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
|
/* 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.
*
* $URL$
* $Id$
*
* Starts up new scenes.
*/
#include "tinsel/actors.h"
#include "tinsel/anim.h"
#include "tinsel/background.h"
#include "tinsel/config.h"
#include "tinsel/cursor.h"
#include "tinsel/dw.h"
#include "tinsel/graphics.h"
#include "tinsel/handle.h"
#include "tinsel/inventory.h"
#include "tinsel/film.h"
#include "tinsel/move.h"
#include "tinsel/rince.h"
#include "tinsel/sched.h"
#include "tinsel/scn.h"
#include "tinsel/scroll.h"
#include "tinsel/sound.h" // stopAllSamples()
#include "tinsel/object.h"
#include "tinsel/pcode.h"
#include "tinsel/pid.h" // process IDs
#include "tinsel/polygons.h"
#include "tinsel/token.h"
namespace Tinsel {
//----------------- EXTERNAL FUNCTIONS ---------------------
// in BG.C
extern void DropBackground(void);
// in EFFECT.C
extern void EffectPolyProcess(CORO_PARAM, const void *);
// in PDISPLAY.C
#ifdef DEBUG
extern void CursorPositionProcess(CORO_PARAM, const void *);
#endif
extern void TagProcess(CORO_PARAM, const void *);
extern void PointProcess(CORO_PARAM, const void *);
extern void EnableTags(void);
//----------------- LOCAL DEFINES --------------------
#include "common/pack-start.h" // START STRUCT PACKING
/** scene structure - one per scene */
struct SCENE_STRUC {
int32 numEntrance; //!< number of entrances in this scene
int32 numPoly; //!< number of various polygons in this scene
int32 numActor; //!< number of actors in this scene
int32 defRefer; //!< Default refer direction
SCNHANDLE hSceneScript; //!< handle to scene script
SCNHANDLE hEntrance; //!< handle to table of entrances
SCNHANDLE hPoly; //!< handle to table of polygons
SCNHANDLE hActor; //!< handle to table of actors
} PACKED_STRUCT;
/** entrance structure - one per entrance */
struct ENTRANCE_STRUC {
int32 eNumber; //!< entrance number
SCNHANDLE hScript; //!< handle to entrance script
} PACKED_STRUCT;
#include "common/pack-end.h" // END STRUCT PACKING
//----------------- LOCAL GLOBAL DATA --------------------
#ifdef DEBUG
static bool ShowPosition = false; // Set when showpos() has been called
#endif
static SCNHANDLE SceneHandle = 0; // Current scene handle - stored in case of Save_Scene()
/**
* Started up for scene script and entrance script.
*/
static void SceneTinselProcess(CORO_PARAM, const void *param) {
// COROUTINE
CORO_BEGIN_CONTEXT;
INT_CONTEXT *pic;
CORO_END_CONTEXT(_ctx);
// get the stuff copied to process when it was created
SCNHANDLE *ss = (SCNHANDLE *)param;
assert(*ss); // Must have some code to run
CORO_BEGIN_CODE(_ctx);
_ctx->pic = InitInterpretContext(GS_SCENE, READ_LE_UINT32(ss), NOEVENT, NOPOLY, 0, NULL);
CORO_INVOKE_1(Interpret, _ctx->pic);
CORO_END_CODE;
}
/**
* Get the SCENE_STRUC
* Initialise polygons for the scene
* Initialise the actors for this scene
* Run the appropriate entrance code (if any)
* Get the default refer type
*/
static void LoadScene(SCNHANDLE scene, int entry) {
const SCENE_STRUC *ss;
const ENTRANCE_STRUC *es;
uint i;
// Scene structure
SceneHandle = scene; // Save scene handle in case of Save_Scene()
LockMem(SceneHandle); // Make sure scene is loaded
LockScene(SceneHandle); // Prevent current scene from being discarded
ss = (const SCENE_STRUC *)FindChunk(scene, CHUNK_SCENE);
assert(ss != NULL);
// Initialise all the polygons for this scene
InitPolygons(FROM_LE_32(ss->hPoly), FROM_LE_32(ss->numPoly), (entry == NO_ENTRY_NUM));
// Initialise the actors for this scene
StartActors(FROM_LE_32(ss->hActor), FROM_LE_32(ss->numActor), (entry != NO_ENTRY_NUM));
if (entry != NO_ENTRY_NUM) {
// Run the appropriate entrance code (if any)
es = (const ENTRANCE_STRUC *)LockMem(FROM_LE_32(ss->hEntrance));
for (i = 0; i < FROM_LE_32(ss->numEntrance); i++, es++) {
if (FROM_LE_32(es->eNumber) == (uint)entry) {
if (es->hScript)
g_scheduler->createProcess(PID_TCODE, SceneTinselProcess, &es->hScript, sizeof(es->hScript));
break;
}
}
if (i == FROM_LE_32(ss->numEntrance))
error("Non-existant scene entry number");
if (ss->hSceneScript)
g_scheduler->createProcess(PID_TCODE, SceneTinselProcess, &ss->hSceneScript, sizeof(ss->hSceneScript));
}
// Default refer type
SetDefaultRefer(FROM_LE_32(ss->defRefer));
}
/**
* Wrap up the last scene.
*/
void EndScene(void) {
if (SceneHandle != 0) {
UnlockScene(SceneHandle);
SceneHandle = 0;
}
KillInventory(); // Close down any open inventory
DropPolygons(); // No polygons
DropNoScrolls(); // No no-scrolls
DropBackground(); // No background
DropMActors(); // No moving actors
DropCursor(); // No cursor
DropActors(); // No actor reels running
FreeAllTokens(); // No-one has tokens
FreeMostInterpretContexts(); // Only master script still interpreting
_vm->_sound->stopAllSamples(); // Kill off any still-running sample
// init the palette manager
ResetPalAllocator();
// init the object manager
KillAllObjects();
// kill all destructable process
g_scheduler->killMatchingProcess(PID_DESTROY, PID_DESTROY);
}
/**
*
*/
void PrimeBackground(void) {
// structure for playfields
static PLAYFIELD playfield[] = {
{ // FIELD WORLD
NULL, // display list
0, // init field x
0, // init field y
0, // x vel
0, // y vel
Common::Rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT), // clip rect
false // moved flag
},
{ // FIELD STATUS
NULL, // display list
0, // init field x
0, // init field y
0, // x vel
0, // y vel
Common::Rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT), // clip rect
false // moved flag
}
};
// structure for background
static BACKGND backgnd = {
BLACK, // sky colour
Common::Point(0, 0), // initial world pos
Common::Rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT), // scroll limits
0, // no background update process
NULL, // no x scroll table
NULL, // no y scroll table
2, // 2 playfields
playfield, // playfield pointer
false // no auto-erase
};
InitBackground(&backgnd);
}
/**
* Start up the standard stuff for the next scene.
*/
void PrimeScene(void) {
bNoBlocking = false;
RestartCursor(); // Restart the cursor
EnableTags(); // Next scene with tags enabled
g_scheduler->createProcess(PID_SCROLL, ScrollProcess, NULL, 0);
g_scheduler->createProcess(PID_SCROLL, EffectPolyProcess, NULL, 0);
#ifdef DEBUG
if (ShowPosition)
g_scheduler->createProcess(PID_POSITION, CursorPositionProcess, NULL, 0);
#endif
g_scheduler->createProcess(PID_TAG, TagProcess, NULL, 0);
g_scheduler->createProcess(PID_TAG, PointProcess, NULL, 0);
// init the current background
PrimeBackground();
}
/**
* Wrap up the last scene and start up the next scene.
*/
void NewScene(SCNHANDLE scene, int entry) {
EndScene(); // Wrap up the last scene.
PrimeScene(); // Start up the standard stuff for the next scene.
LoadScene(scene, entry);
}
#ifdef DEBUG
/**
* Sets the ShowPosition flag, causing the cursor position process to be
* created in each scene.
*/
void setshowpos(void) {
ShowPosition = true;
}
#endif
/**
* Return the current scene handle.
*/
SCNHANDLE GetSceneHandle(void) {
return SceneHandle;
}
} // end of namespace Tinsel
|