1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
|
/* 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.
*
* Save and restore scene and game.
*/
#include "tinsel/actors.h"
#include "tinsel/background.h"
#include "tinsel/config.h"
#include "tinsel/drives.h"
#include "tinsel/dw.h"
#include "tinsel/faders.h" // FadeOutFast()
#include "tinsel/graphics.h" // ClearScreen()
#include "tinsel/handle.h"
#include "tinsel/dialogs.h"
#include "tinsel/music.h"
#include "tinsel/pid.h"
#include "tinsel/play.h"
#include "tinsel/polygons.h"
#include "tinsel/rince.h"
#include "tinsel/savescn.h"
#include "tinsel/scene.h"
#include "tinsel/sched.h"
#include "tinsel/scroll.h"
#include "tinsel/sound.h"
#include "tinsel/sysvar.h"
#include "tinsel/tinlib.h"
#include "tinsel/token.h"
#include "common/textconsole.h"
namespace Tinsel {
//----------------- EXTERN FUNCTIONS --------------------
// in BG.C
extern SCNHANDLE GetBgroundHandle();
extern void SetDoFadeIn(bool tf);
// In DOS_DW.C
void RestoreMasterProcess(INT_CONTEXT *pic);
// in EVENTS.C (declared here and not in events.h because of strange goings-on)
void RestoreProcess(INT_CONTEXT *pic);
// in SCENE.C
extern SCNHANDLE GetSceneHandle();
//----------------- LOCAL DEFINES --------------------
enum {
RS_COUNT = 5, // Restore scene count
MAX_NEST = 4
};
//----------------- EXTERNAL GLOBAL DATA --------------------
extern int g_thingHeld;
extern int g_restoreCD;
extern SRSTATE g_SRstate;
//----------------- LOCAL GLOBAL DATA --------------------
// FIXME: Avoid non-const global vars
bool g_ASceneIsSaved = false;
static int g_savedSceneCount = 0;
static bool g_bNotDoneYet = false;
//static SAVED_DATA ssData[MAX_NEST];
static SAVED_DATA *g_ssData = NULL;
static SAVED_DATA g_sgData;
static SAVED_DATA *g_rsd = 0;
static int g_RestoreSceneCount = 0;
static bool g_bNoFade = false;
//----------------- FORWARD REFERENCES --------------------
/**
* Save current scene.
* @param sd Pointer to the scene data
*/
void DoSaveScene(SAVED_DATA *sd) {
sd->SavedSceneHandle = GetSceneHandle();
sd->SavedBgroundHandle = GetBgroundHandle();
SaveMovers(sd->SavedMoverInfo);
sd->NumSavedActors = SaveActors(sd->SavedActorInfo);
PlayfieldGetPos(FIELD_WORLD, &sd->SavedLoffset, &sd->SavedToffset);
SaveInterpretContexts(sd->SavedICInfo);
sd->SavedControl = ControlIsOn();
sd->SavedNoBlocking = GetNoBlocking();
GetNoScrollData(&sd->SavedNoScrollData);
if (TinselV2) {
// Tinsel 2 specific data save
SaveActorZ(sd->savedActorZ);
SaveZpositions(sd->zPositions);
SavePolygonStuff(sd->SavedPolygonStuff);
_vm->_pcmMusic->getTunePlaying(sd->SavedTune, sizeof(sd->SavedTune));
sd->bTinselDim = _vm->_pcmMusic->getMusicTinselDimmed();
sd->SavedScrollFocus = GetScrollFocus();
SaveSysVars(sd->SavedSystemVars);
SaveSoundReels(sd->SavedSoundReels);
} else {
// Tinsel 1 specific data save
SaveDeadPolys(sd->SavedDeadPolys);
CurrentMidiFacts(&sd->SavedMidi, &sd->SavedLoop);
}
g_ASceneIsSaved = true;
}
/**
* Initiate restoration of the saved scene.
* @param sd Pointer to the scene data
* @param bFadeOut Flag to perform a fade out
*/
void DoRestoreScene(SAVED_DATA *sd, bool bFadeOut) {
g_rsd = sd;
if (bFadeOut)
g_RestoreSceneCount = RS_COUNT + COUNTOUT_COUNT; // Set restore scene count
else
g_RestoreSceneCount = RS_COUNT; // Set restore scene count
}
void InitializeSaveScenes() {
if (g_ssData == NULL) {
g_ssData = (SAVED_DATA *)calloc(MAX_NEST, sizeof(SAVED_DATA));
if (g_ssData == NULL) {
error("Cannot allocate memory for scene changes");
}
} else {
// Re-initialize - no scenes saved
g_savedSceneCount = 0;
}
}
void FreeSaveScenes() {
free(g_ssData);
g_ssData = NULL;
}
/**
* Checks that all non-moving actors are playing the same reel as when
* the scene was saved.
* Also 'stand' all the moving actors at their saved positions.
*/
void sortActors(SAVED_DATA *sd) {
assert(!TinselV2);
for (int i = 0; i < sd->NumSavedActors; i++) {
ActorsLife(sd->SavedActorInfo[i].actorID, sd->SavedActorInfo[i].bAlive);
// Should be playing the same reel.
if (sd->SavedActorInfo[i].presFilm != 0) {
if (!actorAlive(sd->SavedActorInfo[i].actorID))
continue;
RestoreActorReels(sd->SavedActorInfo[i].presFilm, sd->SavedActorInfo[i].presRnum, sd->SavedActorInfo[i].zFactor,
sd->SavedActorInfo[i].presPlayX, sd->SavedActorInfo[i].presPlayY);
}
}
RestoreAuxScales(sd->SavedMoverInfo);
for (int i = 0; i < MAX_MOVERS; i++) {
if (sd->SavedMoverInfo[i].bActive)
Stand(Common::nullContext, sd->SavedMoverInfo[i].actorID, sd->SavedMoverInfo[i].objX,
sd->SavedMoverInfo[i].objY, sd->SavedMoverInfo[i].hLastfilm);
}
}
/**
* Stand all the moving actors at their saved positions.
* Not called from the foreground.
*/
static void SortMAProcess(CORO_PARAM, const void *) {
CORO_BEGIN_CONTEXT;
int i;
int viaActor;
CORO_END_CONTEXT(_ctx);
CORO_BEGIN_CODE(_ctx);
// Disable via actor for the stands
_ctx->viaActor = SysVar(ISV_DIVERT_ACTOR);
SetSysVar(ISV_DIVERT_ACTOR, 0);
RestoreAuxScales(g_rsd->SavedMoverInfo);
for (_ctx->i = 0; _ctx->i < MAX_MOVERS; _ctx->i++) {
if (g_rsd->SavedMoverInfo[_ctx->i].bActive) {
CORO_INVOKE_ARGS(Stand, (CORO_SUBCTX, g_rsd->SavedMoverInfo[_ctx->i].actorID,
g_rsd->SavedMoverInfo[_ctx->i].objX, g_rsd->SavedMoverInfo[_ctx->i].objY,
g_rsd->SavedMoverInfo[_ctx->i].hLastfilm));
if (g_rsd->SavedMoverInfo[_ctx->i].bHidden)
HideMover(GetMover(g_rsd->SavedMoverInfo[_ctx->i].actorID));
}
ActorPalette(g_rsd->SavedMoverInfo[_ctx->i].actorID,
g_rsd->SavedMoverInfo[_ctx->i].startColor, g_rsd->SavedMoverInfo[_ctx->i].paletteLength);
if (g_rsd->SavedMoverInfo[_ctx->i].brightness != BOGUS_BRIGHTNESS)
ActorBrightness(g_rsd->SavedMoverInfo[_ctx->i].actorID, g_rsd->SavedMoverInfo[_ctx->i].brightness);
}
// Restore via actor
SetSysVar(ISV_DIVERT_ACTOR, _ctx->viaActor);
g_bNotDoneYet = false;
CORO_END_CODE;
}
//---------------------------------------------------------------------------
void ResumeInterprets() {
// Master script only affected on restore game, not restore scene
if (!TinselV2 && (g_rsd == &g_sgData)) {
CoroScheduler.killMatchingProcess(PID_MASTER_SCR, -1);
FreeMasterInterpretContext();
}
for (int i = 0; i < NUM_INTERPRET; i++) {
switch (g_rsd->SavedICInfo[i].GSort) {
case GS_NONE:
break;
case GS_INVENTORY:
if (g_rsd->SavedICInfo[i].event != POINTED) {
RestoreProcess(&g_rsd->SavedICInfo[i]);
}
break;
case GS_MASTER:
// Master script only affected on restore game, not restore scene
if (g_rsd == &g_sgData)
RestoreMasterProcess(&g_rsd->SavedICInfo[i]);
break;
case GS_PROCESS:
// Tinsel 2 process
RestoreSceneProcess(&g_rsd->SavedICInfo[i]);
break;
case GS_GPROCESS:
// Tinsel 2 Global processes only affected on restore game, not restore scene
if (g_rsd == &g_sgData)
RestoreGlobalProcess(&g_rsd->SavedICInfo[i]);
break;
case GS_ACTOR:
if (TinselV2)
RestoreProcess(&g_rsd->SavedICInfo[i]);
else
RestoreActorProcess(g_rsd->SavedICInfo[i].idActor, &g_rsd->SavedICInfo[i], g_rsd == &g_sgData);
break;
case GS_POLYGON:
case GS_SCENE:
RestoreProcess(&g_rsd->SavedICInfo[i]);
break;
default:
warning("Unhandled GSort in ResumeInterprets");
}
}
}
/**
* Do restore scene
* @param n Id
*/
static int DoRestoreSceneFrame(SAVED_DATA *sd, int n) {
switch (n) {
case RS_COUNT + COUNTOUT_COUNT:
// Trigger pre-load and fade and start countdown
FadeOutFast();
break;
case RS_COUNT:
_vm->_sound->stopAllSamples();
ClearScreen();
if (TinselV2) {
// Master script only affected on restore game, not restore scene
if (sd == &g_sgData) {
CoroScheduler.killMatchingProcess(PID_MASTER_SCR);
KillGlobalProcesses();
FreeMasterInterpretContext();
}
RestorePolygonStuff(sd->SavedPolygonStuff);
// Abandon temporarily if different CD
if (sd == &g_sgData && g_restoreCD != GetCurrentCD()) {
g_SRstate = SR_IDLE;
EndScene();
SetNextCD(g_restoreCD);
CDChangeForRestore(g_restoreCD);
return 0;
}
} else {
RestoreDeadPolys(sd->SavedDeadPolys);
}
// Start up the scene
StartNewScene(sd->SavedSceneHandle, NO_ENTRY_NUM);
SetDoFadeIn(!g_bNoFade);
g_bNoFade = false;
StartupBackground(Common::nullContext, sd->SavedBgroundHandle);
if (TinselV2) {
Offset(EX_USEXY, sd->SavedLoffset, sd->SavedToffset);
} else {
KillScroll();
PlayfieldSetPos(FIELD_WORLD, sd->SavedLoffset, sd->SavedToffset);
SetNoBlocking(sd->SavedNoBlocking);
}
RestoreNoScrollData(&sd->SavedNoScrollData);
if (TinselV2) {
// create process to sort out the moving actors
CoroScheduler.createProcess(PID_MOVER, SortMAProcess, NULL, 0);
g_bNotDoneYet = true;
RestoreActorZ(sd->savedActorZ);
RestoreZpositions(sd->zPositions);
RestoreSysVars(sd->SavedSystemVars);
RestoreActors(sd->NumSavedActors, sd->SavedActorInfo);
RestoreSoundReels(sd->SavedSoundReels);
return 1;
}
sortActors(sd);
break;
case 2:
break;
case 1:
if (TinselV2) {
if (g_bNotDoneYet)
return n;
if (sd == &g_sgData)
HoldItem(g_thingHeld, true);
if (sd->bTinselDim)
_vm->_pcmMusic->dim(true);
_vm->_pcmMusic->restoreThatTune(sd->SavedTune);
ScrollFocus(sd->SavedScrollFocus);
} else {
RestoreMidiFacts(sd->SavedMidi, sd->SavedLoop);
}
if (sd->SavedControl)
ControlOn(); // Control was on
ResumeInterprets();
break;
default:
break;
}
return n - 1;
}
/**
* Restore game
* @param num num
*/
void RestoreGame(int num) {
KillInventory();
RequestRestoreGame(num, &g_sgData, &g_savedSceneCount, g_ssData);
// Actual restoring is performed by ProcessSRQueue
}
/**
* Save game
* @param name Name of savegame
* @param desc Description of savegame
*/
void SaveGame(char *name, char *desc) {
// Get current scene data
DoSaveScene(&g_sgData);
RequestSaveGame(name, desc, &g_sgData, &g_savedSceneCount, g_ssData);
// Actual saving is performed by ProcessSRQueue
}
//---------------------------------------------------------------------------------
bool IsRestoringScene() {
if (g_RestoreSceneCount) {
g_RestoreSceneCount = DoRestoreSceneFrame(g_rsd, g_RestoreSceneCount);
}
return g_RestoreSceneCount ? true : false;
}
/**
* Restores Scene
*/
void TinselRestoreScene(bool bFade) {
// only called by restore_scene PCODE
if (g_RestoreSceneCount == 0) {
assert(g_savedSceneCount >= 1); // No saved scene to restore
if (g_ASceneIsSaved)
DoRestoreScene(&g_ssData[--g_savedSceneCount], bFade);
if (!bFade)
g_bNoFade = true;
}
}
/**
* Please Save Scene
*/
void TinselSaveScene(CORO_PARAM) {
// only called by save_scene PCODE
CORO_BEGIN_CONTEXT;
CORO_END_CONTEXT(_ctx);
CORO_BEGIN_CODE(_ctx);
assert(g_savedSceneCount < MAX_NEST); // nesting limit reached
// Don't save the same thing multiple times!
// FIXME/TODO: Maybe this can be changed to an assert?
if (g_savedSceneCount && g_ssData[g_savedSceneCount-1].SavedSceneHandle == GetSceneHandle())
CORO_KILL_SELF();
DoSaveScene(&g_ssData[g_savedSceneCount++]);
CORO_END_CODE;
}
} // End of namespace Tinsel
|