scummvm/engines/tinsel/savescn.cpp
Ori Avtalion 9414d7a6e2 JANITORIAL: Reduce header dependencies in shared code
Some backends may break as I only compiled SDL
2011-04-28 15:08:58 +03:00

480 lines
12 KiB
C++

/* 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.
*
* $URL$
* $Id$
*
* Save and restore scene and game.
*/
#include "tinsel/actors.h"
#include "tinsel/background.h"
#include "tinsel/config.h"
#include "tinsel/drives.h"
#include "tinsel/dw.h"
#include "tinsel/faders.h" // FadeOutFast()
#include "tinsel/graphics.h" // ClearScreen()
#include "tinsel/handle.h"
#include "tinsel/dialogs.h"
#include "tinsel/music.h"
#include "tinsel/pid.h"
#include "tinsel/play.h"
#include "tinsel/polygons.h"
#include "tinsel/rince.h"
#include "tinsel/savescn.h"
#include "tinsel/scene.h"
#include "tinsel/sched.h"
#include "tinsel/scroll.h"
#include "tinsel/sound.h"
#include "tinsel/sysvar.h"
#include "tinsel/tinlib.h"
#include "tinsel/token.h"
#include "common/textconsole.h"
namespace Tinsel {
//----------------- EXTERN FUNCTIONS --------------------
// in BG.C
extern SCNHANDLE GetBgroundHandle();
extern void SetDoFadeIn(bool tf);
// In DOS_DW.C
void RestoreMasterProcess(INT_CONTEXT *pic);
// in EVENTS.C (declared here and not in events.h because of strange goings-on)
void RestoreProcess(INT_CONTEXT *pic);
// in SCENE.C
extern SCNHANDLE GetSceneHandle();
//----------------- LOCAL DEFINES --------------------
enum {
RS_COUNT = 5, // Restore scene count
MAX_NEST = 4
};
//----------------- EXTERNAL GLOBAL DATA --------------------
extern int thingHeld;
extern int restoreCD;
extern SRSTATE SRstate;
//----------------- LOCAL GLOBAL DATA --------------------
// FIXME: Avoid non-const global vars
static bool ASceneIsSaved = false;
static int savedSceneCount = 0;
static bool bNotDoneYet = false;
//static SAVED_DATA ssData[MAX_NEST];
static SAVED_DATA *ssData = NULL;
static SAVED_DATA sgData;
static SAVED_DATA *rsd = 0;
static int RestoreSceneCount = 0;
static bool bNoFade = false;
//----------------- FORWARD REFERENCES --------------------
/**
* Save current scene.
* @param sd Pointer to the scene data
*/
void DoSaveScene(SAVED_DATA *sd) {
sd->SavedSceneHandle = GetSceneHandle();
sd->SavedBgroundHandle = GetBgroundHandle();
SaveMovers(sd->SavedMoverInfo);
sd->NumSavedActors = SaveActors(sd->SavedActorInfo);
PlayfieldGetPos(FIELD_WORLD, &sd->SavedLoffset, &sd->SavedToffset);
SaveInterpretContexts(sd->SavedICInfo);
sd->SavedControl = ControlIsOn();
sd->SavedNoBlocking = GetNoBlocking();
GetNoScrollData(&sd->SavedNoScrollData);
if (TinselV2) {
// Tinsel 2 specific data save
SaveActorZ(sd->savedActorZ);
SaveZpositions(sd->zPositions);
SavePolygonStuff(sd->SavedPolygonStuff);
_vm->_pcmMusic->getTunePlaying(sd->SavedTune, sizeof(sd->SavedTune));
sd->bTinselDim = _vm->_pcmMusic->getMusicTinselDimmed();
sd->SavedScrollFocus = GetScrollFocus();
SaveSysVars(sd->SavedSystemVars);
SaveSoundReels(sd->SavedSoundReels);
} else {
// Tinsel 1 specific data save
SaveDeadPolys(sd->SavedDeadPolys);
CurrentMidiFacts(&sd->SavedMidi, &sd->SavedLoop);
}
ASceneIsSaved = true;
}
/**
* Initiate restoration of the saved scene.
* @param sd Pointer to the scene data
* @param bFadeOut Flag to perform a fade out
*/
void DoRestoreScene(SAVED_DATA *sd, bool bFadeOut) {
rsd = sd;
if (bFadeOut)
RestoreSceneCount = RS_COUNT + COUNTOUT_COUNT; // Set restore scene count
else
RestoreSceneCount = RS_COUNT; // Set restore scene count
}
void InitialiseSaveScenes() {
if (ssData == NULL) {
ssData = (SAVED_DATA *)calloc(MAX_NEST, sizeof(SAVED_DATA));
if (ssData == NULL) {
error("Cannot allocate memory for scene changes");
}
} else {
// Re-initialise - no scenes saved
savedSceneCount = 0;
}
}
void FreeSaveScenes() {
free(ssData);
ssData = NULL;
}
/**
* Checks that all non-moving actors are playing the same reel as when
* the scene was saved.
* Also 'stand' all the moving actors at their saved positions.
*/
void sortActors(SAVED_DATA *sd) {
assert(!TinselV2);
for (int i = 0; i < sd->NumSavedActors; i++) {
ActorsLife(sd->SavedActorInfo[i].actorID, sd->SavedActorInfo[i].bAlive);
// Should be playing the same reel.
if (sd->SavedActorInfo[i].presFilm != 0) {
if (!actorAlive(sd->SavedActorInfo[i].actorID))
continue;
RestoreActorReels(sd->SavedActorInfo[i].presFilm, sd->SavedActorInfo[i].presRnum, sd->SavedActorInfo[i].zFactor,
sd->SavedActorInfo[i].presPlayX, sd->SavedActorInfo[i].presPlayY);
}
}
RestoreAuxScales(sd->SavedMoverInfo);
for (int i = 0; i < MAX_MOVERS; i++) {
if (sd->SavedMoverInfo[i].bActive)
Stand(nullContext, sd->SavedMoverInfo[i].actorID, sd->SavedMoverInfo[i].objX,
sd->SavedMoverInfo[i].objY, sd->SavedMoverInfo[i].hLastfilm);
}
}
/**
* Stand all the moving actors at their saved positions.
* Not called from the foreground.
*/
static void SortMAProcess(CORO_PARAM, const void *) {
CORO_BEGIN_CONTEXT;
int i;
int viaActor;
CORO_END_CONTEXT(_ctx);
CORO_BEGIN_CODE(_ctx);
// Disable via actor for the stands
_ctx->viaActor = SysVar(ISV_DIVERT_ACTOR);
SetSysVar(ISV_DIVERT_ACTOR, 0);
RestoreAuxScales(rsd->SavedMoverInfo);
for (_ctx->i = 0; _ctx->i < MAX_MOVERS; _ctx->i++) {
if (rsd->SavedMoverInfo[_ctx->i].bActive) {
CORO_INVOKE_ARGS(Stand, (CORO_SUBCTX, rsd->SavedMoverInfo[_ctx->i].actorID,
rsd->SavedMoverInfo[_ctx->i].objX, rsd->SavedMoverInfo[_ctx->i].objY,
rsd->SavedMoverInfo[_ctx->i].hLastfilm));
if (rsd->SavedMoverInfo[_ctx->i].bHidden)
HideMover(GetMover(rsd->SavedMoverInfo[_ctx->i].actorID));
}
ActorPalette(rsd->SavedMoverInfo[_ctx->i].actorID,
rsd->SavedMoverInfo[_ctx->i].startColor, rsd->SavedMoverInfo[_ctx->i].paletteLength);
if (rsd->SavedMoverInfo[_ctx->i].brightness != BOGUS_BRIGHTNESS)
ActorBrightness(rsd->SavedMoverInfo[_ctx->i].actorID, rsd->SavedMoverInfo[_ctx->i].brightness);
}
// Restore via actor
SetSysVar(ISV_DIVERT_ACTOR, _ctx->viaActor);
bNotDoneYet = false;
CORO_END_CODE;
}
//---------------------------------------------------------------------------
void ResumeInterprets() {
// Master script only affected on restore game, not restore scene
if (!TinselV2 && (rsd == &sgData)) {
g_scheduler->killMatchingProcess(PID_MASTER_SCR, -1);
FreeMasterInterpretContext();
}
for (int i = 0; i < NUM_INTERPRET; i++) {
switch (rsd->SavedICInfo[i].GSort) {
case GS_NONE:
break;
case GS_INVENTORY:
if (rsd->SavedICInfo[i].event != POINTED) {
RestoreProcess(&rsd->SavedICInfo[i]);
}
break;
case GS_MASTER:
// Master script only affected on restore game, not restore scene
if (rsd == &sgData)
RestoreMasterProcess(&rsd->SavedICInfo[i]);
break;
case GS_PROCESS:
// Tinsel 2 process
RestoreSceneProcess(&rsd->SavedICInfo[i]);
break;
case GS_GPROCESS:
// Tinsel 2 Global processes only affected on restore game, not restore scene
if (rsd == &sgData)
RestoreGlobalProcess(&rsd->SavedICInfo[i]);
break;
case GS_ACTOR:
if (TinselV2)
RestoreProcess(&rsd->SavedICInfo[i]);
else
RestoreActorProcess(rsd->SavedICInfo[i].idActor, &rsd->SavedICInfo[i]);
break;
case GS_POLYGON:
case GS_SCENE:
RestoreProcess(&rsd->SavedICInfo[i]);
break;
default:
warning("Unhandled GSort in ResumeInterprets");
}
}
}
/**
* Do restore scene
* @param n Id
*/
static int DoRestoreSceneFrame(SAVED_DATA *sd, int n) {
switch (n) {
case RS_COUNT + COUNTOUT_COUNT:
// Trigger pre-load and fade and start countdown
FadeOutFast(NULL);
break;
case RS_COUNT:
_vm->_sound->stopAllSamples();
ClearScreen();
if (TinselV2) {
// Master script only affected on restore game, not restore scene
if (sd == &sgData) {
g_scheduler->killMatchingProcess(PID_MASTER_SCR);
KillGlobalProcesses();
FreeMasterInterpretContext();
}
RestorePolygonStuff(sd->SavedPolygonStuff);
// Abandon temporarily if different CD
if (sd == &sgData && restoreCD != GetCurrentCD()) {
SRstate = SR_IDLE;
EndScene();
SetNextCD(restoreCD);
CDChangeForRestore(restoreCD);
return 0;
}
} else {
RestoreDeadPolys(sd->SavedDeadPolys);
}
// Start up the scene
StartNewScene(sd->SavedSceneHandle, NO_ENTRY_NUM);
SetDoFadeIn(!bNoFade);
bNoFade = false;
StartupBackground(nullContext, sd->SavedBgroundHandle);
if (TinselV2) {
Offset(EX_USEXY, sd->SavedLoffset, sd->SavedToffset);
} else {
KillScroll();
PlayfieldSetPos(FIELD_WORLD, sd->SavedLoffset, sd->SavedToffset);
SetNoBlocking(sd->SavedNoBlocking);
}
RestoreNoScrollData(&sd->SavedNoScrollData);
if (TinselV2) {
// create process to sort out the moving actors
g_scheduler->createProcess(PID_MOVER, SortMAProcess, NULL, 0);
bNotDoneYet = true;
RestoreActorZ(sd->savedActorZ);
RestoreZpositions(sd->zPositions);
RestoreSysVars(sd->SavedSystemVars);
CreateGhostPalette(BgPal());
RestoreActors(sd->NumSavedActors, sd->SavedActorInfo);
RestoreSoundReels(sd->SavedSoundReels);
return 1;
}
sortActors(sd);
break;
case 2:
break;
case 1:
if (TinselV2) {
if (bNotDoneYet)
return n;
if (sd == &sgData)
HoldItem(thingHeld, true);
if (sd->bTinselDim)
_vm->_pcmMusic->dim(true);
_vm->_pcmMusic->restoreThatTune(sd->SavedTune);
ScrollFocus(sd->SavedScrollFocus);
} else {
RestoreMidiFacts(sd->SavedMidi, sd->SavedLoop);
}
if (sd->SavedControl)
ControlOn(); // Control was on
ResumeInterprets();
break;
default:
break;
}
return n - 1;
}
/**
* Restore game
* @param num num
*/
void RestoreGame(int num) {
KillInventory();
RequestRestoreGame(num, &sgData, &savedSceneCount, ssData);
// Actual restoring is performed by ProcessSRQueue
}
/**
* Save game
* @param name Name of savegame
* @param desc Description of savegame
*/
void SaveGame(char *name, char *desc) {
// Get current scene data
DoSaveScene(&sgData);
RequestSaveGame(name, desc, &sgData, &savedSceneCount, ssData);
// Actual saving is performed by ProcessSRQueue
}
//---------------------------------------------------------------------------------
bool IsRestoringScene() {
if (RestoreSceneCount) {
RestoreSceneCount = DoRestoreSceneFrame(rsd, RestoreSceneCount);
}
return RestoreSceneCount ? true : false;
}
/**
* Restores Scene
*/
void TinselRestoreScene(bool bFade) {
// only called by restore_scene PCODE
if (RestoreSceneCount == 0) {
assert(savedSceneCount >= 1); // No saved scene to restore
if (ASceneIsSaved)
DoRestoreScene(&ssData[--savedSceneCount], bFade);
if (!bFade)
bNoFade = true;
}
}
/**
* Please Save Scene
*/
void TinselSaveScene(CORO_PARAM) {
// only called by save_scene PCODE
CORO_BEGIN_CONTEXT;
CORO_END_CONTEXT(_ctx);
CORO_BEGIN_CODE(_ctx);
assert(savedSceneCount < MAX_NEST); // nesting limit reached
// Don't save the same thing multiple times!
// FIXME/TODO: Maybe this can be changed to an assert?
if (savedSceneCount && ssData[savedSceneCount-1].SavedSceneHandle == GetSceneHandle())
CORO_KILL_SELF();
DoSaveScene(&ssData[savedSceneCount++]);
CORO_END_CODE;
}
} // End of namespace Tinsel