scummvm/engines/tinsel/scene.cpp

307 lines
7.9 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.
*
* $URL$
* $Id$
*
* Starts up new scenes.
*/
#include "tinsel/actors.h"
#include "tinsel/anim.h"
#include "tinsel/background.h"
#include "tinsel/config.h"
#include "tinsel/cursor.h"
#include "tinsel/dw.h"
#include "tinsel/graphics.h"
#include "tinsel/handle.h"
#include "tinsel/inventory.h"
#include "tinsel/film.h"
#include "tinsel/move.h"
#include "tinsel/rince.h"
#include "tinsel/sched.h"
#include "tinsel/scn.h"
#include "tinsel/scroll.h"
#include "tinsel/sound.h" // stopAllSamples()
#include "tinsel/object.h"
#include "tinsel/pcode.h"
#include "tinsel/pid.h" // process IDs
#include "tinsel/polygons.h"
#include "tinsel/token.h"
namespace Tinsel {
//----------------- EXTERNAL FUNCTIONS ---------------------
// in BG.C
extern void DropBackground(void);
// in EFFECT.C
extern void EffectPolyProcess(CORO_PARAM, const void *);
// in PDISPLAY.C
#ifdef DEBUG
extern void CursorPositionProcess(CORO_PARAM, const void *);
#endif
extern void TagProcess(CORO_PARAM, const void *);
extern void PointProcess(CORO_PARAM, const void *);
extern void EnableTags(void);
//----------------- LOCAL DEFINES --------------------
#include "common/pack-start.h" // START STRUCT PACKING
/** scene structure - one per scene */
struct SCENE_STRUC {
int32 numEntrance; //!< number of entrances in this scene
int32 numPoly; //!< number of various polygons in this scene
int32 numActor; //!< number of actors in this scene
int32 defRefer; //!< Default refer direction
SCNHANDLE hSceneScript; //!< handle to scene script
SCNHANDLE hEntrance; //!< handle to table of entrances
SCNHANDLE hPoly; //!< handle to table of polygons
SCNHANDLE hActor; //!< handle to table of actors
} PACKED_STRUCT;
/** entrance structure - one per entrance */
struct ENTRANCE_STRUC {
int32 eNumber; //!< entrance number
SCNHANDLE hScript; //!< handle to entrance script
} PACKED_STRUCT;
#include "common/pack-end.h" // END STRUCT PACKING
//----------------- LOCAL GLOBAL DATA --------------------
#ifdef DEBUG
static bool ShowPosition = false; // Set when showpos() has been called
#endif
static SCNHANDLE SceneHandle = 0; // Current scene handle - stored in case of Save_Scene()
/**
* Started up for scene script and entrance script.
*/
static void SceneTinselProcess(CORO_PARAM, const void *param) {
// COROUTINE
CORO_BEGIN_CONTEXT;
INT_CONTEXT *pic;
CORO_END_CONTEXT(_ctx);
// get the stuff copied to process when it was created
SCNHANDLE *ss = (SCNHANDLE *)param;
assert(*ss); // Must have some code to run
CORO_BEGIN_CODE(_ctx);
_ctx->pic = InitInterpretContext(GS_SCENE, READ_LE_UINT32(ss), NOEVENT, NOPOLY, 0, NULL);
CORO_INVOKE_1(Interpret, _ctx->pic);
CORO_END_CODE;
}
/**
* Get the SCENE_STRUC
* Initialise polygons for the scene
* Initialise the actors for this scene
* Run the appropriate entrance code (if any)
* Get the default refer type
*/
static void LoadScene(SCNHANDLE scene, int entry) {
const SCENE_STRUC *ss;
const ENTRANCE_STRUC *es;
uint i;
// Scene structure
SceneHandle = scene; // Save scene handle in case of Save_Scene()
LockMem(SceneHandle); // Make sure scene is loaded
LockScene(SceneHandle); // Prevent current scene from being discarded
ss = (const SCENE_STRUC *)FindChunk(scene, CHUNK_SCENE);
assert(ss != NULL);
// Initialise all the polygons for this scene
InitPolygons(FROM_LE_32(ss->hPoly), FROM_LE_32(ss->numPoly), (entry == NO_ENTRY_NUM));
// Initialise the actors for this scene
StartActors(FROM_LE_32(ss->hActor), FROM_LE_32(ss->numActor), (entry != NO_ENTRY_NUM));
if (entry != NO_ENTRY_NUM) {
// Run the appropriate entrance code (if any)
es = (const ENTRANCE_STRUC *)LockMem(FROM_LE_32(ss->hEntrance));
for (i = 0; i < FROM_LE_32(ss->numEntrance); i++, es++) {
if (FROM_LE_32(es->eNumber) == (uint)entry) {
if (es->hScript)
g_scheduler->createProcess(PID_TCODE, SceneTinselProcess, &es->hScript, sizeof(es->hScript));
break;
}
}
if (i == FROM_LE_32(ss->numEntrance))
error("Non-existant scene entry number");
if (ss->hSceneScript)
g_scheduler->createProcess(PID_TCODE, SceneTinselProcess, &ss->hSceneScript, sizeof(ss->hSceneScript));
}
// Default refer type
SetDefaultRefer(FROM_LE_32(ss->defRefer));
}
/**
* Wrap up the last scene.
*/
void EndScene(void) {
if (SceneHandle != 0) {
UnlockScene(SceneHandle);
SceneHandle = 0;
}
KillInventory(); // Close down any open inventory
DropPolygons(); // No polygons
DropNoScrolls(); // No no-scrolls
DropBackground(); // No background
DropMActors(); // No moving actors
DropCursor(); // No cursor
DropActors(); // No actor reels running
FreeAllTokens(); // No-one has tokens
FreeMostInterpretContexts(); // Only master script still interpreting
_vm->_sound->stopAllSamples(); // Kill off any still-running sample
// init the palette manager
ResetPalAllocator();
// init the object manager
KillAllObjects();
// kill all destructable process
g_scheduler->killMatchingProcess(PID_DESTROY, PID_DESTROY);
}
/**
*
*/
void PrimeBackground(void) {
// structure for playfields
static PLAYFIELD playfield[] = {
{ // FIELD WORLD
NULL, // display list
0, // init field x
0, // init field y
0, // x vel
0, // y vel
Common::Rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT), // clip rect
false // moved flag
},
{ // FIELD STATUS
NULL, // display list
0, // init field x
0, // init field y
0, // x vel
0, // y vel
Common::Rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT), // clip rect
false // moved flag
}
};
// structure for background
static BACKGND backgnd = {
BLACK, // sky colour
Common::Point(0, 0), // initial world pos
Common::Rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT), // scroll limits
0, // no background update process
NULL, // no x scroll table
NULL, // no y scroll table
2, // 2 playfields
playfield, // playfield pointer
false // no auto-erase
};
InitBackground(&backgnd);
}
/**
* Start up the standard stuff for the next scene.
*/
void PrimeScene(void) {
bNoBlocking = false;
RestartCursor(); // Restart the cursor
EnableTags(); // Next scene with tags enabled
g_scheduler->createProcess(PID_SCROLL, ScrollProcess, NULL, 0);
g_scheduler->createProcess(PID_SCROLL, EffectPolyProcess, NULL, 0);
#ifdef DEBUG
if (ShowPosition)
g_scheduler->createProcess(PID_POSITION, CursorPositionProcess, NULL, 0);
#endif
g_scheduler->createProcess(PID_TAG, TagProcess, NULL, 0);
g_scheduler->createProcess(PID_TAG, PointProcess, NULL, 0);
// init the current background
PrimeBackground();
}
/**
* Wrap up the last scene and start up the next scene.
*/
void NewScene(SCNHANDLE scene, int entry) {
EndScene(); // Wrap up the last scene.
PrimeScene(); // Start up the standard stuff for the next scene.
LoadScene(scene, entry);
}
#ifdef DEBUG
/**
* Sets the ShowPosition flag, causing the cursor position process to be
* created in each scene.
*/
void setshowpos(void) {
ShowPosition = true;
}
#endif
/**
* Return the current scene handle.
*/
SCNHANDLE GetSceneHandle(void) {
return SceneHandle;
}
} // end of namespace Tinsel