Commit Graph
744 Commits
Author SHA1 Message Date
Scott Percival 524303e122 DIRECTOR: Move frame timing debug messages to events channel 2024-05-28 11:49:14 +08:00
Scott Percival ff7cdff562 DIRECTOR: Ensure channel sprite information is up to date
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
2024-05-25 16:25:18 +02:00
Scott Percival 41cea48a9e DIRECTOR: Reset sprite contents when loading frames from start
Fixes _blendAmount state leak in w_tonnel of Eastern Mind (activate the
magatama dragon, then look at the creature embedded in the wall).
2024-05-25 16:25:18 +02:00
Scott Percival 523d31590e DIRECTOR: Prevent exitFrame handler from running twice
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.
2024-05-22 17:24:31 +02:00
Eugene Sandulenko 35d1fc8ae2 DIRECTOR: DEBUGGER: Initial code for score viewing 2024-05-18 15:42:36 +02:00
Scott Percival 2ff3357dac DIRECTOR: Refactor Channel to remove overlay position/dimensions
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
2024-05-18 13:56:01 +02:00
Scott Percival 6a0fb37616 DIRECTOR: Allow only one input event to execute at a time
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
2024-05-12 22:00:19 +02:00
Scott Percival a08934a95e DIRECTOR: Update current frame before running startMovie
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.
2024-05-12 22:00:19 +02:00
Scott Percival d1a739fbce DIRECTOR: Fix scaling of sprites in score frames
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.
2024-05-12 22:00:19 +02:00
Eugene Sandulenko 9fef247242 DIRECTOR: DEBUGGER: Implement Start/Stop 2024-05-03 20:03:13 +02:00
Scott Percival 54c6bd2636 DIRECTOR: Add framework for duplicating cast members 2024-04-25 00:54:17 +02:00
Scott Percival 565be3d3c9 DIRECTOR: Cache cast member when processing mouseDown/mouseUp
Fixes clicking the movement buttons in P.A.W.S.
2024-04-25 00:54:17 +02:00
Scott Percival c49c10e881 DIRECTOR: Enable kLPPTrimGarbage for D2/D3 scripts
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.
2024-04-25 00:54:17 +02:00
Scott Percival 8ebfb3a2ea DIRECTOR: Fix digital video playback state leak
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.
2024-04-25 00:54:17 +02:00
Scott Percival ea089282c7 DIRECTOR: Set the _stretch Sprite flag when loading frames
Flag _inkData & 0x80 is set by Director when a Score sprite has been
stretched. Confirmed that "the stretch of sprite" is expected to reflect
this.
2024-04-25 00:54:17 +02:00
Scott Percival 12cf67948d DIRECTOR: Allow multiple concurrent sound fades
Fixes collecting the orange heart in The Seven Colors.
2024-03-31 16:58:31 +02:00
Scott Percival 637caad1c3 DIRECTOR: Fix setting "the volume of sound"
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.
2024-03-31 16:58:31 +02:00
Scott Percival 95ca062e6d DIRECTOR: Always disable puppet sounds on movie change
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.
2024-03-31 16:58:31 +02:00
Scott Percival a1b16fa399 DIRECTOR: Preserve trails on screen
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).
2024-03-11 01:04:43 +01:00
Scott Percival 2efa99bda9 DIRECTOR: Cap palette cycling framerate to _fpsLimit 2024-02-09 21:17:57 +08:00
Scott Percival b4737f21ce DIRECTOR: Fix regression with tempo selection
Restores all of the alternative "wait for" types of tempo instruction.
2024-02-01 00:23:19 +08:00
Scott Percival 9d7fc01ba0 DIRECTOR: Re-add sprite copy before applying delta frames 2024-01-31 11:31:28 +08:00
Scott Percival 5d69024aa4 DIRECTOR: Clean up Score methods that previously needed frameId 2024-01-30 23:30:11 +01:00
Scott Percival b50ed6ace4 DIRECTOR: Don't render transitions when movie is paused
Fixes rendering of menu screen on Cosmology of Kyoto.
2024-01-30 23:30:11 +01:00
Scott Percival 27f0e8f8bb DIRECTOR: Rework event ordering to be closer to original
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)
2024-01-30 23:30:11 +01:00
Scott Percival b1e4e92ed2 DIRECTOR: Remove channel copying bodge
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.
2024-01-30 23:30:11 +01:00
threefins 04cd1dccf9 DIRECTOR: Score: restrict _curFrameNumber updates
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()`.
2024-01-21 09:26:08 +08:00
Scott Percival a8fe30029d DIRECTOR: Force editable text boxes to be rendered in front
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.
2024-01-20 23:14:52 +01:00
Scott Percival 7cbda5c344 DIRECTOR: Only load frame data if frame has changed
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.
2024-01-20 23:14:52 +01:00
Scott Percival bfac83547e DIRECTOR: Fix linebreak format for the labelList
Fixes inability to close the database after opening it for the first
time in Team Xtreme: Operation Weather Disaster.
2024-01-11 20:41:43 +01:00
Scott Percival 8b9d989c73 DIRECTOR: Re-add tracking of current tempo
Re-adds the support removed in e13eba2162

Fixes the puppetTempo example in Lingo Dictionary.
2024-01-08 02:54:14 +01:00
Le Philousophe cf3eac29c3 DIRECTOR: Migrate engine to Path 2023-12-24 13:19:25 +01:00
Scott Percival d3e3f3a714 DIRECTOR: Add D4 workaround for freezing behaviour fix
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.
2023-12-14 22:48:30 +01:00
Scott Percival e84be82321 DIRECTOR: Fix freezing behaviour involving func_goto
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.
2023-12-14 20:29:02 +01:00
eientei f919a12948 DIRECTOR: score.cpp: Add colon after TODO so some syntax highlighters pick up on it 2023-10-27 01:19:43 +02:00
Scott Percival 190406c8d1 DIRECTOR: Add debug timing for draw calls 2023-10-25 18:22:15 +02:00
Harishankar Kumar c963b2c3b4 DIRECTOR: Fix chan <frameNum> debugger command
This patch fixes chan command, previously when called with frameNum it
was mutating the state of frame and thus crashing.
2023-08-13 10:57:23 +02:00
Harishankar Kumar ffd515fe6a DIRECTOR: Refactor score loading and remove framesOffset
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.
2023-08-13 10:57:23 +02:00
Harishankar Kumar 4e1cdb73b4 DIRECTOR: Refactor loading cast when building framesOffset
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
2023-08-13 10:57:23 +02:00
Harishankar Kumar 89cd5ff322 DIRECTOR: Improve logic for recursive enterFrame calls
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`.
2023-08-05 21:51:58 +02:00
Eugene Sandulenko 8bccc12786 DIRECTOR: Reduce header dependency 2023-08-02 21:05:06 +02:00
Harishankar Kumar a7a41273cf DIRECTOR: Improve screenshot comparison of previous builds
This patch adds simple pixel by pixel comparison of screenshots
between builds. It is useful to detect regressions in graphics
rendering.
2023-07-26 23:37:37 +02:00
Scott Percival 8a55400789 DIRECTOR: Inject empty score if VWSC block is missing
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.
2023-07-23 14:07:20 +02:00
Harishankar Kumar 70bbe562c3 DIRECTOR: Rebuild frames when there is jump to current frame
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.
2023-07-22 01:06:45 +02:00
Harishankar Kumar b1da9423b9 DIRECTOR: Refactor scoreCachedPaletteId to frames loading
Move caching logic of scoreCachedPaletteId from Score to Frame.
2023-07-19 14:57:59 +02:00
Harishankar Kumar e13eba2162 DIRECTOR: Refactor tempo, remove scoreCachedTempo
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.
2023-07-19 14:57:59 +02:00
Harishankar Kumar 329e63b662 DIRECTOR: Refactor main channels into struct
Main channels of frame is now refactored into struct, this is
to make it easier to copy/add more flags and integrate it with
frames loading.
2023-07-19 14:57:59 +02:00
Harishankar Kumar 543db81f30 DIRECTOR: Copy back sprites from channel to frame
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.
2023-07-19 14:57:59 +02:00
Scott Percival 889130a3fa DIRECTOR: Share Sprite parsing code between Frame and FilmLoopCastMember 2023-07-16 14:01:48 +02:00
Scott Percival eb39be60c2 DIRECTOR: Fix regression where previous frame's tempo is used
Fixes the 0% warning message in The Cute Machine.
2023-07-14 13:26:12 +02:00