/
loc.cpp
2468 lines (1942 loc) · 55.9 KB
/
loc.cpp
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/* 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.
*
*/
/**************************************************************************
* ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ *
* Nayma Software srl *
* e -= We create much MORE than ALL =- *
* u- z$$$c '. ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ *
* .d" d$$$$$b "b. *
* .z$* d$$$$$$$L ^*$c. *
* #$$$. $$$$$$$$$ .$$$" Project: Roasted Moths........ *
* ^*$b 4$$$$$$$$$F .d$*" *
* ^$$. 4$$$$$$$$$F .$P" Module: Loc.CPP.............. *
* *$. '$$$$$$$$$ 4$P 4 *
* J *$ "$$$$$$$" $P r Author: Giovanni Bajo........ *
* z$ '$$$P*4c.*$$$*.z@*R$$$ $. *
* z$" "" #$F^ "" '$c *
* z$$beu .ue=" $ "=e.. .zed$$c *
* "#$e z$*" . `. ^*Nc e$"" *
* "$$". .r" ^4. .^$$" *
* ^.@*"6L=\ebu^+C$"*b." *
* "**$. "c 4$$$ J" J$P*" OS: [ ] DOS [X] WIN95 [ ] PORT *
* ^"--.^ 9$" .--"" COMP: [ ] WATCOM [X] VISUAL C++ *
* " [ ] EIFFEL [ ] GCC/GXX/DJGPP *
* *
* This source code is Copyright (C) Nayma Software. ALL RIGHTS RESERVED *
* *
**************************************************************************/
#include "common/scummsys.h"
#include "tony/mpal/mpalutils.h"
#include "tony/adv.h"
#include "tony/loc.h"
#include "tony/tony.h"
namespace Tony {
using namespace ::Tony::MPAL;
/****************************************************************************\
* Metodi di RMPalette
\****************************************************************************/
/****************************************************************************\
*
* Function: friend RMDataStream &operator>>(RMDataStream &ds,
* RMPalette& pal);
*
* Description: Operatore di estrazione di palette da data stream
*
* Input: RMDataStream &ds Data stream
* RMPalette& pal Palette di destinazione
*
* Return: Reference allo stream
*
\****************************************************************************/
RMDataStream &operator>>(RMDataStream &ds, RMPalette &pal) {
ds.Read(pal.m_data,1024);
return ds;
}
/****************************************************************************\
* Metodi di RMSlot
\****************************************************************************/
/****************************************************************************\
*
* Function: friend RMDataStream &operator>>(RMDataStream &ds,
* RMSlot& slot)
*
* Description: Operatore per estrarre uno slot di un pattern da un data
* stream
*
* Input: RMDataStream &ds Data stream
* RMSlot& slot Slot di destinazione
*
* Return: Reference allo stream
*
\****************************************************************************/
RMDataStream &operator>>(RMDataStream &ds, RMPattern::RMSlot &slot) {
slot.ReadFromStream(ds);
return ds;
}
void RMPattern::RMSlot::ReadFromStream(RMDataStream &ds, bool bLOX) {
byte type;
// Type
ds >> type;
m_type = (RMPattern::RMSlotType)type;
// Dati
ds >> m_data;
// Posizione
ds >> m_pos;
// Flag generica
ds >> m_flag;
}
/****************************************************************************\
* Metodi di RMPattern
\****************************************************************************/
/****************************************************************************\
*
* Function: friend RMDataStream &operator>>(RMDataStream &ds,
* RMPattern& pat)
*
* Description: Operatore per estrarre un pattern da un data stream
*
* Input: RMDataStream &ds Data stream
* RMPattern& pat Pattern di destinazione
*
* Return: Reference allo stream
*
\****************************************************************************/
RMDataStream &operator>>(RMDataStream &ds, RMPattern &pat) {
pat.ReadFromStream(ds);
return ds;
}
void RMPattern::ReadFromStream(RMDataStream &ds, bool bLOX) {
int i;
// Nome del pattern
if (!bLOX)
ds >> m_name;
// Velocita'
ds >> m_speed;
// Posizione
ds >> m_pos;
// Flag di loop del pattern
ds >> m_bLoop;
// Numero di slot
ds >> m_nSlots;
// Creazione e lettura degli slot
m_slots = new RMSlot[m_nSlots];
for (i = 0; i < m_nSlots && !ds.IsError(); i++) {
if (bLOX)
m_slots[i].ReadFromStream(ds, true);
else
m_slots[i].ReadFromStream(ds, false);
}
}
void RMPattern::UpdateCoord(void) {
m_curPos = m_pos + m_slots[m_nCurSlot].Pos();
}
void RMPattern::StopSfx(RMSfx *sfx) {
for (int i = 0; i < m_nSlots; i++) {
if (m_slots[i].m_type == SOUND) {
if (sfx[m_slots[i].m_data].m_name[0] == '_')
sfx[m_slots[i].m_data].Stop();
else if (GLOBALS.bSkipSfxNoLoop)
sfx[m_slots[i].m_data].Stop();
}
}
}
int RMPattern::Init(RMSfx *sfx, bool bPlayP0, byte *bFlag) {
int i;
// Prendiamo il tempo corrente
m_nStartTime = _vm->GetTime();
m_nCurSlot = 0;
// Cerca il primo frame nel pattern
i = 0;
while (m_slots[i].m_type != SPRITE) {
assert(i + 1 < m_nSlots);
i++;
}
m_nCurSlot = i;
m_nCurSprite = m_slots[i].m_data;
if (bFlag)
*bFlag = m_slots[i].m_flag;
// Calcola le coordinate correnti
UpdateCoord();
// Controlla per il sonoro:
// Se sta alla slot 0, lo playa
// Se speed = 0, deve suonare solo se va in loop '_', oppure se specificato dal parametro
// Se speed! = 0, suona solo quelli in loop
for (i = 0;i < m_nSlots; i++) {
if (m_slots[i].m_type == SOUND) {
if (i == 0) {
if (sfx[m_slots[i].m_data].m_name[0] == '_') {
sfx[m_slots[i].m_data].SetVolume(m_slots[i].Pos().x);
sfx[m_slots[i].m_data].Play(true);
} else {
sfx[m_slots[i].m_data].SetVolume(m_slots[i].Pos().x);
sfx[m_slots[i].m_data].Play();
}
} else if (m_speed == 0) {
if (bPlayP0) {
sfx[m_slots[i].m_data].SetVolume(m_slots[i].Pos().x);
sfx[m_slots[i].m_data].Play();
} else if (sfx[m_slots[i].m_data].m_name[0] == '_') {
sfx[m_slots[i].m_data].SetVolume(m_slots[i].Pos().x);
sfx[m_slots[i].m_data].Play(true);
}
} else {
if (m_bLoop && sfx[m_slots[i].m_data].m_name[0] == '_') {
sfx[m_slots[i].m_data].SetVolume(m_slots[i].Pos().x);
sfx[m_slots[i].m_data].Play(true);
}
}
}
}
return m_nCurSprite;
}
int RMPattern::Update(uint32 hEndPattern, byte &bFlag, RMSfx *sfx) {
int CurTime = _vm->GetTime();
// Se la speed e' 0, il pattern non avanza mai
if (m_speed == 0) {
CoroScheduler.pulseEvent(hEndPattern);
bFlag=m_slots[m_nCurSlot].m_flag;
return m_nCurSprite;
}
// E' arrivato il momento di cambiare slot?
while (m_nStartTime + m_speed <= (uint32)CurTime) {
m_nStartTime += m_speed;
if (m_slots[m_nCurSlot].m_type == SPRITE)
m_nCurSlot++;
if (m_nCurSlot == m_nSlots) {
m_nCurSlot = 0;
bFlag = m_slots[m_nCurSlot].m_flag;
CoroScheduler.pulseEvent(hEndPattern);
// @@@ Se non c'e' loop avverte che il pattern e' finito
// Se non c'e' loop rimane sull'ultimo frame
if (!m_bLoop) {
m_nCurSlot = m_nSlots - 1;
bFlag = m_slots[m_nCurSlot].m_flag;
return m_nCurSprite;
}
}
for (;;) {
switch (m_slots[m_nCurSlot].m_type) {
case SPRITE:
// Legge il prossimo sprite
m_nCurSprite = m_slots[m_nCurSlot].m_data;
// Aggiorna le coordinate babbo+figlio
UpdateCoord();
break;
case SOUND:
if (sfx != NULL) {
sfx[m_slots[m_nCurSlot].m_data].SetVolume(m_slots[m_nCurSlot].Pos().x);
if (sfx[m_slots[m_nCurSlot].m_data].m_name[0] != '_')
sfx[m_slots[m_nCurSlot].m_data].Play(false);
else
sfx[m_slots[m_nCurSlot].m_data].Play(true);
}
break;
case COMMAND:
assert(0);
break;
default:
assert(0);
break;
}
if (m_slots[m_nCurSlot].m_type == SPRITE)
break;
m_nCurSlot++;
}
}
// Ritorna lo sprite corrente
bFlag=m_slots[m_nCurSlot].m_flag;
return m_nCurSprite;
}
RMPattern::RMPattern() {
m_slots = NULL;
m_speed = 0;
m_bLoop = 0;
m_nSlots = 0;
m_nCurSlot = 0;
m_nCurSprite = 0;
m_nStartTime = 0;
m_slots = NULL;
}
RMPattern::~RMPattern() {
if (m_slots != NULL) {
delete[] m_slots;
m_slots = NULL;
}
}
/****************************************************************************\
* Metodi di RMSprite
\****************************************************************************/
/****************************************************************************\
*
* Function: friend RMDataStream &operator>>(RMDataStream &ds,
* RMSprite& sprite)
*
* Description: Operatore per estrarre uno sprite da un data stream
*
* Input: RMDataStream &ds Data stream
* RMItem &item Sprite di destinazione
*
* Return: Reference allo stream
*
\****************************************************************************/
RMDataStream &operator>>(RMDataStream &ds, RMSprite &sprite) {
sprite.ReadFromStream(ds);
return ds;
}
void RMSprite::Init(RMGfxSourceBuffer *buf) {
m_buf = buf;
}
void RMSprite::LOXGetSizeFromStream(RMDataStream &ds, int *dimx, int *dimy) {
int pos = ds.Pos();
ds >> *dimx >> *dimy;
ds.Seek(pos, ds.START);
}
void RMSprite::GetSizeFromStream(RMDataStream &ds, int *dimx, int *dimy) {
int pos = ds.Pos();
ds >> m_name;
ds >> *dimx >> *dimy;
ds.Seek(pos, ds.START);
}
void RMSprite::ReadFromStream(RMDataStream &ds, bool bLOX) {
int dimx,dimy;
// Nome dello sprite
if (!bLOX)
ds >> m_name;
// Dimensioni
ds >> dimx >> dimy;
// Bouding box
ds >> m_rcBox;
// Spazio inutilizzato
if (!bLOX)
ds+=32;
// Crezione del buffer e lettura
m_buf->Init(ds, dimx,dimy);
}
void RMSprite::Draw(CORO_PARAM, RMGfxTargetBuffer &bigBuf, RMGfxPrimitive *prim) {
m_buf->Draw(coroParam, bigBuf, prim);
}
void RMSprite::SetPalette(byte *buf) {
((RMGfxSourceBufferPal*)m_buf)->LoadPalette(buf);
}
RMSprite::RMSprite() {
m_buf= NULL;
}
RMSprite::~RMSprite() {
if (m_buf) {
delete m_buf;
m_buf = NULL;
}
}
/****************************************************************************\
* Metodi di RMSfx
\****************************************************************************/
/****************************************************************************\
*
* Function: friend RMDataStream &operator>>(RMDataStream &ds,
* RMSfx &sfx)
*
* Description: Operatore per estrarre uno sfx da un data stream
*
* Input: RMDataStream &ds Data stream
* RMSfx &sfx Sfx di destinazione
*
* Return: Reference allo stream
*
\****************************************************************************/
RMDataStream &operator>>(RMDataStream &ds, RMSfx &sfx) {
sfx.ReadFromStream(ds);
return ds;
}
void RMSfx::ReadFromStream(RMDataStream &ds, bool bLOX) {
char id[4];
int size;
byte *raw;
// Nome dello sfx
ds >> m_name;
ds >> size;
// Carica l'effetto sonoro dal buffer
ds.Read(id,4);
// Controlla che sia un riff
assert(id[0] == 'R' && id[1] == 'I' && id[2] == 'F' && id[3] == 'F');
// Legge la dimensione
ds >> size;
// Carica il wav
raw = new byte[size];
ds.Read(raw, size);
// Crea l'effetto sonoro
m_fx = _vm->CreateSFX(raw);
m_fx->SetLoop(false);
// Cancella il buffer che non serve più a nessuno
delete[] raw;
}
RMSfx::RMSfx() {
m_fx = NULL;
m_bPlayingLoop = false;
}
RMSfx::~RMSfx() {
if (m_fx) {
m_fx->Release();
m_fx = NULL;
}
}
void RMSfx::Play(bool bLoop) {
if (m_fx && !m_bPlayingLoop) {
m_fx->SetLoop(bLoop);
m_fx->Play();
if (bLoop)
m_bPlayingLoop=true;
}
}
void RMSfx::SetVolume(int vol) {
if (m_fx) {
m_fx->SetVolume(vol);
}
}
void RMSfx::Pause(bool bPause) {
if (m_fx) {
m_fx->Pause(bPause);
}
}
void RMSfx::Stop(void) {
if (m_fx) {
m_fx->Stop();
m_bPlayingLoop = false;
}
}
/****************************************************************************\
* Metodi di RMItem
\****************************************************************************/
/****************************************************************************\
*
* Function: friend RMDataStream &operator>>(RMDataStream &ds,
* RMItem &item)
*
* Description: Operatore per estrarre un item da un data stream
*
* Input: RMDataStream &ds Data stream
* RMItem &item Item di destinazione
*
* Return: Reference allo stream
*
\****************************************************************************/
RMDataStream &operator>>(RMDataStream &ds, RMItem &item) {
item.ReadFromStream(ds);
return ds;
}
RMGfxSourceBuffer *RMItem::NewItemSpriteBuffer(int dimx, int dimy, bool bPreRLE) {
if (m_cm == CM_256) {
RMGfxSourceBuffer8RLE *spr;
if (m_FX == 2) { // AB
spr = new RMGfxSourceBuffer8RLEWordAB;
} else if (m_FX == 1) { // OMBRA+AA
if (dimx == -1 || dimx > 255)
spr = new RMGfxSourceBuffer8RLEWordAA;
else
spr = new RMGfxSourceBuffer8RLEByteAA;
spr->SetAlphaBlendColor(m_FXparm);
if (bPreRLE)
spr->SetAlreadyCompressed();
} else {
if (dimx == -1 || dimx > 255)
spr = new RMGfxSourceBuffer8RLEWord;
else
spr = new RMGfxSourceBuffer8RLEByte;
if (bPreRLE)
spr->SetAlreadyCompressed();
}
return spr;
} else
return new RMGfxSourceBuffer16;
}
bool RMItem::IsIn(const RMPoint &pt, int *size) {
RMRect rc;
if (!m_bIsActive)
return false;
// Cerca il rettangolo giusto da usare, che è quello dello sprite se ce l'ha, altrimenti
// quello generico dell'oggeto
if (m_nCurPattern != 0 && !m_sprites[m_nCurSprite].m_rcBox.IsEmpty())
rc=m_sprites[m_nCurSprite].m_rcBox + CalculatePos();
else if (!m_rcBox.IsEmpty())
rc = m_rcBox;
// Se non ha box, esce subito
else
return false;
if (size != NULL)
*size = rc.Size();
return rc.PtInRect(pt + m_curScroll);
}
void RMItem::ReadFromStream(RMDataStream &ds, bool bLOX) {
int i, dimx, dimy;
byte cm;
// Codice mpal
ds >> m_mpalCode;
// Nome dell'oggetto
ds >> m_name;
// Z (signed)
ds >> m_z;
// Posizione nonno
ds >> m_pos;
// Hotspot
ds >> m_hot;
// Bounding box
ds >> m_rcBox;
// Numero sprite, effetti sonori e pattern
ds >> m_nSprites >> m_nSfx >> m_nPatterns;
// Color mode
ds >> cm; m_cm=(RMColorMode)cm;
// Flag di presenza della palette differnziata
ds >> m_bPal;
if (m_cm == CM_256) {
// Se c'e' la palette, leggiamola
if (m_bPal)
ds >> m_pal;
}
// Dati MPAL
if (!bLOX)
ds += 20;
ds >> m_FX;
ds >> m_FXparm;
if (!bLOX)
ds += 106;
// Creazione delle classi
if (m_nSprites > 0)
m_sprites = new RMSprite[m_nSprites];
if (m_nSfx > 0)
m_sfx = new RMSfx[m_nSfx];
m_patterns = new RMPattern[m_nPatterns+1];
// Lettura delle classi
if (!ds.IsError())
for (i = 0; i < m_nSprites && !ds.IsError(); i++) {
// Carica lo sprite
if (bLOX) {
m_sprites[i].LOXGetSizeFromStream(ds, &dimx, &dimy);
m_sprites[i].Init(NewItemSpriteBuffer(dimx, dimy, true));
m_sprites[i].ReadFromStream(ds, true);
} else {
m_sprites[i].GetSizeFromStream(ds, &dimx, &dimy);
m_sprites[i].Init(NewItemSpriteBuffer(dimx, dimy, false));
m_sprites[i].ReadFromStream(ds, false);
}
if (m_cm == CM_256 && m_bPal)
m_sprites[i].SetPalette(m_pal.m_data);
}
if (!ds.IsError())
for (i = 0;i < m_nSfx && !ds.IsError(); i++) {
if (bLOX)
m_sfx[i].ReadFromStream(ds, true);
else
m_sfx[i].ReadFromStream(ds, false);
}
// Leggiamo i pattern a partire dal pattern 1
if (!ds.IsError())
for (i = 1;i <= m_nPatterns && !ds.IsError(); i++) {
if (bLOX)
m_patterns[i].ReadFromStream(ds, true);
else
m_patterns[i].ReadFromStream(ds, false);
}
// Inizializza il curpattern
if (m_bInitCurPattern)
SetPattern(mpalQueryItemPattern(m_mpalCode));
// Inizializza lo stato di attivazione
m_bIsActive=mpalQueryItemIsActive(m_mpalCode);
}
RMGfxPrimitive *RMItem::NewItemPrimitive() {
return new RMGfxPrimitive(this);
}
void RMItem::SetScrollPosition(const RMPoint &scroll) {
m_curScroll = scroll;
}
bool RMItem::DoFrame(RMGfxTargetBuffer *bigBuf, bool bAddToList) {
int oldSprite = m_nCurSprite;
// Pattern 0 = Non disegnare nulla!
if (m_nCurPattern == 0)
return false;
// Facciamo un update del pattern, che ci ritorna anche il frame corrente
if (m_nCurPattern != 0) {
m_nCurSprite = m_patterns[m_nCurPattern].Update(m_hEndPattern, m_bCurFlag, m_sfx);
// WORKAROUND: Currently, m_nCurSprite = -1 is used to flag that an item should be removed.
// However, this seems to be done inside a process waiting on an event pulsed inside the pattern
// Update method. So the value of m_nCurSprite = -1 is being destroyed with the return value
// replacing it. It may be that the current coroutine PulseEvent implementation is wrong somehow.
// In any case, a special check here is done for items that have ended
if (m_nCurPattern == 0)
m_nCurSprite = -1;
}
// Se la funzione ha ritornato -1, vuol dire che il pattern e' finito
if (m_nCurSprite == -1) {
// Mettiamo il pattern 0, e usciamo. La classe si auto-deregistrera' della OT list
m_nCurPattern = 0;
return false;
}
// Se non siamo in OT list, mettiamoci
if (!m_nInList && bAddToList)
bigBuf->AddPrim(NewItemPrimitive());
return oldSprite != m_nCurSprite;
}
RMPoint RMItem::CalculatePos(void) {
return m_pos + m_patterns[m_nCurPattern].Pos();
}
void RMItem::Draw(CORO_PARAM, RMGfxTargetBuffer &bigBuf, RMGfxPrimitive *prim) {
CORO_BEGIN_CONTEXT;
CORO_END_CONTEXT(_ctx);
CORO_BEGIN_CODE(_ctx);
// Se CurSprite == -1, allora e' finito il pattern
if (m_nCurSprite == -1)
return;
// Settiamo la flag
prim->SetFlag(m_bCurFlag);
// Offset inverso per lo scrolling
prim->Dst().Offset(-m_curScroll);
// Dobbiamo sparaflashare le coordinate dell'item dentro la primitiva.
// Si calcola nonno+(babbo+figlio)
prim->Dst().Offset(CalculatePos());
// No stretching, please
prim->SetStrecth(false);
// Ora la passiamo alla routine di drawing generica per surface
CORO_INVOKE_2(m_sprites[m_nCurSprite].Draw, bigBuf, prim);
CORO_END_CODE;
}
void RMItem::RemoveThis(CORO_PARAM, bool &result) {
// Rimuove dalla OT list se il frame corrente e' -1 (pattern finito)
result = (m_nCurSprite == -1);
}
void RMItem::SetStatus(int nStatus) {
m_bIsActive = (nStatus > 0);
}
void RMItem::SetPattern(int nPattern, bool bPlayP0) {
int i;
assert(nPattern >= 0 && nPattern <= m_nPatterns);
if (m_sfx)
if (m_nCurPattern>0)
m_patterns[m_nCurPattern].StopSfx(m_sfx);
// Si ricorda il pattern corrente
m_nCurPattern = nPattern;
// Inizia il pattern per cominciare l'animazione
if (m_nCurPattern != 0)
m_nCurSprite = m_patterns[m_nCurPattern].Init(m_sfx, bPlayP0, &m_bCurFlag);
else {
m_nCurSprite = -1;
// Cerca l'effetto sonoro per il pattern 0
if (bPlayP0)
for (i = 0;i < m_nSfx; i++)
if (strcmp(m_sfx[i].m_name, "p0") == 0)
m_sfx[i].Play();
}
}
bool RMItem::GetName(RMString &name)
{
char buf[256];
mpalQueryItemName(m_mpalCode, buf);
name = buf;
if (buf[0] == '\0')
return false;
return true;
}
void RMItem::Unload(void) {
if (m_patterns != NULL) {
delete[] m_patterns;
m_patterns = NULL;
}
if (m_sprites != NULL) {
delete[] m_sprites;
m_sprites = NULL;
}
if (m_sfx != NULL) {
delete[] m_sfx;
m_sfx = NULL;
}
}
RMItem::RMItem() {
m_bCurFlag = 0;
m_patterns = NULL;
m_sprites = NULL;
m_sfx = NULL;
m_curScroll.Set(0, 0);
m_bInitCurPattern = true;
m_nCurPattern = 0;
m_z = 0;
m_cm = CM_256;
m_FX = 0;
m_FXparm = 0;
m_mpalCode = 0;
m_nSprites = 0;
m_nSfx = 0;
m_nPatterns = 0;
m_bPal = 0;
m_nCurSprite = 0;
m_hEndPattern = CoroScheduler.createEvent(false, false);
}
RMItem::~RMItem() {
Unload();
CoroScheduler.closeEvent(m_hEndPattern);
}
void RMItem::WaitForEndPattern(CORO_PARAM, uint32 hCustomSkip) {
CORO_BEGIN_CONTEXT;
uint32 h[2];
CORO_END_CONTEXT(_ctx);
CORO_BEGIN_CODE(_ctx);
if (m_nCurPattern != 0) {
if (hCustomSkip == CORO_INVALID_PID_VALUE)
CORO_INVOKE_2(CoroScheduler.waitForSingleObject, m_hEndPattern, CORO_INFINITE);
else {
_ctx->h[0] = hCustomSkip;
_ctx->h[1] = m_hEndPattern;
CORO_INVOKE_4(CoroScheduler.waitForMultipleObjects, 2, &_ctx->h[0], false, CORO_INFINITE);
}
}
CORO_END_CODE;
}
void RMItem::ChangeHotspot(const RMPoint &pt) {
m_hot = pt;
}
void RMItem::PlaySfx(int nSfx) {
if (nSfx < m_nSfx)
m_sfx[nSfx].Play();
}
void RMItem::PauseSound(bool bPause) {
int i;
for (i = 0; i < m_nSfx; i++)
m_sfx[i].Pause(bPause);
}
/****************************************************************************\
* Metodi di RMWipe
\****************************************************************************/
RMWipe::RMWipe() {
m_hUnregistered = CoroScheduler.createEvent(false, false);
m_hEndOfFade = CoroScheduler.createEvent(false, false);
}
RMWipe::~RMWipe() {
CoroScheduler.closeEvent(m_hUnregistered);
CoroScheduler.closeEvent(m_hEndOfFade);
}
int RMWipe::Priority(void) {
return 200;
}
void RMWipe::Unregister(void) {
RMGfxTask::Unregister();
assert(m_nInList == 0);
CoroScheduler.setEvent(m_hUnregistered);
}
void RMWipe::RemoveThis(CORO_PARAM, bool &result) {
result = m_bUnregister;
}
void RMWipe::WaitForFadeEnd(CORO_PARAM) {
CORO_BEGIN_CONTEXT;
CORO_END_CONTEXT(_ctx);
CORO_BEGIN_CODE(_ctx);
CORO_INVOKE_2(CoroScheduler.waitForSingleObject, m_hEndOfFade, CORO_INFINITE);
m_bEndFade = true;
m_bFading = false;
CORO_INVOKE_0(MainWaitFrame);
CORO_INVOKE_0(MainWaitFrame);
CORO_END_CODE;
}
void RMWipe::CloseFade(void) {
// m_bUnregister=true;
// WaitForSingleObject(m_hUnregistered,CORO_INFINITE);
m_wip0r.Unload();
}
void RMWipe::InitFade(int type) {
// Attiva il fade
m_bUnregister = false;
m_bEndFade = false;
m_nFadeStep = 0;
m_bMustRegister = true;
RMRes res(RES_W_CERCHIO);
RMDataStream ds;
ds.OpenBuffer(res);
ds >> m_wip0r;
ds.Close();
m_wip0r.SetPattern(1);
m_bFading = true;
}
void RMWipe::DoFrame(RMGfxTargetBuffer &bigBuf) {
if (m_bMustRegister) {
bigBuf.AddPrim(new RMGfxPrimitive(this));
m_bMustRegister = false;
}
if (m_bFading) {
m_wip0r.DoFrame(&bigBuf, false);
m_nFadeStep++;
if (m_nFadeStep == 10) {
CoroScheduler.setEvent(m_hEndOfFade);
}
}
}
void RMWipe::Draw(CORO_PARAM, RMGfxTargetBuffer &bigBuf, RMGfxPrimitive *prim) {
CORO_BEGIN_CONTEXT;
CORO_END_CONTEXT(_ctx);
CORO_BEGIN_CODE(_ctx);