Previously there was a gap between loading a new frame, and copying the
sprite information from that new frame back to the channels (if
required). Scripts could run in this gap, and in this case they would
be operating on the old sprite information instead of the new.
Score::renderFrame has been renamed to Score::updateFrame; the method
doesn't actually render anything, it reconciles the difference
between the frame data and the channel data, updates the channel data,
and produces a list of dirty rects.
Fixes the menu screen of Majestic: Alien Encounter.
Fixes director-tests/D4-unit/T_SPRT02 and T_SPRT03
It is possible to call "pause" in the exitFrame handler, then rely on
another handler (e.g. mouseDown) to call "continue" to start the movie
playback. exitFrame should not be called again once playback is resumed.
Fixes entering the first hatch in L-Zone.
Fixes D4-unit/T_EVNT12.DIR in director-tests.
The original logic doesn't hold up to testing. The position/width/height
of a sprite can be changed at any time without any extra flags; although
the screen needs to be redrawn before you can see any change.
The main thing that the sprite puppet flag does is determine if sprites
are updated from the score data when the frame changes.
Fixes the broken mouse cursor tracking sprite in Chop Suey.
Fixes the sprite scaling in the Doc Martens minigame in Virtual
Nightclub.
Fixes director-tests/D4-unit/T_SPRT01.DIR
If you trigger e.g. a mouseDown and a mouseUp event, the mouseUp event
should not be run until the mouseDown event has returned.
Fixes director-tests/D4-unit/T_EVNT03.DIR
The startMovie handler needs "the frame" to return the starting frame,
which isn't necessarily 1. Easiest way to fix this is to set up the
frame data in the Score::startPlay() handler.
Fixes the broken navigation in the Empire State Building in Hell Cab.
Sprites in a score frame have a width and a height; it appears these
values are only to be used if the "stretch" flag is set. Otherwise, the
cast dimensions are used.
Fixes the scaling when picking up the photo album from the filing
cabinet in P.A.W.S.
With D2/D3 action and movie scripts, if there is a syntax error,
the compiler seems to truncate the script at the first unreadable
character, then attempt to compile again.
Fixes the machine gun minigame in Hell Cab.
Playing two digital videos back to back in the same channel was not
working; both videos thought they controlled the channel, which meant
that the first video would complete, then set _movieRate in the channel
to 0, which would then be misinterpreted by e.g.
Score::isWaitingForNextFrame() as a sign that the second video had
finished.
Fixes the introductory videos in Eastern Mind.
Fixes the conversation with the two ladies at the river in Wrath of the
Gods.
Previously, volume changes would only be picked up by the next sound
started in the channel (if at all).
Fixes the hint music clashing in the fortune teller floor of the
department store and Club Exclaim in The Seven Colors.
Previously the puppetSound flag condition would only be disabled if the
sound was playing at the time of the movie switch.
Fixes music when entering the cat room straight from the start room
in The Seven Colors.
Several Director titles make use of the "trails" sprite feature to
draw graphics to the framebuffer, strobing multiple sprites with a
single channel. In order for this to work, we need to be careful that
the dirty rectangles list is only updating the bare minimum area.
Extra rectangles were being added by Score::renderSprites; an invalid
cast reference would still add the channel's bbox to the list. This has
been fixed.
Previously, the end of a transition would force a full screen refresh,
even if the update was partial. This should be unneccesary; transitions
shouldn't leave artifacts on the screen.
Fixes many instances of inventory items disappearing in Team Xtreme:
Operation Weather disaster (e.g. clicking the compass in Stonehenge,
clicking an item on the memory game in Stonehenge).
Confirmed to work with:
- darkeye (race condition when viewing cutscenes or switching scenes in
the menu)
- gadget (race condition after climbing the stairs in GA28)
- the7colors (intro cutscene timed with b_delay)
- wallobee (hotspot select gated with b_delay)
It is unclear what problem it was intended to solve, but it no longer
works now that 04cd1dccf9 has fixed the
frame loader to not reload if the frame hasn't changed.
Fixes movie playback in The Dark Eye.
When `Score::loadFrame(frameNum)` is called with frameNum <=
_curFrameNumber it will start by resetting frame state, then loading
previous n-l frames and then updating `_curFrameNumber to` `frameNum`.
This is by design, to allow abribtrary script-based frame jumping and debug console commands.
Previous to this change `Score::update()` incrementing `_curFrameNumber` directly before
calling `Score::loadFrame(_curFrameNumber)`. In effect, this meant that
every time the playhead moved forward one frame, all previous frames
would first be loaded from the stream first. Any state built
up by previous scripting is lost and perhaps impacts performance at
suitably high frame counts and debug levels.
In this change, `Score::update()` instead makes changes to a local
variable and passes the result to `Score::loadFrame()`.
Editable text boxes don't seem to abide by the channel rendering order;
you can have a bitmap in a higher channel that entirely obscures a text
entry widget, and the widget will still be visible.
Fixes the visibility of the name entry text box in Cosmology of Kyoto.
Loading the frame data wipes out e.g. sprites that have been changed
while playback has been paused.
Fixes the buttons on the opening menu screen of Cosmology of Kyoto.
Freezing changed pretty significantly in D4, so it figures that the
conditions for a frame update would change with it.
Fixes regression where loading save games in The Dark Eye would result
in a white screen.
It is possible for the following to happen:
- kEventEnterFrame/kEventStepMovie invokes a script
- script calls func_goto() to change the frame
- Lingo state gets frozen
- Lingo state gets defrosted
- script calls func_goto() to go to marker(0)
The last step -should- be a no-op, however it will only work if the
state gets defrosted -after- we change the frame. As such, if there's any
frozen Lingo states after coming back from processing
kEventEnterFrame/kEventStepMovie, we should force the engine to run
through another Score::update() cycle to update the frame.
Fixes exiting the stair climbing digital video in GA28 of GADGET: Invention,
Travel and Adventure.
This patch completely removes framesOffset and rebuildChannelData()
The framesOffset was used to store the number of frames and their
starting position in frame stream, however this information is not
needed as when in frames jumping, all the channels needed to be built
from frame 1, thus only position of first frame is needed.
This patch refactors the code that builds the framesOffsets table,
initially each frame of movie was being parsed and sprite casts loaded
then was being discarded, this was not very efficient. Refactored code
to load cast only when they are required, thus reducing the time to load
a movie.
Fixed slow loading of large movies in `totaldistortion-win`
--start-movie="ATD/HD/ADTDVSVF/TDVIDDB1.DIR" totaldistortion-win
In the original engine, the enterFrame handler can only be called
recursively upto second depth, and the third call will be ignored.
This was formerly implemented by counting number of frozen lingo
states, however there are cases where the lingo state is frozen,
while enterFrame handler not called, so the count is not accurate.
This patch improves the logic by counting the number of enterFrame
in frozen lingo states as well, so it can be identified that these
previous frames are indeed of `enterFrame` handler.
Fixes bug where the elevator when jumping to next floor (yellow one)
broke dimensional movement in `totaldistortion-win`.
Games can load movies without a score; e.g. with a MovieScript
which performs a check then bounces to a different movie.
In these cases, we can reuse the frame loader code and inject
a Score with one empty frame.
Fixes the EXE movie in Maniac Sports.
Initially, the frames data were only being reset and rebuild when
jumps were made to frame that is different than current one, ie
this in case when `_nextFrame != _curFrameNumber`, this however
had problems with `majestic-mac` not opening and stuck on loading
screen.
Fixed problem where `majestic-mac` would constantly jump to main-menu
screen (ie same frame) and would not load the game.
This removes the scoreCachedTempo from main channel struct, it was
observed that with advent of on demand frame loading, the tempo is
automatically being overwritten when found in score, this renders
previous logic to cache tempo and carry to forward useless.
`More Puppets` of 'theapartment-4` is now working.
Without this the lingo modified non puppet sprites properties were not
being reflected in the frame. Now what happens is if you modify a non
puppet property then lingo will temporarily override the score (ie that
property is remain the same until an update from score is encountered)
This closely resembles the behaviour of the original engine.