1 /* ScummVM - Graphic Adventure Engine
2 *
3 * ScummVM is the legal property of its developers, whose names
4 * are too numerous to list here. Please refer to the COPYRIGHT
5 * file distributed with this source distribution.
6 *
7 * This program is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU General Public License
9 * as published by the Free Software Foundation; either version 2
10 * of the License, or (at your option) any later version.
11 *
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
16 *
17 * You should have received a copy of the GNU General Public License
18 * along with this program; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20 *
21 */
22
23 //
24 // Game update procedure
25 //
26
27 #include "ags/lib/std/math.h"
28 #include "ags/shared/ac/common.h"
29 #include "ags/engine/ac/character.h"
30 #include "ags/engine/ac/character_extras.h"
31 #include "ags/engine/ac/draw.h"
32 #include "ags/engine/ac/game_state.h"
33 #include "ags/shared/ac/game_setup_struct.h"
34 #include "ags/engine/ac/global_character.h"
35 #include "ags/engine/ac/lip_sync.h"
36 #include "ags/engine/ac/overlay.h"
37 #include "ags/engine/ac/sys_events.h"
38 #include "ags/engine/ac/room_object.h"
39 #include "ags/engine/ac/room_status.h"
40 #include "ags/engine/main/update.h"
41 #include "ags/engine/ac/screen_overlay.h"
42 #include "ags/engine/ac/view_frame.h"
43 #include "ags/engine/ac/walkable_area.h"
44 #include "ags/shared/gfx/bitmap.h"
45 #include "ags/engine/gfx/graphics_driver.h"
46 #include "ags/engine/media/audio/audio_system.h"
47 #include "ags/engine/ac/timer.h"
48 #include "ags/engine/main/game_run.h"
49 #include "ags/engine/ac/move_list.h"
50 #include "ags/globals.h"
51
52 namespace AGS3 {
53
54 using namespace AGS::Shared;
55 using namespace AGS::Engine;
56
do_movelist_move(short * mlnum,int * xx,int * yy)57 int do_movelist_move(short *mlnum, int *xx, int *yy) {
58 int need_to_fix_sprite = 0;
59 if (mlnum[0] < 1) quit("movelist_move: attempted to move on a non-exist movelist");
60 MoveList *cmls;
61 cmls = &_G(mls)[mlnum[0]];
62 fixed xpermove = cmls->xpermove[cmls->onstage], ypermove = cmls->ypermove[cmls->onstage];
63
64 short targetx = short((cmls->pos[cmls->onstage + 1] >> 16) & 0x00ffff);
65 short targety = short(cmls->pos[cmls->onstage + 1] & 0x00ffff);
66 int xps = xx[0], yps = yy[0];
67 if (cmls->doneflag & 1) {
68 // if the X-movement has finished, and the Y-per-move is < 1, finish
69 // This can cause jump at the end, but without it the character will
70 // walk on the spot for a while if the Y-per-move is for example 0.2
71 // if ((ypermove & 0xfffff000) == 0) cmls->doneflag|=2;
72 // int ypmm=(ypermove >> 16) & 0x0000ffff;
73
74 // NEW 2.15 SR-1 plan: if X-movement has finished, and Y-per-move is < 1,
75 // allow it to finish more easily by moving target zone
76
77 int adjAmnt = 3;
78 // 2.70: if the X permove is also <=1, don't do the skipping
79 if (((xpermove & 0xffff0000) == 0xffff0000) ||
80 ((xpermove & 0xffff0000) == 0x00000000))
81 adjAmnt = 2;
82
83 // 2.61 RC1: correct this to work with > -1 as well as < 1
84 if (ypermove == 0) {
85 }
86 // Y per move is < 1, so finish the move
87 else if ((ypermove & 0xffff0000) == 0)
88 targety -= adjAmnt;
89 // Y per move is -1 exactly, don't snap to finish
90 else if (ypermove == (fixed)0xffff0000) {
91 }
92 // Y per move is > -1, so finish the move
93 else if ((ypermove & 0xffff0000) == 0xffff0000)
94 targety += adjAmnt;
95 } else xps = cmls->fromx + (int)(fixtof(xpermove) * (float)cmls->onpart);
96
97 if (cmls->doneflag & 2) {
98 // Y-movement has finished
99
100 int adjAmnt = 3;
101
102 // if the Y permove is also <=1, don't skip as far
103 if (((ypermove & 0xffff0000) == 0xffff0000) ||
104 ((ypermove & 0xffff0000) == 0x00000000))
105 adjAmnt = 2;
106
107 if (xpermove == 0) {
108 }
109 // Y per move is < 1, so finish the move
110 else if ((xpermove & 0xffff0000) == 0)
111 targetx -= adjAmnt;
112 // X per move is -1 exactly, don't snap to finish
113 else if (xpermove == (fixed)0xffff0000) {
114 }
115 // X per move is > -1, so finish the move
116 else if ((xpermove & 0xffff0000) == 0xffff0000)
117 targetx += adjAmnt;
118
119 /* int xpmm=(xpermove >> 16) & 0x0000ffff;
120 // if ((xpmm==0) | (xpmm==0xffff)) cmls->doneflag|=1;
121 if (xpmm==0) cmls->doneflag|=1;*/
122 } else yps = cmls->fromy + (int)(fixtof(ypermove) * (float)cmls->onpart);
123 // check if finished horizontal movement
124 if (((xpermove > 0) && (xps >= targetx)) ||
125 ((xpermove < 0) && (xps <= targetx))) {
126 cmls->doneflag |= 1;
127 xps = targetx;
128 // if the Y is almost there too, finish it
129 // this is new in v2.40
130 // removed in 2.70
131 /*if (abs(yps - targety) <= 2)
132 yps = targety;*/
133 } else if (xpermove == 0)
134 cmls->doneflag |= 1;
135 // check if finished vertical movement
136 if ((ypermove > 0) & (yps >= targety)) {
137 cmls->doneflag |= 2;
138 yps = targety;
139 } else if ((ypermove < 0) & (yps <= targety)) {
140 cmls->doneflag |= 2;
141 yps = targety;
142 } else if (ypermove == 0)
143 cmls->doneflag |= 2;
144
145 if ((cmls->doneflag & 0x03) == 3) {
146 // this stage is done, go on to the next stage
147 // signed shorts to ensure that numbers like -20 do not become 65515
148 cmls->fromx = (signed short)((cmls->pos[cmls->onstage + 1] >> 16) & 0x000ffff);
149 cmls->fromy = (signed short)(cmls->pos[cmls->onstage + 1] & 0x000ffff);
150 if ((cmls->fromx > 65000) || (cmls->fromy > 65000))
151 quit("do_movelist: int to short rounding error");
152
153 cmls->onstage++;
154 cmls->onpart = -1;
155 cmls->doneflag &= 0xf0;
156 cmls->lastx = -1;
157 if (cmls->onstage < cmls->numstage) {
158 xps = cmls->fromx;
159 yps = cmls->fromy;
160 }
161 if (cmls->onstage >= cmls->numstage - 1) { // last stage is just dest pos
162 cmls->numstage = 0;
163 mlnum[0] = 0;
164 need_to_fix_sprite = 1;
165 } else need_to_fix_sprite = 2;
166 }
167 cmls->onpart++;
168 xx[0] = xps;
169 yy[0] = yps;
170 return need_to_fix_sprite;
171 }
172
173
update_script_timers()174 void update_script_timers() {
175 if (_GP(play).gscript_timer > 0) _GP(play).gscript_timer--;
176 for (int aa = 0; aa < MAX_TIMERS; aa++) {
177 if (_GP(play).script_timers[aa] > 1) _GP(play).script_timers[aa]--;
178 }
179 }
180
update_cycling_views()181 void update_cycling_views() {
182 // update graphics for object if cycling view
183 for (int i = 0; i < _G(croom)->numobj; ++i) {
184 _G(objs)[i].UpdateCyclingView(i);
185 }
186 }
187
update_shadow_areas()188 void update_shadow_areas() {
189 // shadow areas
190 int onwalkarea = get_walkable_area_at_character(_GP(game).playercharacter);
191 if (onwalkarea < 0);
192 else if (_G(playerchar)->flags & CHF_FIXVIEW);
193 else {
194 onwalkarea = _GP(thisroom).WalkAreas[onwalkarea].Light;
195 if (onwalkarea > 0) _G(playerchar)->view = onwalkarea - 1;
196 else if (_GP(thisroom).Options.PlayerView == 0) _G(playerchar)->view = _G(playerchar)->defview;
197 else _G(playerchar)->view = _GP(thisroom).Options.PlayerView - 1;
198 }
199 }
200
update_character_move_and_anim(int & numSheep,int * followingAsSheep)201 void update_character_move_and_anim(int &numSheep, int *followingAsSheep) {
202 // move & animate characters
203 for (int aa = 0; aa < _GP(game).numcharacters; aa++) {
204 if (_GP(game).chars[aa].on != 1) continue;
205
206 CharacterInfo *chi = &_GP(game).chars[aa];
207 CharacterExtras *chex = &_G(charextra)[aa];
208
209 chi->UpdateMoveAndAnim(aa, chex, numSheep, followingAsSheep);
210 }
211 }
212
update_following_exactly_characters(int & numSheep,int * followingAsSheep)213 void update_following_exactly_characters(int &numSheep, int *followingAsSheep) {
214 // update location of all following_exactly characters
215 for (int aa = 0; aa < numSheep; aa++) {
216 CharacterInfo *chi = &_GP(game).chars[followingAsSheep[aa]];
217
218 chi->UpdateFollowingExactlyCharacter();
219 }
220 }
221
update_overlay_timers()222 void update_overlay_timers() {
223 // update overlay timers
224 for (int aa = 0; aa < _G(numscreenover); aa++) {
225 if (_G(screenover)[aa].timeout > 0) {
226 _G(screenover)[aa].timeout--;
227 if (_G(screenover)[aa].timeout == 0)
228 remove_screen_overlay(_G(screenover)[aa].type);
229 }
230 }
231 }
232
update_speech_and_messages()233 void update_speech_and_messages() {
234 bool is_voice_playing = false;
235 if (_GP(play).speech_has_voice) {
236 AudioChannelsLock lock;
237 auto *ch = lock.GetChannel(SCHAN_SPEECH);
238 is_voice_playing = ch && ch->is_playing();
239 }
240 // determine if speech text should be removed
241 if (_GP(play).messagetime >= 0) {
242 _GP(play).messagetime--;
243 // extend life of text if the voice hasn't finished yet
244 if (_GP(play).speech_has_voice && !_GP(play).speech_in_post_state) {
245 if ((is_voice_playing) && (_GP(play).fast_forward == 0)) {
246 if (_GP(play).messagetime <= 1)
247 _GP(play).messagetime = 1;
248 } else // if the voice has finished, remove the speech
249 _GP(play).messagetime = 0;
250 }
251
252 if (_GP(play).messagetime < 1 && _GP(play).speech_display_post_time_ms > 0 &&
253 _GP(play).fast_forward == 0) {
254 if (!_GP(play).speech_in_post_state) {
255 _GP(play).messagetime = ::lround(_GP(play).speech_display_post_time_ms * get_current_fps() / 1000.0f);
256 }
257 _GP(play).speech_in_post_state = !_GP(play).speech_in_post_state;
258 }
259
260 if (_GP(play).messagetime < 1) {
261 if (_GP(play).fast_forward > 0) {
262 remove_screen_overlay(_GP(play).text_overlay_on);
263 _GP(play).SetWaitSkipResult(SKIP_AUTOTIMER);
264 } else if (_GP(play).cant_skip_speech & SKIP_AUTOTIMER) {
265 remove_screen_overlay(_GP(play).text_overlay_on);
266 _GP(play).SetWaitSkipResult(SKIP_AUTOTIMER);
267 _GP(play).SetIgnoreInput(_GP(play).ignore_user_input_after_text_timeout_ms);
268 }
269 }
270 }
271 }
272
273 // update sierra-style speech
update_sierra_speech()274 void update_sierra_speech() {
275 int voice_pos_ms = -1;
276 if (_GP(play).speech_has_voice) {
277 AudioChannelsLock lock;
278 auto *ch = lock.GetChannel(SCHAN_SPEECH);
279 voice_pos_ms = ch ? ch->get_pos_ms() : -1;
280 }
281 if ((_G(face_talking) >= 0) && (_GP(play).fast_forward == 0)) {
282 int updatedFrame = 0;
283
284 if ((_G(facetalkchar)->blinkview > 0) && (_G(facetalkAllowBlink))) {
285 if (_G(facetalkchar)->blinktimer > 0) {
286 // countdown to playing blink anim
287 _G(facetalkchar)->blinktimer--;
288 if (_G(facetalkchar)->blinktimer == 0) {
289 _G(facetalkchar)->blinkframe = 0;
290 _G(facetalkchar)->blinktimer = -1;
291 updatedFrame = 2;
292 }
293 } else if (_G(facetalkchar)->blinktimer < 0) {
294 // currently playing blink anim
295 if (_G(facetalkchar)->blinktimer < ((0 - 6) - _G(views)[_G(facetalkchar)->blinkview].loops[_G(facetalkBlinkLoop)].frames[_G(facetalkchar)->blinkframe].speed)) {
296 // time to advance to next frame
297 _G(facetalkchar)->blinktimer = -1;
298 _G(facetalkchar)->blinkframe++;
299 updatedFrame = 2;
300 if (_G(facetalkchar)->blinkframe >= _G(views)[_G(facetalkchar)->blinkview].loops[_G(facetalkBlinkLoop)].numFrames) {
301 _G(facetalkchar)->blinkframe = 0;
302 _G(facetalkchar)->blinktimer = _G(facetalkchar)->blinkinterval;
303 }
304 } else
305 _G(facetalkchar)->blinktimer--;
306 }
307
308 }
309
310 if (_G(curLipLine) >= 0) {
311 // check voice lip sync
312 if (_G(curLipLinePhoneme) >= _G(splipsync)[_G(curLipLine)].numPhonemes) {
313 // the lip-sync has finished, so just stay idle
314 } else {
315 while ((_G(curLipLinePhoneme) < _G(splipsync)[_G(curLipLine)].numPhonemes) &&
316 ((_G(curLipLinePhoneme) < 0) || (voice_pos_ms >= _G(splipsync)[_G(curLipLine)].endtimeoffs[_G(curLipLinePhoneme)]))) {
317 _G(curLipLinePhoneme)++;
318 if (_G(curLipLinePhoneme) >= _G(splipsync)[_G(curLipLine)].numPhonemes)
319 _G(facetalkframe) = _GP(game).default_lipsync_frame;
320 else
321 _G(facetalkframe) = _G(splipsync)[_G(curLipLine)].frame[_G(curLipLinePhoneme)];
322
323 if (_G(facetalkframe) >= _G(views)[_G(facetalkview)].loops[_G(facetalkloop)].numFrames)
324 _G(facetalkframe) = 0;
325
326 updatedFrame |= 1;
327 }
328 }
329 } else if (_G(facetalkwait) > 0) _G(facetalkwait)--;
330 // don't animate if the speech has finished
331 else if ((_GP(play).messagetime < 1) && (_G(facetalkframe) == 0) &&
332 // if _GP(play).close_mouth_speech_time = 0, this means animation should play till
333 // the speech ends; but this should not work in voice mode, and also if the
334 // speech is in the "post" state
335 (_GP(play).speech_has_voice || _GP(play).speech_in_post_state || _GP(play).close_mouth_speech_time > 0))
336 ;
337 else {
338 // Close mouth at end of sentence: if speech has entered the "post" state,
339 // or if this is a text only mode and close_mouth_speech_time is set
340 if (_GP(play).speech_in_post_state ||
341 (!_GP(play).speech_has_voice &&
342 (_GP(play).messagetime < _GP(play).close_mouth_speech_time) &&
343 (_GP(play).close_mouth_speech_time > 0))) {
344 _G(facetalkframe) = 0;
345 _G(facetalkwait) = _GP(play).messagetime;
346 } else if ((_GP(game).options[OPT_LIPSYNCTEXT]) && (_G(facetalkrepeat) > 0)) {
347 // lip-sync speech (and not a thought)
348 _G(facetalkwait) = update_lip_sync(_G(facetalkview), _G(facetalkloop), &_G(facetalkframe));
349 // It is actually displayed for _G(facetalkwait)+1 loops
350 // (because when it's 1, it gets --'d then wait for next time)
351 _G(facetalkwait)--;
352 } else {
353 // normal non-lip-sync
354 _G(facetalkframe)++;
355 if ((_G(facetalkframe) >= _G(views)[_G(facetalkview)].loops[_G(facetalkloop)].numFrames) ||
356 (!_GP(play).speech_has_voice && (_GP(play).messagetime < 1) && (_GP(play).close_mouth_speech_time > 0))) {
357
358 if ((_G(facetalkframe) >= _G(views)[_G(facetalkview)].loops[_G(facetalkloop)].numFrames) &&
359 (_G(views)[_G(facetalkview)].loops[_G(facetalkloop)].RunNextLoop())) {
360 _G(facetalkloop)++;
361 } else {
362 _G(facetalkloop) = 0;
363 }
364 _G(facetalkframe) = 0;
365 if (!_G(facetalkrepeat))
366 _G(facetalkwait) = 999999;
367 }
368 if ((_G(facetalkframe) != 0) || (_G(facetalkrepeat) == 1))
369 _G(facetalkwait) = _G(views)[_G(facetalkview)].loops[_G(facetalkloop)].frames[_G(facetalkframe)].speed + GetCharacterSpeechAnimationDelay(_G(facetalkchar));
370 }
371 updatedFrame |= 1;
372 }
373
374 // _G(is_text_overlay) might be 0 if it was only just destroyed this loop
375 if ((updatedFrame) && (_GP(play).text_overlay_on > 0)) {
376
377 if (updatedFrame & 1)
378 CheckViewFrame(_G(facetalkview), _G(facetalkloop), _G(facetalkframe));
379 if (updatedFrame & 2)
380 CheckViewFrame(_G(facetalkchar)->blinkview, _G(facetalkBlinkLoop), _G(facetalkchar)->blinkframe);
381
382 int thisPic = _G(views)[_G(facetalkview)].loops[_G(facetalkloop)].frames[_G(facetalkframe)].pic;
383 int view_frame_x = 0;
384 int view_frame_y = 0;
385
386 if (_GP(game).options[OPT_SPEECHTYPE] == 3) {
387 // QFG4-style fullscreen dialog
388 if (_G(facetalk_qfg4_override_placement_x)) {
389 view_frame_x = _GP(play).speech_portrait_x;
390 }
391 if (_G(facetalk_qfg4_override_placement_y)) {
392 view_frame_y = _GP(play).speech_portrait_y;
393 } else {
394 view_frame_y = (_G(screenover)[_G(face_talking)].pic->GetHeight() / 2) - (_GP(game).SpriteInfos[thisPic].Height / 2);
395 }
396 _G(screenover)[_G(face_talking)].pic->Clear(0);
397 } else {
398 _G(screenover)[_G(face_talking)].pic->ClearTransparent();
399 }
400
401 Bitmap *frame_pic = _G(screenover)[_G(face_talking)].pic;
402 const ViewFrame *face_vf = &_G(views)[_G(facetalkview)].loops[_G(facetalkloop)].frames[_G(facetalkframe)];
403 bool face_has_alpha = (_GP(game).SpriteInfos[face_vf->pic].Flags & SPF_ALPHACHANNEL) != 0;
404 DrawViewFrame(frame_pic, face_vf, view_frame_x, view_frame_y);
405
406 if ((_G(facetalkchar)->blinkview > 0) && (_G(facetalkchar)->blinktimer < 0)) {
407 ViewFrame *blink_vf = &_G(views)[_G(facetalkchar)->blinkview].loops[_G(facetalkBlinkLoop)].frames[_G(facetalkchar)->blinkframe];
408 face_has_alpha |= (_GP(game).SpriteInfos[blink_vf->pic].Flags & SPF_ALPHACHANNEL) != 0;
409 // draw the blinking sprite on top
410 DrawViewFrame(frame_pic, blink_vf, view_frame_x, view_frame_y, face_has_alpha);
411 }
412
413 _G(gfxDriver)->UpdateDDBFromBitmap(_G(screenover)[_G(face_talking)].bmp, _G(screenover)[_G(face_talking)].pic, face_has_alpha);
414 } // end if updatedFrame
415 }
416 }
417
418 // update_stuff: moves and animates objects, executes repeat scripts, and
419 // the like.
update_stuff()420 void update_stuff() {
421
422 _G(our_eip) = 20;
423
424 update_script_timers();
425
426 update_cycling_views();
427
428 _G(our_eip) = 21;
429
430 update_shadow_areas();
431
432 _G(our_eip) = 22;
433
434 int numSheep = 0;
435 int followingAsSheep[MAX_SHEEP];
436
437 update_character_move_and_anim(numSheep, followingAsSheep);
438
439 update_following_exactly_characters(numSheep, followingAsSheep);
440
441 _G(our_eip) = 23;
442
443 update_overlay_timers();
444
445 update_speech_and_messages();
446
447 _G(our_eip) = 24;
448
449 update_sierra_speech();
450
451 _G(our_eip) = 25;
452 }
453
454 } // namespace AGS3
455