aboutsummaryrefslogtreecommitdiff
path: root/engines/tinsel/play.cpp
blob: a4f5bc82619862ff0a0ccf2b3258f99f5403746c (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
/* 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.
 *
 * Plays films within a scene, takes into account the actor in each 'column'.								|
 */

#include "common/coroutines.h"
#include "tinsel/actors.h"
#include "tinsel/background.h"
#include "tinsel/dw.h"
#include "tinsel/film.h"
#include "tinsel/handle.h"
#include "tinsel/multiobj.h"
#include "tinsel/object.h"
#include "tinsel/pid.h"
#include "tinsel/play.h"
#include "tinsel/polygons.h"
#include "tinsel/rince.h"
#include "tinsel/sched.h"
#include "tinsel/scn.h"
#include "tinsel/sound.h"
#include "tinsel/timers.h"
#include "tinsel/tinlib.h"	// Stand()

namespace Tinsel {

struct PPINIT {
	SCNHANDLE hFilm;	// The 'film'
	int16	x;			// } Co-ordinates from the play()
	int16	y;			// } - set to (-1, -1) if none.
	int16	z;			// normally 0, set if from restore
	int16	speed;		// Film speed
	int16	actorid;	// Set if called from an actor code block
	uint8	splay;		// Set if called from splay()
	uint8	bTop;		// Set if called from topplay()
	uint8	bRestore;
	int16	sf;			// SlowFactor - only used for moving actors
	int16	column;		// Column number, first column = 0

	uint8	escOn;
	int32	myescEvent;
};

//----------------- LOCAL GLOBAL DATA --------------------

// FIXME: Avoid non-const global vars

static SOUNDREELS g_soundReels[MAX_SOUNDREELS];
static int g_soundReelNumbers[MAX_SOUNDREELS];

static int g_soundReelWait;

//-------------------- METHODS ----------------------

/**
 * Poke the background palette into an image.
 */
static void PokeInPalette(SCNHANDLE hMulFrame) {
	const FRAME *pFrame;		// Pointer to frame
	IMAGE *pim;		// Pointer to image

	// Could be an empty column
	if (hMulFrame) {
		pFrame = (const FRAME *)LockMem(hMulFrame);

		// get pointer to image
		pim = (IMAGE *)LockMem(READ_32(pFrame));	// handle to image

		pim->hImgPal = TO_32(BgPal());
	}
}

/**
 * Poke the background palette into an image.
 */
void PokeInPalette(const MULTI_INIT *pmi) {
	FRAME	*pFrame;		// Pointer to frame
	IMAGE	*pim;			// Pointer to image

	// Could be an empty column
	if (pmi->hMulFrame) {
		pFrame = (FRAME *)LockMem(FROM_32(pmi->hMulFrame));

		// get pointer to image
		pim = (IMAGE *)LockMem(READ_32(pFrame));	// handle to image

		pim->hImgPal = TO_32(BgPal());
	}
}

int32 NoNameFunc(int actorID, bool bNewMover) {
	PMOVER	pActor;
	int32	retval;

	pActor = GetMover(actorID);

	if (pActor != NULL && !bNewMover) {
		// If no path, just use first path in the scene
		if (pActor->hCpath == NOPOLY)
			retval = GetPolyZfactor(FirstPathPoly());
		else
			retval = GetPolyZfactor(pActor->hCpath);
	} else {
		switch (actorMaskType(actorID)) {
		case ACT_DEFAULT:
			retval = 0;
			break;
		case ACT_MASK:
			retval = 0;
			break;
		case ACT_ALWAYS:
			retval = 10;
			break;
		default:
			retval = actorMaskType(actorID);
			break;
		}
	}

	return retval;
}

static FREEL *GetReel(SCNHANDLE hFilm, int column) {
	FILM *pFilm = (FILM *)LockMem(hFilm);

	return &pFilm->reels[column];
}

static int RegisterSoundReel(SCNHANDLE hFilm, int column, int actorCol) {
	int i;

	for (i = 0; i < MAX_SOUNDREELS; i++) {
		// Should assert this doesn't happen, but let's be tolerant
		if (g_soundReels[i].hFilm == hFilm && g_soundReels[i].column == column)
			break;

		if (!g_soundReels[i].hFilm) {
			g_soundReels[i].hFilm = hFilm;
			g_soundReels[i].column = column;
			g_soundReels[i].actorCol = actorCol;
			break;
		}
	}

	if (i == MAX_SOUNDREELS)
		error("Out of sound reels in RegisterSoundReel()");

	g_soundReelNumbers[i]++;
	return i;
}

void NoSoundReels() {
	memset(g_soundReels, 0, sizeof(g_soundReels));
	g_soundReelWait = 0;
}

static void DeRegisterSoundReel(SCNHANDLE hFilm, int column) {
	for (int i = 0; i < MAX_SOUNDREELS; i++) {
		// Should assert this doesn't happen, but let's be tolerant
		if (g_soundReels[i].hFilm == hFilm && g_soundReels[i].column == column) {
			g_soundReels[i].hFilm = 0;
			break;
		}
	}
}

void SaveSoundReels(PSOUNDREELS psr) {
	for (int i = 0; i < MAX_SOUNDREELS; i++) {
		if (IsCdPlayHandle(g_soundReels[i].hFilm))
			g_soundReels[i].hFilm = 0;
	}

	memcpy(psr, g_soundReels, sizeof(g_soundReels));
}

void RestoreSoundReels(PSOUNDREELS psr) {
	memcpy(g_soundReels, psr, sizeof(g_soundReels));
}

static uint32 GetZfactor(int actorID, PMOVER pMover, bool bNewMover) {
	if (pMover != NULL && bNewMover == false) {
		// If no path, just use first path in the scene
		if (pMover->hCpath == NOPOLY)
			return GetPolyZfactor(FirstPathPoly());
		else
			return GetPolyZfactor(pMover->hCpath);
	} else {
		return GetActorZfactor(actorID);
	}
}

/**
 * Handles reels with sound id.
 * @param hFilm				The 'film'
 * @param column			Column number, first column = 0
 * @param speed				Film speed
 */
static void SoundReel(CORO_PARAM, SCNHANDLE hFilm, int column, int speed,
					int myescEvent, int actorCol) {
	FILM *pFilm;
	FREEL *pReel;
	ANI_SCRIPT *pAni;

	short x, y;

	CORO_BEGIN_CONTEXT;
		int myId;
		int myNum;
		int frameNumber;
		int speed;
		int sampleNumber;
		bool bFinished;
		bool bLooped;
		int reelActor;
	CORO_END_CONTEXT(_ctx);

	CORO_BEGIN_CODE(_ctx);

	if (actorCol) {
		PMULTI_INIT pmi;		// MULTI_INIT structure

		pReel = GetReel(hFilm, actorCol - 1);
		pmi = (PMULTI_INIT) LockMem(FROM_32(pReel->mobj));
		_ctx->reelActor = (int32)FROM_32(pmi->mulID);
	} else
		_ctx->reelActor = 0;

	_ctx->frameNumber = 0;
	_ctx->speed = speed;
	_ctx->sampleNumber = 0;
	_ctx->bFinished = false;
	_ctx->bLooped = false;
	_ctx->myId = RegisterSoundReel(hFilm, column, actorCol);
	_ctx->myNum = g_soundReelNumbers[_ctx->myId];

	do {
		pFilm = (FILM *)LockMem(hFilm);
		pReel = &pFilm->reels[column];

		pAni = (ANI_SCRIPT *)LockMem(FROM_32(pReel->script));

		if (_ctx->speed == -1) {
			_ctx->speed = (ONE_SECOND/FROM_32(pFilm->frate));

			// Restored reel
			for (;;) {
				if (FROM_32(pAni[_ctx->frameNumber].op) == ANI_END)
					break;
				else if (FROM_32(pAni[_ctx->frameNumber].op) == ANI_JUMP) {
					_ctx->frameNumber++;
					_ctx->frameNumber += FROM_32(pAni[_ctx->frameNumber].op);
					break;
				}
				// Could check for the other stuff here
				// but they really dont happen
				// OH YES THEY DO
				else if (FROM_32(pAni[_ctx->frameNumber].op) == ANI_ADJUSTX
					||	 FROM_32(pAni[_ctx->frameNumber].op) == ANI_ADJUSTY) {
					_ctx->frameNumber += 2;
				} else if (FROM_32(pAni[_ctx->frameNumber].op) == ANI_ADJUSTXY) {
					_ctx->frameNumber += 3;
				} else {
					// ANI_STOP, ANI_HIDE, ANI_HFLIP,
					// ANI_VFLIP, ANI_HVFLIP, default
					_ctx->frameNumber++;
				}
			}
		}

		switch (FROM_32(pAni[_ctx->frameNumber].op)) {
		case ANI_END:
			// Stop this sample if repeating
			if (_ctx->sampleNumber && _ctx->bLooped)
				_vm->_sound->stopSpecSample(_ctx->sampleNumber, 0);
			_ctx->bFinished = true;
			break;

		case ANI_JUMP:
			_ctx->frameNumber++;

			assert((int32)FROM_32(pAni[_ctx->frameNumber].op) < 0);

			_ctx->frameNumber += FROM_32(pAni[_ctx->frameNumber].op);

			assert(_ctx->frameNumber >= 0);
			continue;

		case ANI_STOP:
			// Stop this sample
			if (_ctx->sampleNumber)
				_vm->_sound->stopSpecSample(_ctx->sampleNumber, 0);
			break;

		case ANI_HIDE:
			// No op
			break;

		case ANI_HFLIP:
		case ANI_VFLIP:
		case ANI_HVFLIP:
			_ctx->frameNumber++;
			continue;

		case ANI_ADJUSTX:
		case ANI_ADJUSTY:
			_ctx->frameNumber += 2;
			continue;

		case ANI_ADJUSTXY:
			_ctx->frameNumber += 3;
			continue;

		default:
			// Stop this sample
			if (_ctx->sampleNumber)
				_vm->_sound->stopSpecSample(_ctx->sampleNumber, 0);

			_ctx->sampleNumber = FROM_32(pAni[_ctx->frameNumber++].op);
			if (_ctx->sampleNumber > 0)
				_ctx->bLooped = false;
			else {
				_ctx->sampleNumber = ~_ctx->sampleNumber;
				_ctx->bLooped = true;
			}
			x = (short)(FROM_32(pAni[_ctx->frameNumber].op) >> 16);
			y = (short)(FROM_32(pAni[_ctx->frameNumber].op) & 0xffff);

			if (x == 0)
				x = -1;

			_vm->_sound->playSample(_ctx->sampleNumber, 0, _ctx->bLooped, x, y, PRIORITY_SCRIPT,
					Audio::Mixer::kSFXSoundType);

			break;
		}

		CORO_SLEEP(_ctx->speed);
		_ctx->frameNumber++;

		if (_ctx->reelActor && GetActorPresFilm(_ctx->reelActor) != hFilm) {
			// Stop this sample if repeating
			if (_ctx->sampleNumber && _ctx->bLooped)
				_vm->_sound->stopSpecSample(_ctx->sampleNumber, 0);

			_ctx->bFinished = true;
		}

		if (myescEvent && myescEvent != GetEscEvents()) {
			// Stop this sample
			if (_ctx->sampleNumber)
				_vm->_sound->stopSpecSample(_ctx->sampleNumber, 0);

			_ctx->bFinished = true;
		}
	} while (!_ctx->bFinished && _ctx->myNum == g_soundReelNumbers[_ctx->myId]);

	// De-register - if not been replaced
	if (_ctx->myNum == g_soundReelNumbers[_ctx->myId])
		DeRegisterSoundReel(hFilm, column);

	CORO_END_CODE;
}

static void ResSoundReel(CORO_PARAM, const void *param) {
	// get the stuff copied to process when it was created
	int i = *(const int *)param;

	CORO_BEGIN_CONTEXT;
	CORO_END_CONTEXT(_ctx);

	CORO_BEGIN_CODE(_ctx);

	CORO_INVOKE_ARGS(SoundReel, (CORO_SUBCTX, g_soundReels[i].hFilm, g_soundReels[i].column,
		-1, 0, g_soundReels[i].actorCol));

	CORO_KILL_SELF();
	CORO_END_CODE;
}

static void SoundReelWaitCheck() {
	if (--g_soundReelWait == 0) {
		for (int i = 0; i < MAX_SOUNDREELS; i++) {
			if (g_soundReels[i].hFilm) {
				CoroScheduler.createProcess(PID_REEL, ResSoundReel, &i, sizeof(i));
			}
		}
	}
}

/**
 * - Don't bother if this reel is already playing for this actor.
 * - If explicit co-ordinates, use these, If embedded co-ordinates,
 * leave alone, otherwise use actor's current position.
 * - Moving actors get hidden during this play, other actors get
 * _ctx->replaced by this play.
 * - Column 0 of a film gets its appropriate Z-position, slave columns
 * get slightly bigger Z-positions, in column order.
 * - Play proceeds until the script finishes, another reel starts up for
 * this actor, or the actor gets killed.
 * - If called from an splay(), moving actor's co-ordinates are updated
 * after the play, any walk still in progress will go on from there.
 */
static void t1PlayReel(CORO_PARAM, const PPINIT *ppi) {
	CORO_BEGIN_CONTEXT;
		OBJECT	*pPlayObj;	// Object
		ANIM	thisAnim;	// Animation structure

		bool	mActor;		// Gets set if this is a moving actor
		bool	lifeNoMatter;
		bool	replaced;

		const FREEL *pfreel;	// The 'column' to play
		int		stepCount;
		int		frameCount;
		int		reelActor;
		PMOVER	pActor;
		int tmpX, tmpY;
	CORO_END_CONTEXT(_ctx);

	// FIXME: Avoid non-const global vars
	static int	firstColZ = 0;	// Z-position of column zero
	static int32	fColZfactor = 0;	// Z-factor of column zero's actor

	CORO_BEGIN_CODE(_ctx);

	const MULTI_INIT *pmi;		// MULTI_INIT structure
	bool	bNewMover;	// Gets set if a moving actor that isn't in scene yet

	const FILM *pfilm;

	_ctx->lifeNoMatter = false;
	_ctx->replaced = false;
	_ctx->pActor = NULL;
	bNewMover = false;

	pfilm = (const FILM *)LockMem(ppi->hFilm);
	_ctx->pfreel = &pfilm->reels[ppi->column];

	// Get the MULTI_INIT structure
	pmi = (const MULTI_INIT *)LockMem(FROM_32(_ctx->pfreel->mobj));

	// Save actor's ID
	_ctx->reelActor = (int32)FROM_32(pmi->mulID);

	/**** New (experimental? bit 5/1/95 ****/
	if (!TinselV0 && !actorAlive(_ctx->reelActor))
		return;
	/**** Delete a bit down there if this stays ****/

	UpdateActorEsc(_ctx->reelActor, ppi->escOn, ppi->myescEvent);

	// To handle the play()-talk(), talk()-play(), talk()-talk() and play()-play() scenarios
	if (ppi->hFilm != GetActorLatestFilm(_ctx->reelActor)) {
		// This in not the last film scheduled for this actor

		// It may be the last non-talk film though
		if (ActorIsTalking(_ctx->reelActor))
			SetActorPlayFilm(_ctx->reelActor, ppi->hFilm);	// Revert to this film after talk

		return;
	}
	if (ActorIsTalking(_ctx->reelActor)) {
		// Note: will delete this and there'll be no need to store the talk film!
		if (ppi->hFilm != GetActorTalkFilm(_ctx->reelActor)) {
			SetActorPlayFilm(_ctx->reelActor, ppi->hFilm);	// Revert to this film after talk
			return;
		}
	} else {
		SetActorPlayFilm(_ctx->reelActor, ppi->hFilm);
	}

	// If this reel is already playing for this actor, just forget it.
	if (actorReel(_ctx->reelActor) == _ctx->pfreel)
		return;

	// Poke in the background palette
	PokeInPalette(FROM_32(pmi->hMulFrame));

	// Set up and insert the multi-object
	_ctx->pPlayObj = MultiInitObject(pmi);
	if (!ppi->bTop)
		MultiInsertObject(GetPlayfieldList(FIELD_WORLD), _ctx->pPlayObj);
	else
		MultiInsertObject(GetPlayfieldList(FIELD_STATUS), _ctx->pPlayObj);

	// If co-ordinates are specified, use specified.
	// Otherwise, use actor's position if there are not embedded co-ords.
	// Add this first test for nth columns with offsets
	// in plays with (x,y)
	_ctx->tmpX = ppi->x;
	_ctx->tmpY = ppi->y;
	if (ppi->column != 0 && (pmi->mulX || pmi->mulY)) {
	} else if (_ctx->tmpX != -1 || _ctx->tmpY != -1) {
		MultiSetAniXY(_ctx->pPlayObj, _ctx->tmpX, _ctx->tmpY);
	} else if (!pmi->mulX && !pmi->mulY) {
		GetActorPos(_ctx->reelActor, &_ctx->tmpX, &_ctx->tmpY);
		MultiSetAniXY(_ctx->pPlayObj, _ctx->tmpX, _ctx->tmpY);
	}

	// If it's a moving actor, this hides the moving actor
	// used to do this only if (actorid == 0) - I don't know why
	_ctx->mActor = HideMovingActor(_ctx->reelActor, ppi->sf);

	// If it's a moving actor, get its MOVER structure.
	// If it isn't in the scene yet, get its task running - using
	// Stand() - to prevent a glitch at the end of the play.
	if (_ctx->mActor) {
		_ctx->pActor = GetMover(_ctx->reelActor);
		if (!getMActorState(_ctx->pActor)) {
			CORO_INVOKE_ARGS(Stand, (CORO_SUBCTX, _ctx->reelActor, MAGICX, MAGICY, 0));
			bNewMover = true;
		}
	}

	// Register the fact that we're playing this for this actor
	storeActorReel(_ctx->reelActor, _ctx->pfreel, ppi->hFilm, _ctx->pPlayObj, ppi->column, _ctx->tmpX, _ctx->tmpY);

	/**** Will get rid of this if the above is kept ****/
	// We may be temporarily resuscitating a dead actor
	if (ppi->actorid == 0 && !actorAlive(_ctx->reelActor))
		_ctx->lifeNoMatter = true;

	InitStepAnimScript(&_ctx->thisAnim, _ctx->pPlayObj,  FROM_32(_ctx->pfreel->script), ppi->speed);

	// If first column, set Z position as per
	// Otherwise, column 0's + column number
	// N.B. It HAS been ensured that the first column gets here first
	if (ppi->z != 0) {
		MultiSetZPosition(_ctx->pPlayObj, ppi->z);
		StoreActorZpos(_ctx->reelActor, ppi->z);
	} else if (ppi->bTop) {
		if (ppi->column == 0) {
			firstColZ = Z_TOPPLAY + actorMaskType(_ctx->reelActor);
			MultiSetZPosition(_ctx->pPlayObj, firstColZ);
			StoreActorZpos(_ctx->reelActor, firstColZ);
		} else {
			MultiSetZPosition(_ctx->pPlayObj, firstColZ + ppi->column);
			StoreActorZpos(_ctx->reelActor, firstColZ + ppi->column);
		}
	} else if (ppi->column == 0) {
		if (_ctx->mActor && !bNewMover) {
			// If no path, just use first path in the scene
			if (_ctx->pActor->hCpath == NOPOLY)
				fColZfactor = GetPolyZfactor(FirstPathPoly());
			else
				fColZfactor = GetPolyZfactor(_ctx->pActor->hCpath);
			firstColZ = AsetZPos(_ctx->pPlayObj, MultiLowest(_ctx->pPlayObj), fColZfactor);
		} else {
			switch (actorMaskType(_ctx->reelActor)) {
			case ACT_DEFAULT:
				fColZfactor = 0;
				firstColZ = 2;
				MultiSetZPosition(_ctx->pPlayObj, firstColZ);
				break;
			case ACT_MASK:
				fColZfactor = 0;
				firstColZ = MultiLowest(_ctx->pPlayObj);
				MultiSetZPosition(_ctx->pPlayObj, firstColZ);
				break;
			case ACT_ALWAYS:
				fColZfactor = 10;
				firstColZ = 10000;
				MultiSetZPosition(_ctx->pPlayObj, firstColZ);
				break;
			default:
				fColZfactor = actorMaskType(_ctx->reelActor);
				firstColZ = AsetZPos(_ctx->pPlayObj, MultiLowest(_ctx->pPlayObj), fColZfactor);
				if (firstColZ < 2) {
					// This is an experiment!
					firstColZ = 2;
					MultiSetZPosition(_ctx->pPlayObj, firstColZ);
				}
				break;
			}
		}
		StoreActorZpos(_ctx->reelActor, firstColZ);
	} else {
		if (NoNameFunc(_ctx->reelActor, bNewMover) > fColZfactor) {
			fColZfactor = NoNameFunc(_ctx->reelActor, bNewMover);
			firstColZ = fColZfactor << 10;
		}
		MultiSetZPosition(_ctx->pPlayObj, firstColZ + ppi->column);
		StoreActorZpos(_ctx->reelActor, firstColZ + ppi->column);
	}

	/*
	 * Play until the script finishes,
	 * another reel starts up for this actor,
	 * or the actor gets killed.
	 */
	_ctx->stepCount = 0;
	_ctx->frameCount = 0;
	do {
		if (_ctx->stepCount++ == 0) {
			_ctx->frameCount++;
			StoreActorSteps(_ctx->reelActor, _ctx->frameCount);
		}
		if (_ctx->stepCount == ppi->speed)
			_ctx->stepCount = 0;

		if (StepAnimScript(&_ctx->thisAnim) == ScriptFinished)
			break;

		int x, y;
		GetAniPosition(_ctx->pPlayObj, &x, &y);
		StoreActorPos(_ctx->reelActor, x, y);

		CORO_SLEEP(1);

		if (actorReel(_ctx->reelActor) != _ctx->pfreel) {
			_ctx->replaced = true;
			break;
		}

		if (ActorEsc(_ctx->reelActor) && ActorEev(_ctx->reelActor) != GetEscEvents())
			break;

	} while (_ctx->lifeNoMatter || actorAlive(_ctx->reelActor));

	// Register the fact that we're NOT playing this for this actor
	if (actorReel(_ctx->reelActor) == _ctx->pfreel)
		storeActorReel(_ctx->reelActor, NULL, 0, NULL, 0, 0, 0);

	// Ditch the object
	if (!ppi->bTop)
		MultiDeleteObject(GetPlayfieldList(FIELD_WORLD), _ctx->pPlayObj);
	else
		MultiDeleteObject(GetPlayfieldList(FIELD_STATUS), _ctx->pPlayObj);

	if (_ctx->mActor) {
		if (!_ctx->replaced)
			unHideMovingActor(_ctx->reelActor);	// Restore moving actor

		// Update it's co-ordinates if this is an splay()
		if (ppi->splay)
			restoreMovement(_ctx->reelActor);
	}
	CORO_END_CODE;
}

/**
 * - Don't bother if this reel is already playing for this actor.
 * - If explicit co-ordinates, use these, If embedded co-ordinates,
 * leave alone, otherwise use actor's current position.
 * - Moving actors get hidden during this play, other actors get
 * replaced by this play.
 * - Column 0 of a film gets its appropriate Z-position, slave columns
 * get slightly bigger Z-positions, in column order.
 * - Play proceeds until the script finishes, another reel starts up for
 * this actor, or the actor gets killed.
 * - If called from an splay(), moving actor's co-ordinates are updated
 * after the play, any walk still in progress will go on from there.
 * @param x				Co-ordinates from the play(), set to (-1, -1) if none
 * @param y				Co-ordinates from the play(), set to (-1, -1) if none
 * @param bRestore		Normally False, set if from restore
 * @param speed			Film speed
 * @param hFilm			The 'film'
 * @param column		Column number, first column = 0
 */
static void t2PlayReel(CORO_PARAM, int x, int y, bool bRestore, int speed, SCNHANDLE hFilm,
		int column, int myescEvent, bool bTop) {
	CORO_BEGIN_CONTEXT;
		bool bReplaced;
		bool bGotHidden;
		int	stepCount;
		int	frameCount;
		bool bEscapedAlready;
		bool	bPrinciple;	// true if this is the first column in a film for one actor
		bool	bRelative;	// true if relative specified in script

		FREEL		*pFreel;
		MULTI_INIT	*pmi;	// MULTI_INIT structure
		POBJECT		pPlayObj;	// Object
		ANIM		thisAnim;	// Animation structure

		int	reelActor;			// Which actor this reel belongs to
		PMOVER	pMover;			// set if it's a moving actor
		bool	bNewMover;		// Gets set if a moving actor that isn't in scene yet

		int	filmNumber;
		int	myZ;				// Remember for hide/unhide
	CORO_END_CONTEXT(_ctx);

	CORO_BEGIN_CODE(_ctx);

	_ctx->bReplaced = false;
	_ctx->bGotHidden = false;
	_ctx->stepCount = 0;
	_ctx->frameCount = 0;

	_ctx->bEscapedAlready = false;

	// Get the reel and MULTI_INIT structure
	_ctx->pFreel = GetReel(hFilm, column);
	_ctx->pmi = (MULTI_INIT *)LockMem(FROM_32(_ctx->pFreel->mobj));

	if ((int32)FROM_32(_ctx->pmi->mulID) == -2) {
		CORO_INVOKE_ARGS(SoundReel, (CORO_SUBCTX, hFilm, column, speed, myescEvent,
			FROM_32(_ctx->pmi->otherFlags) & OTH_RELATEDACTOR));
		return;
	}

	// Save actor's ID
	_ctx->reelActor = FROM_32(_ctx->pmi->mulID);

	UpdateActorEsc(_ctx->reelActor, myescEvent);

	// To handle the play()-talk(), talk()-play(), talk()-talk() and play()-play() scenarios
	if (hFilm != GetActorLatestFilm(_ctx->reelActor)) {
		// This in not the last film scheduled for this actor

		// It may be the last non-talk film though
		if (ActorIsTalking(_ctx->reelActor))
			SetActorPlayFilm(_ctx->reelActor, hFilm);	// Revert to this film after talk

		return;
	}
	if (ActorIsTalking(_ctx->reelActor)) {
		// Note: will delete this and there'll be no need to store the talk film!
		if (hFilm != GetActorTalkFilm(_ctx->reelActor)) {
			SetActorPlayFilm(_ctx->reelActor, hFilm);	// Revert to this film after talk
			return;
		}
	} else {
		SetActorPlayFilm(_ctx->reelActor, hFilm);
	}

	// Register the film for this actor
	if (hFilm != GetActorPresFilm(_ctx->reelActor)) {
		_ctx->bPrinciple = true;
		StoreActorPresFilm(_ctx->reelActor, hFilm, x, y);
	} else {
		_ctx->bPrinciple = false;

		// If this reel is already playing for this actor, just forget it.
		if (ActorReelPlaying(_ctx->reelActor, column))
			return;
	}

	/*
	 * Insert the object
	 */
	// Poke in the background palette
	PokeInPalette(_ctx->pmi);

	// Set ghost bit if wanted
	if (ActorIsGhost(_ctx->reelActor)) {
		assert(FROM_32(_ctx->pmi->mulFlags) == DMA_WNZ || FROM_32(_ctx->pmi->mulFlags) == (DMA_WNZ | DMA_GHOST));
		_ctx->pmi->mulFlags = TO_32(FROM_32(_ctx->pmi->mulFlags) | DMA_GHOST);
	}

	// Set up and insert the multi-object
	_ctx->pPlayObj = MultiInitObject(_ctx->pmi);
	if (!bTop)
		MultiInsertObject(GetPlayfieldList(FIELD_WORLD), _ctx->pPlayObj);
	else
		MultiInsertObject(GetPlayfieldList(FIELD_STATUS), _ctx->pPlayObj);

	/*
	 * More action for moving actors
	*/
	_ctx->pMover = GetMover(_ctx->reelActor);
	if (_ctx->pMover != NULL) {
		HideMover(_ctx->pMover);

		if (!MoverIs(_ctx->pMover)) {
			// Used to do a Stand here to prevent glitches

			_ctx->bNewMover = true;
		} else
			_ctx->bNewMover = false;
	}

	// Register the reel for this actor
	StoreActorReel(_ctx->reelActor, column, _ctx->pPlayObj);

	_ctx->filmNumber = GetActorFilmNumber(_ctx->reelActor);

	/*
	 * Sort out x and y
	 */
	assert( ((FROM_32(_ctx->pmi->otherFlags) & OTH_RELATIVE) && !(FROM_32(_ctx->pmi->otherFlags) & OTH_ABSOLUTE))
		|| ((FROM_32(_ctx->pmi->otherFlags) & OTH_ABSOLUTE) && !(FROM_32(_ctx->pmi->otherFlags) & OTH_RELATIVE)) );

	_ctx->bRelative = FROM_32(_ctx->pmi->otherFlags) & OTH_RELATIVE;

	if (_ctx->bRelative) {
		// Use actor's position. If (x, y) specified, move the actor.
		if (x == -1 && y == -1)
			GetActorPos(_ctx->reelActor, &x, &y);
		else
			StoreActorPos(_ctx->reelActor, x, y);
	} else if (x == -1 && y == -1)
		x = y = 0;		// Use (0,0) if no specified

	// Add embedded co-ords
	MultiSetAniXY(_ctx->pPlayObj, x + FROM_32(_ctx->pmi->mulX), y + FROM_32(_ctx->pmi->mulY));

	/*
	 * Sort out z
	 */
	if (bRestore) {
		_ctx->myZ = GetActorZpos(_ctx->reelActor, column);

		SoundReelWaitCheck();
	} else {
		// FIXME: Avoid non-const global vars
		static int baseZposn;		// Z-position of column zero
		static uint32 baseZfact;	// Z-factor of column zero's actor

		// N.B. It HAS been ensured that the first column gets here first

		if ((int32)FROM_32(_ctx->pmi->mulZ) != -1) {
			// Z override in script

			baseZfact = FROM_32(_ctx->pmi->mulZ);
			baseZposn = (baseZfact << ZSHIFT) + MultiLowest(_ctx->pPlayObj);
			if (bTop)
				baseZposn += Z_TOPPLAY;
		} else if (column == 0
				|| GetZfactor(_ctx->reelActor, _ctx->pMover, _ctx->bNewMover) > baseZfact) {
			// Subsequent columns are based on this one

			baseZfact = GetZfactor(_ctx->reelActor, _ctx->pMover, _ctx->bNewMover);
			baseZposn = (baseZfact << ZSHIFT) + MultiLowest(_ctx->pPlayObj);
			if (bTop)
				baseZposn += Z_TOPPLAY;
		}
		_ctx->myZ = baseZposn + column;
	}
	MultiSetZPosition(_ctx->pPlayObj, _ctx->myZ);
	StoreActorZpos(_ctx->reelActor, _ctx->myZ, column);

	/*
	 * Play until the script finishes,
	 * another reel starts up for this actor,
	 * or the actor gets killed.
	 */
	InitStepAnimScript(&_ctx->thisAnim, _ctx->pPlayObj, FROM_32(_ctx->pFreel->script), speed);

	if (bRestore || (ActorEsc(_ctx->reelActor) == true &&
				ActorEev(_ctx->reelActor) != GetEscEvents())) {
		// From restore, step to jump or end
		SkipFrames(&_ctx->thisAnim, -1);
	}

	for (;;) {
		if (_ctx->stepCount++ == 0) {
			_ctx->frameCount++;
			StoreActorSteps(_ctx->reelActor, _ctx->frameCount);
		}
		if (_ctx->stepCount == speed)
			_ctx->stepCount = 0;

		if (_ctx->bPrinciple && AboutToJumpOrEnd(&_ctx->thisAnim))
			IncLoopCount(_ctx->reelActor);

		if (StepAnimScript(&_ctx->thisAnim) == ScriptFinished)
			break;

		if (_ctx->bRelative) {
			GetAniPosition(_ctx->pPlayObj, &x, &y);
			StoreActorPos(_ctx->reelActor, x, y);
		}

		if (_ctx->bGotHidden) {
			if (!ActorHidden(_ctx->reelActor)) {
				MultiSetZPosition(_ctx->pPlayObj, _ctx->myZ);
				_ctx->bGotHidden = false;
			}
		} else {
			if (ActorHidden(_ctx->reelActor)) {
				MultiSetZPosition(_ctx->pPlayObj, -1);
				_ctx->bGotHidden = true;
			}
		}

		CORO_SLEEP(1);

		if (GetActorFilmNumber(_ctx->reelActor) != _ctx->filmNumber) {
			_ctx->bReplaced = true;
			break;
		}

		if (ActorEsc(_ctx->reelActor) == true && ActorEev(_ctx->reelActor) != GetEscEvents()) {
			if (!_ctx->bEscapedAlready) {
				SkipFrames(&_ctx->thisAnim, -1);
				_ctx->bEscapedAlready = true;
			}

//WHY???		UpdateActorEsc(reelActor, GetEscEvents());
// The above line of code, not commented out would fix the coffee pot flash
// but why was it commented out?
// The extra boolean is used instead, 'cos it's release week and I want to play it safe!
		}
	}

	// Register the fact that we're NOT playing this for this actor
	NotPlayingReel(_ctx->reelActor, _ctx->filmNumber, column);

	// Ditch the object
	if (!bTop)
		MultiDeleteObject(GetPlayfieldList(FIELD_WORLD), _ctx->pPlayObj);
	else
		MultiDeleteObject(GetPlayfieldList(FIELD_STATUS), _ctx->pPlayObj);

	// Restore moving actor is nessesary
	if (_ctx->pMover != NULL && _ctx->bPrinciple && !_ctx->bReplaced)
		UnHideMover(_ctx->pMover);

	CORO_END_CODE;
}

/**
 * Run all animations that comprise the play film.
 */
static void PlayProcess(CORO_PARAM, const void *param) {
	CORO_BEGIN_CONTEXT;
	CORO_END_CONTEXT(_ctx);

	const PPINIT *ppi = (const PPINIT *)param;
	CORO_BEGIN_CODE(_ctx);

	if (TinselV2)
		CORO_INVOKE_ARGS(t2PlayReel, (CORO_SUBCTX, ppi->x, ppi->y, ppi->bRestore, ppi->speed,
			ppi->hFilm, ppi->column, ppi->myescEvent, ppi->bTop));
	else
		CORO_INVOKE_1(t1PlayReel, ppi);

	CORO_END_CODE;
}

// *******************************************************


// To handle the play()-talk(), talk()-play(), talk()-talk() and play()-play() scenarios
void NewestFilm(SCNHANDLE film, const FREEL *reel) {
	const MULTI_INIT *pmi;		// MULTI_INIT structure

	// Get the MULTI_INIT structure
	pmi = (const MULTI_INIT *)LockMem(FROM_32(reel->mobj));

	if (!TinselV2 || ((int32)FROM_32(pmi->mulID) != -2))
		SetActorLatestFilm((int32)FROM_32(pmi->mulID), film);
}

// *******************************************************

/**
 * Start up a play process for each column in a film.
 *
 * NOTE: The processes are started in reverse order so that the first
 *   column's process kicks in first.
 */
void PlayFilm(CORO_PARAM, SCNHANDLE hFilm, int x, int y, int actorid, bool splay, bool sfact, bool escOn,
			  int myescEvent, bool bTop) {
	assert(hFilm != 0); // Trying to play NULL film
	const FILM *pFilm;

	CORO_BEGIN_CONTEXT;
	CORO_END_CONTEXT(_ctx);

	CORO_BEGIN_CODE(_ctx);

	pFilm = (const FILM *)LockMem(hFilm);
	PPINIT ppi;

	// Now allowed empty films!
	if (pFilm->numreels == 0)
		return;                 // Nothing to do!

	ppi.hFilm = hFilm;
	ppi.x = x;
	ppi.y = y;
	ppi.z = 0;
	ppi.bRestore = false;
	ppi.speed = (ONE_SECOND / FROM_32(pFilm->frate));
	ppi.actorid = actorid;
	ppi.splay = splay;
	ppi.bTop = bTop;
	ppi.sf = sfact;
	ppi.escOn = escOn;
	ppi.myescEvent = myescEvent;

	// Start display process for each reel in the film
	for (int i = FROM_32(pFilm->numreels) - 1; i >= 0; i--) {
		NewestFilm(hFilm, &pFilm->reels[i]);

		ppi.column = i;
		CoroScheduler.createProcess(PID_REEL, PlayProcess, &ppi, sizeof(PPINIT));
	}

	if (TinselV2) {
		// Let it all kick in and position this process
		// down the process list from the playing process(es)
		// This ensures something
		CORO_GIVE_WAY;

		if (myescEvent && myescEvent != GetEscEvents())
			CoroScheduler.rescheduleAll();
	}

	CORO_END_CODE;
}

void PlayFilm(CORO_PARAM, SCNHANDLE hFilm, int x, int y, int myescEvent, bool bTop) {
	PlayFilm(coroParam, hFilm, x, y, 0, false, false, false, myescEvent, bTop);
}

/**
 * Start up a play process for each slave column in a film.
 * Play the first column directly from the parent process.
 */
void PlayFilmc(CORO_PARAM, SCNHANDLE hFilm, int x, int y, int actorid, bool splay, bool sfact,
			   bool escOn, int myescEvent, bool bTop) {
	CORO_BEGIN_CONTEXT;
		PPINIT ppi;
		int i;
		int loopCount;
	CORO_END_CONTEXT(_ctx);

	CORO_BEGIN_CODE(_ctx);

	assert(hFilm != 0); // Trying to play NULL film
	const FILM *pFilm;

	pFilm = (const FILM *)LockMem(hFilm);

	// Now allowed empty films!
	if (pFilm->numreels == 0)
		return;                 //  Already played to completion!

	_ctx->ppi.hFilm = hFilm;
	_ctx->ppi.x = x;
	_ctx->ppi.y = y;
	_ctx->ppi.z = 0;
	_ctx->ppi.bRestore = false;
	_ctx->ppi.speed = (ONE_SECOND / FROM_32(pFilm->frate));
	_ctx->ppi.actorid = actorid;
	_ctx->ppi.splay = splay;
	_ctx->ppi.bTop = bTop;
	_ctx->ppi.sf = sfact;
	_ctx->ppi.escOn = escOn;
	_ctx->ppi.myescEvent = myescEvent;

	// Start display process for each secondary reel in the film in Tinsel 1,
	// or all of them in Tinsel 2
	for (int i = FROM_32(pFilm->numreels) - 1; i >= (TinselV2 ? 0 : 1); i--) {
		NewestFilm(hFilm, &pFilm->reels[i]);

		_ctx->ppi.column = i;
		CoroScheduler.createProcess(PID_REEL, PlayProcess, &_ctx->ppi, sizeof(PPINIT));
	}

	if (TinselV2) {
		// Let it all kick in and position this 'waiting' process
		// down the process list from the playing process(es)
		// This ensures immediate return when the reel finishes
		CORO_GIVE_WAY;

		_ctx->i = ExtractActor(hFilm);
		_ctx->loopCount = GetLoopCount(_ctx->i);

		// Wait until film changes or loop count increases
		while (GetActorPresFilm(_ctx->i) == hFilm && GetLoopCount(_ctx->i) == _ctx->loopCount) {
			if (myescEvent && myescEvent != GetEscEvents()) {
				CoroScheduler.rescheduleAll();
				break;
			}

			CORO_SLEEP(1);
		}
	} else {
		// For Tinsel 1, launch the primary reel
		NewestFilm(hFilm, &pFilm->reels[0]);

		_ctx->ppi.column = 0;
		CORO_INVOKE_1(t1PlayReel, &_ctx->ppi);
	}

	CORO_END_CODE;
}

/**
 * Start up a play process for a particular column in a film.
 *
 * NOTE: This is specifically for actors during a Tinsel 1 restore scene.
 */
void RestoreActorReels(SCNHANDLE hFilm, short reelnum, short z, int x, int y) {
	assert(!TinselV2);
	const FILM *pfilm = (const FILM *)LockMem(hFilm);
	PPINIT ppi;

	ppi.hFilm = hFilm;
	ppi.x = x;
	ppi.y = y;
	ppi.z = z;
	ppi.speed = (ONE_SECOND / FROM_32(pfilm->frate));
	ppi.actorid = 0;
	ppi.splay = false;
	ppi.bTop = false;
	ppi.bRestore = true;
	ppi.sf = 0;
	ppi.column = reelnum;
	ppi.myescEvent = 0;

	ppi.escOn = false;
	ppi.myescEvent = GetEscEvents();

	assert(pfilm->numreels);

	NewestFilm(hFilm, &pfilm->reels[reelnum]);

	// Start display process for the reel
	CoroScheduler.createProcess(PID_REEL, PlayProcess, &ppi, sizeof(ppi));
}

/**
 * Start up a play process for a particular column in a film.
 *
 * NOTE: This is specifically for actors during a Tinsel 2 restore scene.
 */
void RestoreActorReels(SCNHANDLE hFilm, int actor, int x, int y) {
	assert(TinselV2);
	FILM *pFilm = (FILM *)LockMem(hFilm);
	PPINIT ppi;

	int i;
	FREEL *pFreel;
	PMULTI_INIT	pmi;		// MULTI_INIT structure

	ppi.hFilm = hFilm;
	ppi.x = (short)x;
	ppi.y = (short)y;
	ppi.bRestore = true;
	ppi.speed = (short)(ONE_SECOND/FROM_32(pFilm->frate));
	ppi.bTop = false;
	ppi.myescEvent = 0;

	// Search backwards for now as later column will be the one
	for (i = (int)FROM_32(pFilm->numreels) - 1; i >= 0; i--) {
		pFreel = &pFilm->reels[i];
		pmi = (PMULTI_INIT) LockMem(FROM_32(pFreel->mobj));
		if ((int32)FROM_32(pmi->mulID) == actor) {
			ppi.column = (short)i;
			NewestFilm(hFilm, &pFilm->reels[i]);

			// Start display process for the reel
			CoroScheduler.createProcess(PID_REEL, PlayProcess, &ppi, sizeof(ppi));

			g_soundReelWait++;
		}
	}
}

/**
 * Get the actor id from a film (column 0)
 */
int ExtractActor(SCNHANDLE hFilm) {
	const FILM *pFilm = (const FILM *)LockMem(hFilm);
	const FREEL *pReel = &pFilm->reels[0];
	const MULTI_INIT *pmi = (const MULTI_INIT *)LockMem(FROM_32(pReel->mobj));
	return (int)FROM_32(pmi->mulID);
}

} // End of namespace Tinsel