/* 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. * * Handles things to do with actors, delegates much moving actor stuff. */ #include "tinsel/actors.h" #include "tinsel/background.h" #include "tinsel/events.h" #include "tinsel/film.h" // for FREEL #include "tinsel/handle.h" #include "tinsel/dialogs.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/play.h" #include "tinsel/polygons.h" #include "tinsel/rince.h" #include "tinsel/sched.h" #include "common/serializer.h" #include "tinsel/sysvar.h" #include "tinsel/tinsel.h" #include "tinsel/token.h" #include "common/textconsole.h" #include "common/util.h" namespace Tinsel { //----------------- LOCAL DEFINES -------------------- #include "common/pack-start.h" // START STRUCT PACKING /** actor struct - one per actor */ struct T1_ACTOR_STRUC { int32 masking; ///< type of actor masking SCNHANDLE hActorId; ///< handle actor ID string index SCNHANDLE hActorCode; ///< handle to actor script } PACKED_STRUCT; struct T2_ACTOR_STRUC { SCNHANDLE hActorId; // handle actor ID string index SCNHANDLE hTagText; // tag int32 tagPortionV; // defines tag area int32 tagPortionH; // defines tag area SCNHANDLE hActorCode; // handle to actor script } PACKED_STRUCT; #include "common/pack-end.h" // END STRUCT PACKING //----------------- LOCAL MACROS ---------------------------- #define RANGE_CHECK(num) assert(num > 0 && num <= NumActors); //----------------- LOCAL GLOBAL DATA -------------------- #define MAX_REELS 6 // FIXME: Avoid non-const global vars static int LeadActorId = 0; // The lead actor static int NumActors = 0; // The total number of actors in the game struct ACTORINFO { bool bAlive; // TRUE == alive bool bHidden; // 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 presPlayX, presPlayY; bool tagged; // actor tagged? SCNHANDLE hTag; // handle to tag text int tType; // e.g. TAG_Q1TO3 bool bEscOn; int escEvent; COLORREF textColor; // Text color SCNHANDLE playFilm; // revert to this after talks SCNHANDLE talkFilm; // this be deleted in the future! SCNHANDLE latestFilm; // the last film ordered bool bTalking; int steps; int loopCount; // DW2 new fields and alternates int presColumns[MAX_REELS]; // the present columns OBJECT *presObjs[MAX_REELS]; // reference for position information int filmNum; }; struct TAGACTOR { // Copies of compiled data int id; SCNHANDLE hTagText; // handle to tag text int32 tagPortionV; // which portion is active int32 tagPortionH; // which portion is active SCNHANDLE hActorCode; // The actor's script int tagFlags; SCNHANDLE hOverrideTag; // Override tag. }; typedef TAGACTOR *PTAGACTOR; static ACTORINFO *actorInfo = NULL; static COLORREF defaultColor = 0; // Text color static bool bActorsOn = false; static int ti = 0; #define MAX_TAGACTORS 10 static TAGACTOR taggedActors[MAX_TAGACTORS]; static int numTaggedActors = 0; static uint8 *zFactors = NULL; static Z_POSITIONS zPositions[NUM_ZPOSITIONS]; //-------------------- METHOD LIST ----------------------- /** * 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 actor structures // FIXME: For now, we always allocate MAX_SAVED_ALIVES blocks, // as this makes the save/load code simpler // size of ACTORINFO is 148, so this allocates 512 * 148 = 75776 bytes, about 74KB actorInfo = (ACTORINFO *)calloc(MAX_SAVED_ALIVES, sizeof(ACTORINFO)); if (TinselV2) zFactors = (uint8 *)malloc(MAX_SAVED_ALIVES); // 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)); if (TinselV2) memset(zFactors, 0, MAX_SAVED_ALIVES); } // All actors start off alive. while (num--) actorInfo[num].bAlive = true; } void FreeActors() { free(actorInfo); actorInfo = NULL; if (TinselV2) { free(zFactors); zFactors = 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 GetLeadId() { return LeadActorId; } bool ActorIsGhost(int actor) { return actor == SysVar(ISV_GHOST_ACTOR); } struct ATP_INIT { int id; // Actor number TINSEL_EVENT event; // Event PLR_EVENT bev; // Causal mouse event PINT_CONTEXT pic; }; /** * Convert actor id to index into TaggedActors[] */ static int TaggedActorIndex(int actor) { int i; for (i = 0; i < numTaggedActors; i++) { if (taggedActors[i].id == actor) return i; } error("You may say to yourself \"this is not my tagged actor\""); } /** * Runs actor's glitter code. */ static void ActorTinselProcess(CORO_PARAM, const void *param) { // COROUTINE CORO_BEGIN_CONTEXT; INT_CONTEXT *pic; bool bTookControl; CORO_END_CONTEXT(_ctx); // get the stuff copied to process when it was created const ATP_INIT *atp = (const ATP_INIT *)param; CORO_BEGIN_CODE(_ctx); if (TinselV2) { // Take control for CONVERSE events if (atp->event == CONVERSE) { _ctx->bTookControl = GetControl(); HideConversation(true); } else _ctx->bTookControl = false; // Run the Glitter code CORO_INVOKE_1(Interpret, atp->pic); // Restore conv window if applicable if (atp->event == CONVERSE) { // Free control if we took it if (_ctx->bTookControl) ControlOn(); HideConversation(false); } } else { 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 { INT_CONTEXT *pic; int id; // Actor number }; static void ActorRestoredProcess(CORO_PARAM, const void *param) { // COROUTINE CORO_BEGIN_CONTEXT; INT_CONTEXT *pic; CORO_END_CONTEXT(_ctx); // get the stuff copied to process when it was created const RATP_INIT *r = (const RATP_INIT *)param; bool isSavegame = r->pic->resumeState == RES_SAVEGAME; CORO_BEGIN_CODE(_ctx); _ctx->pic = RestoreInterpretContext(r->pic); // The newly added check here specially sets the process to RES_NOT when loading a savegame. // This is needed particularly for the Psychiatrist scene in Discworld 1 - otherwise Rincewind // can't go upstairs without leaving the building and returning. If this patch causes problems // in other scenes, an added check for the hCode == 1174490602 could be added. if (isSavegame && TinselV1) _ctx->pic->resumeState = RES_NOT; 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, INT_CONTEXT *pic, bool savegameFlag) { RATP_INIT r = { pic, id }; if (savegameFlag) pic->resumeState = RES_SAVEGAME; CoroScheduler.createProcess(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, TINSEL_EVENT event, PLR_EVENT 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; atp.pic = NULL; CoroScheduler.createProcess(PID_TCODE, ActorTinselProcess, &atp, sizeof(atp)); } } /** * Starts up process to run actor's glitter code. */ void ActorEvent(CORO_PARAM, int ano, TINSEL_EVENT tEvent, bool bWait, int myEscape, bool *result) { ATP_INIT atp; int index; CORO_BEGIN_CONTEXT; Common::PPROCESS pProc; CORO_END_CONTEXT(_ctx); CORO_BEGIN_CODE(_ctx); index = TaggedActorIndex(ano); assert(taggedActors[index].hActorCode); if (result) *result = false; atp.id = 0; atp.event = tEvent; atp.pic = InitInterpretContext(GS_ACTOR, taggedActors[index].hActorCode, tEvent, NOPOLY, // No polygon ano, // Actor NULL, // No object myEscape); if (atp.pic != NULL) { _ctx->pProc = CoroScheduler.createProcess(PID_TCODE, ActorTinselProcess, &atp, sizeof(atp)); AttachInterpret(atp.pic, _ctx->pProc); if (bWait) CORO_INVOKE_2(WaitInterpret,_ctx->pProc, result); } CORO_END_CODE; } /** * 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 T1_ACTOR_STRUC *as, bool bRunScript) { SCNHANDLE hActorId = FROM_32(as->hActorId); // Zero-out many things actorInfo[hActorId - 1].bHidden = 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_32(as->masking); actorInfo[hActorId - 1].actorCode = FROM_32(as->hActorCode); // Run actor's script for this scene if (bRunScript) { if (bActorsOn) actorInfo[hActorId - 1].bAlive = true; if (actorInfo[hActorId - 1].bAlive && FROM_32(as->hActorCode)) ActorEvent(hActorId, STARTUP, PLR_NOEVENT); } } /** * 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 StartTaggedActors(SCNHANDLE ah, int numActors, bool bRunScript) { int i; if (TinselV2) { // Clear it all out for a fresh start memset(taggedActors, 0, sizeof(taggedActors)); numTaggedActors = numActors; } else { // Only actors with code blocks got (x, y) re-initialized, so... for (i = 0; i < NumActors; i++) { actorInfo[i].x = actorInfo[i].y = 0; actorInfo[i].mtype = 0; } } if (!TinselV2) { // Tinsel 1 load variation const T1_ACTOR_STRUC *as = (const T1_ACTOR_STRUC *)LockMem(ah); for (i = 0; i < numActors; i++, as++) { StartActor(as, bRunScript); } } else if (numActors > 0) { // Tinsel 2 load variation const T2_ACTOR_STRUC *as = (T2_ACTOR_STRUC *)LockMem(ah); for (i = 0; i < numActors; i++, as++) { assert(as->hActorCode); // Store current scene's parameters for this tagged actor taggedActors[i].id = FROM_32(as->hActorId); taggedActors[i].hTagText = FROM_32(as->hTagText); taggedActors[i].tagPortionV = FROM_32(as->tagPortionV); taggedActors[i].tagPortionH = FROM_32(as->tagPortionH); taggedActors[i].hActorCode = FROM_32(as->hActorCode); // Run actor's script for this scene if (bRunScript) { // Send in reverse order - they get swapped round in the scheduler ActorEvent(Common::nullContext, taggedActors[i].id, SHOWEVENT, false, 0); ActorEvent(Common::nullContext, taggedActors[i].id, STARTUP, false, 0); } } } } /** * Called between scenes, zeroises all actors. */ void DropActors() { for (int i = 0; i < NumActors; i++) { if (TinselV2) { // Save text color COLORREF tColor = actorInfo[i].textColor; memset(&actorInfo[i], 0, sizeof(ACTORINFO)); // Restor text color actorInfo[i].textColor = tColor; // Clear extra arrays memset(zFactors, 0, NumActors); memset(zPositions, 0, sizeof(zPositions)); } else { // In Tinsel v1, only certain fields get reset 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].bTalking = false; } } } /** * Kill actors. * @param ano Actor Id */ void DisableActor(int ano) { PMOVER pActor; assert(ano > 0 && ano <= NumActors); // illegal actor number actorInfo[ano - 1].bAlive = false; // Record as dead actorInfo[ano - 1].x = actorInfo[ano - 1].y = 0; // Kill off moving actor properly pActor = GetMover(ano); if (pActor) KillMover(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].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_32(color); else defaultColor = TO_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