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|
/* 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.
*
*/
#include "illusions/bbdou/illusions_bbdou.h"
#include "illusions/bbdou/bbdou_menukeys.h"
#include "illusions/bbdou/bbdou_videoplayer.h"
#include "illusions/bbdou/gamestate_bbdou.h"
#include "illusions/bbdou/menusystem_bbdou.h"
#include "illusions/actor.h"
#include "illusions/camera.h"
#include "illusions/cursor.h"
#include "illusions/dictionary.h"
#include "illusions/fileresourcereader.h"
#include "illusions/graphics.h"
#include "illusions/input.h"
#include "illusions/resources/actorresource.h"
#include "illusions/resources/backgroundresource.h"
#include "illusions/resources/fontresource.h"
#include "illusions/resources/scriptresource.h"
#include "illusions/resources/soundresource.h"
#include "illusions/resources/talkresource.h"
#include "illusions/resourcesystem.h"
#include "illusions/screen.h"
#include "illusions/screentext.h"
#include "illusions/scriptstack.h"
#include "illusions/bbdou/scriptopcodes_bbdou.h"
#include "illusions/sound.h"
#include "illusions/specialcode.h"
#include "illusions/bbdou/bbdou_specialcode.h"
#include "illusions/thread.h"
#include "illusions/time.h"
#include "illusions/updatefunctions.h"
#include "illusions/threads/abortablethread.h"
#include "illusions/threads/scriptthread.h"
#include "illusions/threads/talkthread.h"
#include "illusions/threads/timerthread.h"
#include "audio/audiostream.h"
#include "common/config-manager.h"
#include "common/debug-channels.h"
#include "common/error.h"
#include "common/fs.h"
#include "common/timer.h"
#include "engines/util.h"
#include "graphics/cursorman.h"
#include "graphics/font.h"
#include "graphics/fontman.h"
#include "graphics/palette.h"
#include "graphics/surface.h"
namespace Illusions {
// ActiveScenes
ActiveScenes::ActiveScenes() {
clear();
}
void ActiveScenes::clear() {
_stack.clear();
}
void ActiveScenes::push(uint32 sceneId) {
ActiveScene activeScene;
activeScene._sceneId = sceneId;
activeScene._pauseCtr = 0;
_stack.push(activeScene);
}
void ActiveScenes::pop() {
_stack.pop();
}
void ActiveScenes::pauseActiveScene() {
++_stack.top()._pauseCtr;
}
void ActiveScenes::unpauseActiveScene() {
--_stack.top()._pauseCtr;
}
uint ActiveScenes::getActiveScenesCount() {
return _stack.size();
}
void ActiveScenes::getActiveSceneInfo(uint index, uint32 *sceneId, int *pauseCtr) {
if (sceneId)
*sceneId = _stack[index - 1]._sceneId;
if (pauseCtr)
*pauseCtr = _stack[index - 1]._pauseCtr;
}
uint32 ActiveScenes::getCurrentScene() {
if (_stack.size() > 0)
return _stack.top()._sceneId;
return 0;
}
bool ActiveScenes::isSceneActive(uint32 sceneId) {
for (uint i = 0; i < _stack.size(); ++i) {
if (_stack[i]._sceneId == sceneId && _stack[i]._pauseCtr <= 0)
return true;
}
return false;
}
// IllusionsEngine_BBDOU
IllusionsEngine_BBDOU::IllusionsEngine_BBDOU(OSystem *syst, const IllusionsGameDescription *gd)
: IllusionsEngine(syst, gd) {
}
Common::Error IllusionsEngine_BBDOU::run() {
// Init search paths
const Common::FSNode gameDataDir(ConfMan.get("path"));
SearchMan.addSubDirectoryMatching(gameDataDir, "music");
SearchMan.addSubDirectoryMatching(gameDataDir, "resource");
SearchMan.addSubDirectoryMatching(gameDataDir, "resrem");
SearchMan.addSubDirectoryMatching(gameDataDir, "savegame");
SearchMan.addSubDirectoryMatching(gameDataDir, "sfx", 0, 2);
SearchMan.addSubDirectoryMatching(gameDataDir, "video");
SearchMan.addSubDirectoryMatching(gameDataDir, "voice");
_dict = new Dictionary();
_resReader = new ResourceReaderFileReader();
_resSys = new ResourceSystem(this);
_resSys->addResourceLoader(0x00060000, new ActorResourceLoader(this));
_resSys->addResourceLoader(0x00080000, new SoundGroupResourceLoader(this));
_resSys->addResourceLoader(0x000D0000, new ScriptResourceLoader(this));
_resSys->addResourceLoader(0x000F0000, new TalkResourceLoader(this));
_resSys->addResourceLoader(0x00100000, new ActorResourceLoader(this));
_resSys->addResourceLoader(0x00110000, new BackgroundResourceLoader(this));
_resSys->addResourceLoader(0x00120000, new FontResourceLoader(this));
_resSys->addResourceLoader(0x00170000, new SpecialCodeLoader(this));
_screen = new Screen16Bit(this, 640, 480);
_screenPalette = new NullScreenPalette();
_screenText = new ScreenText(this);
_input = new Input();
_actorInstances = new ActorInstanceList(this);
_backgroundInstances = new BackgroundInstanceList(this);
_camera = new Camera(this);
_controls = new Controls(this);
_cursor = new Cursor(this);
_talkItems = new TalkInstanceList(this);
_triggerFunctions = new TriggerFunctions();
_threads = new ThreadList(this);
_updateFunctions = new UpdateFunctions();
_soundMan = new SoundMan(this);
_menuSystem = new BBDOUMenuSystem(this);
_videoPlayer = new BBDOUVideoPlayer(this);
_gameState = new BBDOU_GameState(this);
_menuKeys = new BBDOUMenuKeys(this);
_screen->setColorKey1(0xF81F);
initInput();
initUpdateFunctions();
_fader = 0;
_scriptOpcodes = new ScriptOpcodes_BBDOU(this);
_stack = new ScriptStack();
// TODO Move to own class
_resGetCtr = 0;
_unpauseControlActorFlag = false;
_lastUpdateTime = 0;
_pauseCtr = 0;
_field8 = 1;
_fieldA = 0;
ConfMan.registerDefault("talkspeed", 240);
_subtitleDuration = (uint16)ConfMan.getInt("talkspeed");
_globalSceneId = 0x00010003;
setDefaultTextCoords();
_resSys->loadResource(0x000D0001, 0, 0);
_doScriptThreadInit = false;
startScriptThread(0x00020004, 0, 0, 0, 0);
_doScriptThreadInit = true;
if (ConfMan.hasKey("save_slot")) {
loadGameState(ConfMan.getInt("save_slot"));
}
_walkthroughStarted = false;
_canResumeFromSavegame = false;
while (!shouldQuit()) {
if (_walkthroughStarted) {
//enterScene(0x10003, 0);
startScriptThread(0x00020404, 0, 0, 0, 0);
_walkthroughStarted = false;
}
if (_resumeFromSavegameRequested && _canResumeFromSavegame) {
resumeFromSavegame();
_resumeFromSavegameRequested = false;
}
runUpdateFunctions();
_system->updateScreen();
updateEvents();
}
delete _stack;
delete _scriptOpcodes;
delete _menuKeys;
delete _gameState;
delete _videoPlayer;
delete _menuSystem;
delete _soundMan;
delete _updateFunctions;
delete _threads;
delete _triggerFunctions;
delete _talkItems;
delete _cursor;
delete _controls;
delete _camera;
delete _backgroundInstances;
delete _actorInstances;
delete _input;
delete _screenText;
delete _screen;
delete _resSys;
delete _resReader;
delete _dict;
debug("Ok");
return Common::kNoError;
}
bool IllusionsEngine_BBDOU::hasFeature(EngineFeature f) const {
return
(f == kSupportsRTL) ||
(f == kSupportsLoadingDuringRuntime) ||
(f == kSupportsSavingDuringRuntime);
}
void IllusionsEngine_BBDOU::initInput() {
// TODO Check if these are correct...
_input->setInputEvent(kEventLeftClick, 0x01)
.addMouseButton(MOUSE_LEFT_BUTTON)
.addKey(Common::KEYCODE_RETURN);
_input->setInputEvent(kEventRightClick, 0x02)
.addMouseButton(MOUSE_RIGHT_BUTTON);
_input->setInputEvent(kEventInventory, 0x04)
.addMouseButton(MOUSE_RIGHT_BUTTON)
.addKey(Common::KEYCODE_TAB);
_input->setInputEvent(kEventAbort, 0x08)
.addKey(Common::KEYCODE_ESCAPE);
_input->setInputEvent(kEventSkip, 0x10)
.addKey(Common::KEYCODE_SPACE);
_input->setInputEvent(kEventF1, 0x20)
.addKey(Common::KEYCODE_F1);
_input->setInputEvent(kEventUp, 0x40)
.addKey(Common::KEYCODE_UP);
_input->setInputEvent(kEventDown, 0x80)
.addMouseButton(MOUSE_RIGHT_BUTTON)
.addKey(Common::KEYCODE_DOWN);
}
#define UPDATEFUNCTION(priority, sceneId, callback) \
_updateFunctions->add(priority, sceneId, new Common::Functor1Mem<uint, int, IllusionsEngine_BBDOU> \
(this, &IllusionsEngine_BBDOU::callback));
void IllusionsEngine_BBDOU::initUpdateFunctions() {
UPDATEFUNCTION(30, 0, updateScript);
UPDATEFUNCTION(50, 0, updateActors);
UPDATEFUNCTION(60, 0, updateMenuKeys);
UPDATEFUNCTION(60, 0, updateSequences);
UPDATEFUNCTION(70, 0, updateGraphics);
UPDATEFUNCTION(70, 0, updateVideoPlayer);
UPDATEFUNCTION(90, 0, updateSprites);
UPDATEFUNCTION(120, 0, updateSoundMan);
}
#undef UPDATEFUNCTION
int IllusionsEngine_BBDOU::updateScript(uint flags) {
_threads->updateThreads();
return kUFNext;
}
int IllusionsEngine_BBDOU::updateMenuKeys(uint flags) {
_menuKeys->update();
return kUFNext;
}
bool IllusionsEngine_BBDOU::causeIsDeclared(uint32 sceneId, uint32 verbId, uint32 objectId2, uint32 objectId) {
uint32 codeOffs;
return
_triggerFunctions->find(sceneId, verbId, objectId2, objectId) ||
findTriggerCause(sceneId, verbId, objectId2, objectId, codeOffs);
}
void IllusionsEngine_BBDOU::causeDeclare(uint32 verbId, uint32 objectId2, uint32 objectId, TriggerFunctionCallback *callback) {
_triggerFunctions->add(getCurrentScene(), verbId, objectId2, objectId, callback);
}
uint32 IllusionsEngine_BBDOU::causeTrigger(uint32 sceneId, uint32 verbId, uint32 objectId2, uint32 objectId, uint32 callingThreadId) {
uint32 codeOffs;
uint32 causeThreadId = 0;
TriggerFunction *triggerFunction = _triggerFunctions->find(sceneId, verbId, objectId2, objectId);
if (triggerFunction) {
triggerFunction->run(callingThreadId);
} else if (findTriggerCause(sceneId, verbId, objectId2, objectId, codeOffs)) {
causeThreadId = startTempScriptThread(_scriptResource->getCode(codeOffs),
callingThreadId, verbId, objectId2, objectId);
}
return causeThreadId;
}
int IllusionsEngine_BBDOU::updateVideoPlayer(uint flags) {
if (_videoPlayer->isPlaying())
_videoPlayer->update();
return kUFNext;
}
void IllusionsEngine_BBDOU::playVideo(uint32 videoId, uint32 objectId, uint32 priority, uint32 callingThreadId) {
_videoPlayer->start(videoId, objectId, priority, callingThreadId);
}
bool IllusionsEngine_BBDOU::isVideoPlaying() {
return _videoPlayer->isPlaying();
}
void IllusionsEngine_BBDOU::setDefaultTextCoords() {
WidthHeight dimensions;
dimensions._width = 480;
dimensions._height = 48;
Common::Point pt(320, 448);
setDefaultTextDimensions(dimensions);
setDefaultTextPosition(pt);
}
void IllusionsEngine_BBDOU::loadSpecialCode(uint32 resId) {
_specialCode = new BbdouSpecialCode(this);
_specialCode->init();
}
void IllusionsEngine_BBDOU::unloadSpecialCode(uint32 resId) {
delete _specialCode;
_specialCode = 0;
}
void IllusionsEngine_BBDOU::notifyThreadId(uint32 &threadId) {
if (threadId) {
uint32 tempThreadId = threadId;
threadId = 0;
_threads->notifyId(tempThreadId);
}
}
bool IllusionsEngine_BBDOU::testMainActorFastWalk(Control *control) {
return false;
}
bool IllusionsEngine_BBDOU::testMainActorCollision(Control *control) {
// Not used in BBDOU
return false;
}
Control *IllusionsEngine_BBDOU::getObjectControl(uint32 objectId) {
return _dict->getObjectControl(objectId);
}
Common::Point IllusionsEngine_BBDOU::getNamedPointPosition(uint32 namedPointId) {
Common::Point pt;
if (_backgroundInstances->findActiveBackgroundNamedPoint(namedPointId, pt) ||
_actorInstances->findNamedPoint(namedPointId, pt) ||
_controls->findNamedPoint(namedPointId, pt))
return pt;
// TODO
switch (namedPointId) {
case 0x70001:
return Common::Point(0, 0);
case 0x70002:
return Common::Point(640, 0);
case 0x70023:
return Common::Point(320, 240);
}
debug("getNamedPointPosition(%08X) UNKNOWN", namedPointId);
return Common::Point(0, 0);
}
uint32 IllusionsEngine_BBDOU::getPriorityFromBase(int16 priority) {
return 32000000 * priority;
}
uint32 IllusionsEngine_BBDOU::getCurrentScene() {
return _activeScenes.getCurrentScene();
}
uint32 IllusionsEngine_BBDOU::getPrevScene() {
return _prevSceneId;
}
bool IllusionsEngine_BBDOU::isCursorObject(uint32 actorTypeId, uint32 objectId) {
return actorTypeId == 0x50001 && objectId == Illusions::CURSOR_OBJECT_ID;
}
void IllusionsEngine_BBDOU::setCursorControlRoutine(Control *control) {
control->_actor->setControlRoutine(new Common::Functor2Mem<Control*, uint32, void, IllusionsEngine_BBDOU>
(this, &IllusionsEngine_BBDOU::cursorControlRoutine));
}
void IllusionsEngine_BBDOU::placeCursorControl(Control *control, uint32 sequenceId) {
_cursor->place(control, sequenceId);
}
void IllusionsEngine_BBDOU::setCursorControl(Control *control) {
_cursor->setControl(control);
}
void IllusionsEngine_BBDOU::showCursor() {
_cursor->show();
}
void IllusionsEngine_BBDOU::hideCursor() {
_cursor->hide();
}
void IllusionsEngine_BBDOU::cursorControlRoutine(Control *control, uint32 deltaTime) {
control->_actor->_seqCodeValue1 = 100 * deltaTime;
if (control->_actor->_flags & Illusions::ACTOR_FLAG_IS_VISIBLE) {
switch (_cursor->_status) {
case 2:
// Unused nullsub_1(control);
break;
case 3:
_menuSystem->update(control);
break;
}
}
}
void IllusionsEngine_BBDOU::startScriptThreadSimple(uint32 threadId, uint32 callingThreadId) {
startScriptThread(threadId, callingThreadId, 0, 0, 0);
}
void IllusionsEngine_BBDOU::startScriptThread(uint32 threadId, uint32 callingThreadId,
uint32 value8, uint32 valueC, uint32 value10) {
if (threadId == 0x0002041E && ConfMan.hasKey("save_slot")) {
// Skip intro videos when loading a savegame from the launcher (kludge)
notifyThreadId(callingThreadId);
return;
}
debug(2, "Starting script thread %08X", threadId);
byte *scriptCodeIp = _scriptResource->getThreadCode(threadId);
newScriptThread(threadId, callingThreadId, 0, scriptCodeIp, value8, valueC, value10);
}
void IllusionsEngine_BBDOU::startAnonScriptThread(int32 threadId, uint32 callingThreadId,
uint32 value8, uint32 valueC, uint32 value10) {
debug(2, "Starting anonymous script thread %08X", threadId);
uint32 tempThreadId = newTempThreadId();
byte *scriptCodeIp = _scriptResource->getThreadCode(threadId);
scriptCodeIp = _scriptResource->getThreadCode(threadId);
newScriptThread(tempThreadId, callingThreadId, 0, scriptCodeIp, value8, valueC, value10);
}
uint32 IllusionsEngine_BBDOU::startAbortableTimerThread(uint32 duration, uint32 threadId) {
return newTimerThread(duration, threadId, true);
}
uint32 IllusionsEngine_BBDOU::startTimerThread(uint32 duration, uint32 threadId) {
return newTimerThread(duration, threadId, false);
}
uint32 IllusionsEngine_BBDOU::startAbortableThread(byte *scriptCodeIp1, byte *scriptCodeIp2, uint32 callingThreadId) {
uint32 tempThreadId = newTempThreadId();
debug(2, "Starting abortable thread %08X", tempThreadId);
uint32 scriptThreadId = startTempScriptThread(scriptCodeIp1, tempThreadId, 0, 0, 0);
AbortableThread *abortableThread = new AbortableThread(this, tempThreadId, callingThreadId, 0,
scriptThreadId, scriptCodeIp2);
_threads->startThread(abortableThread);
return tempThreadId;
}
uint32 IllusionsEngine_BBDOU::startTalkThread(int16 duration, uint32 objectId, uint32 talkId, uint32 sequenceId1,
uint32 sequenceId2, uint32 namedPointId, uint32 callingThreadId) {
debug(2, "Starting talk thread");
uint32 tempThreadId = newTempThreadId();
_threads->endTalkThreadsNoNotify();
TalkThread *talkThread = new TalkThread(this, tempThreadId, callingThreadId, 0,
duration, objectId, talkId, sequenceId1, sequenceId2, namedPointId);
_threads->startThread(talkThread);
return tempThreadId;
}
uint32 IllusionsEngine_BBDOU::startTempScriptThread(byte *scriptCodeIp, uint32 callingThreadId,
uint32 value8, uint32 valueC, uint32 value10) {
uint32 tempThreadId = newTempThreadId();
debug(2, "Starting temp script thread %08X", tempThreadId);
newScriptThread(tempThreadId, callingThreadId, 0, scriptCodeIp, value8, valueC, value10);
return tempThreadId;
}
void IllusionsEngine_BBDOU::newScriptThread(uint32 threadId, uint32 callingThreadId, uint notifyFlags,
byte *scriptCodeIp, uint32 value8, uint32 valueC, uint32 value10) {
ScriptThread *scriptThread = new ScriptThread(this, threadId, callingThreadId, notifyFlags,
scriptCodeIp, value8, valueC, value10);
_threads->startThread(scriptThread);
if (_pauseCtr > 0)
scriptThread->pause();
if (_doScriptThreadInit) {
int updateResult = kTSRun;
while (scriptThread->_pauseCtr <= 0 && updateResult != kTSTerminate && updateResult != kTSYield) {
updateResult = scriptThread->update();
}
}
}
uint32 IllusionsEngine_BBDOU::newTimerThread(uint32 duration, uint32 callingThreadId, bool isAbortable) {
uint32 tempThreadId = newTempThreadId();
TimerThread *timerThread = new TimerThread(this, tempThreadId, callingThreadId, 0,
duration, isAbortable);
_threads->startThread(timerThread);
return tempThreadId;
}
uint32 IllusionsEngine_BBDOU::newTempThreadId() {
uint32 threadId = _nextTempThreadId + 2 * _scriptResource->_codeCount;
if (threadId > 65535) {
_nextTempThreadId = 0;
threadId = 2 * _scriptResource->_codeCount;
}
++_nextTempThreadId;
return 0x00020000 | threadId;
}
bool IllusionsEngine_BBDOU::enterScene(uint32 sceneId, uint32 threadId) {
SceneInfo *sceneInfo = _scriptResource->getSceneInfo(sceneId & 0xFFFF);
if (!sceneInfo) {
dumpActiveScenes(_globalSceneId, threadId);
sceneId = _theSceneId;
}
_activeScenes.push(sceneId);
if (sceneId == 0x0001007D) {
// Savegame loading from the ScummVM GUI or command line is only
// possible after resources have been initialized by the startup script.
// Once that script is done, it switches to the start menu scene.
// After that the game is ready and a savegame can finally be loaded.
_canResumeFromSavegame = true;
}
return sceneInfo != 0;
}
void IllusionsEngine_BBDOU::exitScene(uint32 threadId) {
uint32 sceneId = _activeScenes.getCurrentScene();
_updateFunctions->terminateByScene(sceneId);
_threads->terminateThreadsBySceneId(sceneId, threadId);
_controls->destroyControlsBySceneId(sceneId);
_triggerFunctions->removeBySceneId(sceneId);
_resSys->unloadResourcesBySceneId(sceneId);
_activeScenes.pop();
}
void IllusionsEngine_BBDOU::enterPause(uint32 threadId) {
uint32 sceneId = _activeScenes.getCurrentScene();
_camera->pushCameraMode();
_threads->suspendThreadsBySceneId(sceneId, threadId);
_controls->pauseControlsBySceneId(sceneId);
_actorInstances->pauseBySceneId(sceneId);
_backgroundInstances->pauseBySceneId(sceneId);
_activeScenes.pauseActiveScene();
}
void IllusionsEngine_BBDOU::leavePause(uint32 threadId) {
uint32 sceneId = _activeScenes.getCurrentScene();
_backgroundInstances->unpauseBySceneId(sceneId);
_actorInstances->unpauseBySceneId(sceneId);
_controls->unpauseControlsBySceneId(sceneId);
_threads->notifyThreadsBySceneId(sceneId, threadId);
_camera->popCameraMode();
_activeScenes.unpauseActiveScene();
}
void IllusionsEngine_BBDOU::dumpActiveScenes(uint32 sceneId, uint32 threadId) {
uint activeScenesCount = _activeScenes.getActiveScenesCount();
while (activeScenesCount > 0) {
uint32 activeSceneId;
_activeScenes.getActiveSceneInfo(activeScenesCount, &activeSceneId, 0);
if (activeSceneId == sceneId)
break;
exitScene(threadId);
--activeScenesCount;
}
_camera->clearCameraModeStack();
}
void IllusionsEngine_BBDOU::pause(uint32 callerThreadId) {
if (++_pauseCtr == 1) {
_threads->pauseThreads(callerThreadId);
_camera->pause();
pauseFader();
_controls->pauseActors(0x40004);
}
}
void IllusionsEngine_BBDOU::unpause(uint32 callerThreadId) {
if (--_pauseCtr == 0) {
_controls->unpauseActors(0x40004);
unpauseFader();
_camera->unpause();
_threads->unpauseThreads(callerThreadId);
}
}
void IllusionsEngine_BBDOU::enterMenuPause() {
// TODO suspendAudio();
_screenText->clearText();
}
void IllusionsEngine_BBDOU::leaveMenuPause() {
_screenText->removeText();
// TODO unsuspendAudio();
}
void IllusionsEngine_BBDOU::setSceneIdThreadId(uint32 theSceneId, uint32 theThreadId) {
_theSceneId = theSceneId;
_theThreadId = theThreadId;
}
bool IllusionsEngine_BBDOU::findTriggerCause(uint32 sceneId, uint32 verbId, uint32 objectId2, uint32 objectId, uint32 &codeOffs) {
SceneInfo *sceneInfo = _scriptResource->getSceneInfo(sceneId & 0xFFFF);
if (sceneInfo)
return sceneInfo->findTriggerCause(verbId, objectId2, objectId, codeOffs);
return false;
}
void IllusionsEngine_BBDOU::reset() {
_scriptResource->_blockCounters.clear();
_scriptResource->_properties.clear();
// TODO script_sub_417FF0(1, 0);
}
void IllusionsEngine_BBDOU::loadSavegameFromScript(int16 slotNum, uint32 callingThreadId) {
// NOTE Just loads the savegame, doesn't activate it yet
const char *fileName = getSavegameFilename(_savegameSlotNum);
_loadGameResult = loadgame(fileName);
}
void IllusionsEngine_BBDOU::saveSavegameFromScript(int16 slotNum, uint32 callingThreadId) {
// TODO
// const char *fileName = getSavegameFilename(slotNum);
_saveGameResult = false;//savegame(fileName, _savegameDescription.c_str());
}
void IllusionsEngine_BBDOU::activateSavegame(uint32 callingThreadId) {
uint32 sceneId, threadId;
_prevSceneId = 0x10000;
_gameState->readState(sceneId, threadId);
enterScene(sceneId, callingThreadId);
// TODO Check if value8, valueC, value10 are needed at all
startAnonScriptThread(threadId, 0, 0, 0, 0);
_gameState->deleteReadStream();
}
void IllusionsEngine_BBDOU::resumeFromSavegame() {
// Resetting the game is usually done by the script, when loading from the ScummVM menu or
// command line this has to be done manually.
_specialCode->resetBeforeResumeSavegame();
dumpActiveScenes(0x00010003, 0);
activateSavegame(0);
}
} // End of namespace Illusions
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