#include "mxtransitionmanager.h" #include "legoinputmanager.h" #include "legoutils.h" #include "legovideomanager.h" #include "legoworld.h" #include "misc.h" #include "mxbackgroundaudiomanager.h" #include "mxdisplaysurface.h" #include "mxmisc.h" #include "mxparam.h" #include "mxticklemanager.h" #include "mxvideopresenter.h" DECOMP_SIZE_ASSERT(MxTransitionManager, 0x900) // GLOBAL: LEGO1 0x100f4378 RECT g_fullScreenRect = {0, 0, 640, 480}; // FUNCTION: LEGO1 0x1004b8d0 MxTransitionManager::MxTransitionManager() { m_animationTimer = 0; m_transitionType = e_notTransitioning; m_ddSurface = NULL; m_waitIndicator = NULL; m_copyBuffer = NULL; m_copyFlags.m_bit0 = FALSE; m_unk0x28.m_bit0 = FALSE; m_unk0x24 = 0; } // FUNCTION: LEGO1 0x1004ba00 MxTransitionManager::~MxTransitionManager() { delete[] m_copyBuffer; if (m_waitIndicator != NULL) { delete m_waitIndicator->GetAction(); delete m_waitIndicator; } TickleManager()->UnregisterClient(this); } // FUNCTION: LEGO1 0x1004baa0 MxResult MxTransitionManager::GetDDrawSurfaceFromVideoManager() // vtable+0x14 { LegoVideoManager* videoManager = VideoManager(); this->m_ddSurface = videoManager->GetDisplaySurface()->GetDirectDrawSurface2(); return SUCCESS; } // FUNCTION: LEGO1 0x1004bac0 MxResult MxTransitionManager::Tickle() { if (this->m_animationSpeed + this->m_systemTime > timeGetTime()) { return SUCCESS; } this->m_systemTime = timeGetTime(); switch (this->m_transitionType) { case e_noAnimation: NoTransition(); break; case e_dissolve: DissolveTransition(); break; case e_mosaic: MosaicTransition(); break; case e_wipeDown: WipeDownTransition(); break; case e_windows: WindowsTransition(); break; case e_broken: BrokenTransition(); break; } return SUCCESS; } // FUNCTION: LEGO1 0x1004bb70 MxResult MxTransitionManager::StartTransition( TransitionType p_animationType, MxS32 p_speed, MxBool p_doCopy, MxBool p_playMusicInAnim ) { if (this->m_transitionType == e_notTransitioning) { if (!p_playMusicInAnim) { MxBackgroundAudioManager* backgroundAudioManager = BackgroundAudioManager(); backgroundAudioManager->Stop(); } this->m_transitionType = p_animationType; m_copyFlags.m_bit0 = p_doCopy; if (m_copyFlags.m_bit0 && m_waitIndicator != NULL) { m_waitIndicator->Enable(TRUE); MxDSAction* action = m_waitIndicator->GetAction(); action->SetLoopCount(10000); action->SetFlags(action->GetFlags() | MxDSAction::c_bit10); } MxU32 time = timeGetTime(); this->m_systemTime = time; this->m_animationSpeed = p_speed; MxTickleManager* tickleManager = TickleManager(); tickleManager->RegisterClient(this, p_speed); LegoInputManager* inputManager = InputManager(); inputManager->SetUnknown88(TRUE); inputManager->SetUnknown336(FALSE); LegoVideoManager* videoManager = VideoManager(); videoManager->SetRender3D(FALSE); SetAppCursor(e_cursorBusy); return SUCCESS; } return FAILURE; } // FUNCTION: LEGO1 0x1004bc30 void MxTransitionManager::EndTransition(MxBool p_notifyWorld) { if (m_transitionType != e_notTransitioning) { m_transitionType = e_notTransitioning; m_copyFlags.m_bit0 = FALSE; TickleManager()->UnregisterClient(this); if (p_notifyWorld) { LegoWorld* world = CurrentWorld(); if (world) { #ifdef COMPAT_MODE { MxNotificationParam param(c_notificationTransitioned, this); world->Notify(param); } #else world->Notify(MxNotificationParam(c_notificationTransitioned, this)); #endif } } } } // FUNCTION: LEGO1 0x1004bcf0 void MxTransitionManager::NoTransition() { LegoVideoManager* videoManager = VideoManager(); videoManager->GetDisplaySurface()->ClearScreen(); EndTransition(TRUE); } // FUNCTION: LEGO1 0x1004bd10 void MxTransitionManager::DissolveTransition() { // If the animation is finished if (m_animationTimer == 40) { m_animationTimer = 0; EndTransition(TRUE); return; } // If we are starting the animation if (m_animationTimer == 0) { // Generate the list of columns in order... MxS32 i; for (i = 0; i < 640; i++) { m_columnOrder[i] = i; } // ...then shuffle the list (to ensure that we hit each column once) for (i = 0; i < 640; i++) { MxS32 swap = rand() % 640; MxU16 t = m_columnOrder[i]; m_columnOrder[i] = m_columnOrder[swap]; m_columnOrder[swap] = t; } // For each scanline, pick a random X offset for (i = 0; i < 480; i++) { m_randomShift[i] = rand() % 640; } } // Run one tick of the animation DDSURFACEDESC ddsd; memset(&ddsd, 0, sizeof(ddsd)); ddsd.dwSize = sizeof(ddsd); HRESULT res = m_ddSurface->Lock(NULL, &ddsd, DDLOCK_WAIT, NULL); if (res == DDERR_SURFACELOST) { m_ddSurface->Restore(); res = m_ddSurface->Lock(NULL, &ddsd, DDLOCK_WAIT, NULL); } if (res == DD_OK) { SubmitCopyRect(&ddsd); for (MxS32 col = 0; col < 640; col++) { // Select 16 columns on each tick if (m_animationTimer * 16 > m_columnOrder[col]) { continue; } if (m_animationTimer * 16 + 15 < m_columnOrder[col]) { continue; } for (MxS32 row = 0; row < 480; row++) { // Shift the chosen column a different amount at each scanline. // We use the same shift for that scanline each time. // By the end, every pixel gets hit. MxS32 xShift = (m_randomShift[row] + col) % 640; // Set the chosen pixel to black if (ddsd.ddpfPixelFormat.dwRGBBitCount == 8) { MxU8* surf = (MxU8*) ddsd.lpSurface + ddsd.lPitch * row + xShift; *surf = 0; } else { MxU8* surf = (MxU8*) ddsd.lpSurface + ddsd.lPitch * row + xShift * 2; *(MxU16*) surf = 0; } } } SetupCopyRect(&ddsd); m_ddSurface->Unlock(ddsd.lpSurface); if (VideoManager()->GetVideoParam().Flags().GetFlipSurfaces()) { LPDIRECTDRAWSURFACE surf = VideoManager()->GetDisplaySurface()->GetDirectDrawSurface1(); surf->BltFast(0, 0, m_ddSurface, &g_fullScreenRect, DDBLTFAST_WAIT); } m_animationTimer++; } } // FUNCTION: LEGO1 0x1004bed0 void MxTransitionManager::MosaicTransition() { if (m_animationTimer == 16) { m_animationTimer = 0; EndTransition(TRUE); return; } else { if (m_animationTimer == 0) { // Same init/shuffle steps as the dissolve transition, except that // we are using big blocky pixels and only need 64 columns. MxS32 i; for (i = 0; i < 64; i++) { m_columnOrder[i] = i; } for (i = 0; i < 64; i++) { MxS32 swap = rand() % 64; MxU16 t = m_columnOrder[i]; m_columnOrder[i] = m_columnOrder[swap]; m_columnOrder[swap] = t; } // The same is true here. We only need 48 rows. for (i = 0; i < 48; i++) { m_randomShift[i] = rand() % 64; } } // Run one tick of the animation DDSURFACEDESC ddsd; memset(&ddsd, 0, sizeof(ddsd)); ddsd.dwSize = sizeof(ddsd); HRESULT res = m_ddSurface->Lock(NULL, &ddsd, 1, NULL); if (res == DDERR_SURFACELOST) { m_ddSurface->Restore(); res = m_ddSurface->Lock(NULL, &ddsd, 1, NULL); } if (res == DD_OK) { SubmitCopyRect(&ddsd); for (MxS32 col = 0; col < 64; col++) { // Select 4 columns on each tick if (m_animationTimer * 4 > m_columnOrder[col]) { continue; } if (m_animationTimer * 4 + 3 < m_columnOrder[col]) { continue; } for (MxS32 row = 0; row < 48; row++) { // To do the mosaic effect, we subdivide the 640x480 surface into // 10x10 pixel blocks. At the chosen block, we sample the top-leftmost // color and set the other 99 pixels to that value. // First, get the offset of the 10x10 block that we will sample for this row. MxS32 xShift = 10 * ((m_randomShift[row] + col) % 64); // Combine xShift with this value to target the correct location in the buffer. MxS32 bytesPerPixel = ddsd.ddpfPixelFormat.dwRGBBitCount / 8; // Seek to the sample position. MxU8* source = (MxU8*) ddsd.lpSurface + 10 * row * ddsd.lPitch + bytesPerPixel * xShift; // Sample byte or word depending on display mode. MxU32 sample = bytesPerPixel == 1 ? *source : *(MxU16*) source; // For each of the 10 rows in the 10x10 square: for (MxS32 k = 10 * row; k < 10 * row + 10; k++) { if (ddsd.ddpfPixelFormat.dwRGBBitCount == 8) { // Optimization: If the pixel is only one byte, we can use memset MxU8* pos = ((MxU8*) ddsd.lpSurface + k * ddsd.lPitch + xShift); memset(pos, sample, 10); } else { // Need to double xShift because it measures pixels not bytes MxU16* pos = (MxU16*) ((MxU8*) ddsd.lpSurface + k * ddsd.lPitch + 2 * xShift); for (MxS32 tt = 0; tt < 10; tt++) { pos[tt] = sample; } } } } } SetupCopyRect(&ddsd); m_ddSurface->Unlock(ddsd.lpSurface); if (VideoManager()->GetVideoParam().Flags().GetFlipSurfaces()) { LPDIRECTDRAWSURFACE surf = VideoManager()->GetDisplaySurface()->GetDirectDrawSurface1(); surf->BltFast(0, 0, m_ddSurface, &g_fullScreenRect, DDBLTFAST_WAIT); } m_animationTimer++; } } } // FUNCTION: LEGO1 0x1004c170 void MxTransitionManager::WipeDownTransition() { // If the animation is finished if (m_animationTimer == 240) { m_animationTimer = 0; EndTransition(TRUE); return; } DDSURFACEDESC ddsd; memset(&ddsd, 0, sizeof(ddsd)); ddsd.dwSize = sizeof(ddsd); HRESULT res = m_ddSurface->Lock(NULL, &ddsd, DDLOCK_WAIT, NULL); if (res == DDERR_SURFACELOST) { m_ddSurface->Restore(); res = m_ddSurface->Lock(NULL, &ddsd, DDLOCK_WAIT, NULL); } if (res == DD_OK) { SubmitCopyRect(&ddsd); // For each of the 240 animation ticks, blank out two scanlines // starting at the top of the screen. // (dwRGBBitCount / 8) will tell how many bytes are used per pixel. MxU8* line = (MxU8*) ddsd.lpSurface + 2 * ddsd.lPitch * m_animationTimer; memset(line, 0, 640 * ddsd.ddpfPixelFormat.dwRGBBitCount / 8); line += ddsd.lPitch; memset(line, 0, 640 * ddsd.ddpfPixelFormat.dwRGBBitCount / 8); SetupCopyRect(&ddsd); m_ddSurface->Unlock(ddsd.lpSurface); m_animationTimer++; } } // FUNCTION: LEGO1 0x1004c270 void MxTransitionManager::WindowsTransition() { if (m_animationTimer == 240) { m_animationTimer = 0; EndTransition(TRUE); return; } DDSURFACEDESC ddsd; memset(&ddsd, 0, sizeof(ddsd)); ddsd.dwSize = sizeof(ddsd); HRESULT res = m_ddSurface->Lock(NULL, &ddsd, DDLOCK_WAIT, NULL); if (res == DDERR_SURFACELOST) { m_ddSurface->Restore(); res = m_ddSurface->Lock(NULL, &ddsd, DDLOCK_WAIT, NULL); } if (res == DD_OK) { SubmitCopyRect(&ddsd); MxU8* line = (MxU8*) ddsd.lpSurface + m_animationTimer * ddsd.lPitch; MxS32 bytesPerPixel = ddsd.ddpfPixelFormat.dwRGBBitCount / 8; MxS32 bytesPerLine = bytesPerPixel * 640; memset(line, 0, bytesPerLine); for (MxS32 i = m_animationTimer + 1; i < 480 - m_animationTimer; i++) { line += ddsd.lPitch; memset(line + m_animationTimer * bytesPerPixel, 0, bytesPerPixel); memset(line + 640 + (-1 - m_animationTimer) * bytesPerPixel, 0, bytesPerPixel); } line += ddsd.lPitch; memset(line, 0, bytesPerLine); SetupCopyRect(&ddsd); m_ddSurface->Unlock(ddsd.lpSurface); m_animationTimer++; } } // FUNCTION: LEGO1 0x1004c3e0 void MxTransitionManager::BrokenTransition() { // This function has no actual animation logic. // It also never calls EndTransition to // properly terminate the transition, so // the game just hangs forever. DDSURFACEDESC ddsd; memset(&ddsd, 0, sizeof(ddsd)); ddsd.dwSize = sizeof(ddsd); HRESULT res = m_ddSurface->Lock(NULL, &ddsd, DDLOCK_WAIT, NULL); if (res == DDERR_SURFACELOST) { m_ddSurface->Restore(); res = m_ddSurface->Lock(NULL, &ddsd, DDLOCK_WAIT, NULL); } if (res == DD_OK) { SubmitCopyRect(&ddsd); SetupCopyRect(&ddsd); m_ddSurface->Unlock(ddsd.lpSurface); } } // FUNCTION: LEGO1 0x1004c470 void MxTransitionManager::SetWaitIndicator(MxVideoPresenter* p_waitIndicator) { // End current wait indicator if (m_waitIndicator != NULL) { m_waitIndicator->GetAction()->SetFlags(m_waitIndicator->GetAction()->GetFlags() & ~MxDSAction::c_world); m_waitIndicator->EndAction(); m_waitIndicator = NULL; } // Check if we were given a new wait indicator if (p_waitIndicator != NULL) { // Setup the new wait indicator m_waitIndicator = p_waitIndicator; LegoVideoManager* videoManager = VideoManager(); videoManager->UnregisterPresenter(*m_waitIndicator); if (m_waitIndicator->GetCurrentTickleState() < MxPresenter::e_streaming) { m_waitIndicator->Tickle(); } } else { // Disable copy rect m_copyFlags.m_bit0 = FALSE; } } // FUNCTION: LEGO1 0x1004c4d0 void MxTransitionManager::SubmitCopyRect(LPDDSURFACEDESC p_ddsc) { // Check if the copy rect is setup if (m_copyFlags.m_bit0 == FALSE || m_waitIndicator == NULL || m_copyBuffer == NULL) { return; } // Copy the copy rect onto the surface MxU8* dst; MxU32 bytesPerPixel = p_ddsc->ddpfPixelFormat.dwRGBBitCount / 8; const MxU8* src = (const MxU8*) m_copyBuffer; MxS32 copyPitch; copyPitch = ((m_copyRect.right - m_copyRect.left) + 1) * bytesPerPixel; MxS32 y; dst = (MxU8*) p_ddsc->lpSurface + (p_ddsc->lPitch * m_copyRect.top) + (bytesPerPixel * m_copyRect.left); for (y = 0; y < m_copyRect.bottom - m_copyRect.top + 1; ++y) { memcpy(dst, src, copyPitch); src += copyPitch; dst += p_ddsc->lPitch; } // Free the copy buffer delete[] m_copyBuffer; m_copyBuffer = NULL; } // FUNCTION: LEGO1 0x1004c580 void MxTransitionManager::SetupCopyRect(LPDDSURFACEDESC p_ddsc) { // Check if the copy rect is setup if (m_copyFlags.m_bit0 == FALSE || m_waitIndicator == NULL) { return; } // Tickle wait indicator m_waitIndicator->Tickle(); // Check if wait indicator has started if (m_waitIndicator->GetCurrentTickleState() >= MxPresenter::e_streaming) { // Setup the copy rect MxU32 copyPitch = (p_ddsc->ddpfPixelFormat.dwRGBBitCount / 8) * (m_copyRect.right - m_copyRect.left + 1); // This uses m_copyRect, seemingly erroneously MxU32 bytesPerPixel = p_ddsc->ddpfPixelFormat.dwRGBBitCount / 8; m_copyRect.left = m_waitIndicator->GetLocation().GetX(); m_copyRect.top = m_waitIndicator->GetLocation().GetY(); MxS32 height = m_waitIndicator->GetHeight(); MxS32 width = m_waitIndicator->GetWidth(); m_copyRect.right = m_copyRect.left + width - 1; m_copyRect.bottom = m_copyRect.top + height - 1; // Allocate the copy buffer const MxU8* src = (const MxU8*) p_ddsc->lpSurface + m_copyRect.top * p_ddsc->lPitch + bytesPerPixel * m_copyRect.left; m_copyBuffer = new MxU8[bytesPerPixel * width * height]; if (!m_copyBuffer) { return; } // Copy into the copy buffer MxU8* dst = m_copyBuffer; for (MxS32 i = 0; i < (m_copyRect.bottom - m_copyRect.top + 1); i++) { memcpy(dst, src, copyPitch); src += p_ddsc->lPitch; dst += copyPitch; } } // Setup display surface if ((m_waitIndicator->GetAction()->GetFlags() & MxDSAction::c_bit5) != 0) { MxDisplaySurface* displaySurface = VideoManager()->GetDisplaySurface(); MxBool und = FALSE; displaySurface->VTable0x2c( p_ddsc, m_waitIndicator->GetBitmap(), 0, 0, m_waitIndicator->GetLocation().GetX(), m_waitIndicator->GetLocation().GetY(), m_waitIndicator->GetWidth(), m_waitIndicator->GetHeight(), und ); } else { MxDisplaySurface* displaySurface = VideoManager()->GetDisplaySurface(); displaySurface->VTable0x24( p_ddsc, m_waitIndicator->GetBitmap(), 0, 0, m_waitIndicator->GetLocation().GetX(), m_waitIndicator->GetLocation().GetY(), m_waitIndicator->GetWidth(), m_waitIndicator->GetHeight() ); } }