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engines/tinsel/effect.cpp
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139
engines/tinsel/effect.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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// Handles effect polygons.
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//
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// EffectPolyProcess() monitors triggering of effect code (i.e. a moving
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// actor entering an effect polygon).
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// EffectProcess() runs the appropriate effect code.
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//
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// NOTE: Currently will only run one effect process at a time, i.e.
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// effect polygons will not currently nest. It won't be very difficult
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// to fix this if required.
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#include "tinsel/actors.h"
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#include "tinsel/dw.h"
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#include "tinsel/events.h"
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#include "tinsel/pid.h"
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#include "tinsel/pcode.h" // LEAD_ACTOR
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#include "tinsel/polygons.h"
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#include "tinsel/movers.h"
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#include "tinsel/sched.h"
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#include "tinsel/tinsel.h"
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namespace Tinsel {
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struct EP_INIT {
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HPOLYGON hEpoly;
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MOVER *pMover;
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int index;
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};
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/**
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* Runs an effect polygon's Glitter code with ENTER event, waits for the
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* actor to leave that polygon. Then runs the polygon's Glitter code
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* with LEAVE event.
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*/
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static void EffectProcess(CORO_PARAM, const void *param) {
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// COROUTINE
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CORO_BEGIN_CONTEXT;
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CORO_END_CONTEXT(_ctx);
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const EP_INIT *to = (const EP_INIT *)param; // get the stuff copied to process when it was created
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CORO_BEGIN_CODE(_ctx);
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int x, y; // Lead actor position
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// Run effect poly enter script
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if (TinselVersion >= 2)
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CORO_INVOKE_ARGS(PolygonEvent, (CORO_SUBCTX, to->hEpoly, WALKIN,
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GetMoverId(to->pMover), false, 0));
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else
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effRunPolyTinselCode(to->hEpoly, WALKIN, to->pMover->actorID);
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do {
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CORO_SLEEP(1);
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GetMoverPosition(to->pMover, &x, &y);
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} while (InPolygon(x, y, EFFECT) == to->hEpoly);
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// Run effect poly leave script
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if (TinselVersion >= 2)
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CORO_INVOKE_ARGS(PolygonEvent, (CORO_SUBCTX, to->hEpoly, WALKOUT,
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GetMoverId(to->pMover), false, 0));
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else
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effRunPolyTinselCode(to->hEpoly, WALKOUT, to->pMover->actorID);
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SetMoverInEffect(to->index, false);
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CORO_END_CODE;
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}
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/**
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* If the actor was not already in an effect polygon, checks to see if
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* it has just entered one. If it has, a process is started up to run
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* the polygon's Glitter code.
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*/
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static void FettleEffectPolys(int x, int y, int index, MOVER *pActor) {
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HPOLYGON hPoly;
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EP_INIT epi;
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// If just entered an effect polygon, the effect should be triggered.
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if (!IsMAinEffectPoly(index)) {
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hPoly = InPolygon(x, y, EFFECT);
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if (hPoly != NOPOLY) {
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//Just entered effect polygon
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SetMoverInEffect(index, true);
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epi.hEpoly = hPoly;
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epi.pMover = pActor;
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epi.index = index;
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CoroScheduler.createProcess(PID_TCODE, EffectProcess, &epi, sizeof(epi));
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}
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}
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}
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/**
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* Just calls FettleEffectPolys() every clock tick.
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*/
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void EffectPolyProcess(CORO_PARAM, const void *param) {
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// COROUTINE
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CORO_BEGIN_CONTEXT;
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CORO_END_CONTEXT(_ctx);
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CORO_BEGIN_CODE(_ctx);
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while (1) {
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for (int i = 0; i < MAX_MOVERS; i++) {
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MOVER *pActor = GetLiveMover(i);
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if (pActor != NULL) {
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int x, y;
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GetMoverPosition(pActor, &x, &y);
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FettleEffectPolys(x, y, i, pActor);
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}
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}
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CORO_SLEEP(1); // allow re-scheduling
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}
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CORO_END_CODE;
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}
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} // End of namespace Tinsel
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