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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 "common/debug-channels.h"
#include "common/endian.h"
#include "common/error.h"
#include "common/events.h"
#include "common/keyboard.h"
#include "common/fs.h"
#include "common/config-manager.h"
#include "common/serializer.h"
#include "backends/audiocd/audiocd.h"
#include "engines/util.h"
#include "tinsel/actors.h"
#include "tinsel/background.h"
#include "tinsel/bmv.h"
#include "tinsel/config.h"
#include "tinsel/cursor.h"
#include "tinsel/drives.h"
#include "tinsel/dw.h"
#include "tinsel/events.h"
#include "tinsel/faders.h"
#include "tinsel/film.h"
#include "tinsel/handle.h"
#include "tinsel/heapmem.h" // MemoryInit
#include "tinsel/dialogs.h"
#include "tinsel/mareels.h"
#include "tinsel/music.h"
#include "tinsel/object.h"
#include "tinsel/pid.h"
#include "tinsel/polygons.h"
#include "tinsel/savescn.h"
#include "tinsel/scn.h"
#include "tinsel/sound.h"
#include "tinsel/strres.h"
#include "tinsel/sysvar.h"
#include "tinsel/timers.h"
#include "tinsel/tinsel.h"
namespace Tinsel {
//----------------- EXTERNAL FUNCTIONS ---------------------
// In BG.CPP
extern void SetDoFadeIn(bool tf);
extern void DropBackground();
extern const BACKGND *g_pCurBgnd;
// In CURSOR.CPP
extern void CursorProcess(CORO_PARAM, const void *);
// In INVENTORY.CPP
extern void InventoryProcess(CORO_PARAM, const void *);
// In SCENE.CPP
extern void PrimeBackground();
extern SCNHANDLE GetSceneHandle();
//----------------- FORWARD DECLARATIONS ---------------------
void SetNewScene(SCNHANDLE scene, int entrance, int transition);
//----------------- GLOBAL GLOBAL DATA --------------------
// FIXME: Avoid non-const global vars
bool g_bRestart = false;
bool g_bHasRestarted = false;
bool g_loadingFromGMM = false;
static bool g_bCuttingScene = false;
static bool g_bChangingForRestore = false;
#ifdef DEBUG
bool g_bFast; // set to make it go ludicrously fast
#endif
//----------------- LOCAL GLOBAL DATA --------------------
struct Scene {
SCNHANDLE scene; // Memory handle for scene
int entry; // Entrance number
int trans; // Transition - not yet used
};
static Scene g_NextScene = { 0, 0, 0 };
static Scene g_HookScene = { 0, 0, 0 };
static Scene g_DelayedScene = { 0, 0, 0 };
static Common::PROCESS *g_pMouseProcess = 0;
static Common::PROCESS *g_pKeyboardProcess = 0;
static SCNHANDLE g_hCdChangeScene;
//----------------- LOCAL PROCEDURES --------------------
/**
* Process to handle keypresses
*/
void KeyboardProcess(CORO_PARAM, const void *) {
// COROUTINE
CORO_BEGIN_CONTEXT;
CORO_END_CONTEXT(_ctx);
CORO_BEGIN_CODE(_ctx);
while (true) {
if (_vm->_keypresses.empty()) {
// allow scheduling
CORO_SLEEP(1);
continue;
}
// Get the next keyboard event off the stack
Common::Event evt = _vm->_keypresses.front();
_vm->_keypresses.pop_front();
// Switch for special keys
switch (evt.kbd.keycode) {
// Drag action
case Common::KEYCODE_LALT:
case Common::KEYCODE_RALT:
if (evt.type == Common::EVENT_KEYDOWN) {
if (!_vm->_config->_swapButtons)
ProcessButEvent(PLR_DRAG2_START);
else
ProcessButEvent(PLR_DRAG1_START);
} else {
if (!_vm->_config->_swapButtons)
ProcessButEvent(PLR_DRAG1_END);
else
ProcessButEvent(PLR_DRAG2_END);
}
continue;
case Common::KEYCODE_LCTRL:
case Common::KEYCODE_RCTRL:
if (evt.type == Common::EVENT_KEYDOWN) {
ProcessKeyEvent(PLR_LOOK);
} else {
// Control key release
}
continue;
default:
break;
}
// At this point only key down events need processing
if (evt.type == Common::EVENT_KEYUP)
continue;
if (_vm->_keyHandler != NULL)
// Keyboard is hooked, so pass it on to that handler first
if (!_vm->_keyHandler(evt.kbd))
continue;
switch (evt.kbd.keycode) {
/*** SPACE = WALKTO ***/
case Common::KEYCODE_SPACE:
ProcessKeyEvent(PLR_WALKTO);
continue;
/*** RETURN = ACTION ***/
case Common::KEYCODE_RETURN:
case Common::KEYCODE_KP_ENTER:
ProcessKeyEvent(PLR_ACTION);
continue;
/*** l = LOOK ***/
case Common::KEYCODE_l: // LOOK
ProcessKeyEvent(PLR_LOOK);
continue;
case Common::KEYCODE_ESCAPE:
ProcessKeyEvent(PLR_ESCAPE);
continue;
#ifdef SLOW_RINCE_DOWN
case '>':
AddInterlude(1);
continue;
case '<':
AddInterlude(-1);
continue;
#endif
case Common::KEYCODE_1:
case Common::KEYCODE_F1:
// Options dialog
ProcessKeyEvent(PLR_MENU);
continue;
case Common::KEYCODE_5:
case Common::KEYCODE_F5:
// Save game
ProcessKeyEvent(PLR_SAVE);
continue;
case Common::KEYCODE_7:
case Common::KEYCODE_F7:
// Load game
ProcessKeyEvent(PLR_LOAD);
continue;
case Common::KEYCODE_m:
// Debug facility - scene hopper
if (TinselV2 && (evt.kbd.hasFlags(Common::KBD_ALT)))
ProcessKeyEvent(PLR_JUMP);
break;
case Common::KEYCODE_q:
if ((evt.kbd.hasFlags(Common::KBD_CTRL)) || (evt.kbd.hasFlags(Common::KBD_ALT)))
ProcessKeyEvent(PLR_QUIT);
continue;
case Common::KEYCODE_PAGEUP:
case Common::KEYCODE_KP9:
ProcessKeyEvent(PLR_PGUP);
continue;
case Common::KEYCODE_PAGEDOWN:
case Common::KEYCODE_KP3:
ProcessKeyEvent(PLR_PGDN);
continue;
case Common::KEYCODE_HOME:
case Common::KEYCODE_KP7:
ProcessKeyEvent(PLR_HOME);
continue;
case Common::KEYCODE_END:
case Common::KEYCODE_KP1:
ProcessKeyEvent(PLR_END);
continue;
default:
ProcessKeyEvent(PLR_NOEVENT);
break;
}
}
CORO_END_CODE;
}
/**
* Handles launching a single click action result if the timeout for a double-click
* expires
*/
static void SingleLeftProcess(CORO_PARAM, const void *param) {
CORO_BEGIN_CONTEXT;
uint32 endTicks;
CORO_END_CONTEXT(_ctx);
CORO_BEGIN_CODE(_ctx);
// Work out when to wait until
_ctx->endTicks = DwGetCurrentTime() + (uint32)_vm->_config->_dclickSpeed;
// Timeout a double click (may not work once every 49 days!)
do {
CORO_SLEEP(1);
} while (DwGetCurrentTime() < _ctx->endTicks);
if (GetProvNotProcessed()) {
const Common::Point clickPos = *(const Common::Point *)param;
PlayerEvent(PLR_WALKTO, clickPos);
}
CORO_KILL_SELF();
CORO_END_CODE;
}
/**
* Process to handle changes in the mouse buttons.
*/
static void MouseProcess(CORO_PARAM, const void *) {
// COROUTINE
CORO_BEGIN_CONTEXT;
bool lastLWasDouble;
bool lastRWasDouble;
uint32 lastLeftClick, lastRightClick;
Common::Point clickPos;
CORO_END_CONTEXT(_ctx);
CORO_BEGIN_CODE(_ctx);
_ctx->lastLWasDouble = false;
_ctx->lastRWasDouble = false;
_ctx->lastLeftClick = _ctx->lastRightClick = DwGetCurrentTime();
while (true) {
if (_vm->_mouseButtons.empty()) {
// allow scheduling
CORO_SLEEP(1);
continue;
}
// get next mouse button event
Common::EventType type = _vm->_mouseButtons.front();
_vm->_mouseButtons.pop_front();
int xp, yp;
GetCursorXYNoWait(&xp, &yp, true);
const Common::Point mousePos(xp, yp);
switch (type) {
case Common::EVENT_LBUTTONDOWN:
// left button press
if (DwGetCurrentTime() - _ctx->lastLeftClick < (uint32)_vm->_config->_dclickSpeed) {
// Left button double-click
if (TinselV2) {
// Kill off the button process and fire off the action command
CoroScheduler.killMatchingProcess(PID_BTN_CLICK, -1);
PlayerEvent(PLR_ACTION, _ctx->clickPos);
} else {
// signal left drag start
ProcessButEvent(PLR_DRAG1_START);
// signal left double click event
ProcessButEvent(PLR_DLEFT);
}
_ctx->lastLWasDouble = true;
} else {
// Initial mouse down - either for a single click, or potentially
// the start of a double-click action
if (TinselV2) {
PlayerEvent(PLR_DRAG1_START, mousePos);
ProvNotProcessed();
PlayerEvent(PLR_PROV_WALKTO, mousePos);
} else {
// signal left drag start
ProcessButEvent(PLR_DRAG1_START);
// signal left single click event
ProcessButEvent(PLR_SLEFT);
}
_ctx->lastLWasDouble = false;
}
break;
case Common::EVENT_LBUTTONUP:
// left button release
// update click timer
if (_ctx->lastLWasDouble == false) {
_ctx->lastLeftClick = DwGetCurrentTime();
// If player control is enabled, start a process which, if it times out,
// will activate a single button click
if (TinselV2 && ControlIsOn()) {
_ctx->clickPos = mousePos;
CoroScheduler.createProcess(PID_BTN_CLICK, SingleLeftProcess, &_ctx->clickPos, sizeof(Common::Point));
}
} else
_ctx->lastLeftClick -= _vm->_config->_dclickSpeed;
if (TinselV2)
// Signal left drag end
PlayerEvent(PLR_DRAG1_END, mousePos);
else
// signal left drag end
ProcessButEvent(PLR_DRAG1_END);
break;
case Common::EVENT_RBUTTONDOWN:
// right button press
if (DwGetCurrentTime() - _ctx->lastRightClick < (uint32)_vm->_config->_dclickSpeed) {
// Right button double-click
if (TinselV2) {
PlayerEvent(PLR_NOEVENT, _ctx->clickPos);
} else {
// signal right drag start
ProcessButEvent(PLR_DRAG2_START);
// signal right double click event
ProcessButEvent(PLR_DRIGHT);
}
_ctx->lastRWasDouble = true;
} else {
if (TinselV2) {
PlayerEvent(PLR_DRAG2_START, mousePos);
PlayerEvent(PLR_LOOK, mousePos);
} else {
// signal right drag start
ProcessButEvent(PLR_DRAG2_START);
// signal right single click event
ProcessButEvent(PLR_SRIGHT);
}
_ctx->lastRWasDouble = false;
}
break;
case Common::EVENT_RBUTTONUP:
// right button release
// update click timer
if (_ctx->lastRWasDouble == false)
_ctx->lastRightClick = DwGetCurrentTime();
else
_ctx->lastRightClick -= _vm->_config->_dclickSpeed;
if (TinselV2)
// Signal left drag end
PlayerEvent(PLR_DRAG2_END, mousePos);
else
// signal right drag end
ProcessButEvent(PLR_DRAG2_END);
break;
case Common::EVENT_WHEELUP:
PlayerEvent(PLR_WHEEL_UP, mousePos);
break;
case Common::EVENT_WHEELDOWN:
PlayerEvent(PLR_WHEEL_DOWN, mousePos);
break;
default:
break;
}
}
CORO_END_CODE;
}
/**
* Run the master script.
* Continues between scenes, or until Interpret() returns.
*/
static void MasterScriptProcess(CORO_PARAM, const void *) {
// COROUTINE
CORO_BEGIN_CONTEXT;
INT_CONTEXT *pic;
CORO_END_CONTEXT(_ctx);
CORO_BEGIN_CODE(_ctx);
_ctx->pic = InitInterpretContext(GS_MASTER, 0, NOEVENT, NOPOLY, 0, NULL);
CORO_INVOKE_1(Interpret, _ctx->pic);
CORO_END_CODE;
}
/**
* Store the facts pertaining to a scene change.
*/
void SetNewScene(SCNHANDLE scene, int entrance, int transition) {
if (!g_bCuttingScene && TinselV2)
WrapScene();
// If we're loading from the GMM, load the scene as a delayed one
if (g_loadingFromGMM) {
g_DelayedScene.scene = scene;
g_DelayedScene.entry = entrance;
g_DelayedScene.trans = transition;
g_loadingFromGMM = false;
return;
}
// If CD change will be required, stick in the scene change scene
if (CdNumber(scene) != GetCurrentCD()) {
// This scene gets delayed
g_DelayedScene.scene = scene;
g_DelayedScene.entry = entrance;
g_DelayedScene.trans = transition;
g_NextScene.scene = g_hCdChangeScene;
g_NextScene.entry = CdNumber(scene) - '0';
g_NextScene.trans = TRANS_FADE;
return;
}
if (g_HookScene.scene == 0 || g_bCuttingScene) {
// This scene comes next
g_NextScene.scene = scene;
g_NextScene.entry = entrance;
g_NextScene.trans = transition;
} else {
// This scene gets delayed
g_DelayedScene.scene = scene;
g_DelayedScene.entry = entrance;
g_DelayedScene.trans = transition;
// The hooked scene comes next
g_NextScene.scene = g_HookScene.scene;
g_NextScene.entry = g_HookScene.entry;
g_NextScene.trans = g_HookScene.trans;
g_HookScene.scene = 0;
}
// Workaround for "Missing Red Dragon in square" bug in Discworld 1 PSX, act IV.
// This happens with the original interpreter on PSX too: the red dragon in Act IV
// doesn't show up inside the square at the right time. Original game required the
// player to go in and out the square until the dragon appears (wasting hours).
// I'm forcing the load of the right scene by checking that the player has (or has not) the
// right items: player must have Mambo the swamp dragon, and mustn't have fireworks (used on
// the swamp dragon previously to "load it up").
if (TinselV1PSX && g_NextScene.scene == 0x1800000 && g_NextScene.entry == 2) {
if ((IsInInventory(261, INV_1) || IsInInventory(261, INV_2)) &&
(!IsInInventory(232, INV_1) && !IsInInventory(232, INV_2)))
g_NextScene.entry = 1;
}
}
/**
* Store a scene as hooked
*/
void SetHookScene(SCNHANDLE scene, int entrance, int transition) {
assert(g_HookScene.scene == 0); // scene already hooked
g_HookScene.scene = scene;
g_HookScene.entry = entrance;
g_HookScene.trans = transition;
}
/**
* Hooked scene is over, trigger a change to the delayed scene
*/
void UnHookScene() {
assert(g_DelayedScene.scene != 0); // no scene delayed
// The delayed scene can go now
g_NextScene.scene = g_DelayedScene.scene;
g_NextScene.entry = g_DelayedScene.entry;
g_NextScene.trans = g_DelayedScene.trans;
g_DelayedScene.scene = 0;
}
void SuspendHook() {
g_bCuttingScene = true;
}
void CdHasChanged() {
if (g_bChangingForRestore) {
g_bChangingForRestore = false;
RestoreGame(-2);
} else {
assert(g_DelayedScene.scene != 0);
WrapScene();
// The delayed scene can go now
g_NextScene.scene = g_DelayedScene.scene;
g_NextScene.entry = g_DelayedScene.entry;
g_NextScene.trans = g_DelayedScene.trans;
g_DelayedScene.scene = 0;
}
}
void SetCdChangeScene(SCNHANDLE hScene) {
g_hCdChangeScene = hScene;
}
void CDChangeForRestore(int cdNumber) {
g_NextScene.scene = g_hCdChangeScene;
g_NextScene.entry = cdNumber;
g_NextScene.trans = TRANS_FADE;
g_bChangingForRestore = true;
}
void UnSuspendHook() {
g_bCuttingScene = false;
}
void syncSCdata(Common::Serializer &s) {
s.syncAsUint32LE(g_HookScene.scene);
s.syncAsSint32LE(g_HookScene.entry);
s.syncAsSint32LE(g_HookScene.trans);
s.syncAsUint32LE(g_DelayedScene.scene);
s.syncAsSint32LE(g_DelayedScene.entry);
s.syncAsSint32LE(g_DelayedScene.trans);
}
//-----------------------------------------------------------------------
static void RestoredProcess(CORO_PARAM, const void *param) {
// COROUTINE
CORO_BEGIN_CONTEXT;
INT_CONTEXT *pic;
bool bConverse;
CORO_END_CONTEXT(_ctx);
CORO_BEGIN_CODE(_ctx);
// get the stuff copied to process when it was created
_ctx->pic = *((INT_CONTEXT * const *)param);
_ctx->pic = RestoreInterpretContext(_ctx->pic);
_ctx->bConverse = TinselV2 && (_ctx->pic->event == CONVERSE);
CORO_INVOKE_1(Interpret, _ctx->pic);
// Restore control after CallScene() from a conversation icon
if (_ctx->bConverse)
ControlOn();
CORO_END_CODE;
}
void RestoreProcess(INT_CONTEXT *pic) {
CoroScheduler.createProcess(PID_TCODE, RestoredProcess, &pic, sizeof(pic));
}
void RestoreMasterProcess(INT_CONTEXT *pic) {
CoroScheduler.createProcess(PID_MASTER_SCR, RestoredProcess, &pic, sizeof(pic));
}
// FIXME: CountOut is used by ChangeScene
// FIXME: Avoid non-const global vars
static int CountOut = 1; // == 1 for immediate start of first scene
/**
* If a scene restore is going on, just return (we don't update the
* screen during this time).
* If a scene change is required, 'order' the data for the new scene and
* start a fade out and a countdown.
* When the count expires, the screen will have faded. Ensure the scene |
* is loaded, clear the screen, and start the new scene.
*/
bool ChangeScene(bool bReset) {
// Prevent attempt to fade-out when restarting game
if (bReset) {
CountOut = 1; // immediate start of first scene again
g_DelayedScene.scene = g_HookScene.scene = 0;
return false;
}
if (IsRestoringScene())
return true;
if (g_NextScene.scene != 0) {
if (!CountOut) {
switch (g_NextScene.trans) {
case TRANS_CUT:
CountOut = 1;
break;
case TRANS_FADE:
default:
// Trigger pre-load and fade and start countdown
CountOut = COUNTOUT_COUNT;
FadeOutFast();
if (TinselV2)
_vm->_pcmMusic->startFadeOut(COUNTOUT_COUNT);
break;
}
} else if (--CountOut == 0) {
if (!TinselV2)
ClearScreen();
StartNewScene(g_NextScene.scene, g_NextScene.entry);
g_NextScene.scene = 0;
switch (g_NextScene.trans) {
case TRANS_CUT:
SetDoFadeIn(false);
break;
case TRANS_FADE:
default:
SetDoFadeIn(true);
break;
}
} else
_vm->_pcmMusic->fadeOutIteration();
}
return false;
}
/**
* CuttingScene
*/
void CuttingScene(bool bCutting) {
g_bCuttingScene = bCutting;
if (!bCutting)
WrapScene();
}
/**
* LoadBasicChunks
*/
void LoadBasicChunks() {
byte *cptr;
int numObjects;
// Allocate RAM for savescene data
InitializeSaveScenes();
// CHUNK_TOTAL_ACTORS seems to be missing in the released version, hard coding a value
// TODO: Would be nice to just change 511 to MAX_SAVED_ALIVES
cptr = FindChunk(MASTER_SCNHANDLE, CHUNK_TOTAL_ACTORS);
RegisterActors((cptr != NULL) ? READ_32(cptr) : 511);
// CHUNK_TOTAL_GLOBALS seems to be missing in some versions.
// So if it is missing, set a reasonably high value for the number of globals.
cptr = FindChunk(MASTER_SCNHANDLE, CHUNK_TOTAL_GLOBALS);
RegisterGlobals((cptr != NULL) ? READ_32(cptr) : 512);
cptr = FindChunk(INV_OBJ_SCNHANDLE, CHUNK_TOTAL_OBJECTS);
numObjects = (cptr != NULL) ? READ_32(cptr) : 0;
cptr = FindChunk(INV_OBJ_SCNHANDLE, CHUNK_OBJECTS);
// Convert to native endianness
INV_OBJECT *io = (INV_OBJECT *)cptr;
for (int i = 0; i < numObjects; i++, io++) {
io->id = FROM_32(io->id);
io->hIconFilm = FROM_32(io->hIconFilm);
io->hScript = FROM_32(io->hScript);
io->attribute = FROM_32(io->attribute);
}
RegisterIcons(cptr, numObjects);
cptr = FindChunk(MASTER_SCNHANDLE, CHUNK_TOTAL_POLY);
// Max polygons are 0 in DW1 Mac (both in the demo and the full version)
if (cptr != NULL && *cptr != 0)
MaxPolygons(*cptr);
if (TinselV2) {
// Global processes
cptr = FindChunk(MASTER_SCNHANDLE, CHUNK_NUM_PROCESSES);
assert(cptr && (*cptr < 100));
int num = *cptr;
cptr = FindChunk(MASTER_SCNHANDLE, CHUNK_PROCESSES);
assert(!num || cptr);
GlobalProcesses(num, cptr);
// CdPlay() stuff
cptr = FindChunk(MASTER_SCNHANDLE, CHUNK_CDPLAY_HANDLE);
assert(cptr);
uint32 playHandle = READ_32(cptr);
assert(playHandle < 512);
SetCdPlayHandle(playHandle);
}
}
//----------------- TinselEngine --------------------
// Global pointer to engine
TinselEngine *_vm;
struct GameSettings {
const char *gameid;
const char *description;
byte id;
uint32 features;
const char *detectname;
};
static const GameSettings tinselSettings[] = {
{"tinsel", "Tinsel game", 0, 0, 0},
{NULL, NULL, 0, 0, NULL}
};
// For the languages, refer to the LANGUAGE enum in dw.h
const char *const TinselEngine::_sampleIndices[][3] = {
{ "english.idx", "english1.idx", "english2.idx" }, // English
{ "french.idx", "french1.idx", "french2.idx" }, // French
{ "german.idx", "german1.idx", "german2.idx" }, // German
{ "english.idx", "english1.idx", "english2.idx" }, // Italian
{ "english.idx", "english1.idx", "english2.idx" }, // Spanish
{ "english.idx", "english1.idx", "english2.idx" }, // Hebrew (FIXME: not sure if this is correct)
{ "english.idx", "english1.idx", "english2.idx" }, // Hungarian (FIXME: not sure if this is correct)
{ "english.idx", "english1.idx", "english2.idx" }, // Japanese (FIXME: not sure if this is correct)
{ "us.idx", "us1.idx", "us2.idx" } // US English
};
const char *const TinselEngine::_sampleFiles[][3] = {
{ "english.smp", "english1.smp", "english2.smp" }, // English
{ "french.smp", "french1.smp", "french2.smp" }, // French
{ "german.smp", "german1.smp", "german2.smp" }, // German
{ "english.smp", "english1.smp", "english2.smp" }, // Italian
{ "english.smp", "english1.smp", "english2.smp" }, // Spanish
{ "english.smp", "english1.smp", "english2.smp" }, // Hebrew (FIXME: not sure if this is correct)
{ "english.smp", "english1.smp", "english2.smp" }, // Hungarian (FIXME: not sure if this is correct)
{ "english.smp", "english1.smp", "english2.smp" }, // Japanese (FIXME: not sure if this is correct)
{ "us.smp", "us1.smp", "us2.smp" }, // US English
};
const char *const TinselEngine::_textFiles[][3] = {
{ "english.txt", "english1.txt", "english2.txt" }, // English
{ "french.txt", "french1.txt", "french2.txt" }, // French
{ "german.txt", "german1.txt", "german2.txt" }, // German
{ "italian.txt", "italian1.txt", "italian2.txt" }, // Italian
{ "spanish.txt", "spanish1.txt", "spanish2.txt" }, // Spanish
{ "english.txt", "english1.txt", "english2.txt" }, // Hebrew (FIXME: not sure if this is correct)
{ "english.txt", "english1.txt", "english2.txt" }, // Hungarian (FIXME: not sure if this is correct)
{ "english.txt", "english1.txt", "english2.txt" }, // Japanese (FIXME: not sure if this is correct)
{ "us.txt", "us1.txt", "us2.txt" } // US English
};
TinselEngine::TinselEngine(OSystem *syst, const TinselGameDescription *gameDesc) :
Engine(syst), _gameDescription(gameDesc), _random("tinsel"),
_sound(0), _midiMusic(0), _pcmMusic(0), _bmv(0) {
_vm = this;
_config = new Config(this);
// Register debug flags
DebugMan.addDebugChannel(kTinselDebugAnimations, "animations", "Animations debugging");
DebugMan.addDebugChannel(kTinselDebugActions, "actions", "Actions debugging");
DebugMan.addDebugChannel(kTinselDebugSound, "sound", "Sound debugging");
DebugMan.addDebugChannel(kTinselDebugMusic, "music", "Music debugging");
// Setup mixer
syncSoundSettings();
const GameSettings *g;
const char *gameid = ConfMan.get("gameid").c_str();
for (g = tinselSettings; g->gameid; ++g)
if (!scumm_stricmp(g->gameid, gameid))
_gameId = g->id;
int cd_num = ConfMan.getInt("cdrom");
if (cd_num >= 0)
_system->getAudioCDManager()->openCD(cd_num);
_mousePos.x = 0;
_mousePos.y = 0;
_keyHandler = NULL;
_dosPlayerDir = 0;
}
TinselEngine::~TinselEngine() {
_system->getAudioCDManager()->stop();
delete _bmv;
delete _sound;
delete _midiMusic;
delete _pcmMusic;
delete _console;
_screenSurface.free();
FreeSaveScenes();
FreeTextBuffer();
FreeHandleTable();
FreeActors();
FreeObjectList();
FreeGlobalProcesses();
FreeGlobals();
delete _config;
MemoryDeinit();
}
Common::String TinselEngine::getSavegameFilename(int16 saveNum) const {
return Common::String::format("%s.%03d", getTargetName().c_str(), saveNum);
}
void TinselEngine::initializePath(const Common::FSNode &gamePath) {
if (TinselV1PSX) {
// Add subfolders needed for psx versions of Discworld 1
SearchMan.addDirectory(gamePath.getPath(), gamePath, 0, 3, true);
} else {
// Add DW2 subfolder to search path in case user is running directly from the CDs
SearchMan.addSubDirectoryMatching(gamePath, "dw2");
Engine::initializePath(gamePath);
}
}
Common::Error TinselEngine::run() {
_midiMusic = new MidiMusicPlayer(this);
_pcmMusic = new PCMMusicPlayer();
_sound = new SoundManager(this);
_bmv = new BMVPlayer();
// Initialize backend
if (getGameID() == GID_DW2) {
#ifndef DW2_EXACT_SIZE
initGraphics(640, 480, true);
#else
initGraphics(640, 432, true);
#endif
_screenSurface.create(640, 432, Graphics::PixelFormat::createFormatCLUT8());
} else {
initGraphics(320, 200, false);
_screenSurface.create(320, 200, Graphics::PixelFormat::createFormatCLUT8());
}
_console = new Console();
CoroScheduler.reset();
InitSysVars();
// init memory manager
MemoryInit();
// load user configuration
_vm->_config->readFromDisk();
#if 1
// FIXME: The following is taken from RestartGame().
// It may have to be adjusted a bit
CountOut = 1;
RebootCursor();
RebootDeadTags();
RebootMovers();
resetUserEventTime();
RebootTimers();
RebootScalingReels();
g_DelayedScene.scene = g_HookScene.scene = 0;
#endif
// Load in text strings
ChangeLanguage(_vm->_config->_language);
// Init palette and object managers, scheduler, keyboard and mouse
RestartDrivers();
// load in graphics info
SetupHandleTable();
// Actors, globals and inventory icons
LoadBasicChunks();
// Continuous game processes
CreateConstProcesses();
// allow game to run in the background
//RestartBackgroundProcess(); // FIXME: is this still needed?
//dumpMusic(); // dumps all of the game's music in external XMIDI files
// Load game from specified slot, if any
//
// TODO: We might want to think about properly taking care of possible
// errors when loading the save state.
if (ConfMan.hasKey("save_slot")) {
if (loadGameState(ConfMan.getInt("save_slot")).getCode() == Common::kNoError)
g_loadingFromGMM = true;
}
// Foreground loop
uint32 timerVal = 0;
while (!shouldQuit()) {
assert(_console);
_console->onFrame();
// Check for time to do next game cycle
if ((g_system->getMillis() > timerVal + GAME_FRAME_DELAY)) {
timerVal = g_system->getMillis();
_system->getAudioCDManager()->updateCD();
NextGameCycle();
}
if (g_bRestart) {
RestartGame();
g_bRestart = false;
g_bHasRestarted = true; // Set restarted flag
}
// Save/Restore scene file transfers
ProcessSRQueue();
// Handle any playing movie
_bmv->FettleBMV();
#ifdef DEBUG
if (g_bFast)
continue; // run flat-out
#endif
// Loop processing events while there are any pending
while (pollEvent())
;
DoCdChange();
if (_bmv->MoviePlaying() && _bmv->NextMovieTime())
g_system->delayMillis(MAX<int>(_bmv->NextMovieTime() - g_system->getMillis() + _bmv->MovieAudioLag(), 0));
else
g_system->delayMillis(10);
}
if (_bmv->MoviePlaying())
_bmv->FinishBMV();
// Write configuration
_vm->_config->writeToDisk();
EndScene();
g_pCurBgnd = NULL;
return Common::kNoError;
}
void TinselEngine::NextGameCycle() {
// Dim Music
_pcmMusic->dimIteration();
// Check for scene change
ChangeScene(false);
// Allow a user event for this schedule
ResetEcount();
// schedule process
CoroScheduler.schedule();
if (_bmv->MoviePlaying())
_bmv->CopyMovieToScreen();
else
// redraw background
DrawBackgnd();
// Why waste resources on yet another process?
FettleTimers();
}
bool TinselEngine::pollEvent() {
Common::Event event;
if (!g_system->getEventManager()->pollEvent(event))
return false;
// Handle the various kind of events
switch (event.type) {
case Common::EVENT_LBUTTONDOWN:
case Common::EVENT_LBUTTONUP:
case Common::EVENT_RBUTTONDOWN:
case Common::EVENT_RBUTTONUP:
case Common::EVENT_WHEELUP:
case Common::EVENT_WHEELDOWN:
// Add button to queue for the mouse process
_mouseButtons.push_back(event.type);
break;
case Common::EVENT_MOUSEMOVE:
{
// This fragment takes care of Tinsel 2 when it's been compiled with
// blank areas at the top and bottom of the screen
int ySkip = TinselV2 ? (g_system->getHeight() - _vm->screen().h) / 2 : 0;
if ((event.mouse.y >= ySkip) && (event.mouse.y < (g_system->getHeight() - ySkip)))
_mousePos = Common::Point(event.mouse.x, event.mouse.y - ySkip);
}
break;
case Common::EVENT_KEYDOWN:
case Common::EVENT_KEYUP:
ProcessKeyEvent(event);
break;
default:
break;
}
return true;
}
/**
* Start the processes that continue between scenes.
*/
void TinselEngine::CreateConstProcesses() {
// Process to run the master script
CoroScheduler.createProcess(PID_MASTER_SCR, MasterScriptProcess, NULL, 0);
// Processes to run the cursor and inventory,
CoroScheduler.createProcess(PID_CURSOR, CursorProcess, NULL, 0);
CoroScheduler.createProcess(PID_INVENTORY, InventoryProcess, NULL, 0);
}
/**
* Restart the game
*/
void TinselEngine::RestartGame() {
HoldItem(INV_NOICON); // Holding nothing
DropBackground(); // No background
// Ditches existing infrastructure background
PrimeBackground();
// Next scene change won't need to fade out
// -> reset the count used by ChangeScene
CountOut = 1;
RebootCursor();
RebootDeadTags();
RebootMovers();
RebootTimers();
RebootScalingReels();
g_DelayedScene.scene = g_HookScene.scene = 0;
// remove keyboard, mouse and joystick drivers
ChopDrivers();
// Init palette and object managers, scheduler, keyboard and mouse
RestartDrivers();
// Actors, globals and inventory icons
LoadBasicChunks();
// Continuous game processes
CreateConstProcesses();
}
/**
* Init palette and object managers, scheduler, keyboard and mouse.
*/
void TinselEngine::RestartDrivers() {
// init the palette manager
ResetPalAllocator();
// init the object manager
KillAllObjects();
// init the process scheduler
CoroScheduler.reset();
// init the event handlers
g_pMouseProcess = CoroScheduler.createProcess(PID_MOUSE, MouseProcess, NULL, 0);
g_pKeyboardProcess = CoroScheduler.createProcess(PID_KEYBOARD, KeyboardProcess, NULL, 0);
// open MIDI files
OpenMidiFiles();
// open sample files (only if mixer is ready)
if (_mixer->isReady()) {
_sound->openSampleFiles();
}
// Set midi volume
bool mute = false;
if (ConfMan.hasKey("mute"))
mute = ConfMan.getBool("mute");
SetMidiVolume(mute ? 0 : _vm->_config->_musicVolume);
}
/**
* Remove keyboard, mouse and joystick drivers.
*/
void TinselEngine::ChopDrivers() {
// remove sound driver
StopMidi();
_sound->stopAllSamples();
DeleteMidiBuffer();
// remove event drivers
CoroScheduler.killProcess(g_pMouseProcess);
CoroScheduler.killProcess(g_pKeyboardProcess);
}
/**
* Process a keyboard event
*/
void TinselEngine::ProcessKeyEvent(const Common::Event &event) {
// Handle any special keys immediately
switch (event.kbd.keycode) {
case Common::KEYCODE_d:
// Checks for CTRL flag, ignoring all the sticky flags
if (event.kbd.hasFlags(Common::KBD_CTRL) && event.type == Common::EVENT_KEYDOWN) {
// Activate the debugger
assert(_console);
_console->attach();
return;
}
break;
default:
break;
}
// Check for movement keys
int idx = 0;
switch (event.kbd.keycode) {
case Common::KEYCODE_UP:
case Common::KEYCODE_KP8:
idx = MSK_UP;
break;
case Common::KEYCODE_DOWN:
case Common::KEYCODE_KP2:
idx = MSK_DOWN;
break;
case Common::KEYCODE_LEFT:
case Common::KEYCODE_KP4:
idx = MSK_LEFT;
break;
case Common::KEYCODE_RIGHT:
case Common::KEYCODE_KP6:
idx = MSK_RIGHT;
break;
default:
break;
}
if (idx != 0) {
if (event.type == Common::EVENT_KEYDOWN)
_dosPlayerDir |= idx;
else
_dosPlayerDir &= ~idx;
return;
}
// All other keypresses add to the queue for processing in KeyboardProcess
_keypresses.push_back(event);
}
const char *TinselEngine::getSampleIndex(LANGUAGE lang) {
int cd;
if (TinselV2) {
cd = GetCurrentCD();
assert((cd == 1) || (cd == 2));
assert(((unsigned int) lang) < NUM_LANGUAGES);
if (lang == TXT_ENGLISH)
if (_vm->getLanguage() == Common::EN_USA)
lang = TXT_US;
} else {
cd = 0;
lang = TXT_ENGLISH;
}
return _sampleIndices[lang][cd];
}
const char *TinselEngine::getSampleFile(LANGUAGE lang) {
int cd;
if (TinselV2) {
cd = GetCurrentCD();
assert((cd == 1) || (cd == 2));
assert(((unsigned int) lang) < NUM_LANGUAGES);
if (lang == TXT_ENGLISH)
if (_vm->getLanguage() == Common::EN_USA)
lang = TXT_US;
} else {
cd = 0;
lang = TXT_ENGLISH;
}
return _sampleFiles[lang][cd];
}
const char *TinselEngine::getTextFile(LANGUAGE lang) {
assert(((unsigned int) lang) < NUM_LANGUAGES);
int cd;
if (TinselV2) {
cd = GetCurrentCD();
assert((cd == 1) || (cd == 2));
if (lang == TXT_ENGLISH)
if (_vm->getLanguage() == Common::EN_USA)
lang = TXT_US;
} else
cd = 0;
return _textFiles[lang][cd];
}
} // End of namespace Tinsel
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