aboutsummaryrefslogtreecommitdiff
path: root/engines/tinsel/rince.cpp
blob: fbae8bc6b0f7c57fa88e81b59e3fbdd70c399ad9 (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
/* 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.
 *
 * $URL$
 * $Id$
 *
 * Should really be called "moving actors.c"
 */

#include "tinsel/actors.h"
#include "tinsel/anim.h"
#include "tinsel/background.h"
#include "tinsel/config.h"
#include "tinsel/dw.h"
#include "tinsel/film.h"
#include "tinsel/handle.h"
#include "tinsel/inventory.h"
#include "tinsel/move.h"
#include "tinsel/multiobj.h"	// multi-part object defintions etc.
#include "tinsel/object.h"
#include "tinsel/pcode.h"
#include "tinsel/pid.h"
#include "tinsel/rince.h"
#include "tinsel/sched.h"
#include "tinsel/timers.h"
#include "tinsel/token.h"

#include "common/util.h"

namespace Tinsel {

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

static MACTOR Movers[MAX_MOVERS];


/**
 * RebootMovers
 */
void RebootMovers(void) {
	memset(Movers, 0, sizeof(Movers));
}

/**
 * Given an actor number, return pointer to its moving actor structure,
 * if it is a moving actor.
 */
PMACTOR GetMover(int ano) {
	int i;

	// Slot 0 is reserved for lead actor
	if (ano == LeadId() || ano == LEAD_ACTOR)
		return &Movers[0];

	for (i = 1; i < MAX_MOVERS; i++)
		if (Movers[i].actorID == ano)
			return &Movers[i];

	return NULL;
}

/**
 * Register an actor as being a moving one.
 */
PMACTOR SetMover(int ano) {
	int i;

	// Slot 0 is reserved for lead actor
	if (ano == LeadId() || ano == LEAD_ACTOR) {
		Movers[0].actorToken = TOKEN_LEAD;
		Movers[0].actorID = LeadId();
		return &Movers[0];
	}

	// Check it hasn't already been declared
	for (i = 1; i < MAX_MOVERS; i++) {
		if (Movers[i].actorID == ano) {
			// Actor is already a moving actor
			return &Movers[i];
		}
	}

	// Find an empty slot
	for (i = 1; i < MAX_MOVERS; i++)
		if (!Movers[i].actorID) {
			Movers[i].actorToken = TOKEN_LEAD + i;
			Movers[i].actorID = ano;
			return &Movers[i];
		}

	error("Too many moving actors");
}

/**
 * Given an index, returns the associated moving actor.
 *
 * At the time of writing, used by the effect process.
 */
PMACTOR GetLiveMover(int index) {
	assert(index >= 0 && index < MAX_MOVERS); // out of range

	if (Movers[index].MActorState == NORM_MACTOR)
		return &Movers[index];
	else
		return NULL;
}

bool IsMAinEffectPoly(int index) {
	assert(index >= 0 && index < MAX_MOVERS); // out of range

	return Movers[index].InEffect;
}

void SetMAinEffectPoly(int index, bool tf) {
	assert(index >= 0 && index < MAX_MOVERS); // out of range

	Movers[index].InEffect = tf;
}

/**
 * Remove a moving actor from the current scene.
 */
void KillMActor(PMACTOR pActor) {
	if (pActor->MActorState == NORM_MACTOR) {
		pActor->MActorState = NO_MACTOR;
		MultiDeleteObject(GetPlayfieldList(FIELD_WORLD), pActor->actorObj);
		pActor->actorObj = NULL;
		assert(CurrentProcess() != pActor->pProc);
		ProcessKill(pActor->pProc);
	}
}

/**
 * getMActorState
 */
MAS getMActorState(PMACTOR pActor) {
	return pActor->MActorState;
}

/**
 * If the actor's object exists, move it behind the background.
 * MultiHideObject() is deliberately not used, as StepAnimScript() calls
 * cause the object to re-appear.
 */
void hideMActor(PMACTOR pActor, int sf) {
	assert(pActor); // Hiding null moving actor

	pActor->aHidden = true;
	pActor->SlowFactor = sf;

	if (pActor->actorObj)
		MultiSetZPosition(pActor->actorObj, -1);
}

/**
 * getMActorHideState
 */
bool getMActorHideState(PMACTOR pActor) {
	if (pActor)
		return pActor->aHidden;
	else
		return false;
}

/**
 * unhideMActor
 */
void unhideMActor(PMACTOR pActor) {
	assert(pActor); // unHiding null moving actor

	pActor->aHidden = false;

	// Make visible on the screen
	if (pActor->actorObj) {
		// If no path, just use first path in the scene
		if (pActor->hCpath != NOPOLY)
			MAsetZPos(pActor, pActor->objy, getPolyZfactor(pActor->hCpath));
		else
			MAsetZPos(pActor, pActor->objy, getPolyZfactor(FirstPathPoly()));
	}
}

/**
 * Get it into our heads that there's nothing doing.
 * Called at the end of a scene.
 */
void DropMActors(void) {
	for (int i = 0; i < MAX_MOVERS; i++) {
		Movers[i].MActorState = NO_MACTOR;
		Movers[i].objx = 0;
		Movers[i].objy = 0;
		Movers[i].actorObj = NULL;	// No moving actor objects

		Movers[i].hCpath = NOPOLY;	// No moving actor path
	}
}


/**
 * Reposition a moving actor.
 */
void MoveMActor(PMACTOR pActor, int x, int y) {
	int	z;
	int	node;
	HPOLYGON hPath;

	assert(pActor); // Moving null moving actor
	assert(pActor->actorObj);

	pActor->objx = x;
	pActor->objy = y;
	MultiSetAniXY(pActor->actorObj, x, y);

	hPath = InPolygon(x, y, PATH);
	if (hPath != NOPOLY) {
		pActor->hCpath = hPath;
		if (PolySubtype(hPath) == NODE) {
			node = NearestNodeWithin(hPath, x, y);
			getNpathNode(hPath, node, &pActor->objx, &pActor->objy);
			pActor->hFnpath = hPath;
			pActor->line = node;
			pActor->npstatus = GOING_UP;
		} else {
			pActor->hFnpath = NOPOLY;
			pActor->npstatus = NOT_IN;
		}

		z = GetScale(hPath, pActor->objy);
		pActor->scale = z;
		SetMActorStanding(pActor);
	} else {
		pActor->bNoPath = true;

		pActor->hFnpath = NOPOLY;	// Ain't in one
		pActor->npstatus = NOT_IN;

		// Ensure legal reel and scale
		if (pActor->dirn < 0 || pActor->dirn > 3)
			pActor->dirn = FORWARD;
		if (pActor->scale < 0 || pActor->scale > TOTAL_SCALES)
			pActor->scale = 1;
	}
}

/**
 * Get position of a moving actor.
 */
void GetMActorPosition(PMACTOR pActor, int *paniX, int *paniY) {
	assert(pActor); // Getting null moving actor's position

	if (pActor->actorObj != NULL)
		GetAniPosition(pActor->actorObj, paniX, paniY);
	else {
		*paniX = 0;
		*paniY = 0;
	}
}

/**
 * Moving actor's mid-top position.
 */
void GetMActorMidTopPosition(PMACTOR pActor, int *aniX, int *aniY) {
	assert(pActor); // Getting null moving actor's mid-top position
	assert(pActor->actorObj); // Getting null moving actor's mid-top position

	*aniX = (MultiLeftmost(pActor->actorObj) + MultiRightmost(pActor->actorObj))/2;
	*aniY = MultiHighest(pActor->actorObj);
}

/**
 * Moving actor's left-most co-ordinate.
 */
int GetMActorLeft(PMACTOR pActor) {
	assert(pActor); // Getting null moving actor's leftmost position
	assert(pActor->actorObj); // Getting null moving actor's leftmost position

	return MultiLeftmost(pActor->actorObj);
}

/**
 * Moving actor's right-most co-ordinate.
 */
int GetMActorRight(PMACTOR pActor) {
	assert(pActor); // Getting null moving actor's rightmost position
	assert(pActor->actorObj); // Getting null moving actor's rightmost position

	return MultiRightmost(pActor->actorObj);
}

/**
 * See if moving actor is stood within a polygon.
 */
bool MActorIsInPolygon(PMACTOR pActor, HPOLYGON hp) {
	assert(pActor); // Checking if null moving actor is in polygon
	assert(pActor->actorObj); // Checking if null moving actor is in polygon

	int aniX, aniY;
	GetAniPosition(pActor->actorObj, &aniX, &aniY);

	return IsInPolygon(aniX, aniY, hp);
}

/**
 * Change which reel is playing for a moving actor.
 */
void AlterMActor(PMACTOR pActor, SCNHANDLE film, AR_FUNCTION fn) {
	const FILM *pfilm;

	assert(pActor->actorObj); // Altering null moving actor's animation script

	if (fn == AR_POPREEL) {
		film = pActor->pushedfilm;	// Use the saved film
	}
	if (fn == AR_PUSHREEL) {
		// Save the one we're replacing
		pActor->pushedfilm = (pActor->TagReelRunning) ? pActor->lastfilm : 0;
	}

	if (film == 0) {
		if (pActor->TagReelRunning) {
			// Revert to 'normal' actor
			SetMActorWalkReel(pActor, pActor->dirn, pActor->scale, true);
			pActor->TagReelRunning = false;
		}
	} else {
		pActor->lastfilm = film;	// Remember this one

		pfilm = (const FILM *)LockMem(film);
		assert(pfilm != NULL);

		InitStepAnimScript(&pActor->actorAnim, pActor->actorObj, FROM_LE_32(pfilm->reels[0].script), ONE_SECOND / FROM_LE_32(pfilm->frate));
		pActor->scount = 0;

		// If no path, just use first path in the scene
		if (pActor->hCpath != NOPOLY)
			MAsetZPos(pActor, pActor->objy, getPolyZfactor(pActor->hCpath));
		else
			MAsetZPos(pActor, pActor->objy, getPolyZfactor(FirstPathPoly()));

		if (fn == AR_WALKREEL) {
			pActor->TagReelRunning = false;
			pActor->walkReel = true;
		} else {
			pActor->TagReelRunning = true;
			pActor->walkReel = false;

#ifdef DEBUG
			assert(StepAnimScript(&pActor->actorAnim) != ScriptFinished); // Actor reel has finished!
#else
			StepAnimScript(&pActor->actorAnim);	// 04/01/95
#endif
		}
			
		// Hang on, we may not want him yet! 04/01/95
		if (pActor->aHidden)
			MultiSetZPosition(pActor->actorObj, -1);
	}
}

/**
 * Return the actor's direction.
 */
DIRREEL GetMActorDirection(PMACTOR pActor) {
	return pActor->dirn;
}

/**
 * Return the actor's scale.
 */
int GetMActorScale(PMACTOR pActor) {
	return pActor->scale;
}

/**
 * Point actor in specified derection
 */
void SetMActorDirection(PMACTOR pActor, DIRREEL dirn) {
	pActor->dirn = dirn;
}

/**
 * MAmoving
 */
bool MAmoving(PMACTOR pActor) {
	return pActor->bMoving;
}

/**
 * Return an actor's walk ticket.
 */
int GetActorTicket(PMACTOR pActor) {
	return pActor->ticket;
}

/**
 * Get actor to adopt its appropriate standing reel.
 */
void SetMActorStanding(PMACTOR pActor) {
	assert(pActor->actorObj);
	AlterMActor(pActor, pActor->StandReels[pActor->scale-1][pActor->dirn], AR_NORMAL);
}

/**
 * Get actor to adopt its appropriate walking reel.
 */
void SetMActorWalkReel(PMACTOR pActor, DIRREEL reel, int scale, bool force) {
	SCNHANDLE	whichReel;
	const FILM *pfilm;

	// Kill off any play that may be going on for this actor
	// and restore the real actor
	storeActorReel(pActor->actorID, NULL, 0, NULL, 0, 0, 0);
	unhideMActor(pActor);

	// Don't do it if using a special walk reel
	if (pActor->walkReel)
		return;

	if (force || pActor->scale != scale || pActor->dirn != reel) {
		assert(reel >= 0 && reel <= 3 && scale > 0 && scale <= TOTAL_SCALES); // out of range scale or reel

		// If scale change and both are regular scales
		// and there's a scaling reel in the right direction
		if (pActor->scale != scale
				&& scale <= NUM_MAINSCALES && pActor->scale <= NUM_MAINSCALES
				&& (whichReel = ScalingReel(pActor->actorID, pActor->scale, scale, reel)) != 0) {
//			error("Cripes!");
			;	// Use what is now in 'whichReel'
		} else {
			whichReel = pActor->WalkReels[scale-1][reel];
			assert(whichReel); // no reel
		}

		pfilm = (const FILM *)LockMem(whichReel);
		assert(pfilm != NULL); // no film

		InitStepAnimScript(&pActor->actorAnim, pActor->actorObj, FROM_LE_32(pfilm->reels[0].script), 1);

		// Synchronised walking reels
		SkipFrames(&pActor->actorAnim, pActor->scount);

		pActor->scale = scale;
		pActor->dirn = reel;
	}
}

/**
 * Sort some stuff out at actor start-up time.
 */
static void InitialPathChecks(PMACTOR pActor, int xpos, int ypos) {
	HPOLYGON hPath;
	int	node;
	int	z;

	pActor->objx = xpos;
	pActor->objy = ypos;

	/*--------------------------------------
	| If Actor is in a follow nodes path,	|
	| position it at the nearest node.	|
	 --------------------------------------*/
	hPath = InPolygon(xpos, ypos, PATH);

	if (hPath != NOPOLY) {
		pActor->hCpath = hPath;
		if (PolySubtype(hPath) == NODE) {
			node = NearestNodeWithin(hPath, xpos, ypos);
			getNpathNode(hPath, node, &pActor->objx, &pActor->objy);
			pActor->hFnpath = hPath;
			pActor->line = node;
			pActor->npstatus = GOING_UP;
		}

		z = GetScale(hPath, pActor->objy);
	} else {
		pActor->bNoPath = true;

		z = GetScale(FirstPathPoly(), pActor->objy);
	}
	SetMActorWalkReel(pActor, FORWARD, z, false);	
}

/**
 * Clear everything out at actor start-up time.
 */
static void InitMActor(PMACTOR pActor) {
	
	pActor->objx = pActor->objy = 0;
	pActor->targetX = pActor->targetY = -1;
	pActor->ItargetX = pActor->ItargetY = -1;
	pActor->hIpath = NOPOLY;
	pActor->UtargetX = pActor->UtargetY = -1;
	pActor->hUpath = NOPOLY;
	pActor->hCpath = NOPOLY;

	pActor->over = false;
	pActor->InDifficulty = NO_PROB;

	pActor->hFnpath = NOPOLY;
	pActor->npstatus = NOT_IN;
	pActor->line = 0;

	pActor->Tline = 0;

	pActor->TagReelRunning = false;

	if (pActor->dirn != FORWARD || pActor->dirn != AWAY
			|| pActor->dirn != LEFTREEL || pActor->dirn != RIGHTREEL)
		pActor->dirn = FORWARD;

	if (pActor->scale < 0 || pActor->scale > TOTAL_SCALES)
		pActor->scale = 1;

	pActor->scount = 0;

	pActor->fromx = pActor->fromy = 0;

	pActor->bMoving = false;
	pActor->bNoPath = false;
	pActor->bIgPath = false;
	pActor->walkReel = false;

	pActor->actorObj = NULL;

	pActor->lastfilm = 0;
	pActor->pushedfilm = 0;

	pActor->InEffect = false;
	pActor->aHidden = false;	// 20/2/95
}

static void MActorProcessHelper(int X, int Y, int id, PMACTOR pActor) {
	const FILM *pfilm;
	const MULTI_INIT *pmi;
	const FRAME *pFrame;
	PIMAGE		pim;


	assert(BackPal()); // Can't start actor without a background palette
	assert(pActor->WalkReels[0][FORWARD]); // Starting actor process without walk reels

	InitMActor(pActor);
	InitialPathChecks(pActor, X, Y);

	pfilm = (const FILM *)LockMem(pActor->WalkReels[0][FORWARD]);
	pmi = (const MULTI_INIT *)LockMem(FROM_LE_32(pfilm->reels[0].mobj));

//---
	pFrame = (const FRAME *)LockMem(FROM_LE_32(pmi->hMulFrame));

	// get pointer to image
	pim = (PIMAGE)LockMem(READ_LE_UINT32(pFrame));	// handle to image
	pim->hImgPal = TO_LE_32(BackPal());
//---
	pActor->actorObj = MultiInitObject(pmi);

/**/	assert(pActor->actorID == id);
	pActor->actorID = id;

	// add it to display list
	MultiInsertObject(GetPlayfieldList(FIELD_WORLD), pActor->actorObj);
	storeActorReel(id, NULL, 0, pActor->actorObj, 0, 0, 0);

	InitStepAnimScript(&pActor->actorAnim, pActor->actorObj, FROM_LE_32(pfilm->reels[0].script), ONE_SECOND / FROM_LE_32(pfilm->frate));
	pActor->scount = 0;

	MultiSetAniXY(pActor->actorObj, pActor->objx, pActor->objy);

	// If no path, just use first path in the scene
	if (pActor->hCpath != NOPOLY)
		MAsetZPos(pActor, pActor->objy, getPolyZfactor(pActor->hCpath));
	else
		MAsetZPos(pActor, pActor->objy, getPolyZfactor(FirstPathPoly()));

	// Make him the right size
	SetMActorStanding(pActor);

//**** if added 18/11/94, am
	if (X != MAGICX && Y != MAGICY) {
		hideMActor(pActor, 0);		// Allows a play to come in before this appears
		pActor->aHidden = false;	// ...but don't stay hidden
	}

	pActor->MActorState = NORM_MACTOR;
}

/**
 * Moving actor process - 1 per moving actor in current scene.
 */
void MActorProcess(CORO_PARAM) {
	// COROUTINE
	CORO_BEGIN_CONTEXT;
	CORO_END_CONTEXT(_ctx);

	PMACTOR pActor = *(PMACTOR *)ProcessGetParamsSelf();

	CORO_BEGIN_CODE(_ctx);
	
	while (1) {
		if (pActor->TagReelRunning) {
 			if (!pActor->aHidden)
#ifdef DEBUG
			assert(StepAnimScript(&pActor->actorAnim) != ScriptFinished); // Actor reel has finished!
#else
			StepAnimScript(&pActor->actorAnim);
#endif
		} else
			DoMoveActor(pActor);

		CORO_SLEEP(1);		// allow rescheduling

	}

	CORO_END_CODE;
}

void MActorProcessCreate(int X, int Y, int id, PMACTOR pActor) {
	MActorProcessHelper(X, Y, id, pActor);
	pActor->pProc = ProcessCreate(PID_MACTOR, MActorProcess, &pActor, sizeof(PMACTOR));
}


/**
 * Check for moving actor collision.
 */
PMACTOR InMActorBlock(PMACTOR pActor, int x, int y) {
	int	caX;		// Calling actor's pos'n
	int	caL, caR;	// Calling actor's left and right
	int	taX, taY;	// Test actor's pos'n
	int	taL, taR;	// Test actor's left and right

	caX = pActor->objx;
	if (pActor->hFnpath != NOPOLY || bNoBlocking)
		return NULL;

	caL = GetMActorLeft(pActor) + x - caX;
	caR = GetMActorRight(pActor) + x - caX;

	for (int i = 0; i < MAX_MOVERS; i++) {
		if (pActor == &Movers[i] || Movers[i].MActorState == NO_MACTOR)
			continue;

		// At around the same height?
		GetMActorPosition(&Movers[i], &taX, &taY);
		if (Movers[i].hFnpath != NOPOLY)
			continue;

		if (ABS(y - taY) > 2)	// 2 was 8
			continue;

		// To the left?
		taL = GetMActorLeft(&Movers[i]);
		if (caR <= taL)
			continue;

		// To the right?
		taR = GetMActorRight(&Movers[i]);
		if (caL >= taR)
			continue;

		return &Movers[i];
	}
	return NULL;
}

/**
 * Copies key information for savescn.c to store away.
 */
void SaveMovers(SAVED_MOVER *sMoverInfo) {
	for (int i = 0; i < MAX_MOVERS; i++) {
		sMoverInfo[i].MActorState= Movers[i].MActorState;
		sMoverInfo[i].actorID	= Movers[i].actorID;
		sMoverInfo[i].objx	= Movers[i].objx;
		sMoverInfo[i].objy	= Movers[i].objy;
		sMoverInfo[i].lastfilm	= Movers[i].lastfilm;

		memcpy(sMoverInfo[i].WalkReels, Movers[i].WalkReels, TOTAL_SCALES*4*sizeof(SCNHANDLE));
		memcpy(sMoverInfo[i].StandReels, Movers[i].StandReels, TOTAL_SCALES*4*sizeof(SCNHANDLE));
		memcpy(sMoverInfo[i].TalkReels, Movers[i].TalkReels, TOTAL_SCALES*4*sizeof(SCNHANDLE));
	}
}

void RestoreAuxScales(SAVED_MOVER *sMoverInfo) {
	for (int i = 0; i < MAX_MOVERS; i++) {
		memcpy(Movers[i].WalkReels, sMoverInfo[i].WalkReels, TOTAL_SCALES*4*sizeof(SCNHANDLE));
		memcpy(Movers[i].StandReels, sMoverInfo[i].StandReels, TOTAL_SCALES*4*sizeof(SCNHANDLE));
		memcpy(Movers[i].TalkReels, sMoverInfo[i].TalkReels, TOTAL_SCALES*4*sizeof(SCNHANDLE));
	}
}

} // end of namespace Tinsel