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https://github.com/scummvm/scummvm.git
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Fixes behavior after ed5e81c. Although somewhat inconsistent, but AGS historically allowed to run animations in "room load" event, and they would be rendered if last room transition was "Instant", because the screen was not faded out. From upstream fb2fd763a471af7532324a4da8e0f655e7cf5516
384 lines
13 KiB
C++
384 lines
13 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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*
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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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*
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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 "ags/engine/ac/event.h"
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#include "ags/shared/ac/common.h"
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#include "ags/engine/ac/draw.h"
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#include "ags/shared/ac/game_setup_struct.h"
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#include "ags/engine/ac/game_state.h"
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#include "ags/engine/ac/global_game.h"
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#include "ags/engine/ac/global_room.h"
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#include "ags/engine/ac/global_screen.h"
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#include "ags/engine/ac/gui.h"
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#include "ags/engine/ac/room_status.h"
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#include "ags/engine/ac/screen.h"
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#include "ags/engine/ac/dynobj/script_hotspot.h"
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#include "ags/engine/ac/dynobj/cc_hotspot.h"
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#include "ags/engine/debugging/debug_log.h"
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#include "ags/engine/main/game_run.h"
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#include "ags/shared/script/cc_common.h"
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#include "ags/engine/platform/base/ags_platform_driver.h"
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#include "ags/plugins/ags_plugin_evts.h"
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#include "ags/plugins/plugin_engine.h"
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#include "ags/engine/script/script.h"
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#include "ags/shared/gfx/bitmap.h"
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#include "ags/engine/gfx/ddb.h"
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#include "ags/engine/gfx/graphics_driver.h"
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#include "ags/engine/media/audio/audio_system.h"
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#include "ags/engine/ac/timer.h"
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#include "ags/globals.h"
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namespace AGS3 {
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using namespace AGS::Shared;
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using namespace AGS::Engine;
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int run_claimable_event(const char *tsname, bool includeRoom, int numParams, const RuntimeScriptValue *params, bool *eventWasClaimed) {
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*eventWasClaimed = true;
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// Run the room script function, and if it is not claimed,
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// then run the main one
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// We need to remember the eventClaimed variable's state, in case
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// this is a nested event
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int eventClaimedOldValue = _G(eventClaimed);
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_G(eventClaimed) = EVENT_INPROGRESS;
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int toret;
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if (includeRoom && _G(roominst)) {
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toret = RunScriptFunction(_G(roominst).get(), tsname, numParams, params);
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if (_G(abort_engine))
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return -1;
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if (_G(eventClaimed) == EVENT_CLAIMED) {
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_G(eventClaimed) = eventClaimedOldValue;
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return toret;
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}
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}
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// run script modules
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for (auto &module_inst : _GP(moduleInst)) {
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toret = RunScriptFunction(module_inst.get(), tsname, numParams, params);
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if (_G(eventClaimed) == EVENT_CLAIMED) {
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_G(eventClaimed) = eventClaimedOldValue;
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return toret;
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}
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}
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_G(eventClaimed) = eventClaimedOldValue;
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*eventWasClaimed = false;
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return 0;
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}
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// runs the global script on_event function
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void run_on_event(int evtype, RuntimeScriptValue &wparam) {
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RuntimeScriptValue params[]{ evtype , wparam };
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QueueScriptFunction(kScInstGame, "on_event", 2, params);
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}
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void run_room_event(int id) {
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auto obj_evt = ObjectEvent("room");
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if (_GP(thisroom).EventHandlers != nullptr) {
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run_interaction_script(obj_evt, _GP(thisroom).EventHandlers.get(), id);
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} else {
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run_interaction_event(obj_evt, &_G(croom)->intrRoom, id);
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}
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}
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// event list functions
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void setevent(int evtyp, int ev1, int ev2, int ev3) {
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EventHappened evt;
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evt.type = evtyp;
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evt.data1 = ev1;
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evt.data2 = ev2;
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evt.data3 = ev3;
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evt.player = _GP(game).playercharacter;
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_GP(events).push_back(evt);
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}
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// TODO: this is kind of a hack, which forces event to be processed even if
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// it was fired from insides of other event processing.
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// The proper solution would be to do the event processing overhaul in AGS.
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void force_event(int evtyp, int ev1, int ev2, int ev3) {
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if (_G(inside_processevent))
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runevent_now(evtyp, ev1, ev2, ev3);
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else
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setevent(evtyp, ev1, ev2, ev3);
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}
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void process_event(const EventHappened *evp) {
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RuntimeScriptValue rval_null;
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if (evp->type == EV_TEXTSCRIPT) {
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cc_clear_error();
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RuntimeScriptValue params[2]{ evp->data2, evp->data3 };
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if (evp->data3 > -1000)
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QueueScriptFunction(kScInstGame, _G(tsnames)[evp->data1], 2, params);
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else if (evp->data2 > -1000)
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QueueScriptFunction(kScInstGame, _G(tsnames)[evp->data1], 1, params);
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else
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QueueScriptFunction(kScInstGame, _G(tsnames)[evp->data1]);
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} else if (evp->type == EV_NEWROOM) {
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NewRoom(evp->data1);
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} else if (evp->type == EV_RUNEVBLOCK) {
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Interaction *evpt = nullptr;
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PInteractionScripts scriptPtr = nullptr;
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ObjectEvent obj_evt;
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if (evp->data1 == EVB_HOTSPOT) {
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const int hotspot_id = evp->data2;
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if (_GP(thisroom).Hotspots[hotspot_id].EventHandlers != nullptr)
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scriptPtr = _GP(thisroom).Hotspots[hotspot_id].EventHandlers;
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else
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evpt = &_G(croom)->intrHotspot[hotspot_id];
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obj_evt = ObjectEvent("hotspot%d", hotspot_id,
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RuntimeScriptValue().SetScriptObject(&_G(scrHotspot)[hotspot_id], &_GP(ccDynamicHotspot)));
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// Debug::Printf("Running hotspot interaction for hotspot %d, event %d", evp->data2, evp->data3);
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} else if (evp->data1 == EVB_ROOM) {
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if (_GP(thisroom).EventHandlers != nullptr)
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scriptPtr = _GP(thisroom).EventHandlers;
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else
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evpt = &_G(croom)->intrRoom;
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obj_evt = ObjectEvent("room");
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if (evp->data3 == EVROM_BEFOREFADEIN) {
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_G(in_enters_screen)++;
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run_on_event(GE_ENTER_ROOM, RuntimeScriptValue().SetInt32(_G(displayed_room)));
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} else if (evp->data3 == EVROM_AFTERFADEIN) {
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run_on_event(GE_ENTER_ROOM_AFTERFADE, RuntimeScriptValue().SetInt32(_G(displayed_room)));
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}
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//Debug::Printf("Running room interaction, event %d", evp->data3);
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} else {
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quit("process_event: RunEvBlock: unknown evb type");
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}
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assert(scriptPtr || evpt);
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if (scriptPtr != nullptr) {
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run_interaction_script(obj_evt, scriptPtr.get(), evp->data3);
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} else {
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run_interaction_event(obj_evt, evpt, evp->data3);
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}
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if (_G(abort_engine))
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return;
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if ((evp->data1 == EVB_ROOM) && (evp->data3 == EVROM_BEFOREFADEIN))
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_G(in_enters_screen)--;
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} else if (evp->type == EV_FADEIN) {
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debug_script_log("Transition-in in room %d", _G(displayed_room));
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// if they change the transition type before the fadein, make
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// sure the screen doesn't freeze up
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_GP(play).screen_is_faded_out = 0;
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// determine the transition style
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int theTransition = _GP(play).fade_effect;
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if (_GP(play).next_screen_transition >= 0) {
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// a one-off transition was selected, so use it
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theTransition = _GP(play).next_screen_transition;
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_GP(play).next_screen_transition = -1;
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}
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if (pl_run_plugin_hooks(AGSE_TRANSITIONIN, 0))
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return;
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if (_GP(play).fast_forward)
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return;
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const bool instant_transition = (theTransition == FADE_INSTANT) || (_GP(play).screen_tint > 0);
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if (((theTransition == FADE_CROSSFADE) || (theTransition == FADE_DISSOLVE)) &&
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(_G(saved_viewport_bitmap) == nullptr) && !instant_transition) {
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// transition type was not crossfade/dissolve when the screen faded out,
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// but it is now when the screen fades in (Eg. a save game was restored
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// with a different setting). Therefore just fade normally.
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fadeout_impl(5);
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theTransition = FADE_NORMAL;
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}
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// TODO: use normal coordinates instead of "native_size" and multiply_up_*?
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const Rect &viewport = _GP(play).GetMainViewport();
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if (instant_transition)
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set_palette_range(_G(palette), 0, 255, 0);
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else if (theTransition == FADE_NORMAL) {
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fadein_impl(_G(palette), 5);
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} else if (theTransition == FADE_BOXOUT) {
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if (!_G(gfxDriver)->UsesMemoryBackBuffer()) {
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_G(gfxDriver)->BoxOutEffect(false, get_fixed_pixel_size(16), 1000 / GetGameSpeed());
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} else {
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// First of all we render the game once again and save backbuffer from further editing.
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// We put temporary bitmap as a new backbuffer for the transition period, and
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// will be drawing saved image of the game over to that backbuffer, simulating "box-out".
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set_palette_range(_G(palette), 0, 255, 0);
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construct_game_scene(true);
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construct_game_screen_overlay(false);
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_G(gfxDriver)->RenderToBackBuffer();
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Bitmap *saved_backbuf = _G(gfxDriver)->GetMemoryBackBuffer();
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Bitmap *temp_scr = new Bitmap(saved_backbuf->GetWidth(), saved_backbuf->GetHeight(), saved_backbuf->GetColorDepth());
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_G(gfxDriver)->SetMemoryBackBuffer(temp_scr);
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temp_scr->Clear();
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render_to_screen();
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const int speed = get_fixed_pixel_size(16);
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const int yspeed = viewport.GetHeight() / (viewport.GetWidth() / speed);
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int boxwid = speed, boxhit = yspeed;
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while (boxwid < temp_scr->GetWidth()) {
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boxwid += speed;
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boxhit += yspeed;
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boxwid = Math::Clamp(boxwid, 0, viewport.GetWidth());
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boxhit = Math::Clamp(boxhit, 0, viewport.GetHeight());
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int lxp = viewport.GetWidth() / 2 - boxwid / 2;
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int lyp = viewport.GetHeight() / 2 - boxhit / 2;
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temp_scr->Blit(saved_backbuf, lxp, lyp, lxp, lyp,
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boxwid, boxhit);
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render_to_screen();
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WaitForNextFrame();
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}
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_G(gfxDriver)->SetMemoryBackBuffer(saved_backbuf);
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}
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} else if (theTransition == FADE_CROSSFADE) {
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if (_GP(game).color_depth == 1)
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quit("!Cannot use crossfade screen transition in 256-colour games");
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const bool fullredraw = _G(gfxDriver)->RequiresFullRedrawEachFrame();
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const SpriteTransform spr_trans = _GP(play).GetGlobalTransform(fullredraw);
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// TODO: crossfade does not need a screen with transparency, it should be opaque;
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// but Software renderer cannot alpha-blend non-masked sprite at the moment,
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// see comment to drawing opaque sprite in SDLRendererGraphicsDriver!
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IDriverDependantBitmap *ddb = prepare_screen_for_transition_in(false /* transparent */);
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for (int alpha = 254; alpha > 0; alpha -= 16) {
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// do the crossfade
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ddb->SetAlpha(alpha);
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invalidate_screen();
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construct_game_scene(true);
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construct_game_screen_overlay(false);
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// draw old screen on top while alpha > 16
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if (alpha > 16) {
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_G(gfxDriver)->BeginSpriteBatch(viewport, spr_trans);
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_G(gfxDriver)->DrawSprite(0, 0, ddb);
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_G(gfxDriver)->EndSpriteBatch();
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}
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render_to_screen();
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update_polled_stuff();
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WaitForNextFrame();
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}
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delete _G(saved_viewport_bitmap);
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_G(saved_viewport_bitmap) = nullptr;
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set_palette_range(_G(palette), 0, 255, 0);
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_G(gfxDriver)->DestroyDDB(ddb);
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} else if (theTransition == FADE_DISSOLVE) {
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int pattern[16] = { 0, 4, 14, 9, 5, 11, 2, 8, 10, 3, 12, 7, 15, 6, 13, 1 };
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int aa, bb, cc;
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RGB interpal[256];
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const bool fullredraw = _G(gfxDriver)->RequiresFullRedrawEachFrame();
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const SpriteTransform spr_trans = _GP(play).GetGlobalTransform(fullredraw);
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IDriverDependantBitmap *ddb = prepare_screen_for_transition_in(false /* transparent */);
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for (aa = 0; aa < 16; aa++) {
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// merge the palette while dithering
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if (_GP(game).color_depth == 1) {
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fade_interpolate(_G(old_palette), _G(palette), interpal, aa * 4, 0, 255);
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set_palette_range(interpal, 0, 255, 0);
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}
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// do the dissolving
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int maskCol = _G(saved_viewport_bitmap)->GetMaskColor();
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for (bb = 0; bb < viewport.GetWidth(); bb += 4) {
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for (cc = 0; cc < viewport.GetHeight(); cc += 4) {
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_G(saved_viewport_bitmap)->PutPixel(bb + pattern[aa] / 4, cc + pattern[aa] % 4, maskCol);
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}
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}
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_G(gfxDriver)->UpdateDDBFromBitmap(ddb, _G(saved_viewport_bitmap), false);
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construct_game_scene(true);
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construct_game_screen_overlay(false);
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_G(gfxDriver)->BeginSpriteBatch(viewport, spr_trans);
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_G(gfxDriver)->DrawSprite(0, 0, ddb);
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_G(gfxDriver)->EndSpriteBatch();
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render_to_screen();
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update_polled_stuff();
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WaitForNextFrame();
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}
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delete _G(saved_viewport_bitmap);
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_G(saved_viewport_bitmap) = nullptr;
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set_palette_range(_G(palette), 0, 255, 0);
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_G(gfxDriver)->DestroyDDB(ddb);
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}
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} else if (evp->type == EV_IFACECLICK) {
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process_interface_click(evp->data1, evp->data2, evp->data3);
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} else {
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quit("process_event: unknown event to process");
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}
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}
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void runevent_now(int evtyp, int ev1, int ev2, int ev3) {
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EventHappened evh;
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evh.type = evtyp;
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evh.data1 = ev1;
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evh.data2 = ev2;
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evh.data3 = ev3;
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evh.player = _GP(game).playercharacter;
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process_event(&evh);
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}
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void processallevents() {
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if (_G(inside_processevent)) {
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_GP(events).clear(); // flush queued events
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return;
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}
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// Make a copy of the events to process them safely.
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// WARNING: engine may actually add more events to the global events array,
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// and they must NOT be processed here, but instead discarded at the end
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// of this function; otherwise game may glitch.
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// TODO: need to redesign engine events system?
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std::vector<EventHappened> evtCopy = _GP(events);
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int room_was = _GP(play).room_changes;
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_G(inside_processevent)++;
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for (size_t i = 0; i < evtCopy.size() && !_G(abort_engine); ++i) {
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process_event(&evtCopy[i]);
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if (room_was != _GP(play).room_changes)
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break; // changed room, so discard other events
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}
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_GP(events).clear();
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_G(inside_processevent)--;
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}
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// end event list functions
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void ClaimEvent() {
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if (_G(eventClaimed) == EVENT_NONE)
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quit("!ClaimEvent: no event to claim");
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_G(eventClaimed) = EVENT_CLAIMED;
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}
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} // namespace AGS3
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