/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * $URL$ * $Id$ * */ #include "asylum/scene.h" #include "asylum/sceneres.h" #include "asylum/shared.h" #include "asylum/scriptman.h" namespace Asylum { #define SCREEN_EDGES 40 #define SCROLL_STEP 10 int g_debugPolygons; int g_debugBarriers; Scene::Scene(uint8 sceneIdx) { _sceneIdx = sceneIdx; _sceneResource = new SceneResource; if (_sceneResource->load(_sceneIdx)) { _text = new Text(Shared.getScreen()); _resPack = new ResourcePack(sceneIdx); _speechPack = new ResourcePack(3); _sceneResource->getMainActor()->setResourcePack(_resPack); _text->loadFont(_resPack, _sceneResource->getWorldStats()->commonRes.font1); char musPackFileName[10]; sprintf(musPackFileName, "mus.%03d", sceneIdx); _musPack = new ResourcePack(musPackFileName); _bgResource = new GraphicResource(_resPack, _sceneResource->getWorldStats()->commonRes.backgroundImage); _blowUp = 0; } _cursorResource = new GraphicResource(_resPack, _sceneResource->getWorldStats()->commonRes.curMagnifyingGlass); _background = 0; _startX = 0; _startY = 0; _leftClick = false; _rightButton = false; _isActive = false; _skipDrawScene = 0; g_debugPolygons = 0; g_debugBarriers = 0; // TODO Not sure why this is done ... yet Shared.setGameFlag(183); } Scene::~Scene() { delete _cursorResource; delete _bgResource; delete _musPack; delete _speechPack; delete _resPack; delete _text; delete _sceneResource; delete _blowUp; } void Scene::enterScene() { Shared.getScreen()->setPalette(_resPack, _sceneResource->getWorldStats()->commonRes.palette); _background = _bgResource->getFrame(0); Shared.getScreen()->copyToBackBuffer( ((byte *)_background->surface.pixels) + _startY * _background->surface.w + _startX, _background->surface.w, 0, 0, 640, 480); _cursorStep = 1; _curMouseCursor = 0; Shared.getScreen()->setCursor(_cursorResource, 0); Shared.getScreen()->showCursor(); // Music testing: play the first music track Shared.getSound()->playMusic(_musPack, 0); _isActive = true; _walking = false; } ActionDefinitions* Scene::getDefaultActionList() { if (_sceneResource) return getActionList(_sceneResource->getWorldStats()->actionListIdx); else return 0; } ActionDefinitions* Scene::getActionList(int actionListIndex) { if ((actionListIndex >= 0) && (actionListIndex < (int)_sceneResource->getWorldStats()->numActions)) return &_sceneResource->getActionList()->actions[actionListIndex]; else return 0; } void Scene::setActorPosition(int actorIndex, int x, int y) { if ((actorIndex >= 0) && (actorIndex < (int)_sceneResource->getWorldStats()->numActors)) { _sceneResource->getWorldStats()->actors[actorIndex].boundingRect.left = x; _sceneResource->getWorldStats()->actors[actorIndex].boundingRect.top = y; } // FIXME - Remove this once mainActor uses proper actor info if (actorIndex == 0) { _sceneResource->getMainActor()->_actorX = x; _sceneResource->getMainActor()->_actorY = y; } } void Scene::setActorAction(int actorIndex, int action) { if ((actorIndex >= 0) && (actorIndex < (int)_sceneResource->getWorldStats()->numActors)) { _sceneResource->getWorldStats()->actors[actorIndex].direction = action; } // FIXME - Remove this once mainActor uses proper actor info if (actorIndex == 0) { if(_sceneResource->getMainActor()) _sceneResource->getMainActor()->setActionByIndex(action); // The action appears to be an index rather than a direct resId } } void Scene::actorVisible(int actorIndex, bool visible) { if ((actorIndex >= 0) && (actorIndex < (int)_sceneResource->getWorldStats()->numActors)) { if(visible) // TODO - enums for flags (0x01 is visible) _sceneResource->getWorldStats()->actors[actorIndex].flags |= 0x01; else _sceneResource->getWorldStats()->actors[actorIndex].flags &= 0xFFFFFFFE; } // FIXME - Remove this once mainActor uses proper actor info if (actorIndex == 0) { //if(_sceneResource->getMainActor()) //_sceneResource->getMainActor()->setAction(action); } } bool Scene::actorVisible(int actorIndex) { if ((actorIndex >= 0) && (actorIndex < (int)_sceneResource->getWorldStats()->numActors)) return _sceneResource->getWorldStats()->actors[actorIndex].flags & 0x01; // TODO - enums for flags (0x01 is visible) // FIXME - Remove this once mainActor uses proper actor info if (actorIndex == 0) { //if(_sceneResource->getMainActor()) //_sceneResource->getMainActor()->setAction(action); } return false; } void Scene::setScenePosition(int x, int y) { GraphicFrame *bg = _bgResource->getFrame(0); _startX = x; _startY = y; if (_startX < 0) _startX = 0; if (_startX > (bg->surface.w - 640)) _startX = bg->surface.w - 640; if (_startX < 0) _startY = 0; if (_startX > (bg->surface.h - 480)) _startY = bg->surface.h - 480; } void Scene::handleEvent(Common::Event *event, bool doUpdate) { _ev = event; switch (_ev->type) { case Common::EVENT_MOUSEMOVE: _mouseX = _ev->mouse.x; _mouseY = _ev->mouse.y; break; case Common::EVENT_LBUTTONUP: if (ScriptMan.isInputAllowed()) _leftClick = true; break; case Common::EVENT_RBUTTONUP: if (ScriptMan.isInputAllowed()) { delete _cursorResource; // TODO This isn't always going to be the magnifying glass // Should check the current pointer region to identify the type // of cursor to use _cursorResource = new GraphicResource(_resPack, _sceneResource->getWorldStats()->commonRes.curMagnifyingGlass); _rightButton = false; } break; case Common::EVENT_RBUTTONDOWN: if (ScriptMan.isInputAllowed()) _rightButton = true; break; } if (doUpdate || _leftClick) update(); } void Scene::updateCursor() { int action = _sceneResource->getMainActor()->getCurrentAction(); CommonResources *cr = &_sceneResource->getWorldStats()->commonRes; uint32 newCursor = 0; // Change cursor switch (action) { case kWalkN: newCursor = cr->curScrollUp; break; case kWalkNE: newCursor = cr->curScrollUpRight; break; case kWalkNW: newCursor = cr->curScrollUpLeft; break; case kWalkS: newCursor = cr->curScrollDown; break; case kWalkSE: newCursor = cr->curScrollDownRight; break; case kWalkSW: newCursor = cr->curScrollDownLeft; break; case kWalkW: newCursor = cr->curScrollLeft; break; case kWalkE: newCursor = cr->curScrollRight; break; } if (_cursorResource->getEntryNum() != newCursor) { delete _cursorResource; _cursorResource = new GraphicResource(_resPack, newCursor); } } void Scene::animateCursor() { _curMouseCursor += _cursorStep; if (_curMouseCursor == 0) _cursorStep = 1; if (_curMouseCursor == _cursorResource->getFrameCount() - 1) _cursorStep = -1; Shared.getScreen()->setCursor(_cursorResource, _curMouseCursor); } // ------------------------------------------- // ---------- PROCESS SCENE REGION ----------- // ------------------------------------------- void Scene::update() { if(updateScene()) return; // TODO: check game quality drawScene(); //TODO: other process stuffs from sub 0040AE30 } int Scene::updateScene() { uint32 startTick = 0; WorldStats *worldStats = _sceneResource->getWorldStats(); // Actors startTick = Shared.getMillis(); for (uint32 a = 0; a < worldStats->numActors; a++) { updateActor(a); } debugC(kDebugLevelScene, "UpdateActors Time: %d", Shared.getMillis() - startTick); // Barriers startTick = Shared.getMillis(); updateBarriers(worldStats); debugC(kDebugLevelScene, "UpdateBarriers Time: %d", Shared.getMillis() - startTick); // Ambient Sounds startTick = Shared.getMillis(); updateAmbientSounds(); debugC(kDebugLevelScene, "UpdateAmbientSounds Time: %d", Shared.getMillis() - startTick); // Music startTick = Shared.getMillis(); updateMusic(); debugC(kDebugLevelScene, "UpdateMusic Time: %d", Shared.getMillis() - startTick); // Adjust Screen startTick = Shared.getMillis(); updateAdjustScreen(); debugC(kDebugLevelScene, "AdjustScreenStart Time: %d", Shared.getMillis() - startTick); if(ScriptMan.processActionList()) return 1; return 0; } void Scene::updateActor(uint32 actor) { } bool Scene::isBarrierVisible(BarrierItem *barrier) { if ((barrier->flags & 0xFF) & 1) { for (uint32 f = 0; f < 10; f++) { bool isSet = false; uint32 flag = barrier->gameFlags[f]; if (flag <= 0) { isSet = Shared.isGameFlagNotSet(flag); // -flag } else { isSet = Shared.isGameFlagSet(flag); } if(!isSet) { return false; } } return true; } return false; } bool Scene::isBarrierOnScreen(BarrierItem *barrier) { WorldStats *worldStats = _sceneResource->getWorldStats(); Common::Rect screenRect = Common::Rect(worldStats->xLeft, worldStats->yTop, worldStats->xLeft + 640, worldStats->yTop + 480); Common::Rect barrierRect = barrier->boundingRect; barrierRect.translate(barrier->x, barrier->y); return isBarrierVisible(barrier) && (barrier->flags & 1) && screenRect.intersects(barrierRect); } uint32 Scene::getRandomResId(BarrierItem *barrier) { int numRes = 1; uint32 rndResId[5]; for (int i = 0; i < 5; i++) { if (barrier->field_68C[i]) { rndResId[numRes] = barrier->field_68C[i]; numRes++; } } return rndResId[rand() % numRes]; } void Scene::updateBarriers(WorldStats *worldStats) { Screen *screen = Shared.getScreen(); uint barriersCount = worldStats->barriers.size(); int startTickCount = 0; bool canPlaySound = false; if (barriersCount > 0) { for (uint32 b = 0; b < barriersCount; b++) { BarrierItem *barrier = &worldStats->barriers[b]; if (barrier->field_3C == 4) { if (isBarrierVisible(barrier)) { uint32 flag = barrier->flags; if (flag & 0x20) { if (Shared.getMillis() - barrier->tickCount >= 0x3E8 / (barrier->field_B4+1)) { barrier->frameIdx = (barrier->frameIdx + 1) % barrier->frameCount; barrier->tickCount = Shared.getMillis(); canPlaySound = true; } } else if (flag & 0x10) { uint32 frameIdx = barrier->frameIdx; char equalZero = frameIdx == 0; char lessZero = frameIdx < 0; if (!frameIdx) { if (Shared.getMillis() - barrier->tickCount >= 1000 * barrier->tickCount2) { if (rand() % barrier->field_C0 == 1) { if (barrier->field_68C) { // TODO: fix this, and find a better way to get frame count // Sometimes we get wrong random resource id /*barrier->resId = getRandomResId(barrier); GraphicResource *gra = new GraphicResource(_resPack, barrier->resId); barrier->frameCount = gra->getFrameCount(); delete gra; */ } barrier->frameIdx++; } barrier->tickCount = Shared.getMillis(); canPlaySound = true; } frameIdx = barrier->frameIdx; equalZero = frameIdx == 0; lessZero = frameIdx < 0; } if (!(lessZero ^ 0 | equalZero)) { // FIXME: we shouldn't increment field_B4 (check why this value came zero sometimes) if (Shared.getMillis() - barrier->tickCount >= 0x3E8 / (barrier->field_B4+1)) { barrier->frameIdx = (barrier->frameIdx + 1) % barrier->frameCount; barrier->tickCount = Shared.getMillis(); canPlaySound = true; } } } else if (flag & 8) { // FIXME: we shouldn't increment field_B4 (check why this value came zero sometimes) if (Shared.getMillis() - barrier->tickCount >= 0x3E8 / (barrier->field_B4+1)) { uint32 frameIdx = barrier->frameIdx + 1; if (frameIdx < barrier->frameCount - 1) { if (barrier->field_688 == 1) { // TODO: get global x, y positions } } else { barrier->flags &= 0xFFFFFFF7; if (barrier->field_688 == 1) { // TODO: reset global x, y positions } } barrier->frameIdx = frameIdx; } } else if ((flag & 0xFF) & 8) { // check this if (Shared.getMillis() - barrier->tickCount >= 1000 * barrier->tickCount2) { if (rand() % barrier->field_C0 == 1) { // TODO: THIS ISNT WORKING barrier->frameIdx = (barrier->frameIdx + 1) % barrier->frameCount; barrier->tickCount = Shared.getMillis(); canPlaySound = true; } } } else if (!((flag & 0xFFFF) & 6)) { // FIXME: we shouldn't increment field_B4 (check why this value came zero sometimes) if ((Shared.getMillis() - barrier->tickCount >= 0x3E8 / (barrier->field_B4+1)) && (flag & 0x10000)) { uint32 frameIdx = barrier->frameIdx - 1; if (frameIdx <= 0) { barrier->flags &= 0xFFFEFFFF; if (barrier->field_688 == 1) { // TODO: reset global x, y positions } barrier->tickCount = Shared.getMillis(); canPlaySound = true; } if (barrier->field_688 == 1) { // TODO: get global x, y positions } barrier->frameIdx = frameIdx; } else if (Shared.getMillis() - barrier->tickCount >= 0x3E8 / (barrier->field_B4+1)) { if ((flag & 0xFF) & 2) { if (barrier->frameIdx == barrier->frameCount - 1) { barrier->frameIdx--; barrier->flags = ((flag & 0xFF) & 0xFD) | 4; } else { barrier->frameIdx++; } } else if ((flag & 0xFF) & 4) { if (barrier->frameIdx) { barrier->frameIdx--; } else { barrier->frameIdx++; barrier->flags = ((flag & 0xFF) & 0xFB) | 2; } } } } flag = barrier->flags; flag &= 0x40000; if (flag != 0) { if (barrier->frameIdx == barrier->frameCount - 1) { if (barrier->field_B4 <= 15) { barrier->field_B4 -= 2; if (barrier->field_B4 < 0) // FIXME: check this barrier->field_B4 = 0; } else { barrier->field_B4 = 15; } if (!barrier->field_B4) barrier->flags &= 0xFFFEF1C7; } } } if (canPlaySound) { // TODO: play sounds } // TODO: get sound functions according with scene } } } } void Scene::updateAmbientSounds() { } void Scene::updateMusic() { } void Scene::updateAdjustScreen() { } void Scene::OLD_UPDATE(WorldStats *worldStats) { int32 curHotspot = -1; int32 curBarrier = -1; MainActor *mainActor = _sceneResource->getMainActor(); // DEBUG // Force the screen to scroll if the mouse approaches the edges //debugScreenScrolling(bg); // DEBUGGING // Check current walk region for (uint32 a = 0; a < worldStats->numActions; a++) { if (worldStats->actions[a].actionType == 0) { ActionArea *area = &worldStats->actions[a]; PolyDefinitions poly = _sceneResource->getGamePolygons()->polygons[area->polyIdx]; if (Shared.pointInPoly(&poly, mainActor->_actorX, mainActor->_actorY)) { debugShowWalkRegion(&poly); //break; } } } uint32 newCursor = 0; if (!_rightButton) { if (_sceneResource->getWorldStats()->actors[0].flags & 0x01) { // TESTING - only draw if visible flag // Check if the character was walking before the right-button // was released. If so, change the resource to one where he/she // is standing still, facing the last active direction if (_walking) { int currentAction = mainActor->getCurrentAction(); if (currentAction > 0) mainActor->setAction(currentAction + 5); _walking = false; } mainActor->drawActor(); } } else { _walking = true; mainActor->walkTo(_mouseX, _mouseY); updateCursor(); } if (g_debugPolygons) debugShowPolygons(); if (g_debugBarriers) debugShowBarriers(); // Check if we're within a barrier for (uint32 p = 0; p < worldStats->numBarriers; p++) { BarrierItem b = worldStats->barriers[p]; if (b.flags & 0x20) { if ((b.boundingRect.left + b.x <= _mouseX + _startX) && (_mouseX + _startX < b.boundingRect.right + b.x) && (b.boundingRect.top + b.y <= _mouseY + _startY) && (_mouseY + _startY < b.boundingRect.bottom + b.y)) { animateCursor(); curBarrier = (int32)p; break; } } } // FIXME? I'm assigning a higher priority to barriers than polygons. I'm assuming // that barriers that overlap polygons will have actions associated with them, and // the polygon will be part of a walk/look region (so it's accessible elsewhere). // This could be completely wrong, and if so, we just have to check to see which // of the barrier/polygon action scripts should be processed first if (curBarrier < 0) { // Update cursor if it's in a polygon hotspot for (uint32 p = 0; p < _sceneResource->getGamePolygons()->numEntries; p++) { PolyDefinitions poly = _sceneResource->getGamePolygons()->polygons[p]; if (poly.boundingRect.contains(_mouseX + _startX, _mouseY + _startY)) { if (Shared.pointInPoly(&poly, _mouseX + _startX, _mouseY + _startY)) { curHotspot = (int32)p; animateCursor(); break; } } } } if (_leftClick) { _leftClick = false; if (curHotspot >= 0) { for (uint32 a = 0; a < worldStats->numActions; a++) { if (worldStats->actions[a].polyIdx == (uint32)curHotspot) { debugC(kDebugLevelScripts, "Hotspot: 0x%X - \"%s\", poly %d, action lists %d/%d, action type %d, sound res %d\n", worldStats->actions[a].id, worldStats->actions[a].name, worldStats->actions[a].polyIdx, worldStats->actions[a].actionListIdx1, worldStats->actions[a].actionListIdx2, worldStats->actions[a].actionType, worldStats->actions[a].soundResId); ScriptMan.setScript(&_sceneResource->getActionList()->actions[worldStats->actions[a].actionListIdx1]); } } } else if (curBarrier >= 0) { BarrierItem b = worldStats->barriers[curBarrier]; debugC(kDebugLevelScripts, "%s: action(%d) sound(%d) flags(%d/%d)\n", b.name, b.actionListIdx, b.soundResId, b.flags, b.flags2); ScriptMan.setScript(getActionList(b.actionListIdx)); } } } // ---------------------------------- // ---------- DRAW REGION ----------- // ---------------------------------- int Scene::drawScene() { Shared.getScreen()->clearGraphicsInQueue(); if (_skipDrawScene) { Shared.getScreen()->clearScreen(); } else { // Draw scene background WorldStats *worldStats = _sceneResource->getWorldStats(); GraphicFrame *bg = _bgResource->getFrame(0); Shared.getScreen()->copyToBackBuffer(((byte *)bg->surface.pixels) + _startY * bg->surface.w + _startX, bg->surface.w, worldStats->xLeft, worldStats->yTop, 640, 480); // TODO: prepare Actors and Barriers draw // TODO: draw actors drawBarriers(); // TODO: draw main actor stuff Shared.getScreen()->drawGraphicsInQueue(); // TODO: we must get rid of this OLD_UPDATE(worldStats); } return 1; } int Scene::drawBarriers() { WorldStats *worldStats = _sceneResource->getWorldStats(); uint barriersCount = worldStats->barriers.size(); if (barriersCount > 0) { for (uint32 b = 0; b < barriersCount; b++) { BarrierItem *barrier = &worldStats->barriers[b]; if (!(barrier->flags & 4) && !((barrier->flags & 0xFF) & 0x40)) { if (isBarrierOnScreen(barrier)) { //TODO: need to do something here yet if (barrier->field_67C <= 0 || barrier->field_67C >= 4) { // TODO: still missing a condition for game quality config Shared.getScreen()->addGraphicToQueue(barrier->resId, barrier->frameIdx, barrier->x, barrier->y, (barrier->flags >> 11) & 2, barrier->field_67C - 3, barrier->priority); } else { // TODO: Do Cross Fade // parameters: barrier->resId, barrier->frameIdx, barrier->x, barrier->y, worldStats->commonRes.backgroundImage, worldStats->xLeft, worldStats->yTop, 0, 0, barrier->field_67C - 1 Shared.getScreen()->addGraphicToQueue(barrier->resId, barrier->frameIdx, barrier->x, barrier->y, 0, 0, 0); } } } } } return 1; } // ---------------------------------- // ---------- SCREEN REGION ----------- // ---------------------------------- void Scene::copyToBackBufferClipped(Graphics::Surface *surface, int x, int y) { Common::Rect screenRect(_startX, _startY, _startX + 640, _startY + 480); Common::Rect animRect(x, y, x + surface->w, y + surface->h); animRect.clip(screenRect); if (!animRect.isEmpty()) { // Translate anim rectangle animRect.translate(-_startX, -_startY); int startX = animRect.right == 640 ? 0 : surface->w - animRect.width(); int startY = animRect.bottom == 480 ? 0 : surface->h - animRect.height(); if (surface->w > 640) startX = _startX; if (surface->h > 480) startY = _startY; Shared.getScreen()->copyToBackBufferWithTransparency( ((byte*)surface->pixels) + startY * surface->pitch + startX * surface->bytesPerPixel, surface->pitch, animRect.left, animRect.top, animRect.width(), animRect.height()); } } // ---------------------------------- // ---------- DEBUG REGION ----------- // ---------------------------------- void Scene::debugScreenScrolling(GraphicFrame *bg) { // Horizontal scrolling if (_mouseX < SCREEN_EDGES && _startX >= SCROLL_STEP) _startX -= SCROLL_STEP; else if (_mouseX > 640 - SCREEN_EDGES && _startX <= bg->surface.w - 640 - SCROLL_STEP) _startX += SCROLL_STEP; // Vertical scrolling if (_mouseY < SCREEN_EDGES && _startY >= SCROLL_STEP) _startY -= SCROLL_STEP; else if (_mouseY > 480 - SCREEN_EDGES && _startY <= bg->surface.h - 480 - SCROLL_STEP) _startY += SCROLL_STEP; } // WALK REGION DEBUG void Scene::debugShowWalkRegion(PolyDefinitions *poly) { Graphics::Surface surface; surface.create(poly->boundingRect.right - poly->boundingRect.left + 1, poly->boundingRect.bottom - poly->boundingRect.top + 1, 1); // Draw all lines in Polygon for (uint32 i=0; i < poly->numPoints; i++) { surface.drawLine( poly->points[i].x - poly->boundingRect.left, poly->points[i].y - poly->boundingRect.top, poly->points[(i+1) % poly->numPoints].x - poly->boundingRect.left, poly->points[(i+1) % poly->numPoints].y - poly->boundingRect.top, 0x3A); } copyToBackBufferClipped(&surface, poly->boundingRect.left, poly->boundingRect.top); surface.free(); } // POLYGONS DEBUG void Scene::debugShowPolygons() { for (uint32 p = 0; p < _sceneResource->getGamePolygons()->numEntries; p++) { Graphics::Surface surface; PolyDefinitions poly = _sceneResource->getGamePolygons()->polygons[p]; surface.create(poly.boundingRect.right - poly.boundingRect.left + 1, poly.boundingRect.bottom - poly.boundingRect.top + 1, 1); // Draw all lines in Polygon for (uint32 i=0; i < poly.numPoints; i++) { surface.drawLine( poly.points[i].x - poly.boundingRect.left, poly.points[i].y - poly.boundingRect.top, poly.points[(i+1) % poly.numPoints].x - poly.boundingRect.left, poly.points[(i+1) % poly.numPoints].y - poly.boundingRect.top, 0xFF); } copyToBackBufferClipped(&surface, poly.boundingRect.left, poly.boundingRect.top); surface.free(); } } // BARRIER DEBUGGING void Scene::debugShowBarriers() { for (uint32 p = 0; p < _sceneResource->getWorldStats()->numBarriers; p++) { Graphics::Surface surface; BarrierItem b = _sceneResource->getWorldStats()->barriers[p]; if (b.flags & 0x20) { surface.create(b.boundingRect.right - b.boundingRect.left + 1, b.boundingRect.bottom - b.boundingRect.top + 1, 1); surface.frameRect(b.boundingRect, 0x22); copyToBackBufferClipped(&surface, b.x, b.y); } surface.free(); } } } // end of namespace Asylum