scummvm/engines/tinsel/sched.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

311 lines
7.7 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.
*
* Process scheduler.
*/
#include "tinsel/handle.h"
#include "tinsel/pcode.h"
#include "tinsel/pid.h"
#include "tinsel/polygons.h"
#include "tinsel/sched.h"
#include "common/textconsole.h"
#include "common/util.h"
namespace Tinsel {
#include "common/pack-start.h" // START STRUCT PACKING
struct PROCESS_STRUC {
uint32 processId; // ID of process
SCNHANDLE hProcessCode; // handle to actor script
} PACKED_STRUCT;
#include "common/pack-end.h" // END STRUCT PACKING
//----------------- LOCAL GLOBAL DATA --------------------
// FIXME: Avoid non-const global vars
static uint32 g_numSceneProcess;
static SCNHANDLE g_hSceneProcess;
static uint32 g_numGlobalProcess;
static PROCESS_STRUC *g_pGlobalProcess;
/**************************************************************************\
|*********** Stuff to do with scene and global processes ************|
\**************************************************************************/
/**
* The code for for restored scene processes.
*/
static void RestoredProcessProcess(CORO_PARAM, const void *param) {
CORO_BEGIN_CONTEXT;
INT_CONTEXT *pic;
CORO_END_CONTEXT(_ctx);
CORO_BEGIN_CODE(_ctx);
// get the stuff copied to process when it was created
_ctx->pic = *(const PINT_CONTEXT *)param;
_ctx->pic = RestoreInterpretContext(_ctx->pic);
AttachInterpret(_ctx->pic, CoroScheduler.getCurrentProcess());
CORO_INVOKE_1(Interpret, _ctx->pic);
CORO_END_CODE;
}
/**
* Process Tinsel Process
*/
static void ProcessTinselProcess(CORO_PARAM, const void *param) {
const PINT_CONTEXT *pPic = (const PINT_CONTEXT *)param;
CORO_BEGIN_CONTEXT;
CORO_END_CONTEXT(_ctx);
CORO_BEGIN_CODE(_ctx);
// get the stuff copied to process when it was created
CORO_INVOKE_1(Interpret, *pPic);
CORO_KILL_SELF();
CORO_END_CODE;
}
/**************************************************************************\
|***************** Stuff to do with scene processes *****************|
\**************************************************************************/
/**
* Called to restore a scene process.
*/
void RestoreSceneProcess(INT_CONTEXT *pic) {
uint32 i;
PROCESS_STRUC *pStruc;
pStruc = (PROCESS_STRUC *)LockMem(g_hSceneProcess);
for (i = 0; i < g_numSceneProcess; i++) {
if (FROM_32(pStruc[i].hProcessCode) == pic->hCode) {
CoroScheduler.createProcess(PID_PROCESS + i, RestoredProcessProcess,
&pic, sizeof(pic));
break;
}
}
assert(i < g_numSceneProcess);
}
/**
* Run a scene process with the given event.
*/
void SceneProcessEvent(CORO_PARAM, uint32 procID, TINSEL_EVENT event, bool bWait, int myEscape,
bool *result) {
uint32 i; // Loop counter
if (result) *result = false;
CORO_BEGIN_CONTEXT;
PROCESS_STRUC *pStruc;
Common::PPROCESS pProc;
PINT_CONTEXT pic;
CORO_END_CONTEXT(_ctx);
CORO_BEGIN_CODE(_ctx);
_ctx->pStruc = (PROCESS_STRUC *)LockMem(g_hSceneProcess);
for (i = 0; i < g_numSceneProcess; i++) {
if (FROM_32(_ctx->pStruc[i].processId) == procID) {
assert(_ctx->pStruc[i].hProcessCode); // Must have some code to run
_ctx->pic = InitInterpretContext(GS_PROCESS,
FROM_32(_ctx->pStruc[i].hProcessCode),
event,
NOPOLY, // No polygon
0, // No actor
NULL, // No object
myEscape);
if (_ctx->pic == NULL)
return;
_ctx->pProc = CoroScheduler.createProcess(PID_PROCESS + i, ProcessTinselProcess,
&_ctx->pic, sizeof(_ctx->pic));
AttachInterpret(_ctx->pic, _ctx->pProc);
break;
}
}
if (i == g_numSceneProcess)
return;
if (bWait) {
CORO_INVOKE_2(WaitInterpret, _ctx->pProc, result);
}
CORO_END_CODE;
}
/**
* Kill all instances of a scene process.
*/
void KillSceneProcess(uint32 procID) {
uint32 i; // Loop counter
PROCESS_STRUC *pStruc;
pStruc = (PROCESS_STRUC *) LockMem(g_hSceneProcess);
for (i = 0; i < g_numSceneProcess; i++) {
if (FROM_32(pStruc[i].processId) == procID) {
CoroScheduler.killMatchingProcess(PID_PROCESS + i, -1);
break;
}
}
}
/**
* Register the scene processes in a scene.
*/
void SceneProcesses(uint32 numProcess, SCNHANDLE hProcess) {
g_numSceneProcess = numProcess;
g_hSceneProcess = hProcess;
}
/**************************************************************************\
|***************** Stuff to do with global processes ****************|
\**************************************************************************/
/**
* Called to restore a global process.
*/
void RestoreGlobalProcess(INT_CONTEXT *pic) {
uint32 i; // Loop counter
for (i = 0; i < g_numGlobalProcess; i++) {
if (g_pGlobalProcess[i].hProcessCode == pic->hCode) {
CoroScheduler.createProcess(PID_GPROCESS + i, RestoredProcessProcess,
&pic, sizeof(pic));
break;
}
}
assert(i < g_numGlobalProcess);
}
/**
* Kill them all (restore game).
*/
void KillGlobalProcesses() {
for (uint32 i = 0; i < g_numGlobalProcess; ++i) {
CoroScheduler.killMatchingProcess(PID_GPROCESS + i, -1);
}
}
/**
* Run a global process with the given event.
*/
bool GlobalProcessEvent(CORO_PARAM, uint32 procID, TINSEL_EVENT event, bool bWait, int myEscape) {
CORO_BEGIN_CONTEXT;
PINT_CONTEXT pic;
Common::PPROCESS pProc;
CORO_END_CONTEXT(_ctx);
bool result = false;
CORO_BEGIN_CODE(_ctx);
uint32 i; // Loop counter
_ctx->pProc = NULL;
for (i = 0; i < g_numGlobalProcess; ++i) {
if (g_pGlobalProcess[i].processId == procID) {
assert(g_pGlobalProcess[i].hProcessCode); // Must have some code to run
_ctx->pic = InitInterpretContext(GS_GPROCESS,
g_pGlobalProcess[i].hProcessCode,
event,
NOPOLY, // No polygon
0, // No actor
NULL, // No object
myEscape);
if (_ctx->pic != NULL) {
_ctx->pProc = CoroScheduler.createProcess(PID_GPROCESS + i, ProcessTinselProcess,
&_ctx->pic, sizeof(_ctx->pic));
AttachInterpret(_ctx->pic, _ctx->pProc);
}
break;
}
}
if ((i == g_numGlobalProcess) || (_ctx->pic == NULL))
result = false;
else if (bWait)
CORO_INVOKE_ARGS_V(WaitInterpret, false, (CORO_SUBCTX, _ctx->pProc, &result));
CORO_END_CODE;
return result;
}
/**
* Kill all instances of a global process.
*/
void xKillGlobalProcess(uint32 procID) {
uint32 i; // Loop counter
for (i = 0; i < g_numGlobalProcess; ++i) {
if (g_pGlobalProcess[i].processId == procID) {
CoroScheduler.killMatchingProcess(PID_GPROCESS + i, -1);
break;
}
}
}
/**
* Register the global processes list
*/
void GlobalProcesses(uint32 numProcess, byte *pProcess) {
g_pGlobalProcess = new PROCESS_STRUC[numProcess];
g_numGlobalProcess = numProcess;
byte *p = pProcess;
for (uint i = 0; i < numProcess; ++i, p += 8) {
g_pGlobalProcess[i].processId = READ_32(p);
g_pGlobalProcess[i].hProcessCode = READ_32(p + 4);
}
}
/**
* Frees the global processes list
*/
void FreeGlobalProcesses() {
delete[] g_pGlobalProcess;
g_pGlobalProcess = 0;
g_numGlobalProcess = 0;
}
} // End of namespace Tinsel