Пример #1
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;
}
Пример #2
0
/**
 * Runs secondary reels for a scene background
 */
static void BGotherProcess(CORO_PARAM, const void *param) {
	// COROUTINE
	CORO_BEGIN_CONTEXT;
		OBJECT *pObj;
		ANIM anim;
	CORO_END_CONTEXT(_ctx);

	const FREEL *pReel = (const FREEL *)param;
	const MULTI_INIT *pmi = (const MULTI_INIT *)LockMem(FROM_LE_32(pReel->mobj));

	CORO_BEGIN_CODE(_ctx);

	// Initialise and insert the object, and initialise its script.
	_ctx->pObj = MultiInitObject(pmi);
	MultiInsertObject(GetPlayfieldList(FIELD_WORLD), _ctx->pObj);

	InitStepAnimScript(&_ctx->anim, pBG[0], FROM_LE_32(pReel->script), BGspeed);

	while (StepAnimScript(&_ctx->anim) != ScriptFinished)
		CORO_SLEEP(1);

	CORO_END_CODE;
}
Пример #3
0
/**
 * Run main animation that comprises the scene background.
 */
static void BGmainProcess(CORO_PARAM, const void *param) {
	// COROUTINE
	CORO_BEGIN_CONTEXT;
	CORO_END_CONTEXT(_ctx);

	CORO_BEGIN_CODE(_ctx);

	const FILM *pFilm;
	const FREEL *pReel;
	const MULTI_INIT *pmi;

	// get the stuff copied to process when it was created
	if (pBG[0] == NULL) {
		/*** At start of scene ***/

		if (!TinselV2) {
			pReel = (const FREEL *)param;

			// Get the MULTI_INIT structure
			pmi = (const MULTI_INIT *)LockMem(FROM_LE_32(pReel->mobj));

			// Initialise and insert the object, and initialise its script.
			pBG[0] = MultiInitObject(pmi);
			MultiInsertObject(GetPlayfieldList(FIELD_WORLD), pBG[0]);
			InitStepAnimScript(&thisAnim[0], pBG[0], FROM_LE_32(pReel->script), BGspeed);
			bgReels = 1;
		} else {
			/*** At start of scene ***/
			pFilm = (const FILM *)LockMem(hBackground);
			bgReels = FROM_LE_32(pFilm->numreels);

			int i;
			for (i = 0; i < bgReels; i++) {
				// Get the MULTI_INIT structure
				pmi = (PMULTI_INIT) LockMem(FROM_LE_32(pFilm->reels[i].mobj));

				// Initialise and insert the object, and initialise its script.
				pBG[i] = MultiInitObject(pmi);
				MultiInsertObject(GetPlayfieldList(FIELD_WORLD), pBG[i]);
				MultiSetZPosition(pBG[i], 0);
				InitStepAnimScript(&thisAnim[i], pBG[i], FROM_LE_32(pFilm->reels[i].script), BGspeed);

				if (i > 0)
					pBG[i-1]->pSlave = pBG[i];
			}
		}

		if (bDoFadeIn) {
			FadeInFast(NULL);
			bDoFadeIn = false;
		} else if (TinselV2)
			PokeInTagColor();

		for (;;) {
			for (int i = 0; i < bgReels; i++) {
				if (StepAnimScript(&thisAnim[i]) == ScriptFinished)
					error("Background animation has finished");
			}

			CORO_SLEEP(1);
		}
	} else {
		// New background during scene
		if (!TinselV2) {
			pReel = (const FREEL *)param;
			InitStepAnimScript(&thisAnim[0], pBG[0], FROM_LE_32(pReel->script), BGspeed);
			StepAnimScript(&thisAnim[0]);
		} else {
			pFilm = (const FILM *)LockMem(hBackground);
			assert(bgReels == (int32)FROM_LE_32(pFilm->numreels));

			// Just re-initialise the scripts.
			for (int i = 0; i < bgReels; i++) {
				InitStepAnimScript(&thisAnim[i], pBG[i], pFilm->reels[i].script, BGspeed);
				StepAnimScript(&thisAnim[i]);
			}
		}
	}

	CORO_END_CODE;
}
Пример #4
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;
}