mirror of
https://github.com/libretro/scummvm.git
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1723 lines
40 KiB
C++
1723 lines
40 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Handles things to do with actors, delegates much moving actor stuff.
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*/
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#include "tinsel/actors.h"
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#include "tinsel/background.h"
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#include "tinsel/events.h"
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#include "tinsel/film.h" // for FREEL
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#include "tinsel/handle.h"
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#include "tinsel/dialogs.h" // INV_NOICON
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#include "tinsel/move.h"
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#include "tinsel/multiobj.h"
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#include "tinsel/object.h" // for POBJECT
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#include "tinsel/pcode.h"
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#include "tinsel/pid.h"
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#include "tinsel/play.h"
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#include "tinsel/polygons.h"
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#include "tinsel/rince.h"
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#include "tinsel/sched.h"
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#include "common/serializer.h"
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#include "tinsel/sysvar.h"
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#include "tinsel/tinsel.h"
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#include "tinsel/token.h"
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#include "common/textconsole.h"
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#include "common/util.h"
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namespace Tinsel {
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//----------------- LOCAL DEFINES --------------------
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#include "common/pack-start.h" // START STRUCT PACKING
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/** actor struct - one per actor */
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struct T1_ACTOR_STRUC {
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int32 masking; ///< type of actor masking
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SCNHANDLE hActorId; ///< handle actor ID string index
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SCNHANDLE hActorCode; ///< handle to actor script
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} PACKED_STRUCT;
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struct T2_ACTOR_STRUC {
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SCNHANDLE hActorId; // handle actor ID string index
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SCNHANDLE hTagText; // tag
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int32 tagPortionV; // defines tag area
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int32 tagPortionH; // defines tag area
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SCNHANDLE hActorCode; // handle to actor script
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} PACKED_STRUCT;
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#include "common/pack-end.h" // END STRUCT PACKING
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//----------------- LOCAL MACROS ----------------------------
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#define RANGE_CHECK(num) assert(num > 0 && num <= NumActors);
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//----------------- LOCAL GLOBAL DATA --------------------
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#define MAX_REELS 6
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// FIXME: Avoid non-const global vars
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static int LeadActorId = 0; // The lead actor
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static int NumActors = 0; // The total number of actors in the game
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struct ACTORINFO {
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bool bAlive; // TRUE == alive
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bool bHidden; // TRUE == hidden
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bool completed; // TRUE == script played out
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int x, y, z;
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int32 mtype; // DEFAULT(b'ground), MASK, ALWAYS
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SCNHANDLE actorCode; // The actor's script
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const FREEL *presReel; // the present reel
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int presRnum; // the present reel number
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SCNHANDLE presFilm; // the film that reel belongs to
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OBJECT *presObj; // reference for position information
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int presPlayX, presPlayY;
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bool tagged; // actor tagged?
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SCNHANDLE hTag; // handle to tag text
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int tType; // e.g. TAG_Q1TO3
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bool bEscOn;
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int escEvent;
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COLORREF textColor; // Text color
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SCNHANDLE playFilm; // revert to this after talks
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SCNHANDLE talkFilm; // this be deleted in the future!
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SCNHANDLE latestFilm; // the last film ordered
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bool bTalking;
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int steps;
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int loopCount;
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// DW2 new fields and alternates
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int presColumns[MAX_REELS]; // the present columns
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OBJECT *presObjs[MAX_REELS]; // reference for position information
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int filmNum;
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};
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struct TAGACTOR {
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// Copies of compiled data
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int id;
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SCNHANDLE hTagText; // handle to tag text
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int32 tagPortionV; // which portion is active
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int32 tagPortionH; // which portion is active
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SCNHANDLE hActorCode; // The actor's script
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int tagFlags;
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SCNHANDLE hOverrideTag; // Override tag.
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};
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typedef TAGACTOR *PTAGACTOR;
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static ACTORINFO *actorInfo = NULL;
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static COLORREF defaultColor = 0; // Text color
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static bool bActorsOn = false;
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static int ti = 0;
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#define MAX_TAGACTORS 10
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static TAGACTOR taggedActors[MAX_TAGACTORS];
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static int numTaggedActors = 0;
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static uint8 *zFactors = NULL;
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static Z_POSITIONS zPositions[NUM_ZPOSITIONS];
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//-------------------- METHOD LIST -----------------------
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/**
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* Called once at start-up time, and again at restart time.
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* Registers the total number of actors in the game.
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* @param num Chunk Id
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*/
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void RegisterActors(int num) {
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if (actorInfo == NULL) {
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// Store the total number of actors in the game
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NumActors = num;
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// Check we can save so many
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assert(NumActors <= MAX_SAVED_ALIVES);
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// Allocate RAM for actor structures
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// FIXME: For now, we always allocate MAX_SAVED_ALIVES blocks,
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// as this makes the save/load code simpler
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// size of ACTORINFO is 148, so this allocates 512 * 148 = 75776 bytes, about 74KB
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actorInfo = (ACTORINFO *)calloc(MAX_SAVED_ALIVES, sizeof(ACTORINFO));
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if (TinselV2)
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zFactors = (uint8 *)malloc(MAX_SAVED_ALIVES);
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// make sure memory allocated
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if (actorInfo == NULL) {
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error("Cannot allocate memory for actors");
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}
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} else {
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// Check the total number of actors is still the same
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assert(num == NumActors);
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memset(actorInfo, 0, MAX_SAVED_ALIVES * sizeof(ACTORINFO));
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if (TinselV2)
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memset(zFactors, 0, MAX_SAVED_ALIVES);
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}
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// All actors start off alive.
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while (num--)
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actorInfo[num].bAlive = true;
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}
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void FreeActors() {
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free(actorInfo);
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actorInfo = NULL;
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if (TinselV2) {
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free(zFactors);
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zFactors = NULL;
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}
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}
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/**
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* Called from dec_lead(), i.e. normally once at start of master script.
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* @param leadID Lead Id
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*/
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void SetLeadId(int leadID) {
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LeadActorId = leadID;
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actorInfo[leadID-1].mtype = ACT_MASK;
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}
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/**
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* No comment.
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*/
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int GetLeadId() {
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return LeadActorId;
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}
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bool ActorIsGhost(int actor) {
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return actor == SysVar(ISV_GHOST_ACTOR);
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}
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struct ATP_INIT {
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int id; // Actor number
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TINSEL_EVENT event; // Event
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PLR_EVENT bev; // Causal mouse event
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PINT_CONTEXT pic;
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};
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/**
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* Convert actor id to index into TaggedActors[]
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*/
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static int TaggedActorIndex(int actor) {
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int i;
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for (i = 0; i < numTaggedActors; i++) {
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if (taggedActors[i].id == actor)
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return i;
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}
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error("You may say to yourself \"this is not my tagged actor\"");
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}
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/**
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* Runs actor's glitter code.
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*/
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static void ActorTinselProcess(CORO_PARAM, const void *param) {
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// COROUTINE
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CORO_BEGIN_CONTEXT;
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INT_CONTEXT *pic;
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bool bTookControl;
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CORO_END_CONTEXT(_ctx);
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// get the stuff copied to process when it was created
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const ATP_INIT *atp = (const ATP_INIT *)param;
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CORO_BEGIN_CODE(_ctx);
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if (TinselV2) {
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// Take control for CONVERSE events
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if (atp->event == CONVERSE) {
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_ctx->bTookControl = GetControl();
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HideConversation(true);
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} else
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_ctx->bTookControl = false;
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// Run the Glitter code
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CORO_INVOKE_1(Interpret, atp->pic);
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// Restore conv window if applicable
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if (atp->event == CONVERSE) {
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// Free control if we took it
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if (_ctx->bTookControl)
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ControlOn();
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HideConversation(false);
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}
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} else {
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CORO_INVOKE_1(AllowDclick, atp->bev); // May kill us if single click
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// Run the Glitter code
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assert(actorInfo[atp->id - 1].actorCode); // no code to run
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_ctx->pic = InitInterpretContext(GS_ACTOR, actorInfo[atp->id - 1].actorCode,
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atp->event, NOPOLY, atp->id, NULL);
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CORO_INVOKE_1(Interpret, _ctx->pic);
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// If it gets here, actor's code has run to completion
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actorInfo[atp->id - 1].completed = true;
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}
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CORO_END_CODE;
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}
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//---------------------------------------------------------------------------
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struct RATP_INIT {
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INT_CONTEXT *pic;
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int id; // Actor number
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};
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static void ActorRestoredProcess(CORO_PARAM, const void *param) {
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// COROUTINE
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CORO_BEGIN_CONTEXT;
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INT_CONTEXT *pic;
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CORO_END_CONTEXT(_ctx);
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// get the stuff copied to process when it was created
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const RATP_INIT *r = (const RATP_INIT *)param;
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CORO_BEGIN_CODE(_ctx);
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_ctx->pic = RestoreInterpretContext(r->pic);
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CORO_INVOKE_1(Interpret, _ctx->pic);
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// If it gets here, actor's code has run to completion
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actorInfo[r->id - 1].completed = true;
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CORO_END_CODE;
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}
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void RestoreActorProcess(int id, INT_CONTEXT *pic) {
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RATP_INIT r = { pic, id };
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g_scheduler->createProcess(PID_TCODE, ActorRestoredProcess, &r, sizeof(r));
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}
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/**
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* Starts up process to runs actor's glitter code.
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* @param ano Actor Id
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* @param event Event structure
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* @param be ButEvent
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*/
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void ActorEvent(int ano, TINSEL_EVENT event, PLR_EVENT be) {
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ATP_INIT atp;
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// Only if there is Glitter code associated with this actor.
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if (actorInfo[ano - 1].actorCode) {
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atp.id = ano;
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atp.event = event;
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atp.bev = be;
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atp.pic = NULL;
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g_scheduler->createProcess(PID_TCODE, ActorTinselProcess, &atp, sizeof(atp));
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}
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}
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/**
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* Starts up process to run actor's glitter code.
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*/
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void ActorEvent(CORO_PARAM, int ano, TINSEL_EVENT tEvent, bool bWait, int myEscape, bool *result) {
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ATP_INIT atp;
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int index;
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CORO_BEGIN_CONTEXT;
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PPROCESS pProc;
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CORO_END_CONTEXT(_ctx);
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CORO_BEGIN_CODE(_ctx);
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index = TaggedActorIndex(ano);
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assert(taggedActors[index].hActorCode);
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if (result) *result = false;
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atp.id = 0;
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atp.event = tEvent;
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atp.pic = InitInterpretContext(GS_ACTOR,
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taggedActors[index].hActorCode,
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tEvent,
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NOPOLY, // No polygon
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ano, // Actor
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NULL, // No object
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myEscape);
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if (atp.pic != NULL) {
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_ctx->pProc = g_scheduler->createProcess(PID_TCODE, ActorTinselProcess, &atp, sizeof(atp));
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AttachInterpret(atp.pic, _ctx->pProc);
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if (bWait)
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CORO_INVOKE_2(WaitInterpret,_ctx->pProc, result);
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}
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CORO_END_CODE;
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}
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/**
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* Called at the start of each scene for each actor with a code block.
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* @param as Actor structure
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* @param bRunScript Flag for whether to run actor's script for the scene
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*/
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void StartActor(const T1_ACTOR_STRUC *as, bool bRunScript) {
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SCNHANDLE hActorId = FROM_LE_32(as->hActorId);
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// Zero-out many things
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actorInfo[hActorId - 1].bHidden = false;
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actorInfo[hActorId - 1].completed = false;
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actorInfo[hActorId - 1].x = 0;
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actorInfo[hActorId - 1].y = 0;
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actorInfo[hActorId - 1].presReel = NULL;
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actorInfo[hActorId - 1].presFilm = 0;
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actorInfo[hActorId - 1].presObj = NULL;
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// Store current scene's parameters for this actor
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actorInfo[hActorId - 1].mtype = FROM_LE_32(as->masking);
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actorInfo[hActorId - 1].actorCode = FROM_LE_32(as->hActorCode);
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// Run actor's script for this scene
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if (bRunScript) {
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if (bActorsOn)
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actorInfo[hActorId - 1].bAlive = true;
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if (actorInfo[hActorId - 1].bAlive && FROM_LE_32(as->hActorCode))
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ActorEvent(hActorId, STARTUP, PLR_NOEVENT);
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}
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}
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/**
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* Called at the start of each scene. Start each actor with a code block.
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* @param ah Scene handle
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* @param numActors Number of actors
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* @param bRunScript Flag for whether to run actor scene scripts
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*/
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void StartTaggedActors(SCNHANDLE ah, int numActors, bool bRunScript) {
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int i;
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if (TinselV2) {
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// Clear it all out for a fresh start
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memset(taggedActors, 0, sizeof(taggedActors));
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numTaggedActors = numActors;
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} else {
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// Only actors with code blocks got (x, y) re-initialized, so...
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for (i = 0; i < NumActors; i++) {
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actorInfo[i].x = actorInfo[i].y = 0;
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actorInfo[i].mtype = 0;
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}
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}
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if (!TinselV2) {
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// Tinsel 1 load variation
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const T1_ACTOR_STRUC *as = (const T1_ACTOR_STRUC *)LockMem(ah);
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for (i = 0; i < numActors; i++, as++) {
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StartActor(as, bRunScript);
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}
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} else if (numActors > 0) {
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// Tinsel 2 load variation
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const T2_ACTOR_STRUC *as = (T2_ACTOR_STRUC *)LockMem(ah);
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for (i = 0; i < numActors; i++, as++) {
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assert(as->hActorCode);
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// Store current scene's parameters for this tagged actor
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taggedActors[i].id = FROM_LE_32(as->hActorId);
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taggedActors[i].hTagText = FROM_LE_32(as->hTagText);
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taggedActors[i].tagPortionV = FROM_LE_32(as->tagPortionV);
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taggedActors[i].tagPortionH = FROM_LE_32(as->tagPortionH);
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taggedActors[i].hActorCode = FROM_LE_32(as->hActorCode);
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// Run actor's script for this scene
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if (bRunScript) {
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// Send in reverse order - they get swapped round in the scheduler
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ActorEvent(nullContext, taggedActors[i].id, SHOWEVENT, false, 0);
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ActorEvent(nullContext, taggedActors[i].id, STARTUP, false, 0);
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}
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}
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}
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}
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/**
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* Called between scenes, zeroises all actors.
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*/
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void DropActors() {
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for (int i = 0; i < NumActors; i++) {
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if (TinselV2) {
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// Save text color
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COLORREF tColor = actorInfo[i].textColor;
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memset(&actorInfo[i], 0, sizeof(ACTORINFO));
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// Restor text color
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actorInfo[i].textColor = tColor;
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// Clear extra arrays
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memset(zFactors, 0, NumActors);
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memset(zPositions, 0, sizeof(zPositions));
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} else {
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// In Tinsel v1, only certain fields get reset
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actorInfo[i].actorCode = 0; // No script
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actorInfo[i].presReel = NULL; // No reel running
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actorInfo[i].presFilm = 0; // ditto
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actorInfo[i].presObj = NULL; // No object
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actorInfo[i].x = 0; // No position
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actorInfo[i].y = 0; // ditto
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actorInfo[i].talkFilm = 0;
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actorInfo[i].latestFilm = 0;
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actorInfo[i].playFilm = 0;
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actorInfo[i].bTalking = false;
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}
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}
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}
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/**
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* Kill actors.
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* @param ano Actor Id
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*/
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void DisableActor(int ano) {
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PMOVER pActor;
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assert(ano > 0 && ano <= NumActors); // illegal actor number
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actorInfo[ano - 1].bAlive = false; // Record as dead
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actorInfo[ano - 1].x = actorInfo[ano - 1].y = 0;
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// Kill off moving actor properly
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pActor = GetMover(ano);
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if (pActor)
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KillMover(pActor);
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}
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/**
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* Enable actors.
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* @param ano Actor Id
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*/
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void EnableActor(int ano) {
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assert(ano > 0 && ano <= NumActors); // illegal actor number
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|
|
// Re-incarnate only if it's dead, or it's script ran to completion
|
|
if (!actorInfo[ano - 1].bAlive || actorInfo[ano - 1].completed) {
|
|
actorInfo[ano - 1].bAlive = true;
|
|
actorInfo[ano - 1].bHidden = false;
|
|
actorInfo[ano - 1].completed = false;
|
|
|
|
// Re-run actor's script for this scene
|
|
if (actorInfo[ano-1].actorCode)
|
|
ActorEvent(ano, STARTUP, PLR_NOEVENT);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Returns the aliveness (to coin a word) of the actor.
|
|
* @param ano Actor Id
|
|
*/
|
|
bool actorAlive(int ano) {
|
|
assert(ano > 0 && ano <= NumActors); // illegal actor number
|
|
|
|
return actorInfo[ano - 1].bAlive;
|
|
}
|
|
|
|
/**
|
|
* Define an actor as being tagged.
|
|
* @param ano Actor Id
|
|
* @param tagtext Scene handle
|
|
* @param tp tType
|
|
*/
|
|
void Tag_Actor(int ano, SCNHANDLE tagtext, int tp) {
|
|
assert(ano > 0 && ano <= NumActors); // illegal actor number
|
|
|
|
actorInfo[ano-1].tagged = true;
|
|
actorInfo[ano-1].hTag = tagtext;
|
|
actorInfo[ano-1].tType = tp;
|
|
}
|
|
|
|
/**
|
|
* Undefine an actor as being tagged.
|
|
* @param ano Actor Id
|
|
* @param tagtext Scene handle
|
|
* @param tp tType
|
|
*/
|
|
void UnTagActor(int ano) {
|
|
assert(ano > 0 && ano <= NumActors); // illegal actor number
|
|
|
|
actorInfo[ano-1].tagged = false;
|
|
}
|
|
|
|
/**
|
|
* Redefine an actor as being tagged.
|
|
* @param ano Actor Id
|
|
* @param tagtext Scene handle
|
|
* @param tp tType
|
|
*/
|
|
void ReTagActor(int ano) {
|
|
assert(ano > 0 && ano <= NumActors); // illegal actor number
|
|
|
|
if (actorInfo[ano-1].hTag)
|
|
actorInfo[ano-1].tagged = true;
|
|
}
|
|
|
|
/**
|
|
* Returns a tagged actor's tag type. e.g. TAG_Q1TO3
|
|
* @param ano Actor Id
|
|
*/
|
|
int TagType(int ano) {
|
|
assert(ano > 0 && ano <= NumActors); // illegal actor number
|
|
|
|
return actorInfo[ano-1].tType;
|
|
}
|
|
|
|
/**
|
|
* Returns handle to tagged actor's tag text
|
|
* @param ano Actor Id
|
|
*/
|
|
SCNHANDLE GetActorTag(int ano) {
|
|
assert(ano > 0 && ano <= NumActors); // illegal actor number
|
|
|
|
return actorInfo[ano - 1].hTag;
|
|
}
|
|
|
|
/**
|
|
* Called from TagProcess, FirstTaggedActor() resets the index, then
|
|
* NextTagged Actor is repeatedly called until the caller gets fed up
|
|
* or there are no more tagged actors to look at.
|
|
*/
|
|
void FirstTaggedActor() {
|
|
ti = 0;
|
|
}
|
|
|
|
/**
|
|
* Called from TagProcess, FirstTaggedActor() resets the index, then
|
|
* NextTagged Actor is repeatedly called until the caller gets fed up
|
|
* or there are no more tagged actors to look at.
|
|
*/
|
|
int NextTaggedActor() {
|
|
PMOVER pActor;
|
|
bool hid;
|
|
|
|
while (ti < NumActors) {
|
|
if (actorInfo[ti].tagged) {
|
|
pActor = GetMover(ti+1);
|
|
if (pActor)
|
|
hid = MoverHidden(pActor);
|
|
else
|
|
hid = actorInfo[ti].bHidden;
|
|
|
|
if (!hid) {
|
|
return ++ti;
|
|
}
|
|
}
|
|
++ti;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
/**
|
|
* Called from TagProcess, NextTaggedActor() is
|
|
* called repeatedly until the caller gets fed up or
|
|
* there are no more tagged actors to look at.
|
|
*/
|
|
int NextTaggedActor(int previous) {
|
|
PMOVER pMover;
|
|
|
|
// Convert actor number to index
|
|
if (!previous)
|
|
previous = -1;
|
|
else
|
|
previous = TaggedActorIndex(previous);
|
|
|
|
while (++previous < numTaggedActors) {
|
|
pMover = GetMover(taggedActors[previous].id);
|
|
|
|
// No tag on lead actor while he's moving
|
|
if ((taggedActors[previous].id) == GetLeadId() && MoverMoving(pMover)) {
|
|
taggedActors[previous].tagFlags &= ~(POINTING | TAGWANTED);
|
|
continue;
|
|
}
|
|
|
|
// Not if the actor doesn't exist at the moment
|
|
if (pMover && !MoverIs(pMover))
|
|
continue;
|
|
|
|
if (!(pMover ? MoverHidden(pMover) : ActorHidden(taggedActors[previous].id))) {
|
|
return taggedActors[previous].id;
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
/**
|
|
* Returns the masking type of the actor.
|
|
* @param ano Actor Id
|
|
*/
|
|
int32 actorMaskType(int ano) {
|
|
assert(ano > 0 && ano <= NumActors); // illegal actor number
|
|
|
|
return actorInfo[ano - 1].mtype;
|
|
}
|
|
|
|
/**
|
|
* Store/Return the currently stored co-ordinates of the actor.
|
|
* Delegate the task for moving actors.
|
|
* @param ano Actor Id
|
|
* @param x X position
|
|
* @param y Y position
|
|
*/
|
|
void StoreActorPos(int ano, int x, int y) {
|
|
assert(ano > 0 && ano <= NumActors); // illegal actor number
|
|
|
|
actorInfo[ano - 1].x = x;
|
|
actorInfo[ano - 1].y = y;
|
|
}
|
|
|
|
void StoreActorSteps(int ano, int steps) {
|
|
assert(ano > 0 && ano <= NumActors); // illegal actor number
|
|
|
|
actorInfo[ano - 1].steps = steps;
|
|
}
|
|
|
|
int GetActorSteps(int ano) {
|
|
assert(ano > 0 && ano <= NumActors); // illegal actor number
|
|
|
|
return actorInfo[ano - 1].steps;
|
|
}
|
|
|
|
void StoreActorZpos(int ano, int z, int column) {
|
|
assert(ano > 0 && ano <= NumActors); // illegal actor number
|
|
|
|
if (!TinselV2) {
|
|
// Prior to Tinsel 2, only a single z value was stored
|
|
actorInfo[ano - 1].z = z;
|
|
} else {
|
|
// Alter existing entry, if there is one
|
|
for (int i = 0; i < NUM_ZPOSITIONS; i++) {
|
|
if (zPositions[i].actor == ano && zPositions[i].column == column) {
|
|
zPositions[i].z = z;
|
|
return;
|
|
}
|
|
}
|
|
|
|
// No existing entry found, so find an empty slot
|
|
for (int i = 0; i < NUM_ZPOSITIONS; i++) {
|
|
if (zPositions[i].actor == 0) {
|
|
zPositions[i].actor = (short)ano;
|
|
zPositions[i].column = (short)column;
|
|
zPositions[i].z = z;
|
|
return;
|
|
}
|
|
}
|
|
|
|
error("NUM_ZPOSITIONS exceeded");
|
|
}
|
|
}
|
|
|
|
int GetActorZpos(int ano, int column) {
|
|
RANGE_CHECK(ano);
|
|
|
|
// Find entry, there should be one
|
|
for (int i = 0; i < NUM_ZPOSITIONS; i++) {
|
|
if (zPositions[i].actor == ano && zPositions[i].column == column) {
|
|
return zPositions[i].z;
|
|
}
|
|
}
|
|
|
|
return 1000; // Nominal value
|
|
}
|
|
|
|
void IncLoopCount(int ano) {
|
|
RANGE_CHECK(ano);
|
|
|
|
actorInfo[ano - 1].loopCount++;
|
|
}
|
|
|
|
int GetLoopCount(int ano) {
|
|
RANGE_CHECK(ano);
|
|
|
|
return actorInfo[ano - 1].loopCount;
|
|
}
|
|
|
|
void GetActorPos(int ano, int *x, int *y) {
|
|
PMOVER pActor;
|
|
|
|
assert((ano > 0 && ano <= NumActors) || ano == LEAD_ACTOR); // unknown actor
|
|
|
|
pActor = GetMover(ano);
|
|
|
|
if (pActor)
|
|
GetMoverPosition(pActor, x, y);
|
|
else {
|
|
*x = actorInfo[ano - 1].x;
|
|
*y = actorInfo[ano - 1].y;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Returns the position of the mid-top of the actor.
|
|
* Delegate the task for moving actors.
|
|
* @param ano Actor Id
|
|
* @param x Output x
|
|
* @param y Output y
|
|
*/
|
|
void GetActorMidTop(int ano, int *x, int *y) {
|
|
// Not used in JAPAN version
|
|
PMOVER pActor;
|
|
|
|
assert((ano > 0 && ano <= NumActors) || ano == LEAD_ACTOR); // unknown actor
|
|
|
|
pActor = GetMover(ano);
|
|
|
|
if (pActor)
|
|
GetMoverMidTop(pActor, x, y);
|
|
else if (TinselV2) {
|
|
*x = (GetActorLeft(ano) + GetActorRight(ano)) / 2;
|
|
*y = GetActorTop(ano);
|
|
} else if (actorInfo[ano - 1].presObj) {
|
|
*x = (MultiLeftmost(actorInfo[ano - 1].presObj)
|
|
+ MultiRightmost(actorInfo[ano - 1].presObj)) / 2;
|
|
*y = MultiHighest(actorInfo[ano - 1].presObj);
|
|
} else
|
|
GetActorPos(ano, x, y); // The best we can do!
|
|
}
|
|
|
|
/**
|
|
* Return the appropriate co-ordinate of the actor.
|
|
* @param ano Actor Id
|
|
*/
|
|
int GetActorLeft(int ano) {
|
|
assert(ano > 0 && ano <= NumActors); // illegal actor number
|
|
|
|
if (!TinselV2) {
|
|
// Tinsel 1 version
|
|
if (!actorInfo[ano - 1].presObj)
|
|
return 0;
|
|
|
|
return MultiLeftmost(actorInfo[ano - 1].presObj);
|
|
}
|
|
|
|
// Tinsel 2 version
|
|
PMOVER pMover = GetMover(ano);
|
|
int i;
|
|
bool bIsObj;
|
|
int left = 0;
|
|
|
|
if (pMover != NULL) {
|
|
return GetMoverLeft(pMover);
|
|
} else {
|
|
for (i = 0, bIsObj = false; i < MAX_REELS; i++) {
|
|
// If there's an object
|
|
// and it is not a blank frame for it...
|
|
if (actorInfo[ano-1].presObjs[i] && MultiHasShape(actorInfo[ano - 1].presObjs[i])) {
|
|
if (!bIsObj) {
|
|
bIsObj = true;
|
|
left = MultiLeftmost(actorInfo[ano - 1].presObjs[i]);
|
|
} else {
|
|
if (MultiLeftmost(actorInfo[ano - 1].presObjs[i]) < left)
|
|
left = MultiLeftmost(actorInfo[ano - 1].presObjs[i]);
|
|
}
|
|
}
|
|
}
|
|
|
|
return bIsObj ? left : 0;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Return the appropriate co-ordinate of the actor.
|
|
* @param ano Actor Id
|
|
*/
|
|
int GetActorRight(int ano) {
|
|
assert(ano > 0 && ano <= NumActors); // illegal actor number
|
|
|
|
if (!TinselV2) {
|
|
// Tinsel 1 version
|
|
if (!actorInfo[ano - 1].presObj)
|
|
return 0;
|
|
|
|
return MultiRightmost(actorInfo[ano - 1].presObj);
|
|
}
|
|
|
|
// Tinsel 2 version
|
|
PMOVER pMover = GetMover(ano);
|
|
int i;
|
|
bool bIsObj;
|
|
int right = 0;
|
|
|
|
if (pMover != NULL) {
|
|
return GetMoverRight(pMover);
|
|
} else {
|
|
for (i = 0, bIsObj = false; i < MAX_REELS; i++) {
|
|
// If there's an object
|
|
// and it is not a blank frame for it...
|
|
if (actorInfo[ano-1].presObjs[i] && MultiHasShape(actorInfo[ano-1].presObjs[i])) {
|
|
if (!bIsObj) {
|
|
bIsObj = true;
|
|
right = MultiRightmost(actorInfo[ano-1].presObjs[i]);
|
|
} else {
|
|
if (MultiRightmost(actorInfo[ano-1].presObjs[i]) > right)
|
|
right = MultiRightmost(actorInfo[ano-1].presObjs[i]);
|
|
}
|
|
}
|
|
}
|
|
return bIsObj ? right : 0;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Return the appropriate co-ordinate of the actor.
|
|
* @param ano Actor Id
|
|
*/
|
|
int GetActorTop(int ano) {
|
|
assert(ano > 0 && ano <= NumActors); // illegal actor number
|
|
|
|
if (!TinselV2) {
|
|
// Tinsel 1 version
|
|
if (!actorInfo[ano - 1].presObj)
|
|
return 0;
|
|
|
|
return MultiHighest(actorInfo[ano - 1].presObj);
|
|
}
|
|
|
|
// Tinsel 2 version
|
|
PMOVER pMover = GetMover(ano);
|
|
int i;
|
|
bool bIsObj;
|
|
int top = 0;
|
|
|
|
if (pMover != NULL) {
|
|
return GetMoverTop(pMover);
|
|
} else {
|
|
for (i = 0, bIsObj = false; i < MAX_REELS; i++) {
|
|
// If there's an object
|
|
// and it is not a blank frame for it...
|
|
if (actorInfo[ano-1].presObjs[i] && MultiHasShape(actorInfo[ano-1].presObjs[i])) {
|
|
if (!bIsObj) {
|
|
bIsObj = true;
|
|
top = MultiHighest(actorInfo[ano-1].presObjs[i]);
|
|
} else {
|
|
if (MultiHighest(actorInfo[ano-1].presObjs[i]) < top)
|
|
top = MultiHighest(actorInfo[ano-1].presObjs[i]);
|
|
}
|
|
}
|
|
}
|
|
|
|
return bIsObj ? top : 0;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Return the appropriate co-ordinate of the actor.
|
|
*/
|
|
int GetActorBottom(int ano) {
|
|
assert(ano > 0 && ano <= NumActors); // illegal actor number
|
|
|
|
if (!TinselV2) {
|
|
// Tinsel 1 version
|
|
if (!actorInfo[ano - 1].presObj)
|
|
return 0;
|
|
|
|
return MultiLowest(actorInfo[ano - 1].presObj);
|
|
}
|
|
|
|
// Tinsel 2 version
|
|
PMOVER pMover = GetMover(ano);
|
|
int i;
|
|
bool bIsObj;
|
|
int bottom = 0;
|
|
|
|
if (pMover != NULL) {
|
|
return GetMoverBottom(pMover);
|
|
} else {
|
|
for (i = 0, bIsObj = false; i < MAX_REELS; i++) {
|
|
// If there's an object
|
|
// and it is not a blank frame for it...
|
|
if (actorInfo[ano-1].presObjs[i] && MultiHasShape(actorInfo[ano-1].presObjs[i])) {
|
|
if (!bIsObj) {
|
|
bIsObj = true;
|
|
bottom = MultiLowest(actorInfo[ano-1].presObjs[i]);
|
|
} else {
|
|
if (MultiLowest(actorInfo[ano-1].presObjs[i]) > bottom)
|
|
bottom = MultiLowest(actorInfo[ano-1].presObjs[i]);
|
|
}
|
|
}
|
|
}
|
|
return bIsObj ? bottom : 0;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Shows the given actor
|
|
*/
|
|
void ShowActor(CORO_PARAM, int ano) {
|
|
PMOVER pMover;
|
|
RANGE_CHECK(ano);
|
|
|
|
CORO_BEGIN_CONTEXT;
|
|
CORO_END_CONTEXT(_ctx);
|
|
|
|
CORO_BEGIN_CODE(_ctx);
|
|
|
|
// reset hidden flag
|
|
actorInfo[ano - 1].bHidden = false;
|
|
|
|
// Send event to tagged actors
|
|
if (IsTaggedActor(ano))
|
|
CORO_INVOKE_ARGS(ActorEvent, (CORO_SUBCTX, ano, SHOWEVENT, true, 0));
|
|
|
|
// If moving actor involved, un-hide it
|
|
pMover = GetMover(ano);
|
|
if (pMover)
|
|
UnHideMover(pMover);
|
|
|
|
CORO_END_CODE;
|
|
}
|
|
|
|
/**
|
|
* Set actor hidden status to true.
|
|
* For a moving actor, actually hide it.
|
|
* @param ano Actor Id
|
|
*/
|
|
void HideActor(CORO_PARAM, int ano) {
|
|
PMOVER pMover;
|
|
assert((ano > 0 && ano <= NumActors) || ano == LEAD_ACTOR); // illegal actor
|
|
|
|
CORO_BEGIN_CONTEXT;
|
|
CORO_END_CONTEXT(_ctx);
|
|
|
|
CORO_BEGIN_CODE(_ctx);
|
|
|
|
if (TinselV2) {
|
|
actorInfo[ano - 1].bHidden = true;
|
|
|
|
// Send event to tagged actors
|
|
// (this is duplicated in HideMover())
|
|
if (IsTaggedActor(ano)) {
|
|
CORO_INVOKE_ARGS(ActorEvent, (CORO_SUBCTX, ano, HIDEEVENT, true, 0));
|
|
|
|
// It may be pointed to
|
|
SetActorPointedTo(ano, false);
|
|
SetActorTagWanted(ano, false, false, 0);
|
|
}
|
|
}
|
|
|
|
// Get moving actor involved
|
|
pMover = GetMover(ano);
|
|
|
|
if (pMover)
|
|
HideMover(pMover, 0);
|
|
else if (!TinselV2)
|
|
actorInfo[ano - 1].bHidden = true;
|
|
|
|
CORO_END_CODE;
|
|
}
|
|
|
|
/**
|
|
* Return actor hidden status.
|
|
*/
|
|
bool ActorHidden(int ano) {
|
|
RANGE_CHECK(ano);
|
|
|
|
return actorInfo[ano - 1].bHidden;
|
|
}
|
|
|
|
/**
|
|
* Hide an actor if it's a moving actor.
|
|
* @param ano Actor Id
|
|
* @param sf sf
|
|
*/
|
|
bool HideMovingActor(int ano, int sf) {
|
|
PMOVER pActor;
|
|
|
|
assert((ano > 0 && ano <= NumActors) || ano == LEAD_ACTOR); // illegal actor
|
|
|
|
// Get moving actor involved
|
|
pActor = GetMover(ano);
|
|
|
|
if (pActor) {
|
|
HideMover(pActor, sf);
|
|
return true;
|
|
} else {
|
|
if (actorInfo[ano - 1].presObj != NULL)
|
|
MultiHideObject(actorInfo[ano - 1].presObj); // Hidee object
|
|
return false;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Unhide an actor if it's a moving actor.
|
|
* @param ano Actor Id
|
|
*/
|
|
void unHideMovingActor(int ano) {
|
|
PMOVER pActor;
|
|
|
|
assert((ano > 0 && ano <= NumActors) || ano == LEAD_ACTOR); // illegal actor
|
|
|
|
// Get moving actor involved
|
|
pActor = GetMover(ano);
|
|
|
|
assert(pActor); // not a moving actor
|
|
|
|
UnHideMover(pActor);
|
|
}
|
|
|
|
/**
|
|
* Called after a moving actor had been replaced by an splay().
|
|
* Moves the actor to where the splay() left it, and continues the
|
|
* actor's walk (if any) from the new co-ordinates.
|
|
*/
|
|
void restoreMovement(int ano) {
|
|
PMOVER pActor;
|
|
|
|
assert(ano > 0 && ano <= NumActors); // illegal actor number
|
|
|
|
// Get moving actor involved
|
|
pActor = GetMover(ano);
|
|
|
|
assert(pActor); // not a moving actor
|
|
|
|
if (pActor->objX == actorInfo[ano - 1].x && pActor->objY == actorInfo[ano - 1].y)
|
|
return;
|
|
|
|
pActor->objX = actorInfo[ano - 1].x;
|
|
pActor->objY = actorInfo[ano - 1].y;
|
|
|
|
if (pActor->actorObj)
|
|
SSetActorDest(pActor);
|
|
}
|
|
|
|
/**
|
|
* More properly should be called:
|
|
* 'store_actor_reel_and/or_film_and/or_object()'
|
|
*/
|
|
void storeActorReel(int ano, const FREEL *reel, SCNHANDLE hFilm, OBJECT *pobj, int reelnum, int x, int y) {
|
|
PMOVER pActor;
|
|
|
|
assert(ano > 0 && ano <= NumActors); // illegal actor number
|
|
|
|
pActor = GetMover(ano);
|
|
|
|
// Only store the reel and film for a moving actor if NOT called from MoverProcess()
|
|
// (MoverProcess() calls with reel=film=NULL, pobj not NULL)
|
|
if (!pActor
|
|
|| !(reel == NULL && hFilm == 0 && pobj != NULL)) {
|
|
actorInfo[ano - 1].presReel = reel; // Store reel
|
|
actorInfo[ano - 1].presRnum = reelnum; // Store reel number
|
|
actorInfo[ano - 1].presFilm = hFilm; // Store film
|
|
actorInfo[ano - 1].presPlayX = x;
|
|
actorInfo[ano - 1].presPlayY = y;
|
|
}
|
|
|
|
// Only store the object for a moving actor if called from MoverProcess()
|
|
if (!pActor) {
|
|
actorInfo[ano - 1].presObj = pobj; // Store object
|
|
} else if (reel == NULL && hFilm == 0 && pobj != NULL) {
|
|
actorInfo[ano - 1].presObj = pobj; // Store object
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Return the present reel/film of the actor.
|
|
*/
|
|
const FREEL *actorReel(int ano) {
|
|
assert(ano > 0 && ano <= NumActors); // illegal actor number
|
|
|
|
return actorInfo[ano - 1].presReel; // the present reel
|
|
}
|
|
|
|
/***************************************************************************/
|
|
|
|
void SetActorPlayFilm(int ano, SCNHANDLE hFilm) {
|
|
assert(ano > 0 && ano <= NumActors); // illegal actor number
|
|
|
|
actorInfo[ano - 1].playFilm = hFilm;
|
|
}
|
|
|
|
SCNHANDLE GetActorPlayFilm(int ano) {
|
|
assert(ano > 0 && ano <= NumActors); // illegal actor number
|
|
|
|
return actorInfo[ano - 1].playFilm;
|
|
}
|
|
|
|
void SetActorTalkFilm(int ano, SCNHANDLE hFilm) {
|
|
assert(ano > 0 && ano <= NumActors); // illegal actor number
|
|
|
|
actorInfo[ano - 1].talkFilm = hFilm;
|
|
}
|
|
|
|
SCNHANDLE GetActorTalkFilm(int ano) {
|
|
assert(ano > 0 && ano <= NumActors); // illegal actor number
|
|
|
|
return actorInfo[ano - 1].talkFilm;
|
|
}
|
|
|
|
void SetActorTalking(int ano, bool tf) {
|
|
assert(ano > 0 && ano <= NumActors); // illegal actor number
|
|
|
|
actorInfo[ano - 1].bTalking = tf;
|
|
}
|
|
|
|
bool ActorIsTalking(int ano) {
|
|
assert(ano > 0 && ano <= NumActors); // illegal actor number
|
|
|
|
return actorInfo[ano - 1].bTalking;
|
|
}
|
|
|
|
void SetActorLatestFilm(int ano, SCNHANDLE hFilm) {
|
|
assert(ano > 0 && ano <= NumActors); // illegal actor number
|
|
|
|
actorInfo[ano - 1].latestFilm = hFilm;
|
|
actorInfo[ano - 1].steps = 0;
|
|
}
|
|
|
|
SCNHANDLE GetActorLatestFilm(int ano) {
|
|
assert(ano > 0 && ano <= NumActors); // illegal actor number
|
|
|
|
return actorInfo[ano - 1].latestFilm;
|
|
}
|
|
|
|
/***************************************************************************/
|
|
|
|
void UpdateActorEsc(int ano, bool escOn, int escEvent) {
|
|
assert(ano > 0 && ano <= NumActors); // illegal actor number
|
|
|
|
actorInfo[ano - 1].bEscOn = escOn;
|
|
actorInfo[ano - 1].escEvent = escEvent;
|
|
}
|
|
|
|
void UpdateActorEsc(int ano, int escEvent) {
|
|
RANGE_CHECK(ano);
|
|
|
|
if (escEvent) {
|
|
actorInfo[ano - 1].bEscOn = true;
|
|
actorInfo[ano - 1].escEvent = escEvent;
|
|
} else {
|
|
actorInfo[ano - 1].bEscOn = false;
|
|
actorInfo[ano - 1].escEvent = GetEscEvents();
|
|
}
|
|
|
|
}
|
|
|
|
bool ActorEsc(int ano) {
|
|
assert(ano > 0 && ano <= NumActors); // illegal actor number
|
|
|
|
return actorInfo[ano - 1].bEscOn;
|
|
}
|
|
|
|
int ActorEev(int ano) {
|
|
assert(ano > 0 && ano <= NumActors); // illegal actor number
|
|
|
|
return actorInfo[ano - 1].escEvent;
|
|
}
|
|
|
|
/**
|
|
* Guess what these do.
|
|
*/
|
|
int AsetZPos(OBJECT *pObj, int y, int32 z) {
|
|
int zPos;
|
|
|
|
z += z ? -1 : 0;
|
|
|
|
zPos = y + (z << ZSHIFT);
|
|
MultiSetZPosition(pObj, zPos);
|
|
return zPos;
|
|
}
|
|
|
|
/**
|
|
* Guess what these do.
|
|
*/
|
|
void SetMoverZ(PMOVER pMover, int y, int32 zFactor) {
|
|
if (!pMover->bHidden) {
|
|
if (!TinselV2)
|
|
AsetZPos(pMover->actorObj, y, zFactor);
|
|
else 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);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Stores actor's attributes.
|
|
* Currently only the speech colors.
|
|
*/
|
|
void storeActorAttr(int ano, int r1, int g1, int b1) {
|
|
assert((ano > 0 && ano <= NumActors) || ano == -1); // illegal actor number
|
|
|
|
if (r1 > MAX_INTENSITY) r1 = MAX_INTENSITY; // } Ensure
|
|
if (g1 > MAX_INTENSITY) g1 = MAX_INTENSITY; // } within limits
|
|
if (b1 > MAX_INTENSITY) b1 = MAX_INTENSITY; // }
|
|
|
|
if (ano == -1)
|
|
defaultColor = TINSEL_RGB(r1, g1, b1);
|
|
else
|
|
actorInfo[ano - 1].textColor = TINSEL_RGB(r1, g1, b1);
|
|
}
|
|
|
|
/**
|
|
* Called from ActorRGB() - Stores actor's speech color.
|
|
*/
|
|
|
|
void SetActorRGB(int ano, COLORREF color) {
|
|
assert(ano >= 0 && ano <= NumActors);
|
|
|
|
if (ano)
|
|
actorInfo[ano - 1].textColor = TO_LE_32(color);
|
|
else
|
|
defaultColor = TO_LE_32(color);
|
|
}
|
|
|
|
/**
|
|
* Get the actor's stored speech color.
|
|
* @param ano Actor Id
|
|
*/
|
|
COLORREF GetActorRGB(int ano) {
|
|
// Not used in JAPAN version
|
|
assert((ano >= -1) && (ano <= NumActors)); // illegal actor number
|
|
|
|
if ((ano == -1) || !actorInfo[ano - 1].textColor)
|
|
return defaultColor;
|
|
else
|
|
return actorInfo[ano - 1].textColor;
|
|
}
|
|
|
|
/**
|
|
* Set the actor's Z-factor
|
|
*/
|
|
void SetActorZfactor(int ano, uint32 zFactor) {
|
|
RANGE_CHECK(ano);
|
|
|
|
zFactors[ano - 1] = (uint8)zFactor;
|
|
}
|
|
|
|
uint32 GetActorZfactor(int ano) {
|
|
RANGE_CHECK(ano);
|
|
|
|
return zFactors[ano - 1];
|
|
}
|
|
|
|
/**
|
|
* Store relevant information pertaining to currently existing actors.
|
|
*/
|
|
int SaveActors(SAVED_ACTOR *sActorInfo) {
|
|
int i, j, k;
|
|
|
|
for (i = 0, j = 0; i < NumActors; i++) {
|
|
for (k = 0; k < (TinselV2 ? MAX_REELS : 1); ++k) {
|
|
bool presFlag = !TinselV2 ? actorInfo[i].presObj != NULL :
|
|
(actorInfo[i].presObjs[k] != NULL) && !IsCdPlayHandle(actorInfo[i].presFilm);
|
|
if (presFlag) {
|
|
|
|
assert(j < MAX_SAVED_ACTORS); // Saving too many actors
|
|
|
|
if (!TinselV2) {
|
|
sActorInfo[j].bAlive = actorInfo[i].bAlive;
|
|
sActorInfo[j].zFactor = (short)actorInfo[i].z;
|
|
sActorInfo[j].presRnum = (short)actorInfo[i].presRnum;
|
|
}
|
|
|
|
sActorInfo[j].actorID = (short)(i+1);
|
|
if (TinselV2)
|
|
sActorInfo[j].bHidden = actorInfo[i].bHidden;
|
|
// sActorInfo[j].x = (short)actorInfo[i].x;
|
|
// sActorInfo[j].y = (short)actorInfo[i].y;
|
|
// sActorInfo[j].presReel = actorInfo[i].presReel;
|
|
sActorInfo[j].presFilm = actorInfo[i].presFilm;
|
|
sActorInfo[j].presPlayX = (short)actorInfo[i].presPlayX;
|
|
sActorInfo[j].presPlayY = (short)actorInfo[i].presPlayY;
|
|
j++;
|
|
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
return j;
|
|
}
|
|
|
|
/**
|
|
* Restore actor data
|
|
*/
|
|
void RestoreActors(int numActors, PSAVED_ACTOR sActorInfo) {
|
|
int i, aIndex;
|
|
|
|
for (i = 0; i < numActors; i++) {
|
|
aIndex = sActorInfo[i].actorID - 1;
|
|
|
|
actorInfo[aIndex].bHidden = sActorInfo[i].bHidden;
|
|
|
|
// Play the same reel.
|
|
if (sActorInfo[i].presFilm != 0) {
|
|
RestoreActorReels(sActorInfo[i].presFilm, sActorInfo[i].actorID,
|
|
sActorInfo[i].presPlayX, sActorInfo[i].presPlayY);
|
|
}
|
|
}
|
|
}
|
|
|
|
void SaveZpositions(void *zpp) {
|
|
memcpy(zpp, zPositions, sizeof(zPositions));
|
|
}
|
|
|
|
void RestoreZpositions(void *zpp) {
|
|
memcpy(zPositions, zpp, sizeof(zPositions));
|
|
}
|
|
|
|
void SaveActorZ(byte *saveActorZ) {
|
|
assert(NumActors <= MAX_SAVED_ACTOR_Z);
|
|
|
|
memcpy(saveActorZ, zFactors, NumActors);
|
|
}
|
|
|
|
void RestoreActorZ(byte *saveActorZ) {
|
|
memcpy(zFactors, saveActorZ, NumActors);
|
|
}
|
|
|
|
void setactorson() {
|
|
bActorsOn = true;
|
|
}
|
|
|
|
void ActorsLife(int ano, bool bAlive) {
|
|
assert((ano > 0 && ano <= NumActors) || ano == -1); // illegal actor number
|
|
|
|
actorInfo[ano-1].bAlive = bAlive;
|
|
}
|
|
|
|
|
|
void syncAllActorsAlive(Common::Serializer &s) {
|
|
for (int i = 0; i < MAX_SAVED_ALIVES; i++) {
|
|
s.syncAsByte(actorInfo[i].bAlive);
|
|
s.syncAsByte(actorInfo[i].tagged);
|
|
s.syncAsByte(actorInfo[i].tType);
|
|
s.syncAsUint32LE(actorInfo[i].hTag);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Called from EndActor()
|
|
*/
|
|
void dwEndActor(int ano) {
|
|
int i;
|
|
|
|
RANGE_CHECK(ano);
|
|
|
|
// Make play.c think it's been replaced
|
|
// The following line may have been indirectly making text go away!
|
|
// actorInfo[ano - 1].presFilm = NULL;
|
|
// but things were returning after a cut scene.
|
|
// so re-instate it and de-register the object
|
|
actorInfo[ano - 1].presFilm = 0;
|
|
actorInfo[ano-1].filmNum++;
|
|
|
|
for (i = 0; i < MAX_REELS; i++) {
|
|
// It may take a frame to remove this, so make it invisible
|
|
if (actorInfo[ano-1].presObjs[i] != NULL) {
|
|
MultiHideObject(actorInfo[ano-1].presObjs[i]);
|
|
actorInfo[ano-1].presObjs[i] = NULL;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Returns a tagged actor's tag portion.
|
|
*/
|
|
void GetActorTagPortion(int ano, unsigned *top, unsigned *bottom, unsigned *left, unsigned *right) {
|
|
// Convert actor number to index
|
|
ano = TaggedActorIndex(ano);
|
|
|
|
*top = taggedActors[ano].tagPortionV >> 16;
|
|
*bottom = taggedActors[ano].tagPortionV & 0xffff;
|
|
*left = taggedActors[ano].tagPortionH >> 16;
|
|
*right = taggedActors[ano].tagPortionH & 0xffff;
|
|
|
|
// ensure validity
|
|
assert(*top >= 1 && *top <= 8);
|
|
assert(*bottom >= *top && *bottom <= 8);
|
|
assert(*left >= 1 && *left <= 8);
|
|
assert(*right >= *left && *right <= 8);
|
|
}
|
|
|
|
/**
|
|
* Returns handle to tagged actor's tag text.
|
|
*/
|
|
SCNHANDLE GetActorTagHandle(int ano) {
|
|
// Convert actor number to index
|
|
ano = TaggedActorIndex(ano);
|
|
|
|
return taggedActors[ano].hOverrideTag ?
|
|
taggedActors[ano].hOverrideTag : taggedActors[ano].hTagText;
|
|
}
|
|
|
|
void SetActorPointedTo(int actor, bool bPointedTo) {
|
|
// Convert actor number to index
|
|
actor = TaggedActorIndex(actor);
|
|
|
|
if (bPointedTo)
|
|
taggedActors[actor].tagFlags |= POINTING;
|
|
else
|
|
taggedActors[actor].tagFlags &= ~POINTING;
|
|
}
|
|
|
|
bool ActorIsPointedTo(int actor) {
|
|
// Convert actor number to index
|
|
actor = TaggedActorIndex(actor);
|
|
|
|
return (taggedActors[actor].tagFlags & POINTING);
|
|
}
|
|
|
|
void SetActorTagWanted(int actor, bool bTagWanted, bool bCursor, SCNHANDLE hOverrideTag) {
|
|
// Convert actor number to index
|
|
actor = TaggedActorIndex(actor);
|
|
|
|
if (bTagWanted) {
|
|
taggedActors[actor].tagFlags |= TAGWANTED;
|
|
taggedActors[actor].hOverrideTag = hOverrideTag;
|
|
} else {
|
|
taggedActors[actor].tagFlags &= ~TAGWANTED;
|
|
taggedActors[actor].hOverrideTag = 0;
|
|
}
|
|
|
|
if (bCursor)
|
|
taggedActors[actor].tagFlags |= FOLLOWCURSOR;
|
|
else
|
|
taggedActors[actor].tagFlags &= ~FOLLOWCURSOR;
|
|
}
|
|
|
|
bool ActorTagIsWanted(int actor) {
|
|
// Convert actor number to index
|
|
actor = TaggedActorIndex(actor);
|
|
|
|
return (taggedActors[actor].tagFlags & TAGWANTED);
|
|
}
|
|
|
|
/**
|
|
* Given cursor position and an actor number, ascertains
|
|
* whether the cursor is within the actor's tag area.
|
|
* Returns True for a positive result, False for negative.
|
|
*/
|
|
bool InHotSpot(int ano, int curX, int curY) {
|
|
int aTop, aBot; // Top and bottom limits }
|
|
int aHeight; // Height } of active area
|
|
int aLeft, aRight; // Left and right }
|
|
int aWidth; // Width }
|
|
unsigned topEighth, botEighth, leftEighth, rightEighth;
|
|
|
|
// First check if within broad range
|
|
if (curX < (aLeft = GetActorLeft(ano)) // too far left
|
|
|| curX > (aRight = GetActorRight(ano)) // too far right
|
|
|| curY < (aTop = GetActorTop(ano)) // too high
|
|
|| curY > (aBot = GetActorBottom(ano)) ) // too low
|
|
return false;
|
|
|
|
GetActorTagPortion(ano, &topEighth, &botEighth, &leftEighth, &rightEighth);
|
|
|
|
aWidth = aRight - aLeft;
|
|
aLeft += ((leftEighth - 1)*aWidth)/8;
|
|
aRight -= ((8 - rightEighth)*aWidth)/8;
|
|
|
|
// check if within x-range
|
|
if (curX < aLeft || curX > aRight)
|
|
return false;
|
|
|
|
aHeight = aBot - aTop;
|
|
aTop += ((topEighth - 1)*aHeight)/8;
|
|
aBot -= ((8 - botEighth)*aHeight)/8;
|
|
|
|
// check if within y-range
|
|
if (curY < aTop || curY > aBot)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Front Tagged Actor
|
|
*/
|
|
int FrontTaggedActor() {
|
|
int i;
|
|
|
|
for (i = 0; i < numTaggedActors; i++) {
|
|
if (taggedActors[i].tagFlags & POINTING)
|
|
return taggedActors[i].id;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
/**
|
|
* GetActorTagPos
|
|
*/
|
|
void GetActorTagPos(int actor, int *pTagX, int *pTagY, bool bAbsolute) {
|
|
unsigned topEighth, botEighth;
|
|
int aTop; // Top and bottom limits }
|
|
int aHeight; // Height } of active area
|
|
int Loffset, Toffset;
|
|
|
|
GetActorTagPortion(actor, &topEighth, &botEighth, (unsigned *)&Loffset, (unsigned *)&Toffset);
|
|
|
|
aTop = GetActorTop(actor);
|
|
aHeight = GetActorBottom(actor) - aTop;
|
|
aTop += ((topEighth - 1) * aHeight) / 8;
|
|
|
|
*pTagX = ((GetActorLeft(actor) + GetActorRight(actor)) / 2);
|
|
*pTagY = aTop;
|
|
|
|
if (!bAbsolute) {
|
|
PlayfieldGetPos(FIELD_WORLD, &Loffset, &Toffset);
|
|
*pTagX -= Loffset;
|
|
*pTagY -= Toffset;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Is Tagged Actor
|
|
*/
|
|
bool IsTaggedActor(int actor) {
|
|
int i;
|
|
|
|
for (i = 0; i < numTaggedActors; i++) {
|
|
if (taggedActors[i].id == actor)
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* StoreActorPresFilm
|
|
*/
|
|
void StoreActorPresFilm(int ano, SCNHANDLE hFilm, int x, int y) {
|
|
int i;
|
|
|
|
RANGE_CHECK(ano);
|
|
|
|
actorInfo[ano-1].presFilm = hFilm;
|
|
actorInfo[ano-1].presPlayX = x;
|
|
actorInfo[ano-1].presPlayY = y;
|
|
actorInfo[ano-1].filmNum++;
|
|
|
|
for (i = 0; i < MAX_REELS; i++) {
|
|
// It may take a frame to remove this, so make it invisible
|
|
if (actorInfo[ano - 1].presObjs[i] != NULL)
|
|
MultiHideObject(actorInfo[ano - 1].presObjs[i]);
|
|
|
|
actorInfo[ano - 1].presColumns[i] = -1;
|
|
actorInfo[ano - 1].presObjs[i] = NULL;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* GetActorPresFilm
|
|
*/
|
|
SCNHANDLE GetActorPresFilm(int ano) {
|
|
RANGE_CHECK(ano);
|
|
|
|
return actorInfo[ano - 1].presFilm;
|
|
}
|
|
|
|
|
|
/**
|
|
* GetActorFilmNumber
|
|
*/
|
|
int GetActorFilmNumber(int ano) {
|
|
RANGE_CHECK(ano);
|
|
|
|
return actorInfo[ano - 1].filmNum;
|
|
}
|
|
|
|
/**
|
|
* More properly should be called:
|
|
* 'StoreActorReelAndObject()'
|
|
*/
|
|
void StoreActorReel(int actor, int column, OBJECT *pObj) {
|
|
RANGE_CHECK(actor);
|
|
int i;
|
|
|
|
for (i = 0; i < MAX_REELS; i++) {
|
|
if (actorInfo[actor-1].presColumns[i] == -1) {
|
|
// Store reel and object
|
|
actorInfo[actor - 1].presColumns[i] = column;
|
|
actorInfo[actor - 1].presObjs[i] = pObj;
|
|
break;
|
|
}
|
|
}
|
|
|
|
assert(i < MAX_REELS);
|
|
}
|
|
|
|
/**
|
|
* NotPlayingReel
|
|
*/
|
|
void NotPlayingReel(int actor, int filmNumber, int column) {
|
|
int i;
|
|
|
|
RANGE_CHECK(actor);
|
|
|
|
if (actorInfo[actor-1].filmNum != filmNumber)
|
|
return;
|
|
|
|
// De-register this reel
|
|
for (i = 0; i < MAX_REELS; i++) {
|
|
if (actorInfo[actor-1].presColumns[i] == column) {
|
|
actorInfo[actor-1].presObjs[i] = NULL;
|
|
actorInfo[actor-1].presColumns[i] = -1;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// De-register the film if this was the last reel
|
|
for (i = 0; i < MAX_REELS; i++) {
|
|
if (actorInfo[actor-1].presColumns[i] != -1)
|
|
break;
|
|
}
|
|
if (i == MAX_REELS)
|
|
actorInfo[actor-1].presFilm = 0;
|
|
}
|
|
|
|
bool ActorReelPlaying(int actor, int column) {
|
|
RANGE_CHECK(actor);
|
|
|
|
for (int i = 0; i < MAX_REELS; i++) {
|
|
if (actorInfo[actor - 1].presColumns[i] == column)
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
} // End of namespace Tinsel
|