scummvm/engines/tinsel/rince.cpp
Torbjörn Andersson a790fe0e80 TINSEL: Remove self-assignment (CID 1003626)
However, dreammaster has confirmed this line was in the original
so I'm leaving it commented-out in case there is a genuine bug
still lurking there.
2013-07-20 05:32:11 +02:00

968 lines
24 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.
*
* Should really be called "moving actors.c"
*/
#include "tinsel/actors.h"
#include "tinsel/anim.h"
#include "tinsel/background.h"
#include "tinsel/config.h"
#include "tinsel/dw.h"
#include "tinsel/film.h"
#include "tinsel/handle.h"
#include "tinsel/dialogs.h"
#include "tinsel/mareels.h"
#include "tinsel/move.h"
#include "tinsel/multiobj.h" // multi-part object defintions etc.
#include "tinsel/object.h"
#include "tinsel/pcode.h"
#include "tinsel/pid.h"
#include "tinsel/play.h"
#include "tinsel/polygons.h"
#include "tinsel/rince.h"
#include "tinsel/sched.h"
#include "tinsel/sysvar.h"
#include "tinsel/timers.h"
#include "tinsel/tinsel.h"
#include "tinsel/token.h"
#include "common/textconsole.h"
#include "common/util.h"
namespace Tinsel {
//----------------- LOCAL GLOBAL DATA --------------------
static MOVER g_Movers[MAX_MOVERS]; // FIXME: Avoid non-const global vars
//----------------- FUNCTIONS ----------------------------
/**
* Called from ActorPalette(), normally once just after the beginning of time.
*/
void StoreMoverPalette(PMOVER pMover, int startColor, int length) {
pMover->startColor = startColor;
pMover->paletteLength = length;
}
/**
* Called from the moving actor's main loop.
*/
static void CheckBrightness(PMOVER pMover) {
int brightness;
if (pMover->hCpath == NOPOLY || pMover->bHidden)
return;
brightness = GetBrightness(pMover->hCpath, pMover->objY);
if (brightness != pMover->brightness) {
// Do it all immediately on first appearance,
// otherwise do it iteratively
if (pMover->brightness == BOGUS_BRIGHTNESS)
pMover->brightness = brightness; // all the way
else if (brightness > pMover->brightness)
pMover->brightness++; // ramp up
else
pMover->brightness--; // ramp down
DimPartPalette(BgPal(),
pMover->startColor,
pMover->paletteLength,
pMover->brightness);
}
}
/**
* Called from ActorBrightness() Glitter call.
* Typically called before the moving actor is created
* at the start of a scene to cover a walk-in Play().
*/
void MoverBrightness(PMOVER pMover, int brightness) {
// Note: Like with some of the Tinsel1 code, this routine original had a process yield
// if BgPal is NULL, and has been changed for ScummVM to a simple assert
// This is changed from a ProcessGiveWay in DW2 to an assert in ScummVM
assert(BgPal());
// Do it all immediately
DimPartPalette(BgPal(), pMover->startColor, pMover->paletteLength, brightness);
// The actor is probably hidden at this point,
pMover->brightness = brightness;
}
/**
* RebootMovers
*/
void RebootMovers() {
memset(g_Movers, 0, sizeof(g_Movers));
}
/**
* Given an actor number, return pointer to its moving actor structure,
* if it is a moving actor.
*/
PMOVER GetMover(int ano) {
int i;
// Slot 0 is reserved for lead actor
if (ano == GetLeadId() || ano == LEAD_ACTOR)
return &g_Movers[0];
for (i = 1; i < MAX_MOVERS; i++)
if (g_Movers[i].actorID == ano)
return &g_Movers[i];
return NULL;
}
/**
* Register an actor as being a moving one.
*/
PMOVER RegisterMover(int ano) {
int i;
// Slot 0 is reserved for lead actor
if (ano == GetLeadId() || ano == LEAD_ACTOR) {
g_Movers[0].actorToken = TOKEN_LEAD;
g_Movers[0].actorID = GetLeadId();
return &g_Movers[0];
}
// Check it hasn't already been declared
for (i = 1; i < MAX_MOVERS; i++) {
if (g_Movers[i].actorID == ano) {
// Actor is already a moving actor
return &g_Movers[i];
}
}
// Find an empty slot
for (i = 1; i < MAX_MOVERS; i++)
if (!g_Movers[i].actorID) {
g_Movers[i].actorToken = TOKEN_LEAD + i;
g_Movers[i].actorID = ano;
return &g_Movers[i];
}
error("Too many moving actors");
}
/**
* Given an index, returns the associated moving actor.
*
* At the time of writing, used by the effect process.
*/
PMOVER GetLiveMover(int index) {
assert(index >= 0 && index < MAX_MOVERS); // out of range
if (g_Movers[index].bActive)
return &g_Movers[index];
else
return NULL;
}
bool IsMAinEffectPoly(int index) {
assert(index >= 0 && index < MAX_MOVERS); // out of range
return g_Movers[index].bInEffect;
}
void SetMoverInEffect(int index, bool tf) {
assert(index >= 0 && index < MAX_MOVERS); // out of range
g_Movers[index].bInEffect = tf;
}
/**
* Remove a moving actor from the current scene.
*/
void KillMover(PMOVER pMover) {
if (pMover->bActive) {
pMover->bActive = false;
MultiDeleteObject(GetPlayfieldList(FIELD_WORLD), pMover->actorObj);
pMover->actorObj = NULL;
assert(CoroScheduler.getCurrentProcess() != pMover->pProc);
CoroScheduler.killProcess(pMover->pProc);
}
}
/**
* getMActorState
*/
bool getMActorState(PMOVER pActor) {
return pActor->bActive;
}
/**
* If the actor's object exists, move it behind the background.
* MultiHideObject() is deliberately not used, as StepAnimScript() calls
* cause the object to re-appear.
*/
void HideMover(PMOVER pMover, int sf) {
assert(pMover); // Hiding null moving actor
pMover->bHidden = true;
if (!TinselV2) {
// sf is only passed in Tinsel v1
pMover->SlowFactor = sf;
} else {
// Tinsel 2 specific code
if (IsTaggedActor(pMover->actorID)) {
// It may be pointed to
SetActorPointedTo(pMover->actorID, false);
SetActorTagWanted(pMover->actorID, false, false, 0);
}
}
if (pMover->actorObj)
MultiSetZPosition(pMover->actorObj, -1);
}
/**
* MoverHidden
*/
bool MoverHidden(PMOVER pMover) {
if (pMover)
return pMover->bHidden;
else
return false;
}
/**
* To be or not to be? If it be, then it is.
*/
bool MoverIs(PMOVER pMover) {
if (TinselV2)
return pMover->actorObj ? true : false;
else
return getMActorState(pMover);
}
/**
* To be SWalk()ing or not to be SWalk()ing?
*/
bool MoverIsSWalking(PMOVER pMover) {
return (MoverMoving(pMover) && pMover->bIgPath);
}
/**
* MoverMoving()
*/
bool MoverMoving(PMOVER pMover) {
if (!TinselV2)
return pMover->bMoving;
if (pMover->UtargetX == -1 && pMover->UtargetY == -1)
return false;
else
return true;
}
/**
* Return an actor's walk ticket.
*/
int GetWalkNumber(PMOVER pMover) {
return pMover->walkNumber;
}
/**
* GetMoverId
*/
int GetMoverId(PMOVER pMover) {
return pMover->actorID;
}
/**
* Sets the mover Z position
*/
void SetMoverZ(PMOVER pMover, int y, uint32 zFactor) {
if (!pMover->bHidden) {
if (MoverIsSWalking(pMover) && pMover->zOverride != -1) {
// Special for SWalk()
MultiSetZPosition(pMover->actorObj, (pMover->zOverride << ZSHIFT) + y);
} else {
// Normal case
MultiSetZPosition(pMover->actorObj, (zFactor << ZSHIFT) + y);
}
}
}
void SetMoverZoverride(PMOVER pMover, uint32 zFactor) {
pMover->zOverride = zFactor;
}
/**
* UnHideMover
*/
void UnHideMover(PMOVER pMover) {
assert(pMover); // unHiding null moving actor
if (!TinselV2 || pMover->bHidden) {
pMover->bHidden = false;
// Make visible on the screen
if (pMover->actorObj) {
// If no path, just use first path in the scene
if (pMover->hCpath != NOPOLY)
SetMoverZ(pMover, pMover->objY, GetPolyZfactor(pMover->hCpath));
else
SetMoverZ(pMover, pMover->objY, GetPolyZfactor(FirstPathPoly()));
}
}
}
/**
* Clear everything out at actor start-up time.
*/
static void InitMover(PMOVER pMover) {
pMover->bActive = false;
pMover->actorObj = NULL;
pMover->objX = pMover->objY = 0;
pMover->hRpath = NOPOLY;
pMover->targetX = pMover->targetY = -1;
pMover->ItargetX = pMover->ItargetY = -1;
pMover->hIpath = NOPOLY;
pMover->UtargetX = pMover->UtargetY = -1;
pMover->hUpath = NOPOLY;
pMover->hCpath = NOPOLY;
pMover->over = false;
pMover->InDifficulty = NO_PROB;
pMover->hFnpath = NOPOLY;
pMover->npstatus = NOT_IN;
pMover->line = 0;
pMover->Tline = 0;
if (pMover->direction != FORWARD && pMover->direction != AWAY
&& pMover->direction != LEFTREEL && pMover->direction != RIGHTREEL)
pMover->direction = FORWARD;
if (pMover->scale < 0 || pMover->scale > TOTAL_SCALES)
pMover->scale = 1;
pMover->brightness = BOGUS_BRIGHTNESS; // Force initial setup
pMover->bNoPath = false;
pMover->bIgPath = false;
pMover->bHidden = false; // 20/2/95
pMover->bStop = false;
pMover->walkNumber= 0;
pMover->stepCount = 0;
pMover->bWalkReel = false;
pMover->bSpecReel = false;
pMover->hLastFilm = 0;
pMover->hPushedFilm = 0;
pMover->bInEffect = false;
pMover->walkedFromX = pMover->walkedFromY = 0;
}
/**
* Get it into our heads that there's nothing doing.
* Called at the end of a scene.
*/
void DropMovers() {
for (int i = 0; i < MAX_MOVERS; i++)
InitMover(&g_Movers[i]);
}
/**
* Reposition a moving actor.
*/
void PositionMover(PMOVER pMover, int x, int y) {
int z;
int node;
HPOLYGON hPath;
assert(pMover); // Moving null moving actor
assert(pMover->actorObj);
pMover->objX = x;
pMover->objY = y;
MultiSetAniXY(pMover->actorObj, x, y);
hPath = InPolygon(x, y, PATH);
if (hPath != NOPOLY) {
pMover->hCpath = hPath;
if (PolySubtype(hPath) == NODE) {
node = NearestNodeWithin(hPath, x, y);
getNpathNode(hPath, node, &pMover->objX, &pMover->objY);
pMover->hFnpath = hPath;
pMover->line = node;
pMover->npstatus = GOING_UP;
} else {
pMover->hFnpath = NOPOLY;
pMover->npstatus = NOT_IN;
}
z = GetScale(hPath, pMover->objY);
pMover->scale = z;
SetMoverStanding(pMover);
} else {
pMover->bNoPath = true;
pMover->hFnpath = NOPOLY; // Ain't in one
pMover->npstatus = NOT_IN;
// Ensure legal reel and scale
if (pMover->direction < 0 || pMover->direction > 3)
pMover->direction = FORWARD;
if (pMover->scale < 0 || pMover->scale > TOTAL_SCALES)
pMover->scale = 1;
}
}
/**
* Get position of a moving actor.
*/
void GetMoverPosition(PMOVER pMover, int *paniX, int *paniY) {
assert(pMover); // Getting null moving actor's position
if (pMover->actorObj != NULL)
GetAniPosition(pMover->actorObj, paniX, paniY);
else {
*paniX = 0;
*paniY = 0;
}
}
/**
* Moving actor's mid-top position.
*/
void GetMoverMidTop(PMOVER pMover, int *aniX, int *aniY) {
assert(pMover); // Getting null moving actor's mid-top position
assert(pMover->actorObj); // Getting null moving actor's mid-top position
*aniX = (MultiLeftmost(pMover->actorObj) + MultiRightmost(pMover->actorObj)) / 2;
*aniY = MultiHighest(pMover->actorObj);
}
/**
* Moving actor's left-most co-ordinate.
*/
int GetMoverLeft(PMOVER pMover) {
assert(pMover); // Getting null moving actor's leftmost position
assert(pMover->actorObj); // Getting null moving actor's leftmost position
return MultiLeftmost(pMover->actorObj);
}
/**
* Moving actor's right-most co-ordinate.
*/
int GetMoverRight(PMOVER pMover) {
assert(pMover); // Getting null moving actor's rightmost position
assert(pMover->actorObj); // Getting null moving actor's rightmost position
return MultiRightmost(pMover->actorObj);
}
/**
* Moving actor's top co-ordinate.
*/
int GetMoverTop(PMOVER pMover) {
assert(pMover); // Getting null moving actor's topmost position
assert(pMover->actorObj); // Getting null moving actor's topmost position
return MultiHighest(pMover->actorObj);
}
/**
* Moving actor's bottom co-ordinate.
*/
int GetMoverBottom(PMOVER pMover) {
assert(pMover); // Getting null moving actor's bottommost position
assert(pMover->actorObj); // Getting null moving actor's bottommost position
return MultiLowest(pMover->actorObj);
}
/**
* See if moving actor is stood within a polygon.
*/
bool MoverIsInPolygon(PMOVER pMover, HPOLYGON hp) {
assert(pMover); // Checking if null moving actor is in polygon
assert(pMover->actorObj); // Checking if null moving actor is in polygon
int aniX, aniY;
GetAniPosition(pMover->actorObj, &aniX, &aniY);
return IsInPolygon(aniX, aniY, hp);
}
/**
* Change which reel is playing for a moving actor.
*/
void AlterMover(PMOVER pMover, SCNHANDLE film, AR_FUNCTION fn) {
const FILM *pfilm;
assert(pMover->actorObj); // Altering null moving actor's animation script
if (fn == AR_POPREEL) {
// Use the saved film
film = pMover->hPushedFilm;
}
if (fn == AR_PUSHREEL) {
// Save the one we're replacing
pMover->hPushedFilm = (pMover->bSpecReel) ? pMover->hLastFilm : 0;
}
if (film == 0) {
if (pMover->bSpecReel) {
// Revert to 'normal' actor
SetMoverWalkReel(pMover, pMover->direction, pMover->scale, true);
pMover->bSpecReel = false;
}
} else {
// Remember this one in case the actor talks
pMover->hLastFilm = film;
pfilm = (const FILM *)LockMem(film);
assert(pfilm != NULL);
InitStepAnimScript(&pMover->actorAnim, pMover->actorObj, FROM_32(pfilm->reels[0].script), ONE_SECOND / FROM_32(pfilm->frate));
if (!TinselV2)
pMover->stepCount = 0;
// If no path, just use first path in the scene
if (pMover->hCpath != NOPOLY)
SetMoverZ(pMover, pMover->objY, GetPolyZfactor(pMover->hCpath));
else
SetMoverZ(pMover, pMover->objY, GetPolyZfactor(FirstPathPoly()));
if (fn == AR_WALKREEL) {
pMover->bSpecReel = false;
pMover->bWalkReel = true;
} else {
pMover->bSpecReel = true;
pMover->bWalkReel = false;
#ifdef DEBUG
assert(StepAnimScript(&pMover->actorAnim) != ScriptFinished); // Actor reel has finished!
#else
StepAnimScript(&pMover->actorAnim); // 04/01/95
#endif
}
// Hang on, we may not want him yet! 04/01/95
if (pMover->bHidden)
MultiSetZPosition(pMover->actorObj, -1);
}
}
/**
* Return the actor's direction.
*/
DIRECTION GetMoverDirection(PMOVER pMover) {
return pMover->direction;
}
/**
* Return the actor's scale.
*/
int GetMoverScale(PMOVER pMover) {
return pMover->scale;
}
/**
* Point actor in specified derection
*/
void SetMoverDirection(PMOVER pMover, DIRECTION dirn) {
pMover->direction = dirn;
}
/**
* Get actor to adopt its appropriate standing reel.
*/
void SetMoverStanding(PMOVER pMover) {
assert(pMover->actorObj);
AlterMover(pMover, pMover->standReels[pMover->scale - 1][pMover->direction], AR_NORMAL);
}
/**
* Get actor to adopt its appropriate walking reel.
*/
void SetMoverWalkReel(PMOVER pMover, DIRECTION reel, int scale, bool force) {
SCNHANDLE whichReel;
const FILM *pfilm;
// Kill off any play that may be going on for this actor
// and restore the real actor
storeActorReel(pMover->actorID, NULL, 0, NULL, 0, 0, 0);
UnHideMover(pMover);
// Don't do it if using a special walk reel
if (pMover->bWalkReel)
return;
if (force || pMover->scale != scale || pMover->direction != reel) {
assert(reel >= 0 && reel <= 3 && scale > 0 && scale <= TOTAL_SCALES); // out of range scale or reel
// If scale change and both are regular scales
// and there's a scaling reel in the right direction
if (pMover->scale != scale
&& scale <= NUM_MAINSCALES && pMover->scale <= NUM_MAINSCALES
&& (whichReel = ScalingReel(pMover->actorID, pMover->scale, scale, reel)) != 0) {
// error("Cripes");
; // Use what is now in 'whichReel'
} else {
whichReel = pMover->walkReels[scale-1][reel];
assert(whichReel); // no reel
}
pfilm = (const FILM *)LockMem(whichReel);
assert(pfilm != NULL); // no film
InitStepAnimScript(&pMover->actorAnim, pMover->actorObj, FROM_32(pfilm->reels[0].script), 1);
// Synchronised walking reels
assert(pMover->stepCount >= 0);
SkipFrames(&pMover->actorAnim, pMover->stepCount);
pMover->scale = scale;
pMover->direction = reel;
}
}
/**
* Sort some stuff out at actor start-up time.
*/
static void InitialPathChecks(PMOVER pMover, int xpos, int ypos) {
HPOLYGON hPath;
int node;
int z;
pMover->objX = xpos;
pMover->objY = ypos;
/*--------------------------------------
| If Actor is in a follow nodes path, |
| position it at the nearest node. |
--------------------------------------*/
hPath = InPolygon(xpos, ypos, PATH);
if (hPath != NOPOLY) {
pMover->hCpath = hPath;
if (PolySubtype(hPath) == NODE) {
node = NearestNodeWithin(hPath, xpos, ypos);
getNpathNode(hPath, node, &pMover->objX, &pMover->objY);
pMover->hFnpath = hPath;
pMover->line = node;
pMover->npstatus = GOING_UP;
}
z = GetScale(hPath, pMover->objY);
} else {
pMover->bNoPath = true;
z = GetScale(FirstPathPoly(), pMover->objY);
}
SetMoverWalkReel(pMover, FORWARD, z, false);
}
static void MoverProcessHelper(int X, int Y, int id, PMOVER pMover) {
const FILM *pfilm;
const MULTI_INIT *pmi;
const FRAME *pFrame;
IMAGE *pim;
assert(BgPal()); // Can't start actor without a background palette
assert(pMover->walkReels[0][FORWARD]); // Starting actor process without walk reels
InitMover(pMover);
InitialPathChecks(pMover, X, Y);
pfilm = (const FILM *)LockMem(pMover->walkReels[0][FORWARD]);
pmi = (const MULTI_INIT *)LockMem(FROM_32(pfilm->reels[0].mobj));
//---
pFrame = (const FRAME *)LockMem(FROM_32(pmi->hMulFrame));
// get pointer to image
pim = (IMAGE *)LockMem(READ_32(pFrame)); // handle to image
pim->hImgPal = TO_32(BgPal());
//---
pMover->actorObj = MultiInitObject(pmi);
/**/ assert(pMover->actorID == id);
pMover->actorID = id;
// add it to display list
MultiInsertObject(GetPlayfieldList(FIELD_WORLD), pMover->actorObj);
storeActorReel(id, NULL, 0, pMover->actorObj, 0, 0, 0);
InitStepAnimScript(&pMover->actorAnim, pMover->actorObj, FROM_32(pfilm->reels[0].script), ONE_SECOND / FROM_32(pfilm->frate));
pMover->stepCount = 0;
MultiSetAniXY(pMover->actorObj, pMover->objX, pMover->objY);
// If no path, just use first path in the scene
if (pMover->hCpath != NOPOLY)
SetMoverZ(pMover, pMover->objY, GetPolyZfactor(pMover->hCpath));
else
SetMoverZ(pMover, pMover->objY, GetPolyZfactor(FirstPathPoly()));
// Make him the right size
SetMoverStanding(pMover);
//**** if added 18/11/94, am
if (X != MAGICX && Y != MAGICY) {
HideMover(pMover, 0); // Allows a play to come in before this appears
pMover->bHidden = false; // ...but don't stay hidden
}
pMover->bActive = true;
}
/**
* Moving actor process - 1 per moving actor in current scene.
*/
void T1MoverProcess(CORO_PARAM, const void *param) {
// COROUTINE
CORO_BEGIN_CONTEXT;
CORO_END_CONTEXT(_ctx);
const PMOVER pActor = *(const PMOVER *)param;
CORO_BEGIN_CODE(_ctx);
while (1) {
if (pActor->bSpecReel) {
if (!pActor->bHidden)
#ifdef DEBUG
assert(StepAnimScript(&pActor->actorAnim) != ScriptFinished); // Actor reel has finished!
#else
StepAnimScript(&pActor->actorAnim);
#endif
} else
DoMoveActor(pActor);
CORO_SLEEP(1); // allow rescheduling
}
CORO_END_CODE;
}
/**
* Tinsel 2 Moving actor process
* - 1 per moving actor in current scene.
*/
void T2MoverProcess(CORO_PARAM, const void *param) {
CORO_BEGIN_CONTEXT;
CORO_END_CONTEXT(_ctx);
// Get the co-ordinates - copied to process when it was created
const MAINIT *rpos = (const MAINIT *)param;
PMOVER pMover = rpos->pMover;
int i;
FILM *pFilm;
PMULTI_INIT pmi;
CORO_BEGIN_CODE(_ctx);
for (i = 0; i < TOTAL_SCALES; i++) {
if (pMover->walkReels[i][FORWARD])
break;
}
assert(i < TOTAL_SCALES);
InitMover(pMover);
InitialPathChecks(pMover, rpos->X, rpos->Y);
pFilm = (FILM *)LockMem(pMover->walkReels[i][FORWARD]); // Any old reel
pmi = (PMULTI_INIT)LockMem(FROM_32(pFilm->reels[0].mobj));
// Poke in the background palette
PokeInPalette(pmi);
pMover->actorObj = MultiInitObject(pmi);
// FIXME: This is what the original did. A bug, perhaps?
// pMover->actorID = pMover->actorID;
pMover->bActive = true;
// add it to display list
MultiInsertObject( GetPlayfieldList(FIELD_WORLD), pMover->actorObj );
InitStepAnimScript(&pMover->actorAnim, pMover->actorObj, pFilm->reels[0].script, ONE_SECOND/pFilm->frate);
pMover->stepCount = 0;
MultiSetAniXY(pMover->actorObj, pMover->objX, pMover->objY);
// If no path, just use first path in the scene
if (pMover->hCpath != NOPOLY)
SetMoverZ(pMover, pMover->objY, GetPolyZfactor(pMover->hCpath));
else
SetMoverZ(pMover, pMover->objY, GetPolyZfactor(FirstPathPoly()));
// Make him the right size
SetMoverStanding(pMover);
HideMover(pMover); // Allows a play to come in before this appears
pMover->bHidden = false; // ...but don't stay hidden
for (;;) {
if (pMover->bSpecReel) {
if (!pMover->bHidden)
StepAnimScript(&pMover->actorAnim);
} else
DoMoveActor(pMover);
CheckBrightness(pMover);
CORO_SLEEP(1);
}
CORO_END_CODE;
}
/**
* Creates a handling process for a moving actor
*/
void MoverProcessCreate(int X, int Y, int id, PMOVER pMover) {
if (TinselV2) {
MAINIT iStruct;
iStruct.X = X;
iStruct.Y = Y;
iStruct.pMover = pMover;
CoroScheduler.createProcess(PID_MOVER, T2MoverProcess, &iStruct, sizeof(MAINIT));
} else {
MoverProcessHelper(X, Y, id, pMover);
pMover->pProc = CoroScheduler.createProcess(PID_MOVER, T1MoverProcess, &pMover, sizeof(PMOVER));
}
}
/**
* Check for moving actor collision.
*/
PMOVER InMoverBlock(PMOVER pMover, int x, int y) {
int caX; // Calling actor's pos'n
int caL, caR; // Calling actor's left and right
int taX, taY; // Test actor's pos'n
int taL, taR; // Test actor's left and right
caX = pMover->objX;
if (pMover->hFnpath != NOPOLY || GetNoBlocking())
return NULL;
caL = GetMoverLeft(pMover) + x - caX;
caR = GetMoverRight(pMover) + x - caX;
for (int i = 0; i < MAX_MOVERS; i++) {
if (pMover == &g_Movers[i] ||
(TinselV2 && (g_Movers[i].actorObj == NULL)) ||
(!TinselV2 && !g_Movers[i].bActive))
continue;
// At around the same height?
GetMoverPosition(&g_Movers[i], &taX, &taY);
if (g_Movers[i].hFnpath != NOPOLY)
continue;
if (ABS(y - taY) > 2) // 2 was 8
continue;
// To the left?
taL = GetMoverLeft(&g_Movers[i]);
if (caR <= taL)
continue;
// To the right?
taR = GetMoverRight(&g_Movers[i]);
if (caL >= taR)
continue;
return &g_Movers[i];
}
return NULL;
}
/**
* Copies key information for savescn.c to store away.
*/
void SaveMovers(SAVED_MOVER *sMoverInfo) {
for (int i = 0; i < MAX_MOVERS; i++) {
sMoverInfo[i].bActive = !TinselV2 ? g_Movers[i].bActive : g_Movers[i].actorObj != NULL;
sMoverInfo[i].actorID = g_Movers[i].actorID;
sMoverInfo[i].objX = g_Movers[i].objX;
sMoverInfo[i].objY = g_Movers[i].objY;
sMoverInfo[i].hLastfilm = g_Movers[i].hLastFilm;
if (TinselV2) {
sMoverInfo[i].bHidden = g_Movers[i].bHidden;
sMoverInfo[i].brightness = g_Movers[i].brightness;
sMoverInfo[i].startColor = g_Movers[i].startColor;
sMoverInfo[i].paletteLength = g_Movers[i].paletteLength;
}
memcpy(sMoverInfo[i].walkReels, g_Movers[i].walkReels, TOTAL_SCALES * 4 * sizeof(SCNHANDLE));
memcpy(sMoverInfo[i].standReels, g_Movers[i].standReels, TOTAL_SCALES * 4 * sizeof(SCNHANDLE));
memcpy(sMoverInfo[i].talkReels, g_Movers[i].talkReels, TOTAL_SCALES * 4 * sizeof(SCNHANDLE));
}
}
void RestoreAuxScales(SAVED_MOVER *sMoverInfo) {
for (int i = 0; i < MAX_MOVERS; i++) {
if (TinselV2)
g_Movers[i].actorID = sMoverInfo[i].actorID;
memcpy(g_Movers[i].walkReels, sMoverInfo[i].walkReels, TOTAL_SCALES * 4 * sizeof(SCNHANDLE));
memcpy(g_Movers[i].standReels, sMoverInfo[i].standReels, TOTAL_SCALES * 4 * sizeof(SCNHANDLE));
memcpy(g_Movers[i].talkReels, sMoverInfo[i].talkReels, TOTAL_SCALES * 4 * sizeof(SCNHANDLE));
}
}
PMOVER NextMover(PMOVER pMover) {
int next;
if (pMover == NULL)
next = 0;
else
next = pMover - g_Movers + 1;
if (g_Movers[next].actorID)
return &g_Movers[next];
else
return NULL;
}
void StopMover(PMOVER pMover) {
pMover->bStop = true;
DoMoveActor(pMover);
}
} // End of namespace Tinsel