mirror of
https://github.com/libretro/scummvm.git
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486 lines
12 KiB
C++
486 lines
12 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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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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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Starts up new scenes.
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*/
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#include "tinsel/actors.h"
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#include "tinsel/anim.h"
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#include "tinsel/background.h"
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#include "tinsel/config.h"
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#include "tinsel/cursor.h"
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#include "tinsel/dialogs.h"
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#include "tinsel/dw.h"
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#include "tinsel/graphics.h"
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#include "tinsel/handle.h"
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#include "tinsel/film.h"
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#include "tinsel/font.h"
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#include "tinsel/mareels.h"
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#include "tinsel/move.h"
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#include "tinsel/music.h"
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#include "tinsel/object.h"
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#include "tinsel/pcode.h"
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#include "tinsel/pid.h" // process IDs
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#include "tinsel/play.h"
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#include "tinsel/polygons.h"
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#include "tinsel/rince.h"
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#include "tinsel/sched.h"
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#include "tinsel/scn.h"
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#include "tinsel/scroll.h"
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#include "tinsel/sound.h" // stopAllSamples()
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#include "tinsel/sysvar.h"
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#include "tinsel/token.h"
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#include "common/textconsole.h"
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namespace Tinsel {
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//----------------- EXTERNAL FUNCTIONS ---------------------
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// in BG.C
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extern void DropBackground();
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// in EFFECT.C
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extern void EffectPolyProcess(CORO_PARAM, const void *);
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// in PDISPLAY.C
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#ifdef DEBUG
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extern void CursorPositionProcess(CORO_PARAM, const void *);
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#endif
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extern void TagProcess(CORO_PARAM, const void *);
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extern void PointProcess(CORO_PARAM, const void *);
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extern void EnableTags();
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//----------------- LOCAL DEFINES --------------------
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#include "common/pack-start.h" // START STRUCT PACKING
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/** scene structure - one per scene */
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struct SCENE_STRUC {
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int32 defRefer; // Default refer direction (REFTYPE)
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SCNHANDLE hSceneScript; // handle to scene script
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SCNHANDLE hSceneDesc; // handle to scene description
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int32 numEntrance; // number of entrances in this scene
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SCNHANDLE hEntrance; // handle to table of entrances
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int32 numPoly; // number of various polygons in this scene
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SCNHANDLE hPoly; // handle to table of polygons
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int32 numTaggedActor; // number of tagged actors in this scene
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SCNHANDLE hTaggedActor; // handle to table of tagged actors
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int32 numProcess; // number of processes in this scene
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SCNHANDLE hProcess; // handle to table of processes
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SCNHANDLE hMusicScript; // handle to music script data
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SCNHANDLE hMusicSegment;// handle to music segments
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} PACKED_STRUCT;
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/** entrance structure - one per entrance */
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struct ENTRANCE_STRUC {
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int32 eNumber; ///< entrance number
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SCNHANDLE hScript; ///< handle to entrance script
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// Tinsel 2 fields
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SCNHANDLE hEntDesc; // handle to entrance description
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uint32 flags;
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} PACKED_STRUCT;
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#include "common/pack-end.h" // END STRUCT PACKING
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//----------------- LOCAL GLOBAL DATA --------------------
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// FIXME: Avoid non-const global vars
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#ifdef DEBUG
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static bool ShowPosition = false; // Set when showpos() has been called
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#endif
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int sceneCtr = 0;
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static int initialMyEscape;
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static SCNHANDLE SceneHandle = 0; // Current scene handle - stored in case of Save_Scene()
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SCENE_STRUC tempStruc;
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struct TP_INIT {
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SCNHANDLE hTinselCode; // Code
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TINSEL_EVENT event; // Triggering event
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};
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const SCENE_STRUC *GetSceneStruc(const byte *pStruc) {
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if (TinselVersion == TINSEL_V2)
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return (const SCENE_STRUC *)pStruc;
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// Copy appropriate fields into tempStruc, and return a pointer to it
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const byte *p = pStruc;
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memset(&tempStruc, 0, sizeof(SCENE_STRUC));
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tempStruc.numEntrance = READ_UINT32(p); p += sizeof(uint32);
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tempStruc.numPoly = READ_UINT32(p); p += sizeof(uint32);
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tempStruc.numTaggedActor = READ_UINT32(p); p += sizeof(uint32);
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tempStruc.defRefer = READ_UINT32(p); p += sizeof(uint32);
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tempStruc.hSceneScript = READ_UINT32(p); p += sizeof(uint32);
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tempStruc.hEntrance = READ_UINT32(p); p += sizeof(uint32);
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tempStruc.hPoly = READ_UINT32(p); p += sizeof(uint32);
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tempStruc.hTaggedActor = READ_UINT32(p); p += sizeof(uint32);
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return &tempStruc;
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}
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/**
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* Started up for scene script and entrance script.
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*/
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static void SceneTinselProcess(CORO_PARAM, const void *param) {
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// COROUTINE
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CORO_BEGIN_CONTEXT;
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INT_CONTEXT *pic;
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const TP_INIT *pInit;
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int myEscape;
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CORO_END_CONTEXT(_ctx);
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CORO_BEGIN_CODE(_ctx);
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// The following myEscape value setting is used for enabling title screen skipping in DW1
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if (TinselV1 && (sceneCtr == 1)) initialMyEscape = GetEscEvents();
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_ctx->myEscape = (TinselV1 && (sceneCtr < 4)) ? initialMyEscape : 0;
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// get the stuff copied to process when it was created
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_ctx->pInit = (const TP_INIT *)param;
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assert(_ctx->pInit);
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assert(_ctx->pInit->hTinselCode); // Must have some code to run
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_ctx->pic = InitInterpretContext(GS_SCENE,
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READ_LE_UINT32(&_ctx->pInit->hTinselCode),
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TinselV2 ? _ctx->pInit->event : NOEVENT,
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NOPOLY, // No polygon
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0, // No actor
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NULL, // No object
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_ctx->myEscape);
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CORO_INVOKE_1(Interpret, _ctx->pic);
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CORO_END_CODE;
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}
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/**
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* Start up a SceneTinselProcess() running the scene
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* script for various events.
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*/
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void SendSceneTinselProcess(TINSEL_EVENT event) {
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SCENE_STRUC *ss;
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if (SceneHandle != (SCNHANDLE)NULL) {
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ss = (SCENE_STRUC *) FindChunk(SceneHandle, CHUNK_SCENE);
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if (ss->hSceneScript) {
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TP_INIT init;
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init.event = event;
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init.hTinselCode = ss->hSceneScript;
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g_scheduler->createProcess(PID_TCODE, SceneTinselProcess, &init, sizeof(init));
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}
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}
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}
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/**
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* Get the SCENE_STRUC
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* Initialize polygons for the scene
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* Initialize the actors for this scene
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* Run the appropriate entrance code (if any)
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* Get the default refer type
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*/
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static void LoadScene(SCNHANDLE scene, int entry) {
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uint i;
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TP_INIT init;
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const SCENE_STRUC *ss;
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const ENTRANCE_STRUC *es;
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// Scene handle
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SceneHandle = scene; // Save scene handle in case of Save_Scene()
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LockMem(SceneHandle); // Make sure scene is loaded
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LockScene(SceneHandle); // Prevent current scene from being discarded
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if (TinselV2) {
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// CdPlay() stuff
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byte *cptr = FindChunk(scene, CHUNK_CDPLAY_FILENUM);
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assert(cptr);
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i = READ_LE_UINT32(cptr);
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assert(i < 512);
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cptr = FindChunk(scene, CHUNK_CDPLAY_FILENAME);
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assert(cptr);
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SetCdPlaySceneDetails(i, (const char *)cptr);
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}
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// Find scene structure
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ss = GetSceneStruc(FindChunk(scene, CHUNK_SCENE));
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assert(ss != NULL);
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if (TinselV2) {
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// Music stuff
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char *cptr = (char *)FindChunk(scene, CHUNK_MUSIC_FILENAME);
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assert(cptr);
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_vm->_pcmMusic->setMusicSceneDetails(FROM_LE_32(ss->hMusicScript),
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FROM_LE_32(ss->hMusicSegment), cptr);
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}
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if (entry == NO_ENTRY_NUM) {
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// Restoring scene
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// Initialize all the polygons for this scene
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InitPolygons(FROM_LE_32(ss->hPoly), FROM_LE_32(ss->numPoly), true);
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// Initialize the actors for this scene
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StartTaggedActors(FROM_LE_32(ss->hTaggedActor), FROM_LE_32(ss->numTaggedActor), false);
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if (TinselV2)
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// Returning from cutscene
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SendSceneTinselProcess(RESTORE);
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} else {
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// Genuine new scene
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// Initialize all the polygons for this scene
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InitPolygons(FROM_LE_32(ss->hPoly), FROM_LE_32(ss->numPoly), false);
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// Initialize the actors for this scene
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StartTaggedActors(FROM_LE_32(ss->hTaggedActor), FROM_LE_32(ss->numTaggedActor), true);
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// Run the appropriate entrance code (if any)
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es = (const ENTRANCE_STRUC *)LockMem(FROM_LE_32(ss->hEntrance));
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for (i = 0; i < FROM_LE_32(ss->numEntrance); i++) {
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if (FROM_LE_32(es->eNumber) == (uint)entry) {
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if (es->hScript) {
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init.event = STARTUP;
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init.hTinselCode = es->hScript;
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g_scheduler->createProcess(PID_TCODE, SceneTinselProcess, &init, sizeof(init));
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}
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break;
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}
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// Move to next entrance
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if (TinselV2)
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++es;
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else
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es = (const ENTRANCE_STRUC *)((const byte *)es + 8);
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}
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if (i == FROM_LE_32(ss->numEntrance))
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error("Non-existant scene entry number");
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if (ss->hSceneScript) {
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init.event = STARTUP;
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init.hTinselCode = ss->hSceneScript;
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g_scheduler->createProcess(PID_TCODE, SceneTinselProcess, &init, sizeof(init));
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}
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}
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// Default refer type
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SetDefaultRefer(FROM_LE_32(ss->defRefer));
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// Scene's processes
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SceneProcesses(FROM_LE_32(ss->numProcess), FROM_LE_32(ss->hProcess));
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}
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/**
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* Wrap up the last scene.
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*/
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void EndScene() {
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if (SceneHandle != 0) {
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UnlockScene(SceneHandle);
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SceneHandle = 0;
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}
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KillInventory(); // Close down any open inventory
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DropPolygons(); // No polygons
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DropScroll(); // No no-scrolls
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DropBackground(); // No background
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DropMovers(); // No moving actors
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DropCursor(); // No cursor
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DropActors(); // No actor reels running
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FreeAllTokens(); // No-one has tokens
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FreeMostInterpretContexts(); // Only master script still interpreting
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if (TinselV2) {
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SetSysVar(ISV_DIVERT_ACTOR, 0);
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SetSysVar(ISV_GHOST_ACTOR, 0);
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SetSysVar(SV_MinimumXoffset, 0);
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SetSysVar(SV_MaximumXoffset, 0);
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SetSysVar(SV_MinimumYoffset, 0);
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SetSysVar(SV_MaximumYoffset, 0);
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ResetFontHandles();
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NoSoundReels();
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}
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_vm->_sound->stopAllSamples(); // Kill off any still-running sample
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//_vm->_mixer->stopAll();
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// init the palette manager
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ResetPalAllocator();
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// init the object manager
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KillAllObjects();
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// kill all destructable process
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g_scheduler->killMatchingProcess(PID_DESTROY, PID_DESTROY);
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}
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/**
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*
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*/
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void PrimeBackground() {
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// structure for playfields
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// FIXME: Avoid non-const global vars
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// TODO: We should simply merge this function with InitBackground
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// in order to avoid the static var and the problems associate
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// with it.
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static PLAYFIELD playfield[] = {
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{ // FIELD WORLD
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NULL, // display list
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0, // init field x
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0, // init field y
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0, // x vel
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0, // y vel
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Common::Rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT), // clip rect
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false // moved flag
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},
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{ // FIELD STATUS
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NULL, // display list
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0, // init field x
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0, // init field y
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0, // x vel
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0, // y vel
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Common::Rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT), // clip rect
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false // moved flag
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}
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};
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// structure for background
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static const BACKGND backgnd = {
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BLACK, // sky color
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Common::Point(0, 0), // initial world pos
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Common::Rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT), // scroll limits
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0, // no background update process
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NULL, // no x scroll table
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NULL, // no y scroll table
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2, // 2 playfields
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playfield, // playfield pointer
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false // no auto-erase
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};
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InitBackground(&backgnd);
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}
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/**
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* Start up the standard stuff for the next scene.
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*/
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void PrimeScene() {
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SetNoBlocking(false);
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SetSysVar(SYS_SceneFxDimFactor, SysVar(SYS_DefaultFxDimFactor));
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RestartCursor(); // Restart the cursor
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if (!TinselV2)
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EnableTags(); // Next scene with tags enabled
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g_scheduler->createProcess(PID_SCROLL, ScrollProcess, NULL, 0);
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g_scheduler->createProcess(PID_SCROLL, EffectPolyProcess, NULL, 0);
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#ifdef DEBUG
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if (ShowPosition)
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g_scheduler->createProcess(PID_POSITION, CursorPositionProcess, NULL, 0);
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#endif
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g_scheduler->createProcess(PID_TAG, TagProcess, NULL, 0);
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g_scheduler->createProcess(PID_TAG, PointProcess, NULL, 0);
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// init the current background
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PrimeBackground();
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}
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/**
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* Wrap up the last scene and start up the next scene.
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*/
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void StartNewScene(SCNHANDLE scene, int entry) {
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EndScene(); // Wrap up the last scene.
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if (TinselV2) {
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TouchMoverReels();
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LockMem(scene); // Do CD change before PrimeScene
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}
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PrimeScene(); // Start up the standard stuff for the next scene.
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LoadScene(scene, entry);
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}
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#ifdef DEBUG
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/**
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* Sets the ShowPosition flag, causing the cursor position process to be
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* created in each scene.
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*/
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void setshowpos() {
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ShowPosition = true;
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}
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#endif
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/**
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* Return the current scene handle.
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*/
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SCNHANDLE GetSceneHandle() {
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return SceneHandle;
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}
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/**
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* DoHailScene
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*/
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void DoHailScene(SCNHANDLE scene) {
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// Find scene structure
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const SCENE_STRUC *ss = GetSceneStruc(FindChunk(scene, CHUNK_SCENE));
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if (ss != NULL && ss->hSceneScript) {
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TP_INIT init;
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init.event = NOEVENT;
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init.hTinselCode = ss->hSceneScript;
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g_scheduler->createProcess(PID_TCODE, SceneTinselProcess, &init, sizeof(init));
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}
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}
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/**
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* WrapScene
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*/
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void WrapScene() {
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SendSceneTinselProcess(CLOSEDOWN);
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}
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} // End of namespace Tinsel
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