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