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+/* 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 things to do with actors, delegates much moving actor stuff.
+ */
+
+#include "tinsel/actors.h"
+#include "tinsel/events.h"
+#include "tinsel/film.h" // for FREEL
+#include "tinsel/handle.h"
+#include "tinsel/inventory.h" // INV_NOICON
+#include "tinsel/move.h"
+#include "tinsel/multiobj.h"
+#include "tinsel/object.h" // for POBJECT
+#include "tinsel/pcode.h"
+#include "tinsel/pid.h"
+#include "tinsel/rince.h"
+#include "tinsel/sched.h"
+#include "tinsel/serializer.h"
+#include "tinsel/token.h"
+
+#include "common/util.h"
+
+namespace Tinsel {
+
+
+//----------------- LOCAL DEFINES --------------------
+
+
+#include "common/pack-start.h" // START STRUCT PACKING
+
+/** actor struct - one per actor */
+struct ACTOR_STRUC {
+ int32 masking; //!< type of actor masking
+ SCNHANDLE hActorId; //!< handle actor ID string index
+ SCNHANDLE hActorCode; //!< handle to actor script
+} PACKED_STRUCT;
+
+#include "common/pack-end.h" // END STRUCT PACKING
+
+
+
+//----------------- LOCAL GLOBAL DATA --------------------
+
+static int LeadActorId = 0; // The lead actor
+
+static int NumActors = 0; // The total number of actors in the game
+
+struct ACTORINFO {
+ bool alive; // TRUE == alive
+ bool hidden; // TRUE == hidden
+ bool completed; // TRUE == script played out
+
+ int x, y, z;
+
+ int32 mtype; // DEFAULT(b'ground), MASK, ALWAYS
+ SCNHANDLE actorCode; // The actor's script
+
+ const FREEL *presReel; // the present reel
+ int presRnum; // the present reel number
+ SCNHANDLE presFilm; // the film that reel belongs to
+ OBJECT *presObj; // reference for position information
+ int presX, presY;
+
+ bool tagged; // actor tagged?
+ SCNHANDLE hTag; // handle to tag text
+ int tType; // e.g. TAG_Q1TO3
+
+ bool escOn;
+ int escEv;
+
+ COLORREF tColour; // Text colour
+
+ SCNHANDLE playFilm; // revert to this after talks
+ SCNHANDLE talkFilm; // this be deleted in the future!
+ SCNHANDLE latestFilm; // the last film ordered
+ bool talking;
+
+ int steps;
+
+};
+
+static ACTORINFO *actorInfo = 0;
+
+static COLORREF defaultColour = 0; // Text colour
+
+static bool bActorsOn = false;
+
+static int ti = 0;
+
+/**
+ * Called once at start-up time, and again at restart time.
+ * Registers the total number of actors in the game.
+ * @param num Chunk Id
+ */
+void RegisterActors(int num) {
+ if (actorInfo == NULL) {
+ // Store the total number of actors in the game
+ NumActors = num;
+
+ // Check we can save so many
+ assert(NumActors <= MAX_SAVED_ALIVES);
+
+ // Allocate RAM for actorInfo
+ // FIXME: For now, we always allocate MAX_SAVED_ALIVES blocks,
+ // as this makes the save/load code simpler
+ actorInfo = (ACTORINFO *)calloc(MAX_SAVED_ALIVES, sizeof(ACTORINFO));
+
+ // make sure memory allocated
+ if (actorInfo == NULL) {
+ error("Cannot allocate memory for actors");
+ }
+ } else {
+ // Check the total number of actors is still the same
+ assert(num == NumActors);
+
+ memset(actorInfo, 0, MAX_SAVED_ALIVES * sizeof(ACTORINFO));
+ }
+
+ // All actors start off alive.
+ while (num--)
+ actorInfo[num].alive = true;
+}
+
+void FreeActors() {
+ if (actorInfo) {
+ free(actorInfo);
+ actorInfo = NULL;
+ }
+}
+
+/**
+ * Called from dec_lead(), i.e. normally once at start of master script.
+ * @param leadID Lead Id
+ */
+void setleadid(int leadID) {
+ LeadActorId = leadID;
+ actorInfo[leadID-1].mtype = ACT_MASK;
+}
+
+/**
+ * No comment.
+ */
+int LeadId(void) {
+ return LeadActorId;
+}
+
+struct ATP_INIT {
+ int id; // Actor number
+ USER_EVENT event; // Event
+ BUTEVENT bev; // Causal mouse event
+};
+
+/**
+ * Runs actor's glitter code.
+ */
+static void ActorTinselProcess(CORO_PARAM) {
+ // COROUTINE
+ CORO_BEGIN_CONTEXT;
+ PINT_CONTEXT pic;
+ CORO_END_CONTEXT(_ctx);
+
+ // get the stuff copied to process when it was created
+ ATP_INIT *atp = (ATP_INIT *)ProcessGetParamsSelf();
+
+ CORO_BEGIN_CODE(_ctx);
+
+ CORO_INVOKE_1(AllowDclick, atp->bev); // May kill us if single click
+
+ // Run the Glitter code
+ assert(actorInfo[atp->id - 1].actorCode); // no code to run
+
+ _ctx->pic = InitInterpretContext(GS_ACTOR, actorInfo[atp->id - 1].actorCode, atp->event, NOPOLY, atp->id, NULL);
+ CORO_INVOKE_1(Interpret, _ctx->pic);
+
+ // If it gets here, actor's code has run to completion
+ actorInfo[atp->id - 1].completed = true;
+
+ CORO_END_CODE;
+}
+
+
+//---------------------------------------------------------------------------
+
+struct RATP_INIT {
+ PINT_CONTEXT pic;
+ int id; // Actor number
+};
+
+static void ActorRestoredProcess(CORO_PARAM) {
+ // COROUTINE
+ CORO_BEGIN_CONTEXT;
+ PINT_CONTEXT pic;
+ CORO_END_CONTEXT(_ctx);
+
+ // get the stuff copied to process when it was created
+ RATP_INIT *r = (RATP_INIT *)ProcessGetParamsSelf();
+
+ CORO_BEGIN_CODE(_ctx);
+
+ _ctx->pic = RestoreInterpretContext(r->pic);
+ CORO_INVOKE_1(Interpret, _ctx->pic);
+
+ // If it gets here, actor's code has run to completion
+ actorInfo[r->id - 1].completed = true;
+
+ CORO_END_CODE;
+}
+
+void RestoreActorProcess(int id, PINT_CONTEXT pic) {
+ RATP_INIT r = { pic, id };
+
+ CoroutineInstall(PID_TCODE, ActorRestoredProcess, &r, sizeof(r));
+}
+
+/**
+ * Starts up process to runs actor's glitter code.
+ * @param ano Actor Id
+ * @param event Event structure
+ * @param be ButEvent
+ */
+void actorEvent(int ano, USER_EVENT event, BUTEVENT be) {
+ ATP_INIT atp;
+
+ // Only if there is Glitter code associated with this actor.
+ if (actorInfo[ano - 1].actorCode) {
+ atp.id = ano;
+ atp.event = event;
+ atp.bev = be;
+ CoroutineInstall(PID_TCODE, ActorTinselProcess, &atp, sizeof(atp));
+ }
+}
+
+/**
+ * Called at the start of each scene for each actor with a code block.
+ * @param as Actor structure
+ * @param bRunScript Flag for whether to run actor's script for the scene
+ */
+void StartActor(const ACTOR_STRUC *as, bool bRunScript) {
+ SCNHANDLE hActorId = FROM_LE_32(as->hActorId);
+
+ // Zero-out many things
+ actorInfo[hActorId - 1].hidden = false;
+ actorInfo[hActorId - 1].completed = false;
+ actorInfo[hActorId - 1].x = 0;
+ actorInfo[hActorId - 1].y = 0;
+ actorInfo[hActorId - 1].presReel = NULL;
+ actorInfo[hActorId - 1].presFilm = 0;
+ actorInfo[hActorId - 1].presObj = NULL;
+
+ // Store current scene's parameters for this actor
+ actorInfo[hActorId - 1].mtype = FROM_LE_32(as->masking);
+ actorInfo[hActorId - 1].actorCode = FROM_LE_32(as->hActorCode);
+
+ // Run actor's script for this scene
+ if (bRunScript) {
+ if (bActorsOn)
+ actorInfo[hActorId - 1].alive = true;
+
+ if (actorInfo[hActorId - 1].alive && FROM_LE_32(as->hActorCode))
+ actorEvent(hActorId, STARTUP, BE_NONE);
+ }
+}
+
+/**
+ * Called at the start of each scene. Start each actor with a code block.
+ * @param ah Scene handle
+ * @param numActors Number of actors
+ * @param bRunScript Flag for whether to run actor scene scripts
+ */
+void StartActors(SCNHANDLE ah, int numActors, bool bRunScript) {
+ int i;
+
+ // Only actors with code blocks got (x, y) re-initialised, so...
+ for (i = 0; i < NumActors; i++) {
+ actorInfo[i].x = actorInfo[i].y = 0;
+ actorInfo[i].mtype = 0;
+ }
+
+ const ACTOR_STRUC *as = (const ACTOR_STRUC *)LockMem(ah);
+ for (i = 0; i < numActors; i++, as++) {
+ StartActor(as, bRunScript);
+ }
+}
+
+/**
+ * Called between scenes, zeroises all actors.
+ */
+void DropActors(void) {
+ for (int i = 0; i < NumActors; i++) {
+ actorInfo[i].actorCode = 0; // No script
+ actorInfo[i].presReel = NULL; // No reel running
+ actorInfo[i].presFilm = 0; // ditto
+ actorInfo[i].presObj = NULL; // No object
+ actorInfo[i].x = 0; // No position
+ actorInfo[i].y = 0; // ditto
+
+ actorInfo[i].talkFilm = 0;
+ actorInfo[i].latestFilm = 0;
+ actorInfo[i].playFilm = 0;
+ actorInfo[i].talking = false;
+ }
+}
+
+/**
+ * Kill actors.
+ * @param ano Actor Id
+ */
+void DisableActor(int ano) {
+ PMACTOR pActor;
+
+ assert(ano > 0 && ano <= NumActors); // illegal actor number
+
+ actorInfo[ano - 1].alive = false; // Record as dead
+ actorInfo[ano - 1].x = actorInfo[ano - 1].y = 0;
+
+ // Kill off moving actor properly
+ pActor = GetMover(ano);
+ if (pActor)
+ KillMActor(pActor);
+}
+
+/**
+ * Enable actors.
+ * @param ano Actor Id
+ */
+void EnableActor(int ano) {
+ assert(ano > 0 && ano <= NumActors); // illegal actor number
+
+ // Re-incarnate only if it's dead, or it's script ran to completion
+ if (!actorInfo[ano - 1].alive || actorInfo[ano - 1].completed) {
+ actorInfo[ano - 1].alive = true;
+ actorInfo[ano - 1].hidden = false;
+ actorInfo[ano - 1].completed = false;
+
+ // Re-run actor's script for this scene
+ if (actorInfo[ano-1].actorCode)
+ actorEvent(ano, STARTUP, BE_NONE);
+ }
+}
+
+/**
+ * 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].alive;
+}
+
+/**
+ * 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(void) {
+ 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(void) {
+ PMACTOR pActor;
+ bool hid;
+
+ do {
+ if (actorInfo[ti].tagged) {
+ pActor = GetMover(ti+1);
+ if (pActor)
+ hid = getMActorHideState(pActor);
+ else
+ hid = actorInfo[ti].hidden;
+
+ if (!hid) {
+ return ++ti;
+ }
+ }
+ } while (++ti < NumActors);
+
+ 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) {
+ assert(ano > 0 && ano <= NumActors); // illegal actor number
+
+ actorInfo[ano - 1].z = z;
+}
+
+
+void GetActorPos(int ano, int *x, int *y) {
+ PMACTOR pActor;
+
+ assert((ano > 0 && ano <= NumActors) || ano == LEAD_ACTOR); // unknown actor
+
+ pActor = GetMover(ano);
+
+ if (pActor)
+ GetMActorPosition(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
+ PMACTOR pActor;
+
+ assert((ano > 0 && ano <= NumActors) || ano == LEAD_ACTOR); // unknown actor
+
+ pActor = GetMover(ano);
+
+ if (pActor)
+ GetMActorMidTopPosition(pActor, x, y);
+ 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 (!actorInfo[ano - 1].presObj)
+ return 0;
+
+ return MultiLeftmost(actorInfo[ano - 1].presObj);
+}
+
+/**
+ * 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 (!actorInfo[ano - 1].presObj)
+ return 0;
+
+ return MultiRightmost(actorInfo[ano - 1].presObj);
+}
+
+/**
+ * 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 (!actorInfo[ano - 1].presObj)
+ return 0;
+
+ return MultiHighest(actorInfo[ano - 1].presObj);
+}
+
+/**
+ * Return the appropriate co-ordinate of the actor.
+ */
+int GetActorBottom(int ano) {
+ assert(ano > 0 && ano <= NumActors); // illegal actor number
+
+ if (!actorInfo[ano - 1].presObj)
+ return 0;
+
+ return MultiLowest(actorInfo[ano - 1].presObj);
+}
+
+/**
+ * Set actor hidden status to true.
+ * For a moving actor, actually hide it.
+ * @param ano Actor Id
+ */
+void HideActor(int ano) {
+ PMACTOR pActor;
+
+ assert((ano > 0 && ano <= NumActors) || ano == LEAD_ACTOR); // illegal actor
+
+ // Get moving actor involved
+ pActor = GetMover(ano);
+
+ if (pActor)
+ hideMActor(pActor, 0);
+ else
+ actorInfo[ano - 1].hidden = true;
+}
+
+/**
+ * Hide an actor if it's a moving actor.
+ * @param ano Actor Id
+ * @param sf sf
+ */
+bool HideMovingActor(int ano, int sf) {
+ PMACTOR pActor;
+
+ assert((ano > 0 && ano <= NumActors) || ano == LEAD_ACTOR); // illegal actor
+
+ // Get moving actor involved
+ pActor = GetMover(ano);
+
+ if (pActor) {
+ hideMActor(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) {
+ PMACTOR pActor;
+
+ assert((ano > 0 && ano <= NumActors) || ano == LEAD_ACTOR); // illegal actor
+
+ // Get moving actor involved
+ pActor = GetMover(ano);
+
+ assert(pActor); // not a moving actor
+
+ unhideMActor(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) {
+ PMACTOR 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 film, OBJECT *pobj, int reelnum, int x, int y) {
+ PMACTOR 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 MActorProcess()
+ // (MActorProcess() calls with reel=film=NULL, pobj not NULL)
+ if (!pActor
+ || !(reel == NULL && film == 0 && pobj != NULL)) {
+ actorInfo[ano - 1].presReel = reel; // Store reel
+ actorInfo[ano - 1].presRnum = reelnum; // Store reel number
+ actorInfo[ano - 1].presFilm = film; // Store film
+ actorInfo[ano - 1].presX = x;
+ actorInfo[ano - 1].presY = y;
+ }
+
+ // Only store the object for a moving actor if called from MActorProcess()
+ if (!pActor) {
+ actorInfo[ano - 1].presObj = pobj; // Store object
+ } else if (reel == NULL && film == 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 film) {
+ assert(ano > 0 && ano <= NumActors); // illegal actor number
+
+ actorInfo[ano - 1].playFilm = film;
+}
+
+SCNHANDLE getActorPlayFilm(int ano) {
+ assert(ano > 0 && ano <= NumActors); // illegal actor number
+
+ return actorInfo[ano - 1].playFilm;
+}
+
+void setActorTalkFilm(int ano, SCNHANDLE film) {
+ assert(ano > 0 && ano <= NumActors); // illegal actor number
+
+ actorInfo[ano - 1].talkFilm = film;
+}
+
+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].talking = tf;;
+}
+
+bool isActorTalking(int ano) {
+ assert(ano > 0 && ano <= NumActors); // illegal actor number
+
+ return actorInfo[ano - 1].talking;
+}
+
+void setActorLatestFilm(int ano, SCNHANDLE film) {
+ assert(ano > 0 && ano <= NumActors); // illegal actor number
+
+ actorInfo[ano - 1].latestFilm = film;
+ 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].escOn = escOn;
+ actorInfo[ano - 1].escEv = escEvent;
+}
+
+bool actorEsc(int ano) {
+ assert(ano > 0 && ano <= NumActors); // illegal actor number
+
+ return actorInfo[ano - 1].escOn;
+}
+
+int actorEev(int ano) {
+ assert(ano > 0 && ano <= NumActors); // illegal actor number
+
+ return actorInfo[ano - 1].escEv;
+}
+
+/**
+ * Guess what these do.
+ */
+int AsetZPos(OBJECT *pObj, int y, int32 z) {
+ int zPos;
+
+ z += z ? -1 : 0;
+
+ zPos = y + (z << 10);
+ MultiSetZPosition(pObj, zPos);
+ return zPos;
+}
+
+/**
+ * Guess what these do.
+ */
+void MAsetZPos(PMACTOR pActor, int y, int32 zFactor) {
+ if (!pActor->aHidden)
+ AsetZPos(pActor->actorObj, y, zFactor);
+}
+
+/**
+ * Stores actor's attributes.
+ * Currently only the speech colours.
+ */
+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)
+ defaultColour = RGB(r1, g1, b1);
+ else
+ actorInfo[ano - 1].tColour = RGB(r1, g1, b1);
+}
+
+/**
+ * Get the actor's stored speech colour.
+ * @param ano Actor Id
+ */
+COLORREF getActorTcol(int ano) {
+ // Not used in JAPAN version
+ assert(ano > 0 && ano <= NumActors); // illegal actor number
+
+ if (actorInfo[ano - 1].tColour)
+ return actorInfo[ano - 1].tColour;
+ else
+ return defaultColour;
+}
+
+/**
+ * Store relevant information pertaining to currently existing actors.
+ */
+int SaveActors(PSAVED_ACTOR sActorInfo) {
+ int i, j;
+
+ for (i = 0, j = 0; i < NumActors; i++) {
+ if (actorInfo[i].presObj != NULL) {
+ assert(j < MAX_SAVED_ACTORS); // Saving too many actors
+
+// sActorInfo[j].hidden = actorInfo[i].hidden;
+ sActorInfo[j].bAlive = actorInfo[i].alive;
+// sActorInfo[j].x = (short)actorInfo[i].x;
+// sActorInfo[j].y = (short)actorInfo[i].y;
+ sActorInfo[j].z = (short)actorInfo[i].z;
+// sActorInfo[j].presReel = actorInfo[i].presReel;
+ sActorInfo[j].presRnum = (short)actorInfo[i].presRnum;
+ sActorInfo[j].presFilm = actorInfo[i].presFilm;
+ sActorInfo[j].presX = (short)actorInfo[i].presX;
+ sActorInfo[j].presY = (short)actorInfo[i].presY;
+ sActorInfo[j].actorID = (short)(i+1);
+ j++;
+ }
+ }
+
+ return j;
+}
+
+void setactorson(void) {
+ bActorsOn = true;
+}
+
+void ActorsLife(int ano, bool bAlive) {
+ assert((ano > 0 && ano <= NumActors) || ano == -1); // illegal actor number
+
+ actorInfo[ano-1].alive = bAlive;
+}
+
+
+void syncAllActorsAlive(Serializer &s) {
+ for (int i = 0; i < MAX_SAVED_ALIVES; i++) {
+ s.syncAsByte(actorInfo[i].alive);
+ s.syncAsByte(actorInfo[i].tagged);
+ s.syncAsByte(actorInfo[i].tType);
+ s.syncAsUint32LE(actorInfo[i].hTag);
+ }
+}
+
+
+} // end of namespace Tinsel