Exemple #1
0
/**
 * 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;
}
Exemple #2
0
static void MoverProcessHelper(int X, int Y, int id, PMOVER pMover) {
	const FILM *pfilm;
	const MULTI_INIT *pmi;
	const FRAME *pFrame;
	IMAGE *pim;


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

	InitMover(pMover);
	InitialPathChecks(pMover, X, Y);

	pfilm = (const FILM *)LockMem(pMover->walkReels[0][FORWARD]);
	pmi = (const MULTI_INIT *)LockMem(FROM_32(pfilm->reels[0].mobj));

//---
	pFrame = (const FRAME *)LockMem(FROM_32(pmi->hMulFrame));

	// get pointer to image
	pim = (IMAGE *)LockMem(READ_32(pFrame));	// handle to image
	pim->hImgPal = TO_32(BgPal());
//---
	pMover->actorObj = MultiInitObject(pmi);

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

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

	InitStepAnimScript(&pMover->actorAnim, pMover->actorObj, FROM_32(pfilm->reels[0].script), ONE_SECOND / FROM_32(pfilm->frate));
	pMover->stepCount = 0;

	MultiSetAniXY(pMover->actorObj, pMover->objX, pMover->objY);

	// If no path, just use first path in the scene
	if (pMover->hCpath != NOPOLY)
		SetMoverZ(pMover, pMover->objY, GetPolyZfactor(pMover->hCpath));
	else
		SetMoverZ(pMover, pMover->objY, GetPolyZfactor(FirstPathPoly()));

	// Make him the right size
	SetMoverStanding(pMover);

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

	pMover->bActive = true;
}
Exemple #3
0
/**
 * 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;
	}
}
Exemple #4
0
/**
 * Stand all the moving actors at their saved positions.
 * Not called from the foreground.
 */
static void SortMAProcess(CORO_PARAM, const void *) {
	CORO_BEGIN_CONTEXT;
		int i;
		int viaActor;
	CORO_END_CONTEXT(_ctx);


	CORO_BEGIN_CODE(_ctx);

	// Disable via actor for the stands
	_ctx->viaActor = SysVar(ISV_DIVERT_ACTOR);
	SetSysVar(ISV_DIVERT_ACTOR, 0);

	RestoreAuxScales(rsd->SavedMoverInfo);

	for (_ctx->i = 0; _ctx->i < MAX_MOVERS; _ctx->i++) {
		if (rsd->SavedMoverInfo[_ctx->i].bActive) {
			CORO_INVOKE_ARGS(Stand, (CORO_SUBCTX, rsd->SavedMoverInfo[_ctx->i].actorID,
				rsd->SavedMoverInfo[_ctx->i].objX, rsd->SavedMoverInfo[_ctx->i].objY,
				rsd->SavedMoverInfo[_ctx->i].hLastfilm));

			if (rsd->SavedMoverInfo[_ctx->i].bHidden)
				HideMover(GetMover(rsd->SavedMoverInfo[_ctx->i].actorID));
		}

		ActorPalette(rsd->SavedMoverInfo[_ctx->i].actorID,
			rsd->SavedMoverInfo[_ctx->i].startColour, rsd->SavedMoverInfo[_ctx->i].paletteLength);

		if (rsd->SavedMoverInfo[_ctx->i].brightness != BOGUS_BRIGHTNESS)
			ActorBrightness(rsd->SavedMoverInfo[_ctx->i].actorID, rsd->SavedMoverInfo[_ctx->i].brightness);
	}

	// Restore via actor
	SetSysVar(ISV_DIVERT_ACTOR, _ctx->viaActor);

	bNotDoneYet = false;

	CORO_END_CODE;
}
Exemple #5
0
/**
 * Tinsel 2 Moving actor process
 * - 1 per moving actor in current scene.
 */
void T2MoverProcess(CORO_PARAM, const void *param) {
	CORO_BEGIN_CONTEXT;
	CORO_END_CONTEXT(_ctx);

	// Get the co-ordinates - copied to process when it was created
	const MAINIT *rpos = (const MAINIT *)param;
	PMOVER pMover = rpos->pMover;
	int i;
	FILM *pFilm;
	PMULTI_INIT pmi;

	CORO_BEGIN_CODE(_ctx);

	for (i = 0; i < TOTAL_SCALES; i++) {
		if (pMover->walkReels[i][FORWARD])
			break;
	}
	assert(i < TOTAL_SCALES);

	InitMover(pMover);
	InitialPathChecks(pMover, rpos->X, rpos->Y);

	pFilm = (FILM *)LockMem(pMover->walkReels[i][FORWARD]);	// Any old reel
	pmi = (PMULTI_INIT)LockMem(FROM_32(pFilm->reels[0].mobj));

	// Poke in the background palette
	PokeInPalette(pmi);

	pMover->actorObj = MultiInitObject(pmi);
	// FIXME: This is what the original did. A bug, perhaps?
	// pMover->actorID = pMover->actorID;
	pMover->bActive = true;

	// add it to display list
	MultiInsertObject( GetPlayfieldList(FIELD_WORLD), pMover->actorObj );

	InitStepAnimScript(&pMover->actorAnim, pMover->actorObj, pFilm->reels[0].script, ONE_SECOND/pFilm->frate);
	pMover->stepCount = 0;

	MultiSetAniXY(pMover->actorObj, pMover->objX, pMover->objY);

	// If no path, just use first path in the scene
	if (pMover->hCpath != NOPOLY)
		SetMoverZ(pMover, pMover->objY, GetPolyZfactor(pMover->hCpath));
	else
		SetMoverZ(pMover, pMover->objY, GetPolyZfactor(FirstPathPoly()));

	// Make him the right size
	SetMoverStanding(pMover);

	HideMover(pMover);		// Allows a play to come in before this appears
	pMover->bHidden = false;	// ...but don't stay hidden

	for (;;) {
		if (pMover->bSpecReel) {
			if (!pMover->bHidden)
				StepAnimScript(&pMover->actorAnim);
		} else
			DoMoveActor(pMover);

		CheckBrightness(pMover);

		CORO_SLEEP(1);
	}

	CORO_END_CODE;
}