This patch adds support for filmloops composed of other filmloops.
It also fixes a bug in the filmloop bbox computation during Sprite::setCast() , we have to create a case kCastFilmLoop to prevent it from going to default case as the default case equates it to dims which is initialrect (0 value) , so the setCast function basically made film loop bbox 0.
Steps to reproduce:
Run the command: ./scummvm --start-movie="ATD\HD\ccTWRRAD.DXR" totaldistortion-win.
After running the command, the fish will now be visible. Previously, it was not being displayed due to lack of nested film loop support.
This gives the ability to replace function handlers in a compiled Lingo
script with a replacement from the quirks table. The replacement can be
written in Lingo; no need to worry about injecting bytecode.
As an example, here's a replacement for Cosmology of Kyoto's text input
handler. The original was notorious for requiring an exact match against a
word list containing typos, along with extra spaces and punctuation. The
new one is more forgiving, and always supports the answers "yes" and
"no".
It is possible for cast resource IDs to overlap with non-cast ones.
The most notable example is movie resources, which are hardcoded
to resource ID 1024.
As a precaution, when loading the cast data, iterate through all of
the child resources and search for one with the expected tag.
Fixes loading text cast member 3743 when putting the lamp on the
bedside table in The Dark Eye.
PaletteCastMembers exist in D2, and the process for loading them is
the same as in D3. The special case in Cast::loadCast() isn't needed.
In D2 the PaletteCastMember::load() hook wasn't getting called;
we solve this by copying the load() hook to loadCastDataVWCR, which will
get called even if there are no CastInfo objects.
Fixes the colour-cycling Invictus logo in Alice: An Interactive Museum.
This drops the _castArchive->hasResource() check that was placed
before loading 'FOND' resource type.
Fixes texts fonts for 'theapartment-4' where 'shared.dir' has
'DecoText' font in the resource-fork.
This figure is supposed to be the highest member ID for a cast member in
the current movie, not the actual count of cast members.
In addition, Lingo only throws an error when querying cast member IDs that
are higher than this figure. If the member ID is lower and the cast
member doesn't exist, "the" queries return a VOID.
Fixes the verify cast table check in Star Trek TNG Episode Guide.
Make DirectorEngine::_allOpenResFiles the de-facto owner of Archive *
objects, move all of the various loadEXE/loadMac methods off Window and
onto DirectorEngine, and replace inline Archive loading with
openArchive().
If the destination movie uses a palette cast member in the same location
as the source, but with different data; Director will assume that the old
palette is correct right up until it has to switch to something else via
the score.
Additionally, ensure that all palettes are loaded into the index when
the Cast is loaded, not just single ones that haven't been loaded before.
Fixes movie transitions and palette rendering in Phibos: Following the Comet.
When fading a palette, Director lets you pick a "frame rate" between 1
and 30. These each correspond to a fixed transition time, with the
higher framerates converging to zero.
In D4 and under the slowest of these frame rates is half a second.
After some user feedback they changed this in D5 to be a range
of times, ranging from a leisurely 16.5 seconds all the way to
instantaneous.
Fixes the intro fade in The Cute machine.
Previously, the palette ID namespace was shared between cast ID, builtin
ID and resource fork ID. This was quite messy.
The new approach is to use CastMemberID; builtin palettes are libId -1,
cast palettes use their respective libId, and a null CastMemberID
indicates a blank entry.
In D5 and up, you can have multiple casts in the same movie, along with
external casts. Unlike shared casts these are different namespaces;
each movie maps the casts to a libId, which is then used by
CastMemberID.castLib.
For D4 and below, the default cast libId is now represented by
DEFAULT_CAST_LIB. This should make refactoring easier in future.
Required for e.g. Inscape games, where movie files contain more data
than could (at the time) fit into RAM. Removes a noticable wait when
switching movie files.
This is a holdover from the original code, where the cast members
were loaded as part of the Score. Cast is now per-movie, so all the
resources should be in the one place.
This is in preparation for allowing for Lingo to get/set the picture
of BitmapCastMember.
In particular, storing a Picture lets us easily replace the existing
image (instead of having to rely on ImageDecoder as source).
Also, having Picture instances that are easy to copy will make lifetime
management easier if pictures are copied into longer-living things such
as globals.
When loading bitmap cast members from a file, Director will keep an
copy of what palette the image uses. However the order of colours in
the image's own palette can be completely different!
It appears that at load time, Director will remap all of the colours in
the image to match the order in the palette cast member. As such, we can
force a remapping for those external cast members using the existing
dither code.
Fixes the colours in Cat The Ripper.
The Director editor supports importing images from a variety of image
formats, which it then converts. There is also the option for linked
bitmap cast members (i.e. using image files on the disk), which have a
much more restricted subset of formats. As of Director 4, this list
includes Windows Bitmap files, and anything supported by the Apple
Picture Viewer (i.e. any possible encoding of PICT, and JPEG images).
File extensions are ignored, so we use some basic magic number checking to
determine which ImageDecoder class to use.
Fixes viewing the manifesto pages in DEVO Presents: Adventures of the
Smart Patrol.
The CLUT in the resource fork can contain palettes unused by Director;
the key is that all of the ones used for cast members have a palette ID
of the cast ID + 1024. This is effectively what the D2 branch was
relying on, so we can clean up the logic and use it for D3 as well.
Fixes the Invictus logo in Over-Ring-Under, the colour cycling in The 7
Colors, and countless others.