/* 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 3 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, see . * */ #include "engines/nancy/nancy.h" #include "engines/nancy/sound.h" #include "engines/nancy/resource.h" #include "engines/nancy/util.h" #include "engines/nancy/input.h" #include "engines/nancy/cursor.h" #include "engines/nancy/graphics.h" #include "engines/nancy/action/overlay.h" #include "engines/nancy/state/scene.h" #include "common/serializer.h" namespace Nancy { namespace Action { void Overlay::init() { // Autotext overlays need special handling when blitting if (_imageName.baseName().hasPrefix("USE_")) { _usesAutotext = true; } g_nancy->_resource->loadImage(_imageName, _fullSurface); _currentFrame = _firstFrame; RenderObject::init(); } void Overlay::handleInput(NancyInput &input) { // For no apparent reason, from nancy3 on the original engine handles Overlay input as a special case, // rather than simply set the general hotspot inside the ActionRecord struct. Special cases // (a.k.a puzzle types) get handled before regular ActionRecords, which means an Overlay // must take precedence when handling the mouse. Thus, out ActionManager class first iterates // through all records and calls their handleInput() function just to make sure this special // case is handled. This fixes nancy3 scene 7081. if (g_nancy->getGameType() >= kGameTypeNancy3) { if (_hasHotspot) { if (NancySceneState.getViewport().convertViewportToScreen(_hotspot).contains(input.mousePos)) { g_nancy->_cursor->setCursorType(CursorManager::kHotspot); if (input.input & NancyInput::kLeftMouseButtonUp) { _state = kActionTrigger; // Make sure nothing else gets triggered // This is nancy3 and up, since we actually want to trigger other records in nancy2 (e.g. scene 2541) input.eatMouseInput(); } } } } } void Overlay::readData(Common::SeekableReadStream &stream) { Common::Serializer ser(&stream, nullptr); ser.setVersion(g_nancy->getGameType()); uint16 numSrcRects = 0; readFilename(ser, _imageName); ser.skip(2); // VIDEO_STOP_RENDERING or VIDEO_CONTINUE_RENDERING ser.syncAsUint16LE(_transparency); ser.syncAsUint16LE(_hasSceneChange); ser.syncAsUint16LE(_enableHotspot, kGameTypeNancy2, kGameTypeNancy2); ser.syncAsUint16LE(_z, kGameTypeNancy2); ser.syncAsUint16LE(_overlayType, kGameTypeNancy2); ser.syncAsUint16LE(numSrcRects, kGameTypeNancy2); ser.syncAsUint16LE(_playDirection); ser.syncAsUint16LE(_loop); ser.syncAsUint16LE(_firstFrame); ser.syncAsUint16LE(_loopFirstFrame); ser.syncAsUint16LE(_loopLastFrame); uint16 framesPerSec = stream.readUint16LE(); // Avoid divide by 0 if (framesPerSec) { _frameTime = Common::Rational(1000, framesPerSec).toInt(); } ser.syncAsUint16LE(_z, kGameTypeNancy1, kGameTypeNancy1); if (ser.getVersion() > kGameTypeNancy2) { if (_overlayType == kPlayOverlayStatic) { _enableHotspot = (_hasSceneChange == kPlayOverlaySceneChange) ? kPlayOverlayWithHotspot : kPlayOverlayNoHotspot; } } if (_isInterruptible) { ser.syncAsSint16LE(_interruptCondition.label); ser.syncAsUint16LE(_interruptCondition.flag); } else { _interruptCondition.label = kEvNoEvent; _interruptCondition.flag = g_nancy->_false; } _sceneChange.readData(stream); _flagsOnTrigger.readData(stream); _sound.readNormal(stream); uint numViewportFrames = stream.readUint16LE(); if (_overlayType == kPlayOverlayAnimated) { numSrcRects = _loopLastFrame - _firstFrame + 1; } readRectArray(ser, _srcRects, numSrcRects); _blitDescriptions.resize(numViewportFrames); for (auto &bm : _blitDescriptions) { bm.readData(stream, ser.getVersion() >= kGameTypeNancy2); } } void Overlay::execute() { uint32 _currentFrameTime = g_nancy->getTotalPlayTime(); switch (_state) { case kBegin: init(); registerGraphics(); g_nancy->_sound->loadSound(_sound); g_nancy->_sound->playSound(_sound); _state = kRun; // fall through case kRun: { // Check the timer to see if we need to draw the next animation frame if (_overlayType == kPlayOverlayAnimated && _nextFrameTime <= _currentFrameTime) { bool shouldTrigger = false; // Check for interrupt flag if (NancySceneState.getEventFlag(_interruptCondition)) { shouldTrigger = true; } // Wait until sound stops (if present) if (!g_nancy->_sound->isSoundPlaying(_sound)) { // Check if we're at the last frame if ((_currentFrame == _loopLastFrame) && (_playDirection == kPlayOverlayForward) && (_loop == kPlayOverlayOnce)) { shouldTrigger = true; } else if ((_currentFrame == _loopFirstFrame) && (_playDirection == kPlayOverlayReverse) && (_loop == kPlayOverlayOnce)) { shouldTrigger = true; } } if (shouldTrigger) { _state = kActionTrigger; } else { // Check if we've moved the viewport uint16 newFrame = NancySceneState.getSceneInfo().frameID; if (_currentViewportFrame != newFrame) { _currentViewportFrame = newFrame; setVisible(false); _hasHotspot = false; for (uint i = 0; i < _blitDescriptions.size(); ++i) { if (_currentViewportFrame == _blitDescriptions[i].frameID) { moveTo(_blitDescriptions[i].dest); setVisible(true); if (_enableHotspot == kPlayOverlayWithHotspot) { _hotspot = _screenPosition; _hasHotspot = true; } break; } } } uint16 frameDiff = 1; uint16 nextFrame = _currentFrame; if (_nextFrameTime == 0) { _nextFrameTime = _currentFrameTime + _frameTime; } else { uint32 timeDiff = _currentFrameTime - _nextFrameTime; frameDiff = timeDiff / MAX(_frameTime, 1); // Fix for nancy2 scene 1090, where _frameTime is 0 _nextFrameTime += _frameTime * frameDiff; } if (_playDirection == kPlayOverlayReverse) { if (nextFrame - frameDiff < _loopFirstFrame) { // We keep looping if sound is present (nancy1/2 only) if (_loop == kPlayOverlayLoop || (_sound.name != "NO SOUND" && g_nancy->getGameType() <= kGameTypeNancy2)) { nextFrame = _loopLastFrame - (frameDiff % (_loopLastFrame - _loopFirstFrame + 1)); } } else { nextFrame -= frameDiff; } } else { if (nextFrame + frameDiff > _loopLastFrame) { if (_loop == kPlayOverlayLoop || (_sound.name != "NO SOUND" && g_nancy->getGameType() <= kGameTypeNancy2)) { nextFrame = _loopFirstFrame + (frameDiff % (_loopLastFrame - _loopFirstFrame + 1)); } } else { nextFrame += frameDiff; } } // Workaround for: // - the arcade machine in nancy1 scene 833 // - the fireplace in nancy2 scene 2491, where one of the rects is invalid. // - the ball thing in nancy2 scene 1562, where one of the rects is twice as tall as it should be // Assumes all rects in a single animation have the same dimensions Common::Rect srcRect = _srcRects[nextFrame]; if (!srcRect.isValidRect() || srcRect.width() != _srcRects[0].width() || srcRect.height() != _srcRects[0].height()) { srcRect.setWidth(_srcRects[0].width()); srcRect.setHeight(_srcRects[0].height()); } _drawSurface.create(_fullSurface, srcRect); setTransparent(_transparency == kPlayOverlayTransparent); _currentFrame = nextFrame; _needsRedraw = true; } } else { // Check if we've moved the viewport uint16 newFrame = NancySceneState.getSceneInfo().frameID; if (_currentViewportFrame != newFrame) { _currentViewportFrame = newFrame; setVisible(false); _hasHotspot = false; // First, check if there's more than one blit description for the current viewport frame. // This happens in nancy7 scene 3600 Common::Array blitsForThisFrame; Common::Rect destRect; for (uint i = 0; i < _blitDescriptions.size(); ++i) { if (_currentViewportFrame == _blitDescriptions[i].frameID) { blitsForThisFrame.push_back(i); if (destRect.isEmpty()) { destRect = _blitDescriptions[i].dest; } else { destRect.extend(_blitDescriptions[i].dest); } } } if (_overlayType == kPlayOverlayStatic && blitsForThisFrame.size()) { moveTo(destRect); setVisible(true); if (blitsForThisFrame.size() != 1) { _drawSurface.create(destRect.width(), destRect.height(), _fullSurface.format); setTransparent(true); // Force transparency. This shouldn't break anything. Hopefully. _drawSurface.clear(_drawSurface.getTransparentColor()); } for (uint i = 0; i < blitsForThisFrame.size(); ++i) { // In static mode every "animation" frame corresponds to a viewport frame // Static mode overlays use both the general source rects (_srcRects), // and the ones inside the blit description struct corresponding to the current scene background. // BlitDescriptions contain the id of the source rect to actually use Common::Rect srcRect = _srcRects[_blitDescriptions[blitsForThisFrame[i]].staticRectID]; Common::Rect staticBounds = _blitDescriptions[blitsForThisFrame[i]].src; if (_usesAutotext) { // For autotext overlays, the srcRect is junk data srcRect = staticBounds; } else { // Lastly, the general source rect we just got may also be completely empty (nancy5 scenes 2056, 2057), // or have coordinates other than (0, 0) (nancy3 scene 3070, nancy5 scene 2000). Presumably, // the general source rect was used for blitting to an (optional) intermediate surface, while the ones // inside the blit description below were used for blitting from that intermediate surface to the screen. // We can achieve the same results by doung the calculations below srcRect.translate(staticBounds.left, staticBounds.top); if (srcRect.isEmpty()) { srcRect.setWidth(staticBounds.width()); srcRect.setHeight(staticBounds.height()); } else { // Grab whichever dimensions are smaller. Fixes the book in nancy5 scene 3000 srcRect.setWidth(MIN(staticBounds.width(), srcRect.width())); srcRect.setHeight(MIN(staticBounds.height(), srcRect.height())); } } // Make sure the srcRect doesn't extend beyond the image. // This fixes nancy7 scene 4228 srcRect.clip(_fullSurface.getBounds()); if (blitsForThisFrame.size() == 1) { _drawSurface.create(_fullSurface, srcRect); setTransparent(_transparency == kPlayOverlayTransparent); } else { Common::Rect d = _blitDescriptions[blitsForThisFrame[i]].dest; d.translate(-destRect.left, -destRect.top); _drawSurface.blitFrom(_fullSurface, srcRect, d); } _needsRedraw = true; if (g_nancy->getGameType() <= kGameTypeNancy2) { // In nancy2, the presence of a hotspot relies on whether the Overlay has a scene change if (_enableHotspot == kPlayOverlayWithHotspot) { _hotspot = _screenPosition; _hasHotspot = true; } } else { // nancy3 added a per-frame flag for hotspots. This allows the overlay to be clickable // even without a scene change (useful for setting flags). if (_blitDescriptions[i].hasHotspot == kPlayOverlayWithHotspot) { _hotspot = _screenPosition; _hasHotspot = true; } } } } } } break; } case kActionTrigger: setVisible(false); g_nancy->_sound->stopSound(_sound); _flagsOnTrigger.execute(); if (_hasSceneChange == kPlayOverlaySceneChange) { NancySceneState.changeScene(_sceneChange); } finishExecution(); break; } } Common::String Overlay::getRecordTypeName() const { if (g_nancy->getGameType() <= kGameTypeNancy1) { if (_isInterruptible) { return "PlayIntStaticBitmapAnimation"; } else { return "PlayStaticBitmapAnimation"; } } else { return "Overlay"; } } void OverlayStaticTerse::readData(Common::SeekableReadStream &stream) { readFilename(stream, _imageName); _transparency = stream.readUint16LE(); _z = stream.readUint16LE(); Common::Rect dest, src; readRect(stream, dest); readRect(stream, src); _srcRects.push_back(src); _blitDescriptions.resize(1); _blitDescriptions[0].src = Common::Rect(src.width(), src.height()); _blitDescriptions[0].dest = dest; _overlayType = kPlayOverlayStatic; } void OverlayAnimTerse::readData(Common::SeekableReadStream &stream) { readFilename(stream, _imageName); stream.skip(2); // VIDEO_STOP_RENDERING, VIDEO_CONTINUE_RENDERING _transparency = stream.readUint16LE(); _hasSceneChange = stream.readUint16LE(); _z = stream.readUint16LE(); _playDirection = stream.readUint16LE(); _loop = stream.readUint16LE(); _sceneChange.sceneID = stream.readUint16LE(); _sceneChange.continueSceneSound = kContinueSceneSound; _sceneChange.listenerFrontVector.set(0, 0, 1); _flagsOnTrigger.descs[0].label = stream.readSint16LE(); _flagsOnTrigger.descs[0].flag = stream.readUint16LE(); _firstFrame = _loopFirstFrame = stream.readUint16LE(); _loopLastFrame = stream.readUint16LE(); _blitDescriptions.resize(1); readRect(stream, _blitDescriptions[0].dest); readRectArray(stream, _srcRects, _loopLastFrame - _loopFirstFrame + 1); _overlayType = kPlayOverlayAnimated; _frameTime = Common::Rational(1000, 15).toInt(); // Always set to 15 fps } void TableIndexOverlay::readData(Common::SeekableReadStream &stream) { _tableIndex = stream.readUint16LE(); Overlay::readData(stream); } void TableIndexOverlay::execute() { if (_state == kBegin) { Overlay::execute(); } TableData *playerTable = (TableData *)NancySceneState.getPuzzleData(TableData::getTag()); assert(playerTable); auto *tabl = GetEngineData(TABL); assert(tabl); if (_lastIndexVal != playerTable->singleValues[_tableIndex - 1]) { _lastIndexVal = playerTable->singleValues[_tableIndex - 1]; _srcRects.clear(); _srcRects.push_back(tabl->srcRects[_lastIndexVal - 1]); _currentViewportFrame = -1; // Force redraw } if (_state != kBegin) { Overlay::execute(); } } } // End of namespace Action } // End of namespace Nancy