mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-19 16:18:45 +00:00
1b5e96f429
The Spanish version uses different colors for portrait backgrounds. Also, portrait colors are now set correctly when loading games directly from the launcher.
639 lines
16 KiB
C++
639 lines
16 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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// Event management module
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#include "saga/saga.h"
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#include "saga/gfx.h"
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#include "saga/animation.h"
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#include "saga/console.h"
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#include "saga/scene.h"
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#include "saga/interface.h"
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#include "saga/palanim.h"
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#include "saga/render.h"
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#include "saga/sndres.h"
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#include "saga/resource.h"
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#include "saga/music.h"
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#include "saga/actor.h"
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#include "saga/events.h"
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namespace Saga {
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Events::Events(SagaEngine *vm) : _vm(vm) {
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debug(8, "Initializing event subsystem...");
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}
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Events::~Events() {
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debug(8, "Shutting down event subsystem...");
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}
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// Function to process event list once per frame.
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// First advances event times, then processes each event with the appropriate
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// handler depending on the type of event.
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void Events::handleEvents(long msec) {
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long delta_time;
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int result;
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// Advance event times
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processEventTime(msec);
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// Process each event in list
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for (EventList::iterator eventi = _eventList.begin(); eventi != _eventList.end(); ++eventi) {
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Event *event_p = &eventi->front();
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// Call the appropriate event handler for the specific event type
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switch (event_p->type) {
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case kEvTOneshot:
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result = handleOneShot(event_p);
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break;
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case kEvTContinuous:
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result = handleContinuous(event_p);
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break;
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case kEvTInterval:
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result = handleInterval(event_p);
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break;
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case kEvTImmediate:
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result = handleImmediate(event_p);
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break;
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default:
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result = kEvStInvalidCode;
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warning("Invalid event code encountered");
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break;
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}
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// Process the event appropriately based on result code from
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// handler
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if ((result == kEvStDelete) || (result == kEvStInvalidCode)) {
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// If there is no event chain, delete the base event.
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if (eventi->size() < 2) {
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eventi = _eventList.reverse_erase(eventi);
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} else {
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// If there is an event chain present, move the next event
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// in the chain up, adjust it by the previous delta time,
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// and reprocess the event
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delta_time = event_p->time;
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eventi->pop_front();
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event_p = &eventi->front();
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event_p->time += delta_time;
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--eventi;
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}
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} else if (result == kEvStBreak) {
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break;
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}
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}
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}
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int Events::handleContinuous(Event *event) {
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double event_pc = 0.0; // Event completion percentage
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int event_done = 0;
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BGInfo bgInfo;
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Rect rect;
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if (event->duration != 0) {
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event_pc = ((double)event->duration - event->time) / event->duration;
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} else {
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event_pc = 1.0;
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}
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if (event_pc >= 1.0) {
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// Cap percentage to 100
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event_pc = 1.0;
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event_done = 1;
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}
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if (event_pc < 0.0) {
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// Event not signaled, skip it
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return kEvStContinue;
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} else if (!(event->code & kEvFSignaled)) {
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// Signal event
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event->code |= kEvFSignaled;
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event_pc = 0.0;
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}
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switch (event->code & EVENT_MASK) {
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case kPalEvent:
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switch (event->op) {
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case kEventBlackToPal:
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_vm->_gfx->blackToPal((PalEntry *)event->data, event_pc);
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break;
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case kEventPalToBlack:
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_vm->_gfx->palToBlack((PalEntry *)event->data, event_pc);
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break;
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#ifdef ENABLE_IHNM
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case kEventPalFade:
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_vm->_gfx->palFade((PalEntry *)event->data, event->param, event->param2, event->param3, event->param4, event_pc);
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break;
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#endif
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default:
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break;
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}
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break;
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case kTransitionEvent:
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switch (event->op) {
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case kEventDissolve:
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_vm->_scene->getBGInfo(bgInfo);
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rect.left = rect.top = 0;
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rect.right = bgInfo.bounds.width();
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rect.bottom = bgInfo.bounds.height();
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_vm->_render->getBackGroundSurface()->transitionDissolve(bgInfo.buffer, rect, 0, event_pc);
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_vm->_render->setFullRefresh(true);
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break;
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case kEventDissolveBGMask:
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// we dissolve it centered.
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// set flag of Dissolve to 1. It is a hack to simulate zero masking.
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int w, h;
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byte *maskBuffer;
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_vm->_scene->getBGMaskInfo(w, h, maskBuffer);
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rect.left = (_vm->getDisplayInfo().width - w) / 2;
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rect.top = (_vm->getDisplayInfo().height - h) / 2;
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rect.setWidth(w);
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rect.setHeight(h);
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_vm->_render->getBackGroundSurface()->transitionDissolve( maskBuffer, rect, 1, event_pc);
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_vm->_render->setFullRefresh(true);
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break;
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default:
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break;
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}
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break;
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default:
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break;
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}
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if (event_done) {
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return kEvStDelete;
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}
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return kEvStContinue;
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}
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int Events::handleImmediate(Event *event) {
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double event_pc = 0.0; // Event completion percentage
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bool event_done = false;
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// Duration might be 0 so dont do division then
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if (event->duration != 0) {
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event_pc = ((double)event->duration - event->time) / event->duration;
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} else {
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// Just make sure that event_pc is 1.0 so event_done is true
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event_pc = 1.0;
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}
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if (event_pc >= 1.0) {
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// Cap percentage to 100
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event_pc = 1.0;
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event_done = true;
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}
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if (event_pc < 0.0) {
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// Event not signaled, skip it
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return kEvStBreak;
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} else if (!(event->code & kEvFSignaled)) {
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// Signal event
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event->code |= kEvFSignaled;
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event_pc = 0.0;
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}
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switch (event->code & EVENT_MASK) {
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case kPalEvent:
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switch (event->op) {
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case kEventBlackToPal:
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_vm->_gfx->blackToPal((PalEntry *)event->data, event_pc);
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break;
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case kEventPalToBlack:
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_vm->_gfx->palToBlack((PalEntry *)event->data, event_pc);
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break;
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#ifdef ENABLE_IHNM
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case kEventPalFade:
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_vm->_gfx->palFade((PalEntry *)event->data, event->param, event->param2, event->param3, event->param4, event_pc);
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break;
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#endif
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default:
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break;
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}
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break;
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case kScriptEvent:
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case kBgEvent:
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case kInterfaceEvent:
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case kSceneEvent:
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case kAnimEvent:
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case kCutawayEvent:
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case kActorEvent:
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handleOneShot(event);
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event_done = true;
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break;
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default:
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warning("Unhandled Immediate event type (%d)", event->code & EVENT_MASK);
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break;
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}
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if (event_done) {
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return kEvStDelete;
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}
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return kEvStBreak;
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}
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int Events::handleOneShot(Event *event) {
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Rect rect;
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if (event->time > 0) {
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return kEvStContinue;
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}
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// Event has been signaled
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switch (event->code & EVENT_MASK) {
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case kTextEvent:
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switch (event->op) {
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case kEventDisplay:
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((TextListEntry *)event->data)->display = true;
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break;
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case kEventRemove: {
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TextListEntry entry = *((TextListEntry *)event->data);
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_vm->_scene->_textList.remove(entry);
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} break;
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default:
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break;
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}
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break;
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case kSoundEvent:
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_vm->_sound->stopSound();
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if (event->op == kEventPlay)
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_vm->_sndRes->playSound(event->param, event->param2, event->param3 != 0);
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break;
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case kVoiceEvent:
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_vm->_sndRes->playVoice(event->param);
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break;
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case kMusicEvent:
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if (event->op == kEventPlay)
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_vm->_music->play(event->param, (MusicFlags)event->param2);
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break;
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case kBgEvent:
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{
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Surface *backGroundSurface = _vm->_render->getBackGroundSurface();
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BGInfo bgInfo;
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if (!(_vm->_scene->getFlags() & kSceneFlagISO)) {
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_vm->_scene->getBGInfo(bgInfo);
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backGroundSurface->blit(bgInfo.bounds, bgInfo.buffer);
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// If it is inset scene then draw black border
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if (bgInfo.bounds.width() < _vm->getDisplayInfo().width || bgInfo.bounds.height() < _vm->_scene->getHeight()) {
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Common::Rect rect1(2, bgInfo.bounds.height() + 4);
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Common::Rect rect2(bgInfo.bounds.width() + 4, 2);
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Common::Rect rect3(2, bgInfo.bounds.height() + 4);
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Common::Rect rect4(bgInfo.bounds.width() + 4, 2);
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rect1.moveTo(bgInfo.bounds.left - 2, bgInfo.bounds.top - 2);
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rect2.moveTo(bgInfo.bounds.left - 2, bgInfo.bounds.top - 2);
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rect3.moveTo(bgInfo.bounds.right, bgInfo.bounds.top - 2);
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rect4.moveTo(bgInfo.bounds.left - 2, bgInfo.bounds.bottom);
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backGroundSurface->drawRect(rect1, kITEColorBlack);
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backGroundSurface->drawRect(rect2, kITEColorBlack);
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backGroundSurface->drawRect(rect3, kITEColorBlack);
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backGroundSurface->drawRect(rect4, kITEColorBlack);
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}
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if (event->param == kEvPSetPalette) {
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PalEntry *palPointer;
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#ifdef ENABLE_IHNM
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if (_vm->getGameId() == GID_IHNM) {
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PalEntry portraitBgColor = _vm->_interface->_portraitBgColor;
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byte portraitColor = (_vm->getLanguage() == Common::ES_ESP) ? 253 : 254;
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// Set the portrait bg color, in case a saved state is restored from the
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// launcher. In this case, sfSetPortraitBgColor is not called, thus the
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// portrait color will always be 0 (black).
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if (portraitBgColor.red == 0 && portraitBgColor.green == 0 && portraitBgColor.blue == 0)
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portraitBgColor.green = 255;
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if (_vm->_spiritualBarometer > 255)
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_vm->_gfx->setPaletteColor(portraitColor, 0xff, 0xff, 0xff);
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else
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_vm->_gfx->setPaletteColor(portraitColor,
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_vm->_spiritualBarometer * portraitBgColor.red / 256,
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_vm->_spiritualBarometer * portraitBgColor.green / 256,
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_vm->_spiritualBarometer * portraitBgColor.blue / 256);
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}
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#endif
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_vm->_scene->getBGPal(palPointer);
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_vm->_gfx->setPalette(palPointer);
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}
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}
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_vm->_render->clearFlag(RF_DISABLE_ACTORS);
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}
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break;
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case kPsychicProfileBgEvent:
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{
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ResourceContext *context = _vm->_resource->getContext(GAME_RESOURCEFILE);
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ByteArray resourceData;
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_vm->_resource->loadResource(context, _vm->getResourceDescription()->psychicProfileResourceId, resourceData);
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ByteArray image;
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int width;
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int height;
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_vm->decodeBGImage(resourceData, image, &width, &height);
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const PalEntry *palette = (const PalEntry *)_vm->getImagePal(resourceData);
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const Rect profileRect(width, height);
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_vm->_render->getBackGroundSurface()->blit(profileRect, image.getBuffer());
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_vm->_render->addDirtyRect(profileRect);
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_vm->_frameCount++;
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_vm->_gfx->setPalette(palette);
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// Draw the scene. It won't be drawn by Render::drawScene(), as a placard is up
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_vm->_scene->draw();
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}
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break;
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case kAnimEvent:
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switch (event->op) {
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case kEventPlay:
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_vm->_anim->play(event->param, event->time, true);
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break;
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case kEventStop:
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_vm->_anim->stop(event->param);
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break;
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case kEventFrame:
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_vm->_anim->play(event->param, event->time, false);
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break;
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case kEventSetFlag:
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_vm->_anim->setFlag(event->param, event->param2);
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break;
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case kEventClearFlag:
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_vm->_anim->clearFlag(event->param, event->param2);
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break;
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case kEventResumeAll:
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_vm->_anim->resumeAll();
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break;
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default:
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break;
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}
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break;
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case kSceneEvent:
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switch (event->op) {
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case kEventDraw:
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{
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BGInfo bgInfo;
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_vm->_scene->getBGInfo(bgInfo);
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_vm->_render->getBackGroundSurface()->blit(bgInfo.bounds, bgInfo.buffer);
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_vm->_render->addDirtyRect(bgInfo.bounds);
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_vm->_scene->draw();
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}
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break;
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case kEventEnd:
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_vm->_scene->nextScene();
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return kEvStBreak;
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default:
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break;
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}
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break;
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case kPalAnimEvent:
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switch (event->op) {
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case kEventCycleStart:
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_vm->_palanim->cycleStart();
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break;
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case kEventCycleStep:
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_vm->_palanim->cycleStep(event->time);
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break;
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default:
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break;
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}
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break;
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case kInterfaceEvent:
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switch (event->op) {
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case kEventActivate:
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_vm->_interface->activate();
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break;
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case kEventDeactivate:
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_vm->_interface->deactivate();
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break;
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case kEventSetStatus:
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_vm->_interface->setStatusText((const char*)event->data);
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_vm->_interface->drawStatusBar();
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break;
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case kEventClearStatus:
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_vm->_interface->setStatusText("");
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_vm->_interface->drawStatusBar();
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break;
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case kEventSetFadeMode:
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_vm->_interface->setFadeMode(event->param);
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break;
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case kEventRestoreMode:
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_vm->_interface->restoreMode();
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break;
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case kEventSetMode:
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_vm->_interface->setMode(event->param);
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break;
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default:
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break;
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}
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break;
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case kScriptEvent:
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switch (event->op) {
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case kEventExecBlocking:
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case kEventExecNonBlocking: {
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debug(6, "Exec module number %ld script entry number %ld", event->param, event->param2);
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ScriptThread &sthread = _vm->_script->createThread(event->param, event->param2);
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sthread._threadVars[kThreadVarAction] = event->param3;
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sthread._threadVars[kThreadVarObject] = event->param4;
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sthread._threadVars[kThreadVarWithObject] = event->param5;
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sthread._threadVars[kThreadVarActor] = event->param6;
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if (event->op == kEventExecBlocking)
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_vm->_script->completeThread();
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break;
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}
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case kEventThreadWake:
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_vm->_script->wakeUpThreads(event->param);
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break;
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}
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break;
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case kCursorEvent:
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switch (event->op) {
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case kEventShow:
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_vm->_gfx->showCursor(true);
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break;
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case kEventHide:
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_vm->_gfx->showCursor(false);
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break;
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case kEventSetNormalCursor:
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// in ITE and IHNM demo there is just one cursor
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// ITE never makes this call
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if (!_vm->isIHNMDemo())
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_vm->_gfx->setCursor(kCursorNormal);
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break;
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case kEventSetBusyCursor:
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// in ITE and IHNM demo there is just one cursor
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// ITE never makes this call
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if (!_vm->isIHNMDemo())
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_vm->_gfx->setCursor(kCursorBusy);
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break;
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default:
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break;
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}
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break;
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case kGraphicsEvent:
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switch (event->op) {
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case kEventFillRect:
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rect.top = event->param2;
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rect.bottom = event->param3;
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rect.left = event->param4;
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rect.right = event->param5;
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_vm->_gfx->drawRect(rect, event->param);
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break;
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case kEventSetFlag:
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_vm->_render->setFlag(event->param);
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break;
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case kEventClearFlag:
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_vm->_render->clearFlag(event->param);
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break;
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default:
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break;
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}
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#ifdef ENABLE_IHNM
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case kCutawayEvent:
|
|
switch (event->op) {
|
|
case kEventClear:
|
|
_vm->_anim->clearCutaway();
|
|
break;
|
|
case kEventShowCutawayBg:
|
|
_vm->_anim->showCutawayBg(event->param);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
#endif
|
|
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;
|
|
}
|
|
|
|
EventColumns *Events::chain(EventColumns *eventColumns, const Event &event) {
|
|
|
|
if (eventColumns == NULL) {
|
|
EventColumns tmp;
|
|
|
|
_eventList.push_back(tmp);
|
|
eventColumns = &_eventList.back();
|
|
}
|
|
|
|
eventColumns->push_back(event);
|
|
initializeEvent(eventColumns->back());
|
|
|
|
return eventColumns;
|
|
}
|
|
|
|
void Events::initializeEvent(Event &event) {
|
|
switch (event.type) {
|
|
case kEvTOneshot:
|
|
break;
|
|
case kEvTContinuous:
|
|
case kEvTImmediate:
|
|
event.time += event.duration;
|
|
break;
|
|
case kEvTInterval:
|
|
break;
|
|
}
|
|
}
|
|
|
|
void Events::clearList(bool playQueuedMusic) {
|
|
// Walk down event list
|
|
for (EventList::iterator eventi = _eventList.begin(); eventi != _eventList.end(); ++eventi) {
|
|
|
|
// Only remove events not marked kEvFNoDestory (engine events)
|
|
if (!(eventi->front().code & kEvFNoDestory)) {
|
|
// Handle queued music change events before deleting them
|
|
// This can happen in IHNM by music events set by sfQueueMusic()
|
|
// Fixes bug #2057987 - "IHNM: Music stops in Ellen's chapter"
|
|
if (playQueuedMusic && ((eventi->front().code & EVENT_MASK) == kMusicEvent)) {
|
|
_vm->_music->stop();
|
|
if (eventi->front().op == kEventPlay)
|
|
_vm->_music->play(eventi->front().param, (MusicFlags)eventi->front().param2);
|
|
}
|
|
|
|
eventi = _eventList.reverse_erase(eventi);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Removes all events from the list (even kEvFNoDestory)
|
|
void Events::freeList() {
|
|
_eventList.clear();
|
|
}
|
|
|
|
// Walks down the event list, updating event times by 'msec'.
|
|
void Events::processEventTime(long msec) {
|
|
uint16 event_count = 0;
|
|
|
|
for (EventList::iterator eventi = _eventList.begin(); eventi != _eventList.end(); ++eventi) {
|
|
eventi->front().time -= msec;
|
|
event_count++;
|
|
|
|
if (eventi->front().type == kEvTImmediate)
|
|
break;
|
|
|
|
if (event_count > EVENT_WARNINGCOUNT) {
|
|
warning("Event list exceeds %u", EVENT_WARNINGCOUNT);
|
|
}
|
|
}
|
|
}
|
|
|
|
} // End of namespace Saga
|