterator != listEnd) {
listEntry = *listIterator;
curObject = listEntry->object;
signal = listEntry->signal;
if (listEntry->showBitsFlag || !(signal & (kSignalRemoveView | kSignalNoUpdate) ||
(!(signal & kSignalRemoveView) && (signal & kSignalNoUpdate) && oldPicNotValid))) {
lsRect.left = GET_SEL32V(segMan, curObject, lsLeft);
lsRect.top = GET_SEL32V(segMan, curObject, lsTop);
lsRect.right = GET_SEL32V(segMan, curObject, lsRight);
lsRect.bottom = GET_SEL32V(segMan, curObject, lsBottom);
workerRect = lsRect;
workerRect.clip(listEntry->celRect);
if (!workerRect.isEmpty()) {
workerRect = lsRect;
workerRect.extend(listEntry->celRect);
} else {
_gfx->BitsShow(lsRect);
workerRect = listEntry->celRect;
}
PUT_SEL32V(segMan, curObject, lsLeft, workerRect.left);
PUT_SEL32V(segMan, curObject, lsTop, workerRect.top);
PUT_SEL32V(segMan, curObject, lsRight, workerRect.right);
PUT_SEL32V(segMan, curObject, lsBottom, workerRect.bottom);
_gfx->BitsShow(workerRect);
if (signal & kSignalHidden) {
listEntry->signal |= kSignalRemoveView;
}
}
listIterator++;
}
// use this for debug purposes
// _screen->copyToScreen();
}
void SciGuiAnimate::restoreAndDelete(int argc, reg_t *argv) {
SegManager *segMan = _s->_segMan;
reg_t curObject;
GuiAnimateEntry *listEntry;
uint16 signal;
GuiAnimateList::iterator listIterator;
GuiAnimateList::iterator listEnd = _list.end();
// This has to be done in a separate loop. At least in sq1 some .dispose modifies FIXEDLOOP flag in signal for
// another object. In that case we would overwrite the new signal with our version of the old signal
listIterator = _list.begin();
while (listIterator != listEnd) {
listEntry = *listIterator;
curObject = listEntry->object;
signal = listEntry->signal;
// Finally update signal
PUT_SEL32V(segMan, curObject, signal, signal);
listIterator++;
}
listIterator = _list.reverse_begin();
while (listIterator != listEnd) {
listEntry = *listIterator;
curObject = listEntry->object;
// We read out signal here again, this is not by accident but to ensure that we got an up-to-date signal
signal = GET_SEL32V(segMan, curObject, signal);
if ((signal & (kSignalNoUpdate | kSignalRemoveView)) == 0) {
_gfx->BitsRestore(GET_SEL32(segMan, curObject, underBits));
PUT_SEL32V(segMan, curObject, underBits, 0);
}
if (signal & kSignalDisposeMe) {
// Call .delete_ method of that object
invoke_selector(_s, curObject, _s->_kernel->_selectorCache.delete_, kContinueOnInvalidSelector, argv, argc, __FILE__, __LINE__, 0);
}
listIterator--;
}
}
void SciGuiAnimate::reAnimate(Common::Rect rect) {
GuiAnimateEntry *lastCastEntry;
uint16 lastCastCount;
if (_lastCastCount > 0) {
lastCastEntry = _lastCastData;
lastCastCount = _lastCastCount;
while (lastCastCount > 0) {
lastCastEntry->castHandle = _gfx->BitsSave(lastCastEntry->celRect, SCI_SCREEN_MASK_VISUAL|SCI_SCREEN_MASK_PRIORITY);
_gfx->drawCel(lastCastEntry->viewId, lastCastEntry->loopNo, lastCastEntry->celNo, lastCastEntry->celRect, lastCastEntry->priority, lastCastEntry->paletteNo);
lastCastEntry++; lastCastCount--;
}
_gfx->BitsShow(rect);
// restoring
lastCastCount = _lastCastCount;
while (lastCastCount > 0) {
lastCastEntry--;
_gfx->BitsRestore(lastCastEntry->castHandle);
lastCastCount--;
}
} else {
_gfx->BitsShow(rect);
}
/*
if (!_lastCast->isEmpty()) {
HEAPHANDLE hnode = _lastCast->getFirst();
sciCast *pCast;
CResView *res;
while (hnode) {
pCast = (sciCast *)heap2Ptr(hnode);
res = (CResView *)ResMgr.ResLoad(SCI_RES_VIEW, pCast->view);
pCast->hSaved = _gfx->SaveBits(pCast->rect, 3);
res->drawCel(pCast->loop, pCast->cel, &pCast->rect, pCast->z, pCast->pal);
hnode = pCast->node.next;
}
_gfx->BitsShow(rect);
// restoring
hnode = _lastCast->getLast();
while (hnode) {
pCast = (sciCast *)heap2Ptr(hnode);
_gfx->BitsShow(pCast->hSaved);
hnode = pCast->node.prev;
}
*/
}
void SciGuiAnimate::addToPicDrawCels() {
reg_t curObject;
GuiAnimateEntry *listEntry;
SciGuiView *view = NULL;
GuiAnimateList::iterator listIterator;
GuiAnimateList::iterator listEnd = _list.end();
listIterator = _list.begin();
while (listIterator != listEnd) {
listEntry = *listIterator;
curObject = listEntry->object;
if (listEntry->priority == -1)
listEntry->priority = _gfx->CoordinateToPriority(listEntry->y);
// Get the corresponding view
view = _gfx->getView(listEntry->viewId);
// Create rect according to coordinates and given cel
view->getCelRect(listEntry->loopNo, listEntry->celNo, listEntry->x, listEntry->y, listEntry->z, &listEntry->celRect);
// draw corresponding cel
_gfx->drawCel(listEntry->viewId, listEntry->loopNo, listEntry->celNo, listEntry->celRect, listEntry->priority, listEntry->paletteNo);
if ((listEntry->signal & kSignalIgnoreActor) == 0) {
listEntry->celRect.top = CLIP<int16>(_gfx->PriorityToCoordinate(listEntry->priority) - 1, listEntry->celRect.top, listEntry->celRect.bottom - 1);
_gfx->FillRect(listEntry->celRect, SCI_SCREEN_MASK_CONTROL, 0, 0, 15);
}
listIterator++;
}
}
void SciGuiAnimate::addToPicDrawView(GuiResourceId viewId, GuiViewLoopNo loopNo, GuiViewCelNo celNo, int16 leftPos, int16 topPos, int16 priority, int16 control) {
SciGuiView *view = _gfx->getView(viewId);
Common::Rect celRect;
// Create rect according to coordinates and given cel
view->getCelRect(loopNo, celNo, leftPos, topPos, priority, &celRect);
_gfx->drawCel(view, loopNo, celNo, celRect, priority, 0);
}
} // End of namespace Sci