mirror of
https://github.com/libretro/scummvm.git
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b05fa7f204
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
311 lines
7.7 KiB
C++
311 lines
7.7 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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* Process scheduler.
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*/
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#include "tinsel/handle.h"
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#include "tinsel/pcode.h"
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#include "tinsel/pid.h"
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#include "tinsel/polygons.h"
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#include "tinsel/sched.h"
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#include "common/textconsole.h"
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#include "common/util.h"
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namespace Tinsel {
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#include "common/pack-start.h" // START STRUCT PACKING
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struct PROCESS_STRUC {
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uint32 processId; // ID of process
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SCNHANDLE hProcessCode; // handle to actor script
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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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static uint32 g_numSceneProcess;
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static SCNHANDLE g_hSceneProcess;
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static uint32 g_numGlobalProcess;
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static PROCESS_STRUC *g_pGlobalProcess;
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/**************************************************************************\
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|*********** Stuff to do with scene and global processes ************|
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\**************************************************************************/
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/**
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* The code for for restored scene processes.
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*/
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static void RestoredProcessProcess(CORO_PARAM, const void *param) {
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CORO_BEGIN_CONTEXT;
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INT_CONTEXT *pic;
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CORO_END_CONTEXT(_ctx);
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CORO_BEGIN_CODE(_ctx);
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// get the stuff copied to process when it was created
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_ctx->pic = *(const PINT_CONTEXT *)param;
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_ctx->pic = RestoreInterpretContext(_ctx->pic);
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AttachInterpret(_ctx->pic, CoroScheduler.getCurrentProcess());
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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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* Process Tinsel Process
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*/
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static void ProcessTinselProcess(CORO_PARAM, const void *param) {
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const PINT_CONTEXT *pPic = (const PINT_CONTEXT *)param;
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CORO_BEGIN_CONTEXT;
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CORO_END_CONTEXT(_ctx);
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CORO_BEGIN_CODE(_ctx);
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// get the stuff copied to process when it was created
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CORO_INVOKE_1(Interpret, *pPic);
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CORO_KILL_SELF();
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CORO_END_CODE;
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}
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/**************************************************************************\
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|***************** Stuff to do with scene processes *****************|
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\**************************************************************************/
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/**
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* Called to restore a scene process.
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*/
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void RestoreSceneProcess(INT_CONTEXT *pic) {
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uint32 i;
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PROCESS_STRUC *pStruc;
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pStruc = (PROCESS_STRUC *)LockMem(g_hSceneProcess);
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for (i = 0; i < g_numSceneProcess; i++) {
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if (FROM_32(pStruc[i].hProcessCode) == pic->hCode) {
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CoroScheduler.createProcess(PID_PROCESS + i, RestoredProcessProcess,
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&pic, sizeof(pic));
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break;
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}
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}
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assert(i < g_numSceneProcess);
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}
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/**
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* Run a scene process with the given event.
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*/
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void SceneProcessEvent(CORO_PARAM, uint32 procID, TINSEL_EVENT event, bool bWait, int myEscape,
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bool *result) {
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uint32 i; // Loop counter
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if (result) *result = false;
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CORO_BEGIN_CONTEXT;
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PROCESS_STRUC *pStruc;
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Common::PPROCESS pProc;
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PINT_CONTEXT pic;
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CORO_END_CONTEXT(_ctx);
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CORO_BEGIN_CODE(_ctx);
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_ctx->pStruc = (PROCESS_STRUC *)LockMem(g_hSceneProcess);
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for (i = 0; i < g_numSceneProcess; i++) {
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if (FROM_32(_ctx->pStruc[i].processId) == procID) {
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assert(_ctx->pStruc[i].hProcessCode); // Must have some code to run
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_ctx->pic = InitInterpretContext(GS_PROCESS,
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FROM_32(_ctx->pStruc[i].hProcessCode),
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event,
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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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myEscape);
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if (_ctx->pic == NULL)
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return;
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_ctx->pProc = CoroScheduler.createProcess(PID_PROCESS + i, ProcessTinselProcess,
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&_ctx->pic, sizeof(_ctx->pic));
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AttachInterpret(_ctx->pic, _ctx->pProc);
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break;
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}
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}
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if (i == g_numSceneProcess)
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return;
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if (bWait) {
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CORO_INVOKE_2(WaitInterpret, _ctx->pProc, result);
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}
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CORO_END_CODE;
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}
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/**
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* Kill all instances of a scene process.
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*/
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void KillSceneProcess(uint32 procID) {
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uint32 i; // Loop counter
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PROCESS_STRUC *pStruc;
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pStruc = (PROCESS_STRUC *) LockMem(g_hSceneProcess);
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for (i = 0; i < g_numSceneProcess; i++) {
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if (FROM_32(pStruc[i].processId) == procID) {
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CoroScheduler.killMatchingProcess(PID_PROCESS + i, -1);
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break;
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}
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}
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}
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/**
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* Register the scene processes in a scene.
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*/
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void SceneProcesses(uint32 numProcess, SCNHANDLE hProcess) {
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g_numSceneProcess = numProcess;
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g_hSceneProcess = hProcess;
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}
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/**************************************************************************\
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|***************** Stuff to do with global processes ****************|
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\**************************************************************************/
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/**
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* Called to restore a global process.
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*/
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void RestoreGlobalProcess(INT_CONTEXT *pic) {
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uint32 i; // Loop counter
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for (i = 0; i < g_numGlobalProcess; i++) {
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if (g_pGlobalProcess[i].hProcessCode == pic->hCode) {
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CoroScheduler.createProcess(PID_GPROCESS + i, RestoredProcessProcess,
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&pic, sizeof(pic));
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break;
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}
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}
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assert(i < g_numGlobalProcess);
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}
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/**
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* Kill them all (restore game).
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*/
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void KillGlobalProcesses() {
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for (uint32 i = 0; i < g_numGlobalProcess; ++i) {
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CoroScheduler.killMatchingProcess(PID_GPROCESS + i, -1);
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}
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}
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/**
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* Run a global process with the given event.
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*/
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bool GlobalProcessEvent(CORO_PARAM, uint32 procID, TINSEL_EVENT event, bool bWait, int myEscape) {
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CORO_BEGIN_CONTEXT;
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PINT_CONTEXT pic;
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Common::PPROCESS pProc;
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CORO_END_CONTEXT(_ctx);
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bool result = false;
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CORO_BEGIN_CODE(_ctx);
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uint32 i; // Loop counter
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_ctx->pProc = NULL;
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for (i = 0; i < g_numGlobalProcess; ++i) {
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if (g_pGlobalProcess[i].processId == procID) {
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assert(g_pGlobalProcess[i].hProcessCode); // Must have some code to run
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_ctx->pic = InitInterpretContext(GS_GPROCESS,
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g_pGlobalProcess[i].hProcessCode,
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event,
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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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myEscape);
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if (_ctx->pic != NULL) {
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_ctx->pProc = CoroScheduler.createProcess(PID_GPROCESS + i, ProcessTinselProcess,
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&_ctx->pic, sizeof(_ctx->pic));
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AttachInterpret(_ctx->pic, _ctx->pProc);
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}
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break;
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}
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}
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if ((i == g_numGlobalProcess) || (_ctx->pic == NULL))
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result = false;
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else if (bWait)
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CORO_INVOKE_ARGS_V(WaitInterpret, false, (CORO_SUBCTX, _ctx->pProc, &result));
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CORO_END_CODE;
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return result;
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}
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/**
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* Kill all instances of a global process.
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*/
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void xKillGlobalProcess(uint32 procID) {
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uint32 i; // Loop counter
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for (i = 0; i < g_numGlobalProcess; ++i) {
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if (g_pGlobalProcess[i].processId == procID) {
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CoroScheduler.killMatchingProcess(PID_GPROCESS + i, -1);
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break;
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}
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}
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}
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/**
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* Register the global processes list
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*/
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void GlobalProcesses(uint32 numProcess, byte *pProcess) {
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g_pGlobalProcess = new PROCESS_STRUC[numProcess];
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g_numGlobalProcess = numProcess;
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byte *p = pProcess;
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for (uint i = 0; i < numProcess; ++i, p += 8) {
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g_pGlobalProcess[i].processId = READ_32(p);
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g_pGlobalProcess[i].hProcessCode = READ_32(p + 4);
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}
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}
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/**
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* Frees the global processes list
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*/
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void FreeGlobalProcesses() {
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delete[] g_pGlobalProcess;
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g_pGlobalProcess = 0;
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g_numGlobalProcess = 0;
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}
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} // End of namespace Tinsel
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