isle-portable/LEGO1/mxtransitionmanager.cpp
MS 1ae3b07dc2
Checkorder tool to keep functions in original binary order (#228)
* First commit of order tool

* More flexible match on module name. Bugfix on blank_or_comment

* Report inexact offset comments in verbose mode. Bugfix for exact regex

* Refactor checkorder into reusable isledecomp module

* Find bad comments in one pass, add awareness of TEMPLATE

* Refactor of state machine to prepare for reccmp integration

* Use isledecomp lib in reccmp

* Build isledecomp in GH actions, fix mypy complaint

* Ensure unit test cpp files will be ignored by reccmp

* Allow multiple offset markers, pep8 cleanup

* Remove unused variable

* Code style, remove unneeded module and TODO

* Final renaming and type hints

* Fix checkorder issues, add GH action and enforce (#2)

* Fix checkorder issues

* Add GH action

* Test error case

* Works

* Fixes

---------

Co-authored-by: Christian Semmler <mail@csemmler.com>
2023-11-21 09:44:45 +01:00

600 lines
15 KiB
C++

#include "mxtransitionmanager.h"
#include "legoinputmanager.h"
#include "legoutil.h"
#include "legovideomanager.h"
#include "legoworld.h"
#include "mxbackgroundaudiomanager.h"
#include "mxparam.h"
#include "mxticklemanager.h"
DECOMP_SIZE_ASSERT(MxTransitionManager, 0x900);
// 0x100f4378
RECT g_fullScreenRect = {0, 0, 640, 480};
// OFFSET: LEGO1 0x1004b8d0
MxTransitionManager::MxTransitionManager()
{
m_animationTimer = 0;
m_transitionType = NOT_TRANSITIONING;
m_ddSurface = NULL;
m_waitIndicator = NULL;
m_copyBuffer = NULL;
m_copyFlags.bit0 = FALSE;
m_unk28.bit0 = FALSE;
m_unk24 = 0;
}
// OFFSET: LEGO1 0x1004ba00
MxTransitionManager::~MxTransitionManager()
{
delete[] m_copyBuffer;
if (m_waitIndicator != NULL) {
delete m_waitIndicator->GetAction();
delete m_waitIndicator;
}
TickleManager()->UnregisterClient(this);
}
// OFFSET: LEGO1 0x1004baa0
MxResult MxTransitionManager::GetDDrawSurfaceFromVideoManager() // vtable+0x14
{
LegoVideoManager* videoManager = VideoManager();
this->m_ddSurface = videoManager->GetDisplaySurface()->GetDirectDrawSurface2();
return SUCCESS;
}
// OFFSET: LEGO1 0x1004bac0
MxResult MxTransitionManager::Tickle()
{
if (this->m_animationSpeed + this->m_systemTime > timeGetTime()) {
return SUCCESS;
}
this->m_systemTime = timeGetTime();
switch (this->m_transitionType) {
case NO_ANIMATION:
Transition_None();
break;
case DISSOLVE:
Transition_Dissolve();
break;
case PIXELATION:
Transition_Pixelation();
break;
case SCREEN_WIPE:
Transition_Wipe();
break;
case WINDOWS:
Transition_Windows();
break;
case BROKEN:
Transition_Broken();
break;
}
return SUCCESS;
}
// OFFSET: LEGO1 0x1004bb70
MxResult MxTransitionManager::StartTransition(
TransitionType p_animationType,
MxS32 p_speed,
MxBool p_doCopy,
MxBool p_playMusicInAnim
)
{
if (this->m_transitionType == NOT_TRANSITIONING) {
if (!p_playMusicInAnim) {
MxBackgroundAudioManager* backgroundAudioManager = BackgroundAudioManager();
backgroundAudioManager->Stop();
}
this->m_transitionType = p_animationType;
m_copyFlags.bit0 = p_doCopy;
if (m_copyFlags.bit0 && m_waitIndicator != NULL) {
m_waitIndicator->Enable(TRUE);
MxDSAction* action = m_waitIndicator->GetAction();
action->SetLoopCount(10000);
action->SetFlags(action->GetFlags() | MxDSAction::Flag_Bit9);
}
MxU32 time = timeGetTime();
this->m_systemTime = time;
this->m_animationSpeed = p_speed;
MxTickleManager* tickleManager = TickleManager();
tickleManager->RegisterClient(this, p_speed);
LegoInputManager* inputManager = InputManager();
inputManager->m_unk0x88 = TRUE;
inputManager->m_unk0x336 = FALSE;
LegoVideoManager* videoManager = VideoManager();
videoManager->SetUnkE4(FALSE);
SetAppCursor(1);
return SUCCESS;
}
return FAILURE;
}
// OFFSET: LEGO1 0x1004bc30
void MxTransitionManager::EndTransition(MxBool p_notifyWorld)
{
if (m_transitionType != NOT_TRANSITIONING) {
m_transitionType = NOT_TRANSITIONING;
m_copyFlags.bit0 = FALSE;
TickleManager()->UnregisterClient(this);
if (p_notifyWorld) {
LegoWorld* world = GetCurrentWorld();
if (world) {
world->Notify(MxNotificationParam(MXTRANSITIONMANAGER_TRANSITIONENDED, this));
}
}
}
}
// OFFSET: LEGO1 0x1004bcf0
void MxTransitionManager::Transition_None()
{
LegoVideoManager* videoManager = VideoManager();
videoManager->GetDisplaySurface()->FUN_100ba640();
EndTransition(TRUE);
}
// OFFSET: LEGO1 0x1004bd10
void MxTransitionManager::Transition_Dissolve()
{
// 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 x_shift = (m_randomShift[row] + col) % 640;
// Set the chosen pixel to black
if (ddsd.ddpfPixelFormat.dwRGBBitCount == 8) {
((MxU8*) ddsd.lpSurface)[row * ddsd.lPitch + x_shift] = 0;
}
else {
((MxU16*) ddsd.lpSurface)[row * ddsd.lPitch + x_shift] = 0;
}
}
}
SetupCopyRect(&ddsd);
m_ddSurface->Unlock(ddsd.lpSurface);
if (VideoManager()->GetVideoParam().flags().GetFlipSurfaces()) {
LPDIRECTDRAWSURFACE surf = VideoManager()->GetDisplaySurface()->GetDirectDrawSurface1();
surf->BltFast(NULL, NULL, m_ddSurface, &g_fullScreenRect, DDBLTFAST_WAIT);
}
m_animationTimer++;
}
}
// OFFSET: LEGO1 0x1004bed0
void MxTransitionManager::Transition_Pixelation()
{
if (m_animationTimer == 16) {
m_animationTimer = 0;
EndTransition(TRUE);
return;
}
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++) {
MxS32 x_shift = 10 * ((m_randomShift[row] + col) % 64);
// To do the pixelation, 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.
// Find the pixel to sample
MxS32 sample_ofs = 10 * row * ddsd.lPitch + x_shift;
MxS32 bytesPerPixel = ddsd.ddpfPixelFormat.dwRGBBitCount / 8;
// Save this cast from void* to save time.
// Seems to help accuracy doing it this way.
MxU8* surface = (MxU8*) ddsd.lpSurface;
MxU8* source = surface + sample_ofs * bytesPerPixel;
MxU32 sample = bytesPerPixel == 1 ? *source : *(MxU16*) source;
for (MxS32 k = 10 * row; k < 10 * row + 10; k++) {
if (ddsd.ddpfPixelFormat.dwRGBBitCount == 8) {
// TODO: This block and the next don't match, but they are
// hopefully correct in principle.
MxU16 color_word = MAKEWORD(LOBYTE(sample), LOBYTE(sample));
MxU32 new_color = MAKELONG(color_word, color_word);
MxU8* pos = surface + k * ddsd.lPitch + x_shift;
MxU32* dest = (MxU32*) pos;
// Sets 10 pixels (10 bytes)
dest[0] = new_color;
dest[1] = new_color;
MxU16* half = (MxU16*) (dest + 2);
*half = new_color;
}
else {
MxU32 new_color = MAKELONG(sample, sample);
// You might expect a cast to MxU16* instead, but lPitch is
// bytes/scanline, not pixels/scanline. Therefore, we just
// need to double the x_shift to get to the right spot.
MxU8* pos = surface + k * ddsd.lPitch + 2 * x_shift;
MxU32* dest = (MxU32*) pos;
// Sets 10 pixels (20 bytes)
dest[0] = new_color;
dest[1] = new_color;
dest[2] = new_color;
dest[3] = new_color;
dest[4] = new_color;
}
}
}
}
SetupCopyRect(&ddsd);
m_ddSurface->Unlock(ddsd.lpSurface);
if (VideoManager()->GetVideoParam().flags().GetFlipSurfaces()) {
LPDIRECTDRAWSURFACE surf = VideoManager()->GetDisplaySurface()->GetDirectDrawSurface1();
surf->BltFast(NULL, NULL, m_ddSurface, &g_fullScreenRect, DDBLTFAST_WAIT);
}
m_animationTimer++;
}
}
// OFFSET: LEGO1 0x1004c170
void MxTransitionManager::Transition_Wipe()
{
// 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++;
}
}
// OFFSET: LEGO1 0x1004c270
void MxTransitionManager::Transition_Windows()
{
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++;
}
}
// OFFSET: LEGO1 0x1004c3e0
void MxTransitionManager::Transition_Broken()
{
// 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);
}
}
// OFFSET: 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::Flag_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->RemovePresenter(*m_waitIndicator);
if (m_waitIndicator->GetCurrentTickleState() < MxPresenter::TickleState_Streaming) {
m_waitIndicator->Tickle();
}
}
else {
// Disable copy rect
m_copyFlags.bit0 = FALSE;
}
}
// OFFSET: LEGO1 0x1004c4d0
void MxTransitionManager::SubmitCopyRect(LPDDSURFACEDESC ddsc)
{
// Check if the copy rect is setup
if (m_copyFlags.bit0 == FALSE || m_waitIndicator == NULL || m_copyBuffer == NULL) {
return;
}
// Copy the copy rect onto the surface
MxU8* dst;
MxU32 bytesPerPixel = 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*) ddsc->lpSurface + (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 += ddsc->lPitch;
}
// Free the copy buffer
delete[] m_copyBuffer;
m_copyBuffer = NULL;
}
// OFFSET: LEGO1 0x1004c580
void MxTransitionManager::SetupCopyRect(LPDDSURFACEDESC ddsc)
{
// Check if the copy rect is setup
if (m_copyFlags.bit0 == FALSE || m_waitIndicator == NULL) {
return;
}
// Tickle wait indicator
m_waitIndicator->Tickle();
// Check if wait indicator has started
if (m_waitIndicator->GetCurrentTickleState() >= MxPresenter::TickleState_Streaming) {
// Setup the copy rect
MxU32 copyPitch = (ddsc->ddpfPixelFormat.dwRGBBitCount / 8) *
(m_copyRect.right - m_copyRect.left + 1); // This uses m_copyRect, seemingly erroneously
MxU32 bytesPerPixel = ddsc->ddpfPixelFormat.dwRGBBitCount / 8;
m_copyRect.left = m_waitIndicator->GetLocationX();
m_copyRect.top = m_waitIndicator->GetLocationY();
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*) ddsc->lpSurface + m_copyRect.top * 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 += ddsc->lPitch;
dst += copyPitch;
}
}
// Setup display surface
if ((m_waitIndicator->GetAction()->GetFlags() & MxDSAction::Flag_Bit5) != 0) {
MxDisplaySurface* displaySurface = VideoManager()->GetDisplaySurface();
MxBool unkbool = FALSE;
displaySurface->vtable2c(
ddsc,
m_waitIndicator->m_bitmap,
0,
0,
m_waitIndicator->GetLocationX(),
m_waitIndicator->GetLocationY(),
m_waitIndicator->GetWidth(),
m_waitIndicator->GetHeight(),
unkbool
);
}
else {
MxDisplaySurface* displaySurface = VideoManager()->GetDisplaySurface();
displaySurface->vtable24(
ddsc,
m_waitIndicator->m_bitmap,
0,
0,
m_waitIndicator->GetLocationX(),
m_waitIndicator->GetLocationY(),
m_waitIndicator->GetWidth(),
m_waitIndicator->GetHeight()
);
}
}