static BOOLEAN
TalkSegue (COUNT wait_track)
{
	TALKING_STATE talkingState;

	// Transition animation to talking state, if necessary
	if (wantTalkingAnim () && haveTalkingAnim ())
	{	
		if (haveTransitionAnim ())
			setRunIntroAnim ();
					
		setRunTalkingAnim ();

		// wait until the transition finishes
		while (runningIntroAnim ())
			runCommAnimFrame ();
	}

	memset (&talkingState, 0, sizeof talkingState);

	if (wait_track == 0)
	{	// Restarting with a rewind
		wait_track = WAIT_TRACK_ALL;
		talkingState.rewind = true;
	}
	else if (!PlayingTrack ())
	{	// initial start of player
		PlayTrack ();
		assert (PlayingTrack ());
	}

	// Run the talking controls
	SetMenuSounds (MENU_SOUND_NONE, MENU_SOUND_NONE);
	talkingState.InputFunc = DoTalkSegue;
	talkingState.waitTrack = wait_track;
	DoInput (&talkingState, FALSE);

	ClearSubtitles ();

	if (talkingState.ended)
	{	// reached the end; set STOP icon
		SetSliderImage (SetAbsFrameIndex (ActivityFrame, 8));
	}

	// transition back to silent, if necessary
	if (runningTalkingAnim ())
		setStopTalkingAnim ();

	// Wait until the animation task stops "talking"
	while (runningTalkingAnim ())
		runCommAnimFrame ();

	return talkingState.ended;
}
Beispiel #2
0
static BOOLEAN
DoTalkSegue (TALKING_STATE *pTS)
{
	bool left = false;
	bool right = false;
	COUNT curTrack;

	if (GLOBAL (CurrentActivity) & CHECK_ABORT)
	{
		pTS->ended = true;
		return FALSE;
	}
	
	if (PulsedInputState.menu[KEY_MENU_CANCEL])
	{
		JumpTrack ();
		pTS->ended = true;
		return FALSE;
	}

	if (optSmoothScroll == OPT_PC)
	{
		left = PulsedInputState.menu[KEY_MENU_LEFT] != 0;
		right = PulsedInputState.menu[KEY_MENU_RIGHT] != 0;
	}
	else if (optSmoothScroll == OPT_3DO)
	{
		left = CurrentInputState.menu[KEY_MENU_LEFT] != 0;
		right = CurrentInputState.menu[KEY_MENU_RIGHT] != 0;
	}

#if DEMO_MODE || CREATE_JOURNAL
	left = false;
	right = false;
#endif

	if (right)
	{
		SetSliderImage (SetAbsFrameIndex (ActivityFrame, 3));
		if (optSmoothScroll == OPT_PC)
			FastForward_Page ();
		else if (optSmoothScroll == OPT_3DO)
			FastForward_Smooth ();
		pTS->seeking = true;
	}
	else if (left || pTS->rewind)
	{
		pTS->rewind = false;
		SetSliderImage (SetAbsFrameIndex (ActivityFrame, 4));
		if (optSmoothScroll == OPT_PC)
			FastReverse_Page ();
		else if (optSmoothScroll == OPT_3DO)
			FastReverse_Smooth ();
		pTS->seeking = true;
	}
	else if (pTS->seeking)
	{
		// This is only done once the seeking is over (in the smooth
		// scroll case, once the user releases the seek button)
		pTS->seeking = false;
		SetSliderImage (SetAbsFrameIndex (ActivityFrame, 2));
	}
	else
	{
		// This used to have a buggy guard condition, which
		// would cause the animations to remain paused in a couple cases
		// after seeking back to the beginning.
		// Broken cases were: Syreen "several hours later" and Starbase
		// VUX Beast analysis by the scientist.
		CheckSubtitles ();
	}

	// XXX: When seeking, all animations (talking and ambient) stop
	// progressing. This is an original 3DO behavior, and I see no
	// reason why the animations cannot continue while seeking.
	UpdateAnimations (pTS->seeking);
	UpdateSpeechGraphics ();

	curTrack = PlayingTrack ();
	pTS->ended = !pTS->seeking && !curTrack;

	SleepThreadUntil (pTS->NextTime);
	// Need a high enough framerate for 3DO smooth seeking
	pTS->NextTime = GetTimeCounter () + ONE_SECOND / 60;

	return pTS->seeking || (curTrack && curTrack <= pTS->waitTrack);
}
Beispiel #3
0
BOOLEAN
DoConfirmExit (void)
{
	BOOLEAN result;

	if (PlayingTrack ())
		PauseTrack ();

	LockMutex (GraphicsLock);
	{
		RECT r;
		STAMP s;
		RECT ctxRect;
		CONTEXT oldContext;
		RECT oldRect;
		BOOLEAN response = FALSE, done;

		oldContext = SetContext (ScreenContext);
		GetContextClipRect (&oldRect);
		SetContextClipRect (NULL);

		GetContextClipRect (&ctxRect);
		r.extent.width = CONFIRM_WIN_WIDTH + 4;
		r.extent.height = CONFIRM_WIN_HEIGHT + 4;
		r.corner.x = (ctxRect.extent.width - r.extent.width) >> 1;
		r.corner.y = (ctxRect.extent.height - r.extent.height) >> 1;
		s = SaveContextFrame (&r);
		SetSystemRect (&r);

		DrawConfirmationWindow (response);
		FlushGraphics ();

		FlushInput ();
		done = FALSE;
		
		do {
			// Forbid recursive calls or pausing here!
			ExitRequested = FALSE;
			GamePaused = FALSE;
			UpdateInputState ();
			if (GLOBAL (CurrentActivity) & CHECK_ABORT)
			{	// something else triggered an exit
				done = TRUE;
				response = TRUE;
			}
			else if (PulsedInputState.menu[KEY_MENU_SELECT])
			{
				done = TRUE;
				PlayMenuSound (MENU_SOUND_SUCCESS);
			}
			else if (PulsedInputState.menu[KEY_MENU_CANCEL])
			{
				done = TRUE;
				response = FALSE;
			}
			else if (PulsedInputState.menu[KEY_MENU_LEFT] || PulsedInputState.menu[KEY_MENU_RIGHT])
			{
				response = !response;
				DrawConfirmationWindow (response);
				PlayMenuSound (MENU_SOUND_MOVE);
			}
			SleepThread (ONE_SECOND / 30);
		} while (!done);

		// Restore the screen under the confirmation window
		DrawStamp (&s);
		DestroyDrawable (ReleaseDrawable (s.frame));
		ClearSystemRect ();
		if (response || (GLOBAL (CurrentActivity) & CHECK_ABORT))
		{
			result = TRUE;
			GLOBAL (CurrentActivity) |= CHECK_ABORT;
		}		
		else
		{
			result = FALSE;
		}
		ExitRequested = FALSE;
		GamePaused = FALSE;
		FlushInput ();
		SetContextClipRect (&oldRect);
		SetContext (oldContext);
	}
	UnlockMutex (GraphicsLock);

	if (PlayingTrack ())
		ResumeTrack ();

	return (result);
}
Beispiel #4
0
/* This code assumes that you aren't in Character Mode.  This is
 * currently safe because VControl doesn't see keystrokes when you
 * are, and thus cannot conclude that an exit is necessary. */
BOOLEAN
DoConfirmExit (void)
{
	BOOLEAN result;
	static BOOLEAN in_confirm = FALSE;
	if (LOBYTE (GLOBAL (CurrentActivity)) != SUPER_MELEE &&
			LOBYTE (GLOBAL (CurrentActivity)) != WON_LAST_BATTLE &&
			!(LastActivity & CHECK_RESTART))
		SuspendGameClock ();
	if (CommData.ConversationPhrases && PlayingTrack ())
		PauseTrack ();

	LockMutex (GraphicsLock);
	if (in_confirm)
	{
		result = FALSE;
		ExitRequested = FALSE;
	}
	else
	{
		RECT r;
		STAMP s;
		FRAME F;
		CONTEXT oldContext;
		RECT oldRect;
		BOOLEAN response = FALSE, done;

		in_confirm = TRUE;
		oldContext = SetContext (ScreenContext);
		GetContextClipRect (&oldRect);
		SetContextClipRect (NULL_PTR);

		r.extent.width = CONFIRM_WIN_WIDTH + 4;
		r.extent.height = CONFIRM_WIN_HEIGHT + 4;
		r.corner.x = (SCREEN_WIDTH - r.extent.width) >> 1;
		r.corner.y = (SCREEN_HEIGHT - r.extent.height) >> 1;
		s.origin = r.corner;
		F = CaptureDrawable (LoadDisplayPixmap (&r, (FRAME)0));

		SetSystemRect (&r);

		DrawConfirmationWindow (response);

		// Releasing the lock lets the rotate_planet_task
		// draw a frame.  PauseRotate can still allow one more frame
		// to be drawn, so it is safer to just not release the lock
		//UnlockMutex (GraphicsLock);
		FlushGraphics ();
		//LockMutex (GraphicsLock);

		GLOBAL (CurrentActivity) |= CHECK_ABORT;
		FlushInput ();
		done = FALSE;

		do {
			// Forbid recursive calls or pausing here!
			ExitRequested = FALSE;
			GamePaused = FALSE;
			UpdateInputState ();
			if (PulsedInputState.menu[KEY_MENU_SELECT])
			{
				done = TRUE;
				PlayMenuSound (MENU_SOUND_SUCCESS);
			}
			else if (PulsedInputState.menu[KEY_MENU_CANCEL])
			{
				done = TRUE;
				response = FALSE;
			}
			else if (PulsedInputState.menu[KEY_MENU_LEFT] || PulsedInputState.menu[KEY_MENU_RIGHT])
			{
				response = !response;
				DrawConfirmationWindow (response);
				PlayMenuSound (MENU_SOUND_MOVE);
			}
			TaskSwitch ();
		} while (!done);

		s.frame = F;
		DrawStamp (&s);
		DestroyDrawable (ReleaseDrawable (s.frame));
		ClearSystemRect ();
		if (response)
		{
			result = TRUE;
		}		
		else
		{
			result = FALSE;
			GLOBAL (CurrentActivity) &= ~CHECK_ABORT;
		}
		ExitRequested = FALSE;
		GamePaused = FALSE;
		FlushInput ();
		SetContextClipRect (&oldRect);
		SetContext (oldContext);
	}
	UnlockMutex (GraphicsLock);

	if (LOBYTE (GLOBAL (CurrentActivity)) != SUPER_MELEE &&
			LOBYTE (GLOBAL (CurrentActivity)) != WON_LAST_BATTLE &&
			!(LastActivity & CHECK_RESTART))
		ResumeGameClock ();
	if (CommData.ConversationPhrases && PlayingTrack ())
	{
		ResumeTrack ();
		if (CommData.AlienTransitionDesc.AnimFlags & TALK_DONE)
			do_subtitles ((void *)~0);
	}

	in_confirm = FALSE;
	return (result);
}
Beispiel #5
0
BOOLEAN
PauseGame (void)
{
	RECT r;
	STAMP s;
	BOOLEAN ClockActive;
	CONTEXT OldContext;
	FRAME F;
	HOT_SPOT OldHot;

	if (ActivityFrame == 0
			|| (GLOBAL (CurrentActivity) & (CHECK_ABORT | CHECK_PAUSE))
			|| (LastActivity & (CHECK_LOAD | CHECK_RESTART)))
		return (FALSE);
		
	GLOBAL (CurrentActivity) |= CHECK_PAUSE;

	ClockActive = (BOOLEAN)(
			LOBYTE (GLOBAL (CurrentActivity)) != SUPER_MELEE
			&& GameClockRunning ()
			);
	if (ClockActive)
		SuspendGameClock ();
	else if (CommData.ConversationPhrases && PlayingTrack ())
		PauseTrack ();

	SetSemaphore (GraphicsSem);
	OldContext = SetContext (ScreenContext);
	OldHot = SetFrameHot (Screen, MAKE_HOT_SPOT (0, 0));

	GetFrameRect (ActivityFrame, &r);
	r.corner.x = (SCREEN_WIDTH - r.extent.width) >> 1;
	r.corner.y = (SCREEN_HEIGHT - r.extent.height) >> 1;
	s.origin = r.corner;
	s.frame = ActivityFrame;
	F = CaptureDrawable (LoadDisplayPixmap (&r, (FRAME)0));
	DrawStamp (&s);

	FlushGraphics ();

	{
		BYTE scan;

		scan = KBDToUNICODE (SK_F1);
		while (KeyDown (scan))
			TaskSwitch ();
	}

	FlushInput ();
	while (KeyHit () != SK_F1)
		TaskSwitch ();

	s.frame = F;
	DrawStamp (&s);
	DestroyDrawable (ReleaseDrawable (s.frame));

	SetFrameHot (Screen, OldHot);
	SetContext (OldContext);

	WaitForNoInput (ONE_SECOND / 4);
	FlushInput ();
	ClearSemaphore (GraphicsSem);

	if (ClockActive)
		ResumeGameClock ();
	else if (CommData.ConversationPhrases && PlayingTrack ())
		ResumeTrack ();

	TaskSwitch ();
	GLOBAL (CurrentActivity) &= ~CHECK_PAUSE;
	return (TRUE);
}