scummvm/engines/tinsel/effect.cpp

144 lines
3.8 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.
*
* $URL$
* $Id$
*
*/
// Handles effect polygons.
//
// EffectPolyProcess() monitors triggering of effect code (i.e. a moving
// actor entering an effect polygon).
// EffectProcess() runs the appropriate effect code.
//
// NOTE: Currently will only run one effect process at a time, i.e.
// effect polygons will not currently nest. It won't be very difficult
// to fix this if required.
#include "tinsel/actors.h"
#include "tinsel/dw.h"
#include "tinsel/events.h"
#include "tinsel/pid.h"
#include "tinsel/pcode.h" // LEAD_ACTOR
#include "tinsel/polygons.h"
#include "tinsel/rince.h"
#include "tinsel/sched.h"
#include "tinsel/tinsel.h"
namespace Tinsel {
struct EP_INIT {
HPOLYGON hEpoly;
PMOVER pMover;
int index;
};
/**
* Runs an effect polygon's Glitter code with ENTER event, waits for the
* actor to leave that polygon. Then runs the polygon's Glitter code
* with LEAVE event.
*/
static void EffectProcess(CORO_PARAM, const void *param) {
// COROUTINE
CORO_BEGIN_CONTEXT;
CORO_END_CONTEXT(_ctx);
const EP_INIT *to = (const EP_INIT *)param; // get the stuff copied to process when it was created
CORO_BEGIN_CODE(_ctx);
int x, y; // Lead actor position
// Run effect poly enter script
if (TinselV2)
CORO_INVOKE_ARGS(PolygonEvent, (CORO_SUBCTX, to->hEpoly, WALKIN,
GetMoverId(to->pMover), false, 0));
else
effRunPolyTinselCode(to->hEpoly, WALKIN, to->pMover->actorID);
do {
CORO_SLEEP(1);
GetMoverPosition(to->pMover, &x, &y);
} while (InPolygon(x, y, EFFECT) == to->hEpoly);
// Run effect poly leave script
if (TinselV2)
CORO_INVOKE_ARGS(PolygonEvent, (CORO_SUBCTX, to->hEpoly, WALKOUT,
GetMoverId(to->pMover), false, 0));
else
effRunPolyTinselCode(to->hEpoly, WALKOUT, to->pMover->actorID);
SetMoverInEffect(to->index, false);
CORO_END_CODE;
}
/**
* If the actor was not already in an effect polygon, checks to see if
* it has just entered one. If it has, a process is started up to run
* the polygon's Glitter code.
*/
static void FettleEffectPolys(int x, int y, int index, PMOVER pActor) {
HPOLYGON hPoly;
EP_INIT epi;
// If just entered an effect polygon, the effect should be triggered.
if (!IsMAinEffectPoly(index)) {
hPoly = InPolygon(x, y, EFFECT);
if (hPoly != NOPOLY) {
//Just entered effect polygon
SetMoverInEffect(index, true);
epi.hEpoly = hPoly;
epi.pMover = pActor;
epi.index = index;
g_scheduler->createProcess(PID_TCODE, EffectProcess, &epi, sizeof(epi));
}
}
}
/**
* Just calls FettleEffectPolys() every clock tick.
*/
void EffectPolyProcess(CORO_PARAM, const void *param) {
// COROUTINE
CORO_BEGIN_CONTEXT;
CORO_END_CONTEXT(_ctx);
CORO_BEGIN_CODE(_ctx);
while (1) {
for (int i = 0; i < MAX_MOVERS; i++) {
PMOVER pActor = GetLiveMover(i);
if (pActor != NULL) {
int x, y;
GetMoverPosition(pActor, &x, &y);
FettleEffectPolys(x, y, i, pActor);
}
}
CORO_SLEEP(1); // allow re-scheduling
}
CORO_END_CODE;
}
} // End of namespace Tinsel