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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.
*
* 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/dialogs.h"
#include "tinsel/dw.h"
#include "tinsel/graphics.h"
#include "tinsel/handle.h"
#include "tinsel/film.h"
#include "tinsel/font.h"
#include "tinsel/mareels.h"
#include "tinsel/move.h"
#include "tinsel/music.h"
#include "tinsel/object.h"
#include "tinsel/pcode.h"
#include "tinsel/pid.h" // process IDs
#include "tinsel/play.h"
#include "tinsel/polygons.h"
#include "tinsel/rince.h"
#include "tinsel/sched.h"
#include "tinsel/scn.h"
#include "tinsel/scroll.h"
#include "tinsel/sound.h" // stopAllSamples()
#include "tinsel/sysvar.h"
#include "tinsel/token.h"
#include "common/textconsole.h"
namespace Tinsel {
//----------------- EXTERNAL FUNCTIONS ---------------------
// in BG.C
extern void DropBackground();
// 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();
//----------------- LOCAL DEFINES --------------------
#include "common/pack-start.h" // START STRUCT PACKING
/** scene structure - one per scene */
struct SCENE_STRUC {
int32 defRefer; // Default refer direction (REFTYPE)
SCNHANDLE hSceneScript; // handle to scene script
SCNHANDLE hSceneDesc; // handle to scene description
int32 numEntrance; // number of entrances in this scene
SCNHANDLE hEntrance; // handle to table of entrances
int32 numPoly; // number of various polygons in this scene
SCNHANDLE hPoly; // handle to table of polygons
int32 numTaggedActor; // number of tagged actors in this scene
SCNHANDLE hTaggedActor; // handle to table of tagged actors
int32 numProcess; // number of processes in this scene
SCNHANDLE hProcess; // handle to table of processes
SCNHANDLE hMusicScript; // handle to music script data - Tinsel 2 only
SCNHANDLE hMusicSegment;// handle to music segments - Tinsel 2 only
} PACKED_STRUCT;
/** entrance structure - one per entrance */
struct ENTRANCE_STRUC {
int32 eNumber; ///< entrance number
SCNHANDLE hScript; ///< handle to entrance script
// Tinsel 2 fields
SCNHANDLE hEntDesc; // handle to entrance description
uint32 flags;
} PACKED_STRUCT;
#include "common/pack-end.h" // END STRUCT PACKING
//----------------- LOCAL GLOBAL DATA --------------------
// FIXME: Avoid non-const global vars
#ifdef DEBUG
static bool g_ShowPosition = false; // Set when showpos() has been called
#endif
int g_sceneCtr = 0;
static int g_initialMyEscape;
static SCNHANDLE g_SceneHandle = 0; // Current scene handle - stored in case of Save_Scene()
SCENE_STRUC g_tempStruc;
struct TP_INIT {
SCNHANDLE hTinselCode; // Code
TINSEL_EVENT event; // Triggering event
};
const SCENE_STRUC *GetSceneStruc(const byte *pStruc) {
if (TinselVersion == TINSEL_V2)
return (const SCENE_STRUC *)pStruc;
// Copy appropriate fields into tempStruc, and return a pointer to it
const byte *p = pStruc;
memset(&g_tempStruc, 0, sizeof(SCENE_STRUC));
g_tempStruc.numEntrance = FROM_LE_32(READ_32(p)); p += sizeof(uint32);
g_tempStruc.numPoly = FROM_LE_32(READ_32(p)); p += sizeof(uint32);
g_tempStruc.numTaggedActor = FROM_LE_32(READ_32(p)); p += sizeof(uint32);
g_tempStruc.defRefer = FROM_LE_32(READ_32(p)); p += sizeof(uint32);
g_tempStruc.hSceneScript = FROM_LE_32(READ_32(p)); p += sizeof(uint32);
g_tempStruc.hEntrance = FROM_LE_32(READ_32(p)); p += sizeof(uint32);
g_tempStruc.hPoly = FROM_LE_32(READ_32(p)); p += sizeof(uint32);
g_tempStruc.hTaggedActor = FROM_LE_32(READ_32(p)); p += sizeof(uint32);
return &g_tempStruc;
}
/**
* Started up for scene script and entrance script.
*/
static void SceneTinselProcess(CORO_PARAM, const void *param) {
// COROUTINE
CORO_BEGIN_CONTEXT;
INT_CONTEXT *pic;
const TP_INIT *pInit;
int myEscape;
CORO_END_CONTEXT(_ctx);
CORO_BEGIN_CODE(_ctx);
// The following myEscape value setting is used for enabling title screen skipping in DW1
if (TinselV1 && (g_sceneCtr == 1)) g_initialMyEscape = GetEscEvents();
// DW1 PSX has its own scene skipping script code for scenes 2 and 3 (bug #3541542).
_ctx->myEscape = (TinselV1 && (g_sceneCtr < (TinselV1PSX ? 2 : 4))) ? g_initialMyEscape : 0;
// get the stuff copied to process when it was created
_ctx->pInit = (const TP_INIT *)param;
assert(_ctx->pInit);
assert(_ctx->pInit->hTinselCode); // Must have some code to run
_ctx->pic = InitInterpretContext(GS_SCENE,
_ctx->pInit->hTinselCode,
TinselV2 ? _ctx->pInit->event : NOEVENT,
NOPOLY, // No polygon
0, // No actor
NULL, // No object
_ctx->myEscape);
CORO_INVOKE_1(Interpret, _ctx->pic);
CORO_END_CODE;
}
/**
* Start up a SceneTinselProcess() running the scene
* script for various events.
*/
void SendSceneTinselProcess(TINSEL_EVENT event) {
SCENE_STRUC *ss;
if (g_SceneHandle != (SCNHANDLE)NULL) {
ss = (SCENE_STRUC *) FindChunk(g_SceneHandle, CHUNK_SCENE);
if (ss->hSceneScript) {
TP_INIT init;
init.event = event;
init.hTinselCode = ss->hSceneScript;
CoroScheduler.createProcess(PID_TCODE, SceneTinselProcess, &init, sizeof(init));
}
}
}
/**
* Get the SCENE_STRUC
* Initialize polygons for the scene
* Initialize the actors for this scene
* Run the appropriate entrance code (if any)
* Get the default refer type
*/
static void LoadScene(SCNHANDLE scene, int entry) {
int32 i;
TP_INIT init;
const SCENE_STRUC *ss;
const ENTRANCE_STRUC *es;
// Scene handle
g_SceneHandle = scene; // Save scene handle in case of Save_Scene()
LockMem(g_SceneHandle); // Make sure scene is loaded
LockScene(g_SceneHandle); // Prevent current scene from being discarded
if (TinselV2) {
// CdPlay() stuff
byte *cptr = FindChunk(scene, CHUNK_CDPLAY_FILENUM);
assert(cptr);
i = READ_32(cptr);
assert(i < 512);
cptr = FindChunk(scene, CHUNK_CDPLAY_FILENAME);
assert(cptr);
SetCdPlaySceneDetails(i, (const char *)cptr);
}
// Find scene structure
ss = GetSceneStruc(FindChunk(scene, CHUNK_SCENE));
assert(ss != NULL);
if (TinselV2) {
// Music stuff
char *cptr = (char *)FindChunk(scene, CHUNK_MUSIC_FILENAME);
assert(cptr);
_vm->_pcmMusic->setMusicSceneDetails(ss->hMusicScript, ss->hMusicSegment, cptr);
}
if (entry == NO_ENTRY_NUM) {
// Restoring scene
// Initialize all the polygons for this scene
InitPolygons(ss->hPoly, ss->numPoly, true);
// Initialize the actors for this scene
StartTaggedActors(ss->hTaggedActor, ss->numTaggedActor, false);
if (TinselV2)
// Returning from cutscene
SendSceneTinselProcess(RESTORE);
} else {
// Genuine new scene
// Initialize all the polygons for this scene
InitPolygons(ss->hPoly, ss->numPoly, false);
// Initialize the actors for this scene
StartTaggedActors(ss->hTaggedActor, ss->numTaggedActor, true);
// Run the appropriate entrance code (if any)
es = (const ENTRANCE_STRUC *)LockMem(ss->hEntrance);
for (i = 0; i < ss->numEntrance; i++) {
if (FROM_32(es->eNumber) == (uint)entry) {
if (es->hScript) {
init.event = STARTUP;
init.hTinselCode = FROM_32(es->hScript);
CoroScheduler.createProcess(PID_TCODE, SceneTinselProcess, &init, sizeof(init));
}
break;
}
// Move to next entrance
if (TinselV2)
++es;
else
es = (const ENTRANCE_STRUC *)((const byte *)es + 8);
}
if (i == ss->numEntrance)
error("Non-existant scene entry number");
if (ss->hSceneScript) {
init.event = STARTUP;
init.hTinselCode = ss->hSceneScript;
CoroScheduler.createProcess(PID_TCODE, SceneTinselProcess, &init, sizeof(init));
}
}
// Default refer type
SetDefaultRefer(ss->defRefer);
// Scene's processes
SceneProcesses(ss->numProcess, ss->hProcess);
}
/**
* Wrap up the last scene.
*/
void EndScene() {
if (g_SceneHandle != 0) {
UnlockScene(g_SceneHandle);
g_SceneHandle = 0;
}
KillInventory(); // Close down any open inventory
DropPolygons(); // No polygons
DropScroll(); // No no-scrolls
DropBackground(); // No background
DropMovers(); // No moving actors
DropCursor(); // No cursor
DropActors(); // No actor reels running
FreeAllTokens(); // No-one has tokens
FreeMostInterpretContexts(); // Only master script still interpreting
if (TinselV2) {
SetSysVar(ISV_DIVERT_ACTOR, 0);
SetSysVar(ISV_GHOST_ACTOR, 0);
SetSysVar(SV_MinimumXoffset, 0);
SetSysVar(SV_MaximumXoffset, 0);
SetSysVar(SV_MinimumYoffset, 0);
SetSysVar(SV_MaximumYoffset, 0);
ResetFontHandles();
NoSoundReels();
}
_vm->_sound->stopAllSamples(); // Kill off any still-running sample
//_vm->_mixer->stopAll();
// init the palette manager
ResetPalAllocator();
// init the object manager
KillAllObjects();
// kill all destructable process
CoroScheduler.killMatchingProcess(PID_DESTROY, PID_DESTROY);
}
/**
*
*/
void PrimeBackground() {
// structure for playfields
// FIXME: Avoid non-const global vars
// TODO: We should simply merge this function with InitBackground
// in order to avoid the static var and the problems associate
// with it.
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 const BACKGND backgnd = {
BLACK, // sky color
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() {
SetNoBlocking(false);
SetSysVar(SYS_SceneFxDimFactor, SysVar(SYS_DefaultFxDimFactor));
RestartCursor(); // Restart the cursor
if (!TinselV2)
EnableTags(); // Next scene with tags enabled
CoroScheduler.createProcess(PID_SCROLL, ScrollProcess, NULL, 0);
CoroScheduler.createProcess(PID_SCROLL, EffectPolyProcess, NULL, 0);
#ifdef DEBUG
if (g_ShowPosition)
CoroScheduler.createProcess(PID_POSITION, CursorPositionProcess, NULL, 0);
#endif
CoroScheduler.createProcess(PID_TAG, TagProcess, NULL, 0);
CoroScheduler.createProcess(PID_TAG, PointProcess, NULL, 0);
// init the current background
PrimeBackground();
}
/**
* Wrap up the last scene and start up the next scene.
*/
void StartNewScene(SCNHANDLE scene, int entry) {
EndScene(); // Wrap up the last scene.
if (TinselV2) {
TouchMoverReels();
LockMem(scene); // Do CD change before PrimeScene
}
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() {
g_ShowPosition = true;
}
#endif
/**
* Return the current scene handle.
*/
SCNHANDLE GetSceneHandle() {
return g_SceneHandle;
}
/**
* DoHailScene
*/
void DoHailScene(SCNHANDLE scene) {
// Find scene structure
const SCENE_STRUC *ss = GetSceneStruc(FindChunk(scene, CHUNK_SCENE));
if (ss != NULL && ss->hSceneScript) {
TP_INIT init;
init.event = NOEVENT;
init.hTinselCode = ss->hSceneScript;
CoroScheduler.createProcess(PID_TCODE, SceneTinselProcess, &init, sizeof(init));
}
}
/**
* WrapScene
*/
void WrapScene() {
SendSceneTinselProcess(CLOSEDOWN);
}
} // End of namespace Tinsel
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