mirror of
https://github.com/libretro/scummvm.git
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1dbf8d73d5
Use of global vars is what prevents RTL from working in Tinsel (and probably in other engines). More specifically, the fact that many global vars are not explicitly inited when the engine is (re)launched. svn-id: r54262
504 lines
13 KiB
C++
504 lines
13 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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* $URL$
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* $Id$
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*
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* Starts up new scenes.
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*/
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#include "tinsel/actors.h"
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#include "tinsel/anim.h"
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#include "tinsel/background.h"
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#include "tinsel/config.h"
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#include "tinsel/cursor.h"
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#include "tinsel/dialogs.h"
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#include "tinsel/dw.h"
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#include "tinsel/graphics.h"
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#include "tinsel/handle.h"
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#include "tinsel/film.h"
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#include "tinsel/font.h"
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#include "tinsel/mareels.h"
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#include "tinsel/move.h"
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#include "tinsel/music.h"
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#include "tinsel/object.h"
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#include "tinsel/pcode.h"
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#include "tinsel/pid.h" // process IDs
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#include "tinsel/play.h"
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#include "tinsel/polygons.h"
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#include "tinsel/rince.h"
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#include "tinsel/sched.h"
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#include "tinsel/scn.h"
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#include "tinsel/scroll.h"
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#include "tinsel/sound.h" // stopAllSamples()
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#include "tinsel/sysvar.h"
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#include "tinsel/token.h"
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namespace Tinsel {
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//----------------- EXTERNAL FUNCTIONS ---------------------
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// in BG.C
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extern void DropBackground();
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// in EFFECT.C
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extern void EffectPolyProcess(CORO_PARAM, const void *);
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// in PDISPLAY.C
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#ifdef DEBUG
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extern void CursorPositionProcess(CORO_PARAM, const void *);
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#endif
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extern void TagProcess(CORO_PARAM, const void *);
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extern void PointProcess(CORO_PARAM, const void *);
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extern void EnableTags();
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//----------------- LOCAL DEFINES --------------------
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#include "common/pack-start.h" // START STRUCT PACKING
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/** scene structure - one per scene */
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struct SCENE_STRUC {
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int32 defRefer; // Default refer direction (REFTYPE)
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SCNHANDLE hSceneScript; // handle to scene script
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SCNHANDLE hSceneDesc; // handle to scene description
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int32 numEntrance; // number of entrances in this scene
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SCNHANDLE hEntrance; // handle to table of entrances
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int32 numPoly; // number of various polygons in this scene
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SCNHANDLE hPoly; // handle to table of polygons
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int32 numTaggedActor; // number of tagged actors in this scene
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SCNHANDLE hTaggedActor; // handle to table of tagged actors
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int32 numProcess; // number of processes in this scene
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SCNHANDLE hProcess; // handle to table of processes
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SCNHANDLE hMusicScript; // handle to music script data
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SCNHANDLE hMusicSegment;// handle to music segments
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} PACKED_STRUCT;
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/** entrance structure - one per entrance */
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struct ENTRANCE_STRUC {
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int32 eNumber; ///< entrance number
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SCNHANDLE hScript; ///< handle to entrance script
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// Tinsel 2 fields
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SCNHANDLE hEntDesc; // handle to entrance description
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uint32 flags;
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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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#ifdef DEBUG
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static bool ShowPosition = false; // Set when showpos() has been called
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#endif
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SCNHANDLE newestScene = 0;
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int sceneCtr = 0;
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static int initialMyEscape;
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static SCNHANDLE SceneHandle = 0; // Current scene handle - stored in case of Save_Scene()
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static bool bWatchingOut = false;
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SCENE_STRUC tempStruc;
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struct TP_INIT {
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SCNHANDLE hTinselCode; // Code
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TINSEL_EVENT event; // Triggering event
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};
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const SCENE_STRUC *GetSceneStruc(const byte *pStruc) {
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if (TinselVersion == TINSEL_V2)
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return (const SCENE_STRUC *)pStruc;
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// Copy appropriate fields into tempStruc, and return a pointer to it
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const byte *p = pStruc;
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memset(&tempStruc, 0, sizeof(SCENE_STRUC));
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tempStruc.numEntrance = READ_UINT32(p); p += sizeof(uint32);
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tempStruc.numPoly = READ_UINT32(p); p += sizeof(uint32);
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tempStruc.numTaggedActor = READ_UINT32(p); p += sizeof(uint32);
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tempStruc.defRefer = READ_UINT32(p); p += sizeof(uint32);
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tempStruc.hSceneScript = READ_UINT32(p); p += sizeof(uint32);
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tempStruc.hEntrance = READ_UINT32(p); p += sizeof(uint32);
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tempStruc.hPoly = READ_UINT32(p); p += sizeof(uint32);
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tempStruc.hTaggedActor = READ_UINT32(p); p += sizeof(uint32);
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return &tempStruc;
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}
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/**
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* Started up for scene script and entrance script.
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*/
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static void SceneTinselProcess(CORO_PARAM, const void *param) {
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// COROUTINE
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CORO_BEGIN_CONTEXT;
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INT_CONTEXT *pic;
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const TP_INIT *pInit;
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int myEscape;
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CORO_END_CONTEXT(_ctx);
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CORO_BEGIN_CODE(_ctx);
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// The following myEscape value setting is used for enabling title screen skipping in DW1
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if (TinselV1 && (sceneCtr == 1)) initialMyEscape = GetEscEvents();
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_ctx->myEscape = (TinselV1 && (sceneCtr < 4)) ? initialMyEscape : 0;
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// get the stuff copied to process when it was created
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_ctx->pInit = (const TP_INIT *)param;
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assert(_ctx->pInit);
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assert(_ctx->pInit->hTinselCode); // Must have some code to run
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_ctx->pic = InitInterpretContext(GS_SCENE,
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READ_LE_UINT32(&_ctx->pInit->hTinselCode),
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TinselV2 ? _ctx->pInit->event : NOEVENT,
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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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_ctx->myEscape);
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CORO_INVOKE_1(Interpret, _ctx->pic);
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if (_ctx->pInit->event == CLOSEDOWN || _ctx->pInit->event == LEAVE_T2)
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bWatchingOut = false;
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CORO_END_CODE;
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}
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/**
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* Start up a SceneTinselProcess() running the scene
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* script for various events.
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*/
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void SendSceneTinselProcess(TINSEL_EVENT event) {
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SCENE_STRUC *ss;
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if (event == CLOSEDOWN || event == LEAVE_T2)
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bWatchingOut = true;
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if (SceneHandle != (SCNHANDLE)NULL) {
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ss = (SCENE_STRUC *) FindChunk(SceneHandle, CHUNK_SCENE);
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if (ss->hSceneScript) {
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TP_INIT init;
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init.event = event;
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init.hTinselCode = ss->hSceneScript;
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g_scheduler->createProcess(PID_TCODE, SceneTinselProcess, &init, sizeof(init));
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} else if (event == CLOSEDOWN)
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bWatchingOut = false;
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}
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else if (event == CLOSEDOWN)
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bWatchingOut = false;
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}
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/**
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* Get the SCENE_STRUC
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* Initialise polygons for the scene
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* Initialise the actors for this scene
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* Run the appropriate entrance code (if any)
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* Get the default refer type
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*/
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static void LoadScene(SCNHANDLE scene, int entry) {
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uint i;
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TP_INIT init;
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const SCENE_STRUC *ss;
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const ENTRANCE_STRUC *es;
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// Scene handle
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SceneHandle = scene; // Save scene handle in case of Save_Scene()
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LockMem(SceneHandle); // Make sure scene is loaded
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LockScene(SceneHandle); // Prevent current scene from being discarded
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if (TinselV2) {
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// CdPlay() stuff
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byte *cptr = FindChunk(scene, CHUNK_CDPLAY_FILENUM);
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assert(cptr);
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i = READ_LE_UINT32(cptr);
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assert(i < 512);
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cptr = FindChunk(scene, CHUNK_CDPLAY_FILENAME);
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assert(cptr);
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SetCdPlaySceneDetails(i, (const char *)cptr);
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}
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// Find scene structure
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ss = GetSceneStruc(FindChunk(scene, CHUNK_SCENE));
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assert(ss != NULL);
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if (TinselV2) {
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// Handle to scene description
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newestScene = FROM_LE_32(ss->hSceneDesc);
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// Music stuff
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char *cptr = (char *)FindChunk(scene, CHUNK_MUSIC_FILENAME);
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assert(cptr);
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_vm->_pcmMusic->setMusicSceneDetails(FROM_LE_32(ss->hMusicScript),
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FROM_LE_32(ss->hMusicSegment), cptr);
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}
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if (entry == NO_ENTRY_NUM) {
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// Restoring scene
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// Initialise all the polygons for this scene
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InitPolygons(FROM_LE_32(ss->hPoly), FROM_LE_32(ss->numPoly), true);
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// Initialise the actors for this scene
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StartTaggedActors(FROM_LE_32(ss->hTaggedActor), FROM_LE_32(ss->numTaggedActor), false);
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if (TinselV2)
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// Returning from cutscene
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SendSceneTinselProcess(RESTORE);
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} else {
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// Genuine new scene
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// Initialise all the polygons for this scene
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InitPolygons(FROM_LE_32(ss->hPoly), FROM_LE_32(ss->numPoly), false);
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// Initialise the actors for this scene
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StartTaggedActors(FROM_LE_32(ss->hTaggedActor), FROM_LE_32(ss->numTaggedActor), true);
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// Run the appropriate entrance code (if any)
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es = (const ENTRANCE_STRUC *)LockMem(FROM_LE_32(ss->hEntrance));
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for (i = 0; i < FROM_LE_32(ss->numEntrance); i++) {
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if (FROM_LE_32(es->eNumber) == (uint)entry) {
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if (es->hScript) {
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init.event = STARTUP;
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init.hTinselCode = es->hScript;
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g_scheduler->createProcess(PID_TCODE, SceneTinselProcess, &init, sizeof(init));
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}
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break;
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}
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// Move to next entrance
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if (TinselV2)
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++es;
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else
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es = (const ENTRANCE_STRUC *)((const byte *)es + 8);
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}
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if (i == FROM_LE_32(ss->numEntrance))
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error("Non-existant scene entry number");
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if (ss->hSceneScript) {
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init.event = STARTUP;
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init.hTinselCode = ss->hSceneScript;
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g_scheduler->createProcess(PID_TCODE, SceneTinselProcess, &init, sizeof(init));
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}
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}
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// Default refer type
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SetDefaultRefer(FROM_LE_32(ss->defRefer));
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// Scene's processes
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SceneProcesses(FROM_LE_32(ss->numProcess), FROM_LE_32(ss->hProcess));
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}
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/**
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* Wrap up the last scene.
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*/
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void EndScene() {
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if (SceneHandle != 0) {
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UnlockScene(SceneHandle);
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SceneHandle = 0;
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}
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KillInventory(); // Close down any open inventory
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DropPolygons(); // No polygons
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DropScroll(); // No no-scrolls
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DropBackground(); // No background
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DropMovers(); // No moving actors
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DropCursor(); // No cursor
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DropActors(); // No actor reels running
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FreeAllTokens(); // No-one has tokens
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FreeMostInterpretContexts(); // Only master script still interpreting
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if (TinselV2) {
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SetSysVar(ISV_DIVERT_ACTOR, 0);
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SetSysVar(ISV_GHOST_ACTOR, 0);
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SetSysVar(SV_MinimumXoffset, 0);
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SetSysVar(SV_MaximumXoffset, 0);
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SetSysVar(SV_MinimumYoffset, 0);
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SetSysVar(SV_MaximumYoffset, 0);
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ResetFontHandles();
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NoSoundReels();
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}
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_vm->_sound->stopAllSamples(); // Kill off any still-running sample
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//_vm->_mixer->stopAll();
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// init the palette manager
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ResetPalAllocator();
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// init the object manager
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KillAllObjects();
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// kill all destructable process
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g_scheduler->killMatchingProcess(PID_DESTROY, PID_DESTROY);
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}
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/**
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*
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*/
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void PrimeBackground() {
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// structure for playfields
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// FIXME: Avoid non-const global vars
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// TODO: We should simply merge this function with InitBackground
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// in order to avoid the static var and the problems associate
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// with it.
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static PLAYFIELD playfield[] = {
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{ // FIELD WORLD
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NULL, // display list
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0, // init field x
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0, // init field y
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0, // x vel
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0, // y vel
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Common::Rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT), // clip rect
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false // moved flag
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},
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{ // FIELD STATUS
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NULL, // display list
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0, // init field x
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0, // init field y
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0, // x vel
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0, // y vel
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Common::Rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT), // clip rect
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false // moved flag
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}
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};
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// structure for background
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static const BACKGND backgnd = {
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BLACK, // sky colour
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Common::Point(0, 0), // initial world pos
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Common::Rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT), // scroll limits
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0, // no background update process
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NULL, // no x scroll table
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NULL, // no y scroll table
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2, // 2 playfields
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playfield, // playfield pointer
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false // no auto-erase
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};
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InitBackground(&backgnd);
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}
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/**
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* Start up the standard stuff for the next scene.
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*/
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void PrimeScene() {
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SetNoBlocking(false);
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SetSysVar(SYS_SceneFxDimFactor, SysVar(SYS_DefaultFxDimFactor));
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RestartCursor(); // Restart the cursor
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if (!TinselV2)
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EnableTags(); // Next scene with tags enabled
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g_scheduler->createProcess(PID_SCROLL, ScrollProcess, NULL, 0);
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g_scheduler->createProcess(PID_SCROLL, EffectPolyProcess, NULL, 0);
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#ifdef DEBUG
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if (ShowPosition)
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g_scheduler->createProcess(PID_POSITION, CursorPositionProcess, NULL, 0);
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#endif
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g_scheduler->createProcess(PID_TAG, TagProcess, NULL, 0);
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g_scheduler->createProcess(PID_TAG, PointProcess, NULL, 0);
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// init the current background
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PrimeBackground();
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}
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/**
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* Wrap up the last scene and start up the next scene.
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*/
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void StartNewScene(SCNHANDLE scene, int entry) {
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EndScene(); // Wrap up the last scene.
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if (TinselV2) {
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TouchMoverReels();
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LockMem(scene); // Do CD change before PrimeScene
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}
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PrimeScene(); // Start up the standard stuff for the next scene.
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LoadScene(scene, entry);
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}
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#ifdef DEBUG
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/**
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* Sets the ShowPosition flag, causing the cursor position process to be
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* created in each scene.
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*/
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void setshowpos() {
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ShowPosition = true;
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}
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#endif
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/**
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* Return the current scene handle.
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*/
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SCNHANDLE GetSceneHandle() {
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return SceneHandle;
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}
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/**
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* DoHailScene
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*/
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void DoHailScene(SCNHANDLE scene) {
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// Find scene structure
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const SCENE_STRUC *ss = GetSceneStruc(FindChunk(scene, CHUNK_SCENE));
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if (ss != NULL && ss->hSceneScript) {
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TP_INIT init;
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init.event = NOEVENT;
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init.hTinselCode = ss->hSceneScript;
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g_scheduler->createProcess(PID_TCODE, SceneTinselProcess, &init, sizeof(init));
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}
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}
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/**
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* WrapScene
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*/
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void WrapScene() {
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SendSceneTinselProcess(CLOSEDOWN);
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}
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} // End of namespace Tinsel
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