scummvm/engines/tinsel/bg.cpp
Filippos Karapetis b05fa7f204 TINSEL: Add resource handling of the BE resources in DW1 Mac
This is the second attempt. All the BE resources of DW1 Mac are
handled correctly now. Added READ_16, READ_32, FROM_16, FROM_32 and
TO_32 to handle all of the different cases where endianess is
already handled. Note that the game scripts are LE, so these
haven't been changed
2012-12-11 02:56:48 +02:00

282 lines
6.8 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.
*
* Plays the background film of a scene.
*/
#include "tinsel/anim.h"
#include "tinsel/background.h"
#include "tinsel/dw.h"
#include "tinsel/faders.h"
#include "tinsel/film.h"
#include "tinsel/font.h"
#include "tinsel/handle.h"
#include "tinsel/multiobj.h"
#include "tinsel/object.h"
#include "tinsel/pcode.h" // CONTROL_STARTOFF
#include "tinsel/pid.h"
#include "tinsel/sched.h"
#include "tinsel/timers.h" // For ONE_SECOND constant
#include "tinsel/tinlib.h" // For Control()
#include "tinsel/tinsel.h"
#include "common/textconsole.h"
#include "common/util.h"
namespace Tinsel {
//----------------- LOCAL GLOBAL DATA --------------------
#define MAX_BG 10
// FIXME: Avoid non-const global vars
static SCNHANDLE g_hBgPal = 0; // Background's palette
static POBJECT g_pBG[MAX_BG];
static ANIM g_thisAnim[MAX_BG]; // used by BGmainProcess()
static int g_BGspeed = 0;
static SCNHANDLE g_hBackground = 0; // Current scene handle - stored in case of Save_Scene()
static bool g_bDoFadeIn = false;
static int g_bgReels;
/**
* GetBgObject
*/
OBJECT *GetBgObject() {
return g_pBG[0];
}
/**
* BackPal
*/
SCNHANDLE BgPal() {
return g_hBgPal;
}
/**
* SetDoFadeIn
*/
void SetDoFadeIn(bool tf) {
g_bDoFadeIn = tf;
}
/**
* Called before scene change.
*/
void DropBackground() {
g_pBG[0] = NULL; // No background
if (!TinselV2)
g_hBgPal = 0; // No background palette
}
/**
* Return the width of the current background.
*/
int BgWidth() {
assert(g_pBG[0]);
return MultiRightmost(g_pBG[0]) + 1;
}
/**
* Return the height of the current background.
*/
int BgHeight() {
assert(g_pBG[0]);
return MultiLowest(g_pBG[0]) + 1;
}
/**
* Run main animation that comprises the scene background.
*/
static void BGmainProcess(CORO_PARAM, const void *param) {
// COROUTINE
CORO_BEGIN_CONTEXT;
CORO_END_CONTEXT(_ctx);
CORO_BEGIN_CODE(_ctx);
const FILM *pFilm;
const FREEL *pReel;
const MULTI_INIT *pmi;
// get the stuff copied to process when it was created
if (g_pBG[0] == NULL) {
/*** At start of scene ***/
if (!TinselV2) {
pReel = (const FREEL *)param;
// Get the MULTI_INIT structure
pmi = (const MULTI_INIT *)LockMem(FROM_32(pReel->mobj));
// Initialize and insert the object, and initialize its script.
g_pBG[0] = MultiInitObject(pmi);
MultiInsertObject(GetPlayfieldList(FIELD_WORLD), g_pBG[0]);
InitStepAnimScript(&g_thisAnim[0], g_pBG[0], FROM_32(pReel->script), g_BGspeed);
g_bgReels = 1;
} else {
/*** At start of scene ***/
pFilm = (const FILM *)LockMem(g_hBackground);
g_bgReels = FROM_32(pFilm->numreels);
int i;
for (i = 0; i < g_bgReels; i++) {
// Get the MULTI_INIT structure
pmi = (PMULTI_INIT) LockMem(FROM_32(pFilm->reels[i].mobj));
// Initialize and insert the object, and initialize its script.
g_pBG[i] = MultiInitObject(pmi);
MultiInsertObject(GetPlayfieldList(FIELD_WORLD), g_pBG[i]);
MultiSetZPosition(g_pBG[i], 0);
InitStepAnimScript(&g_thisAnim[i], g_pBG[i], FROM_32(pFilm->reels[i].script), g_BGspeed);
if (i > 0)
g_pBG[i-1]->pSlave = g_pBG[i];
}
}
if (g_bDoFadeIn) {
FadeInFast(NULL);
g_bDoFadeIn = false;
} else if (TinselV2)
PokeInTagColor();
for (;;) {
for (int i = 0; i < g_bgReels; i++) {
if (StepAnimScript(&g_thisAnim[i]) == ScriptFinished)
error("Background animation has finished");
}
CORO_SLEEP(1);
}
} else {
// New background during scene
if (!TinselV2) {
pReel = (const FREEL *)param;
InitStepAnimScript(&g_thisAnim[0], g_pBG[0], FROM_32(pReel->script), g_BGspeed);
StepAnimScript(&g_thisAnim[0]);
} else {
pFilm = (const FILM *)LockMem(g_hBackground);
assert(g_bgReels == (int32)FROM_32(pFilm->numreels));
// Just re-initialize the scripts.
for (int i = 0; i < g_bgReels; i++) {
InitStepAnimScript(&g_thisAnim[i], g_pBG[i], pFilm->reels[i].script, g_BGspeed);
StepAnimScript(&g_thisAnim[i]);
}
}
}
CORO_END_CODE;
}
/**
* Runs secondary reels for a scene background
*/
static void BGotherProcess(CORO_PARAM, const void *param) {
// COROUTINE
CORO_BEGIN_CONTEXT;
OBJECT *pObj;
ANIM anim;
CORO_END_CONTEXT(_ctx);
const FREEL *pReel = (const FREEL *)param;
const MULTI_INIT *pmi = (const MULTI_INIT *)LockMem(FROM_32(pReel->mobj));
CORO_BEGIN_CODE(_ctx);
// Initialize and insert the object, and initialize its script.
_ctx->pObj = MultiInitObject(pmi);
MultiInsertObject(GetPlayfieldList(FIELD_WORLD), _ctx->pObj);
InitStepAnimScript(&_ctx->anim, g_pBG[0], FROM_32(pReel->script), g_BGspeed);
while (StepAnimScript(&_ctx->anim) != ScriptFinished)
CORO_SLEEP(1);
CORO_END_CODE;
}
/**
* AetBgPal()
*/
void SetBackPal(SCNHANDLE hPal) {
g_hBgPal = hPal;
FettleFontPal(g_hBgPal);
CreateTranslucentPalette(g_hBgPal);
}
void ChangePalette(SCNHANDLE hPal) {
SwapPalette(FindPalette(g_hBgPal), hPal);
SetBackPal(hPal);
}
/**
* Given the scene background film, extracts the palette handle for
* everything else's use, then starts a display process for each reel
* in the film.
* @param hFilm Scene background film
*/
void StartupBackground(CORO_PARAM, SCNHANDLE hFilm) {
CORO_BEGIN_CONTEXT;
CORO_END_CONTEXT(_ctx);
CORO_BEGIN_CODE(_ctx);
const FILM *pfilm;
IMAGE *pim;
g_hBackground = hFilm; // Save handle in case of Save_Scene()
pim = GetImageFromFilm(hFilm, 0, NULL, NULL, &pfilm);
SetBackPal(FROM_32(pim->hImgPal));
// Extract the film speed
g_BGspeed = ONE_SECOND / FROM_32(pfilm->frate);
// Start display process for each reel in the film
CoroScheduler.createProcess(PID_REEL, BGmainProcess, &pfilm->reels[0], sizeof(FREEL));
if (TinselV0) {
for (uint i = 1; i < FROM_32(pfilm->numreels); ++i)
CoroScheduler.createProcess(PID_REEL, BGotherProcess, &pfilm->reels[i], sizeof(FREEL));
}
if (g_pBG[0] == NULL)
ControlStartOff();
if (TinselV2 && (coroParam != Common::nullContext))
CORO_GIVE_WAY;
CORO_END_CODE;
}
/**
* Return the current scene handle.
*/
SCNHANDLE GetBgroundHandle() {
return g_hBackground;
}
} // End of namespace Tinsel