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https://github.com/libretro/scummvm.git
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0999534749
look at debug() and debugC(), since I'm really bored with this now. :-) svn-id: r41061
969 lines
24 KiB
C++
969 lines
24 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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* $URL$
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* $Id$
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*
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* Should really be called "moving actors.c"
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*/
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#include "tinsel/actors.h"
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#include "tinsel/anim.h"
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#include "tinsel/background.h"
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#include "tinsel/config.h"
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#include "tinsel/dw.h"
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#include "tinsel/film.h"
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#include "tinsel/handle.h"
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#include "tinsel/dialogs.h"
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#include "tinsel/mareels.h"
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#include "tinsel/move.h"
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#include "tinsel/multiobj.h" // multi-part object defintions etc.
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#include "tinsel/object.h"
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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 "tinsel/sysvar.h"
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#include "tinsel/timers.h"
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#include "tinsel/tinsel.h"
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#include "tinsel/token.h"
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#include "common/util.h"
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namespace Tinsel {
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//----------------- LOCAL GLOBAL DATA --------------------
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static MOVER Movers[MAX_MOVERS];
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//----------------- FUNCTIONS ----------------------------
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/**
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* Called from ActorPalette(), normally once just after the beginning of time.
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*/
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void StoreMoverPalette(PMOVER pMover, int startColour, int length) {
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pMover->startColour = startColour;
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pMover->paletteLength = length;
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}
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/**
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* Called from the moving actor's main loop.
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*/
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static void CheckBrightness(PMOVER pMover) {
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int brightness;
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if (pMover->hCpath == NOPOLY || pMover->bHidden)
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return;
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brightness = GetBrightness(pMover->hCpath, pMover->objY);
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if (brightness != pMover->brightness) {
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// Do it all immediately on first appearance,
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// otherwise do it iteratively
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if (pMover->brightness == BOGUS_BRIGHTNESS)
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pMover->brightness = brightness; // all the way
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else if (brightness > pMover->brightness)
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pMover->brightness++; // ramp up
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else
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pMover->brightness--; // ramp down
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DimPartPalette(BgPal(),
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pMover->startColour,
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pMover->paletteLength,
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pMover->brightness);
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}
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}
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/**
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* Called from ActorBrightness() Glitter call.
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* Typically called before the moving actor is created
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* at the start of a scene to cover a walk-in Play().
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*/
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void MoverBrightness(PMOVER pMover, int brightness) {
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// Note: Like with some of the Tinsel1 code, this routine original had a process yield
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// if BgPal is NULL, and has been changed for ScummVM to a simple assert
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// This is changed from a ProcessGiveWay in DW2 to an assert in ScummVM
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assert(BgPal());
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// Do it all immediately
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DimPartPalette(BgPal(), pMover->startColour, pMover->paletteLength, brightness);
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// The actor is probably hidden at this point,
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pMover->brightness = brightness;
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}
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/**
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* RebootMovers
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*/
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void RebootMovers(void) {
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memset(Movers, 0, sizeof(Movers));
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}
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/**
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* Given an actor number, return pointer to its moving actor structure,
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* if it is a moving actor.
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*/
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PMOVER GetMover(int ano) {
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int i;
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// Slot 0 is reserved for lead actor
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if (ano == GetLeadId() || ano == LEAD_ACTOR)
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return &Movers[0];
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for (i = 1; i < MAX_MOVERS; i++)
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if (Movers[i].actorID == ano)
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return &Movers[i];
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return NULL;
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}
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/**
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* Register an actor as being a moving one.
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*/
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PMOVER RegisterMover(int ano) {
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int i;
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// Slot 0 is reserved for lead actor
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if (ano == GetLeadId() || ano == LEAD_ACTOR) {
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Movers[0].actorToken = TOKEN_LEAD;
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Movers[0].actorID = GetLeadId();
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return &Movers[0];
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}
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// Check it hasn't already been declared
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for (i = 1; i < MAX_MOVERS; i++) {
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if (Movers[i].actorID == ano) {
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// Actor is already a moving actor
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return &Movers[i];
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}
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}
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// Find an empty slot
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for (i = 1; i < MAX_MOVERS; i++)
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if (!Movers[i].actorID) {
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Movers[i].actorToken = TOKEN_LEAD + i;
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Movers[i].actorID = ano;
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return &Movers[i];
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}
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error("Too many moving actors");
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}
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/**
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* Given an index, returns the associated moving actor.
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*
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* At the time of writing, used by the effect process.
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*/
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PMOVER GetLiveMover(int index) {
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assert(index >= 0 && index < MAX_MOVERS); // out of range
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if (Movers[index].bActive)
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return &Movers[index];
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else
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return NULL;
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}
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bool IsMAinEffectPoly(int index) {
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assert(index >= 0 && index < MAX_MOVERS); // out of range
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return Movers[index].bInEffect;
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}
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void SetMoverInEffect(int index, bool tf) {
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assert(index >= 0 && index < MAX_MOVERS); // out of range
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Movers[index].bInEffect = tf;
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}
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/**
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* Remove a moving actor from the current scene.
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*/
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void KillMover(PMOVER pMover) {
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if (pMover->bActive) {
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pMover->bActive = false;
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MultiDeleteObject(GetPlayfieldList(FIELD_WORLD), pMover->actorObj);
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pMover->actorObj = NULL;
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assert(g_scheduler->getCurrentProcess() != pMover->pProc);
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g_scheduler->killProcess(pMover->pProc);
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}
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}
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/**
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* getMActorState
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*/
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bool getMActorState(PMOVER pActor) {
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return pActor->bActive;
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}
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/**
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* If the actor's object exists, move it behind the background.
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* MultiHideObject() is deliberately not used, as StepAnimScript() calls
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* cause the object to re-appear.
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*/
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void HideMover(PMOVER pMover, int sf) {
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assert(pMover); // Hiding null moving actor
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pMover->bHidden = true;
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if (!TinselV2) {
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// sf is only passed in Tinsel v1
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pMover->SlowFactor = sf;
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} else {
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// Tinsel 2 specific code
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if (IsTaggedActor(pMover->actorID)) {
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// It may be pointed to
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SetActorPointedTo(pMover->actorID, false);
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SetActorTagWanted(pMover->actorID, false, false, 0);
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}
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}
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if (pMover->actorObj)
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MultiSetZPosition(pMover->actorObj, -1);
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}
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/**
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* MoverHidden
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*/
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bool MoverHidden(PMOVER pMover) {
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if (pMover)
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return pMover->bHidden;
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else
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return false;
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}
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/**
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* To be or not to be? If it be, then it is.
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*/
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bool MoverIs(PMOVER pMover) {
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if (TinselV2)
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return pMover->actorObj ? true : false;
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else
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return getMActorState(pMover);
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}
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/**
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* To be SWalk()ing or not to be SWalk()ing?
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*/
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bool MoverIsSWalking(PMOVER pMover) {
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return (MoverMoving(pMover) && pMover->bIgPath);
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}
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/**
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* MoverMoving()
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*/
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bool MoverMoving(PMOVER pMover) {
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if (!TinselV2)
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return pMover->bMoving;
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if (pMover->UtargetX == -1 && pMover->UtargetY == -1)
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return false;
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else
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return true;
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}
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/**
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* Return an actor's walk ticket.
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*/
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int GetWalkNumber(PMOVER pMover) {
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return pMover->walkNumber;
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}
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/**
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* GetMoverId
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*/
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int GetMoverId(PMOVER pMover) {
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return pMover->actorID;
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}
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/**
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* Sets the mover Z position
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*/
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void SetMoverZ(PMOVER pMover, int y, uint32 zFactor) {
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if (!pMover->bHidden) {
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if (MoverIsSWalking(pMover) && pMover->zOverride != -1) {
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// Special for SWalk()
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MultiSetZPosition(pMover->actorObj, (pMover->zOverride << ZSHIFT) + y);
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} else {
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// Normal case
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MultiSetZPosition(pMover->actorObj, (zFactor << ZSHIFT) + y);
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}
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}
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}
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void SetMoverZoverride(PMOVER pMover, uint32 zFactor) {
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pMover->zOverride = zFactor;
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}
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/**
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* UnHideMover
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*/
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void UnHideMover(PMOVER pMover) {
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assert(pMover); // unHiding null moving actor
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if (!TinselV2 || pMover->bHidden) {
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pMover->bHidden = false;
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// Make visible on the screen
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if (pMover->actorObj) {
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// If no path, just use first path in the scene
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if (pMover->hCpath != NOPOLY)
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SetMoverZ(pMover, pMover->objY, GetPolyZfactor(pMover->hCpath));
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else
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SetMoverZ(pMover, pMover->objY, GetPolyZfactor(FirstPathPoly()));
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}
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}
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}
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/**
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* Clear everything out at actor start-up time.
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*/
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static void InitMover(PMOVER pMover) {
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pMover->bActive = false;
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pMover->actorObj = NULL;
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pMover->objX = pMover->objY = 0;
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pMover->hRpath = NOPOLY;
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pMover->targetX = pMover->targetY = -1;
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pMover->ItargetX = pMover->ItargetY = -1;
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pMover->hIpath = NOPOLY;
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pMover->UtargetX = pMover->UtargetY = -1;
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pMover->hUpath = NOPOLY;
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pMover->hCpath = NOPOLY;
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pMover->over = false;
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pMover->InDifficulty = NO_PROB;
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pMover->hFnpath = NOPOLY;
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pMover->npstatus = NOT_IN;
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pMover->line = 0;
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pMover->Tline = 0;
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if (pMover->direction != FORWARD || pMover->direction != AWAY
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|| pMover->direction != LEFTREEL || pMover->direction != RIGHTREEL)
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pMover->direction = FORWARD;
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if (pMover->scale < 0 || pMover->scale > TOTAL_SCALES)
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pMover->scale = 1;
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pMover->brightness = BOGUS_BRIGHTNESS; // Force initial setup
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pMover->bNoPath = false;
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pMover->bIgPath = false;
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pMover->bHidden = false; // 20/2/95
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pMover->bStop = false;
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pMover->walkNumber= 0;
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pMover->stepCount = 0;
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pMover->bWalkReel = false;
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pMover->bSpecReel = false;
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pMover->hLastFilm = 0;
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pMover->hPushedFilm = 0;
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pMover->bInEffect = false;
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pMover->walkedFromX = pMover->walkedFromY = 0;
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}
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/**
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* Get it into our heads that there's nothing doing.
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* Called at the end of a scene.
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*/
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void DropMovers(void) {
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for (int i = 0; i < MAX_MOVERS; i++)
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InitMover(&Movers[i]);
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}
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/**
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* Reposition a moving actor.
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*/
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void PositionMover(PMOVER pMover, int x, int y) {
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int z;
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int node;
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HPOLYGON hPath;
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assert(pMover); // Moving null moving actor
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assert(pMover->actorObj);
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pMover->objX = x;
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pMover->objY = y;
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MultiSetAniXY(pMover->actorObj, x, y);
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hPath = InPolygon(x, y, PATH);
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if (hPath != NOPOLY) {
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pMover->hCpath = hPath;
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if (PolySubtype(hPath) == NODE) {
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node = NearestNodeWithin(hPath, x, y);
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getNpathNode(hPath, node, &pMover->objX, &pMover->objY);
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pMover->hFnpath = hPath;
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pMover->line = node;
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pMover->npstatus = GOING_UP;
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} else {
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pMover->hFnpath = NOPOLY;
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pMover->npstatus = NOT_IN;
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}
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z = GetScale(hPath, pMover->objY);
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pMover->scale = z;
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SetMoverStanding(pMover);
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} else {
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pMover->bNoPath = true;
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pMover->hFnpath = NOPOLY; // Ain't in one
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pMover->npstatus = NOT_IN;
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// Ensure legal reel and scale
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if (pMover->direction < 0 || pMover->direction > 3)
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pMover->direction = FORWARD;
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if (pMover->scale < 0 || pMover->scale > TOTAL_SCALES)
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pMover->scale = 1;
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}
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}
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/**
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* Get position of a moving actor.
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*/
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void GetMoverPosition(PMOVER pMover, int *paniX, int *paniY) {
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assert(pMover); // Getting null moving actor's position
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if (pMover->actorObj != NULL)
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GetAniPosition(pMover->actorObj, paniX, paniY);
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else {
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*paniX = 0;
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*paniY = 0;
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}
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}
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/**
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* Moving actor's mid-top position.
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*/
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void GetMoverMidTop(PMOVER pMover, int *aniX, int *aniY) {
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assert(pMover); // Getting null moving actor's mid-top position
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assert(pMover->actorObj); // Getting null moving actor's mid-top position
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*aniX = (MultiLeftmost(pMover->actorObj) + MultiRightmost(pMover->actorObj)) / 2;
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*aniY = MultiHighest(pMover->actorObj);
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}
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/**
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* Moving actor's left-most co-ordinate.
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*/
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int GetMoverLeft(PMOVER pMover) {
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assert(pMover); // Getting null moving actor's leftmost position
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assert(pMover->actorObj); // Getting null moving actor's leftmost position
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return MultiLeftmost(pMover->actorObj);
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}
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/**
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* Moving actor's right-most co-ordinate.
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*/
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int GetMoverRight(PMOVER pMover) {
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assert(pMover); // Getting null moving actor's rightmost position
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assert(pMover->actorObj); // Getting null moving actor's rightmost position
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return MultiRightmost(pMover->actorObj);
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}
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/**
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* Moving actor's top co-ordinate.
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*/
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int GetMoverTop(PMOVER pMover) {
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assert(pMover); // Getting null moving actor's topmost position
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assert(pMover->actorObj); // Getting null moving actor's topmost position
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return MultiHighest(pMover->actorObj);
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}
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/**
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* Moving actor's bottom co-ordinate.
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*/
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int GetMoverBottom(PMOVER pMover) {
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assert(pMover); // Getting null moving actor's bottommost position
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assert(pMover->actorObj); // Getting null moving actor's bottommost position
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return MultiLowest(pMover->actorObj);
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}
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/**
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* See if moving actor is stood within a polygon.
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*/
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bool MoverIsInPolygon(PMOVER pMover, HPOLYGON hp) {
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assert(pMover); // Checking if null moving actor is in polygon
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assert(pMover->actorObj); // Checking if null moving actor is in polygon
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int aniX, aniY;
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GetAniPosition(pMover->actorObj, &aniX, &aniY);
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return IsInPolygon(aniX, aniY, hp);
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}
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/**
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* Change which reel is playing for a moving actor.
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*/
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void AlterMover(PMOVER pMover, SCNHANDLE film, AR_FUNCTION fn) {
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const FILM *pfilm;
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assert(pMover->actorObj); // Altering null moving actor's animation script
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if (fn == AR_POPREEL) {
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// Use the saved film
|
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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_LE_32(pfilm->reels[0].script), ONE_SECOND / FROM_LE_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_LE_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_LE_32(pfilm->reels[0].mobj));
|
|
|
|
//---
|
|
pFrame = (const FRAME *)LockMem(FROM_LE_32(pmi->hMulFrame));
|
|
|
|
// get pointer to image
|
|
pim = (IMAGE *)LockMem(READ_LE_UINT32(pFrame)); // handle to image
|
|
pim->hImgPal = TO_LE_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_LE_32(pfilm->reels[0].script), ONE_SECOND / FROM_LE_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_LE_32(pFilm->reels[0].mobj));
|
|
|
|
// Poke in the background palette
|
|
PokeInPalette(pmi);
|
|
|
|
pMover->actorObj = MultiInitObject(pmi);
|
|
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) {
|
|
static MAINIT iStruct;
|
|
iStruct.X = X;
|
|
iStruct.Y = Y;
|
|
iStruct.pMover = pMover;
|
|
|
|
g_scheduler->createProcess(PID_MOVER, T2MoverProcess, &iStruct, sizeof(MAINIT));
|
|
} else {
|
|
MoverProcessHelper(X, Y, id, pMover);
|
|
pMover->pProc = g_scheduler->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 == &Movers[i] ||
|
|
(TinselV2 && (Movers[i].actorObj == NULL)) ||
|
|
(!TinselV2 && !Movers[i].bActive))
|
|
continue;
|
|
|
|
// At around the same height?
|
|
GetMoverPosition(&Movers[i], &taX, &taY);
|
|
if (Movers[i].hFnpath != NOPOLY)
|
|
continue;
|
|
|
|
if (ABS(y - taY) > 2) // 2 was 8
|
|
continue;
|
|
|
|
// To the left?
|
|
taL = GetMoverLeft(&Movers[i]);
|
|
if (caR <= taL)
|
|
continue;
|
|
|
|
// To the right?
|
|
taR = GetMoverRight(&Movers[i]);
|
|
if (caL >= taR)
|
|
continue;
|
|
|
|
return &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 ? Movers[i].bActive : Movers[i].actorObj != NULL;
|
|
sMoverInfo[i].actorID = Movers[i].actorID;
|
|
sMoverInfo[i].objX = Movers[i].objX;
|
|
sMoverInfo[i].objY = Movers[i].objY;
|
|
sMoverInfo[i].hLastfilm = Movers[i].hLastFilm;
|
|
|
|
if (TinselV2) {
|
|
sMoverInfo[i].bHidden = Movers[i].bHidden;
|
|
sMoverInfo[i].brightness = Movers[i].brightness;
|
|
sMoverInfo[i].startColour = Movers[i].startColour;
|
|
sMoverInfo[i].paletteLength = Movers[i].paletteLength;
|
|
}
|
|
|
|
memcpy(sMoverInfo[i].walkReels, Movers[i].walkReels, TOTAL_SCALES * 4 * sizeof(SCNHANDLE));
|
|
memcpy(sMoverInfo[i].standReels, Movers[i].standReels, TOTAL_SCALES * 4 * sizeof(SCNHANDLE));
|
|
memcpy(sMoverInfo[i].talkReels, Movers[i].talkReels, TOTAL_SCALES * 4 * sizeof(SCNHANDLE));
|
|
}
|
|
}
|
|
|
|
void RestoreAuxScales(SAVED_MOVER *sMoverInfo) {
|
|
for (int i = 0; i < MAX_MOVERS; i++) {
|
|
if (TinselV2)
|
|
Movers[i].actorID = sMoverInfo[i].actorID;
|
|
|
|
memcpy(Movers[i].walkReels, sMoverInfo[i].walkReels, TOTAL_SCALES * 4 * sizeof(SCNHANDLE));
|
|
memcpy(Movers[i].standReels, sMoverInfo[i].standReels, TOTAL_SCALES * 4 * sizeof(SCNHANDLE));
|
|
memcpy(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 - Movers + 1;
|
|
|
|
if (Movers[next].actorID)
|
|
return &Movers[next];
|
|
else
|
|
return NULL;
|
|
}
|
|
|
|
void StopMover(PMOVER pMover) {
|
|
pMover->bStop = true;
|
|
DoMoveActor(pMover);
|
|
}
|
|
|
|
} // end of namespace Tinsel
|