scummvm/engines/tinsel/scene.cpp
Peter Kohaut 25fa525969 TINSEL: Added base of Noir movers
Renamed rince.* files to movers to be more game independent.
Added elementary support for Noir movers which can use different logic.

Allows game to boot to the first interactive scene, but there is no 3D model rendered (that is WIP).
2021-08-08 20:15:18 +02:00

474 lines
13 KiB
C++

/* 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/movers.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/memstream.h"
#include "common/textconsole.h"
namespace Tinsel {
//----------------- EXTERNAL FUNCTIONS ---------------------
// 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 --------------------
// These vars are reset upon engine destruction
#ifdef DEBUG
static bool g_ShowPosition = false; // Set when showpos() has been called
#endif
int g_sceneCtr = 0;
static int g_initialMyEscape = 0;
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
};
void ResetVarsScene() {
g_sceneCtr = 0;
g_initialMyEscape = 0;
g_SceneHandle = 0;
memset(&g_tempStruc, 0, sizeof(SCENE_STRUC));
}
SCENE_STRUC* parseV3Scene(const byte *pStruc) {
memset(&g_tempStruc, 0, sizeof(SCENE_STRUC));
Common::MemoryReadStream stream(pStruc, 84);
g_tempStruc.defRefer = stream.readUint32LE();
g_tempStruc.hSceneScript = stream.readUint32LE();
g_tempStruc.hSceneDesc = stream.readUint32LE();
g_tempStruc.numEntrance = stream.readUint32LE();
g_tempStruc.hEntrance = stream.readUint32LE();
stream.readUint32LE();
stream.readUint32LE();
stream.readUint32LE();
stream.readUint32LE();
g_tempStruc.numPoly = stream.readUint32LE();
g_tempStruc.hPoly = stream.readUint32LE();
g_tempStruc.numTaggedActor = stream.readUint32LE();
g_tempStruc.hTaggedActor = stream.readUint32LE();
g_tempStruc.numProcess = stream.readUint32LE();
g_tempStruc.hProcess = stream.readUint32LE();
g_tempStruc.hMusicScript = stream.readUint32LE();
g_tempStruc.hMusicSegment = stream.readUint32LE();
warning("TODO: Complete scene loading logic for Noir");
return &g_tempStruc;
}
const SCENE_STRUC *GetSceneStruc(const byte *pStruc) {
if (TinselVersion == TINSEL_V2)
return (const SCENE_STRUC *)pStruc;
else if (TinselVersion == TINSEL_V3)
return parseV3Scene(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 = READ_UINT32(p); p += sizeof(uint32);
g_tempStruc.numPoly = READ_UINT32(p); p += sizeof(uint32);
g_tempStruc.numTaggedActor = READ_UINT32(p); p += sizeof(uint32);
g_tempStruc.defRefer = READ_UINT32(p); p += sizeof(uint32);
g_tempStruc.hSceneScript = READ_UINT32(p); p += sizeof(uint32);
g_tempStruc.hEntrance = READ_UINT32(p); p += sizeof(uint32);
g_tempStruc.hPoly = READ_UINT32(p); p += sizeof(uint32);
g_tempStruc.hTaggedActor = READ_UINT32(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 #6094).
// Same goes for DW1 Mac.
_ctx->myEscape = (TinselV1 && (g_sceneCtr < ((TinselV1PSX || TinselV1Mac) ? 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,
FROM_32(_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 != 0) {
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) {
uint32 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()
_vm->_handle->LockMem(g_SceneHandle); // Make sure scene is loaded
_vm->_handle->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);
_vm->_handle->SetCdPlaySceneDetails((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(FROM_32(ss->hMusicScript), FROM_32(ss->hMusicSegment), cptr);
}
if (entry == NO_ENTRY_NUM) {
// Restoring scene
// Initialize all the polygons for this scene
InitPolygons(FROM_32(ss->hPoly), FROM_32(ss->numPoly), true);
// Initialize the actors for this scene
_vm->_actor->StartTaggedActors(FROM_32(ss->hTaggedActor), FROM_32(ss->numTaggedActor), false);
if (TinselV2)
// Returning from cutscene
SendSceneTinselProcess(RESTORE);
} else {
// Genuine new scene
// Initialize all the polygons for this scene
InitPolygons(FROM_32(ss->hPoly), FROM_32(ss->numPoly), false);
// Initialize the actors for this scene
_vm->_actor->StartTaggedActors(FROM_32(ss->hTaggedActor), FROM_32(ss->numTaggedActor), true);
// Run the appropriate entrance code (if any)
es = (const ENTRANCE_STRUC *)_vm->_handle->LockMem(FROM_32(ss->hEntrance));
for (i = 0; i < FROM_32(ss->numEntrance); i++) {
if (FROM_32(es->eNumber) == (uint)entry) {
if (es->hScript) {
init.event = STARTUP;
init.hTinselCode = 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 == FROM_32(ss->numEntrance))
error("Non-existent 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(FROM_32(ss->defRefer));
// Scene's processes
SceneProcesses(FROM_32(ss->numProcess), FROM_32(ss->hProcess));
}
/**
* Wrap up the last scene.
*/
void EndScene() {
if (g_SceneHandle != 0) {
_vm->_handle->UnlockScene(g_SceneHandle);
g_SceneHandle = 0;
}
_vm->_dialogs->KillInventory(); // Close down any open inventory
DropPolygons(); // No polygons
_vm->_scroll->DropScroll(); // No no-scrolls
_vm->_bg->DropBackground(); // No background
DropMovers(); // No moving actors
_vm->_cursor->DropCursor(); // No cursor
_vm->_actor->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);
_vm->_font->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);
}
/**
* Start up the standard stuff for the next scene.
*/
void PrimeScene() {
SetNoBlocking(false);
SetSysVar(SYS_SceneFxDimFactor, SysVar(SYS_DefaultFxDimFactor));
_vm->_cursor->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
_vm->_bg->InitBackground();
}
/**
* 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();
_vm->_handle->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