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
|
/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
* Handles scrolling
*/
#include "tinsel/actors.h"
#include "tinsel/background.h"
#include "tinsel/cursor.h"
#include "tinsel/dw.h"
#include "tinsel/graphics.h"
#include "tinsel/polygons.h"
#include "tinsel/movers.h"
#include "tinsel/scroll.h"
#include "tinsel/sched.h"
#include "tinsel/sysvar.h"
#include "tinsel/tinsel.h"
namespace Tinsel {
//----------------- LOCAL DEFINES --------------------
#define LEFT 'L'
#define RIGHT 'R'
#define UP 'U'
#define DOWN 'D'
#define SCROLLPIXELS 8 // Number of pixels to scroll per iteration
// Distance from edge that triggers a scroll
#define RLDISTANCE ((TinselVersion >= 2) ? _scrollData.xTrigger : 50)
#define UDISTANCE ((TinselVersion >= 2) ? _scrollData.yTriggerTop : 20)
#define DDISTANCE ((TinselVersion >= 2) ? _scrollData.yTriggerBottom : 20)
// Number of iterations to make
#define RLSCROLL 160 // 20*8 = 160 = half a screen
#define UDSCROLL 100 // 12.5*8 = 100 = half a screen
Scroll::Scroll() {
_leftScroll = 0;
_downScroll = 0;
_scrollActor = 0;
_pScrollMover = nullptr;
_oldx = 0;
_oldy = 0;
_scrollData = {
{{0, 0, 0}, {0, 0, 0}, {0, 0, 0}, {0, 0, 0}, {0, 0, 0}, {0, 0, 0}, {0, 0, 0}, {0, 0, 0}, {0, 0, 0}, {0, 0, 0}},
{{0, 0, 0}, {0, 0, 0}, {0, 0, 0}, {0, 0, 0}, {0, 0, 0}, {0, 0, 0}, {0, 0, 0}, {0, 0, 0}, {0, 0, 0}, {0, 0, 0}},
0,
0,
// DW2 fields
0,
0,
0,
0,
0,
0,
0};
_imageH = 0;
_imageW = 0;
_scrollCursor = 0;
_scrollPixelsX = SCROLLPIXELS;
_scrollPixelsY = SCROLLPIXELS;
}
/**
* Reset the ScrollCursor flag
*/
void Scroll::DontScrollCursor() {
_scrollCursor = false;
}
/**
* Set the ScrollCursor flag
*/
void Scroll::DoScrollCursor() {
_scrollCursor = true;
}
/**
* Configure a no-scroll boundary for a scene.
*/
void Scroll::SetNoScroll(int x1, int y1, int x2, int y2) {
if (x1 == x2) {
/* Vertical line */
assert(_scrollData.NumNoH < MAX_HNOSCROLL);
_scrollData.NoHScroll[_scrollData.NumNoH].ln = x1; // X pos of vertical line
_scrollData.NoHScroll[_scrollData.NumNoH].c1 = y1;
_scrollData.NoHScroll[_scrollData.NumNoH].c2 = y2;
_scrollData.NumNoH++;
} else if (y1 == y2) {
/* Horizontal line */
assert(_scrollData.NumNoV < MAX_VNOSCROLL);
_scrollData.NoVScroll[_scrollData.NumNoV].ln = y1; // Y pos of horizontal line
_scrollData.NoVScroll[_scrollData.NumNoV].c1 = x1;
_scrollData.NoVScroll[_scrollData.NumNoV].c2 = x2;
_scrollData.NumNoV++;
} else {
/* No-scroll lines must be horizontal or vertical */
}
}
/**
* Called from scroll process when it thinks that a scroll is in order.
* Checks for no-scroll boundaries and sets off a scroll if allowed.
*/
void Scroll::NeedScroll(int direction) {
uint i;
int BottomLine, RightCol;
int Loffset, Toffset;
// get background offsets
_vm->_bg->PlayfieldGetPos(FIELD_WORLD, &Loffset, &Toffset);
switch (direction) {
case LEFT: /* Picture will go left, 'camera' right */
BottomLine = Toffset + (SCREEN_HEIGHT - 1);
RightCol = Loffset + (SCREEN_WIDTH - 1);
for (i = 0; i < _scrollData.NumNoH; i++) {
if (RightCol >= _scrollData.NoHScroll[i].ln - 1 && RightCol <= _scrollData.NoHScroll[i].ln + 1 &&
((_scrollData.NoHScroll[i].c1 >= Toffset && _scrollData.NoHScroll[i].c1 <= BottomLine) ||
(_scrollData.NoHScroll[i].c2 >= Toffset && _scrollData.NoHScroll[i].c2 <= BottomLine) ||
(_scrollData.NoHScroll[i].c1 < Toffset && _scrollData.NoHScroll[i].c2 > BottomLine)))
return;
}
if (_leftScroll <= 0) {
if (TinselVersion >= 2) {
_scrollPixelsX = _scrollData.xSpeed;
_leftScroll += _scrollData.xDistance;
} else {
_scrollPixelsX = SCROLLPIXELS;
_leftScroll = RLSCROLL;
}
}
break;
case RIGHT: /* Picture will go right, 'camera' left */
BottomLine = Toffset + (SCREEN_HEIGHT - 1);
for (i = 0; i < _scrollData.NumNoH; i++) {
if (Loffset >= _scrollData.NoHScroll[i].ln - 1 && Loffset <= _scrollData.NoHScroll[i].ln + 1 &&
((_scrollData.NoHScroll[i].c1 >= Toffset && _scrollData.NoHScroll[i].c1 <= BottomLine) ||
(_scrollData.NoHScroll[i].c2 >= Toffset && _scrollData.NoHScroll[i].c2 <= BottomLine) ||
(_scrollData.NoHScroll[i].c1 < Toffset && _scrollData.NoHScroll[i].c2 > BottomLine)))
return;
}
if (_leftScroll >= 0) {
if (TinselVersion >= 2) {
_scrollPixelsX = _scrollData.xSpeed;
_leftScroll -= _scrollData.xDistance;
} else {
_scrollPixelsX = SCROLLPIXELS;
_leftScroll = -RLSCROLL;
}
}
break;
case UP: /* Picture will go upwards, 'camera' downwards */
BottomLine = Toffset + (SCREEN_HEIGHT - 1);
RightCol = Loffset + (SCREEN_WIDTH - 1);
for (i = 0; i < _scrollData.NumNoV; i++) {
if ((BottomLine >= _scrollData.NoVScroll[i].ln - 1 && BottomLine <= _scrollData.NoVScroll[i].ln + 1) &&
((_scrollData.NoVScroll[i].c1 >= Loffset && _scrollData.NoVScroll[i].c1 <= RightCol) ||
(_scrollData.NoVScroll[i].c2 >= Loffset && _scrollData.NoVScroll[i].c2 <= RightCol) ||
(_scrollData.NoVScroll[i].c1 < Loffset && _scrollData.NoVScroll[i].c2 > RightCol)))
return;
}
if (_downScroll <= 0) {
if (TinselVersion >= 2) {
_scrollPixelsY = _scrollData.ySpeed;
_downScroll += _scrollData.yDistance;
} else {
_scrollPixelsY = SCROLLPIXELS;
_downScroll = UDSCROLL;
}
}
break;
case DOWN: /* Picture will go downwards, 'camera' upwards */
RightCol = Loffset + (SCREEN_WIDTH - 1);
for (i = 0; i < _scrollData.NumNoV; i++) {
if (Toffset >= _scrollData.NoVScroll[i].ln - 1 && Toffset <= _scrollData.NoVScroll[i].ln + 1 &&
((_scrollData.NoVScroll[i].c1 >= Loffset && _scrollData.NoVScroll[i].c1 <= RightCol) ||
(_scrollData.NoVScroll[i].c2 >= Loffset && _scrollData.NoVScroll[i].c2 <= RightCol) ||
(_scrollData.NoVScroll[i].c1 < Loffset && _scrollData.NoVScroll[i].c2 > RightCol)))
return;
}
if (_downScroll >= 0) {
if (TinselVersion >= 2) {
_scrollPixelsY = _scrollData.ySpeed;
_downScroll -= _scrollData.yDistance;
} else {
_scrollPixelsY = SCROLLPIXELS;
_downScroll = -UDSCROLL;
}
}
break;
default:
break;
}
}
/**
* Called from scroll process - Scrolls the image as appropriate.
*/
void Scroll::ScrollImage() {
int OldLoffset = 0, OldToffset = 0; // Used when keeping cursor on a tag
int Loffset, Toffset;
int curX, curY;
if (!_leftScroll && !_downScroll) // Only scroll if required
return;
// get background offsets
_vm->_bg->PlayfieldGetPos(FIELD_WORLD, &Loffset, &Toffset);
/*
* Keeping cursor on a tag?
*/
if (_scrollCursor) {
_vm->_cursor->GetCursorXYNoWait(&curX, &curY, true);
if (InPolygon(curX, curY, TAG) != NOPOLY || InPolygon(curX, curY, EXIT) != NOPOLY) {
OldLoffset = Loffset;
OldToffset = Toffset;
} else
_scrollCursor = false;
}
/*
* Horizontal scrolling
*/
if (_leftScroll > 0) {
_leftScroll -= _scrollPixelsX;
if (_leftScroll < 0) {
Loffset += _leftScroll;
_leftScroll = 0;
}
Loffset += _scrollPixelsX; // Move right
if (Loffset > _imageW - SCREEN_WIDTH)
Loffset = _imageW - SCREEN_WIDTH;// Now at extreme right
/*** New feature to prop up rickety scroll boundaries ***/
if ((TinselVersion >= 2) && SysVar(SV_MaximumXoffset) && (Loffset > SysVar(SV_MaximumXoffset)))
Loffset = SysVar(SV_MaximumXoffset);
} else if (_leftScroll < 0) {
_leftScroll += _scrollPixelsX;
if (_leftScroll > 0) {
Loffset += _leftScroll;
_leftScroll = 0;
}
Loffset -= _scrollPixelsX; // Move left
if (Loffset < 0)
Loffset = 0; // Now at extreme left
/*** New feature to prop up rickety scroll boundaries ***/
if ((TinselVersion >= 2) && SysVar(SV_MinimumXoffset) && (Loffset < SysVar(SV_MinimumXoffset)))
Loffset = SysVar(SV_MinimumXoffset);
}
/*
* Vertical scrolling
*/
if (_downScroll > 0) {
_downScroll -= _scrollPixelsY;
if (_downScroll < 0) {
Toffset += _downScroll;
_downScroll = 0;
}
Toffset += _scrollPixelsY; // Move down
if (Toffset > _imageH - SCREEN_HEIGHT)
Toffset = _imageH - SCREEN_HEIGHT;// Now at extreme bottom
/*** New feature to prop up rickety scroll boundaries ***/
if ((TinselVersion >= 2) && SysVar(SV_MaximumYoffset) && Toffset > SysVar(SV_MaximumYoffset))
Toffset = SysVar(SV_MaximumYoffset);
} else if (_downScroll < 0) {
_downScroll += _scrollPixelsY;
if (_downScroll > 0) {
Toffset += _downScroll;
_downScroll = 0;
}
Toffset -= _scrollPixelsY; // Move up
if (Toffset < 0)
Toffset = 0; // Now at extreme top
/*** New feature to prop up rickety scroll boundaries ***/
if ((TinselVersion >= 2) && SysVar(SV_MinimumYoffset) && Toffset < SysVar(SV_MinimumYoffset))
Toffset = SysVar(SV_MinimumYoffset);
}
/*
* Move cursor if keeping cursor on a tag.
*/
if (_scrollCursor)
_vm->_cursor->AdjustCursorXY(OldLoffset - Loffset, OldToffset - Toffset);
_vm->_bg->PlayfieldSetPos(FIELD_WORLD, Loffset, Toffset);
}
/**
* See if the actor on whom the camera is is approaching an edge.
* Request a scroll if he is.
*/
void Scroll::MonitorScroll() {
int newx, newy;
int Loffset, Toffset;
/*
* Only do it if the actor is there and is visible
*/
if (!_pScrollMover || MoverHidden(_pScrollMover) || !MoverIs(_pScrollMover))
return;
_vm->_actor->GetActorPos(_scrollActor, &newx, &newy);
if (_oldx == newx && _oldy == newy)
return;
_vm->_bg->PlayfieldGetPos(FIELD_WORLD, &Loffset, &Toffset);
/*
* Approaching right side or left side of the screen?
*/
if (newx > Loffset+SCREEN_WIDTH - RLDISTANCE && Loffset < _imageW - SCREEN_WIDTH) {
if (newx > _oldx)
NeedScroll(LEFT);
} else if (newx < Loffset + RLDISTANCE && Loffset) {
if (newx < _oldx)
NeedScroll(RIGHT);
}
/*
* Approaching bottom or top of the screen?
*/
if (newy > Toffset+SCREEN_HEIGHT-DDISTANCE && Toffset < _imageH-SCREEN_HEIGHT) {
if (newy > _oldy)
NeedScroll(UP);
} else if (Toffset && newy < Toffset + UDISTANCE + _vm->_actor->GetActorBottom(_scrollActor) - _vm->_actor->GetActorTop(_scrollActor)) {
if (newy < _oldy)
NeedScroll(DOWN);
}
_oldx = newx;
_oldy = newy;
}
void Scroll::RestoreScrollDefaults() {
_scrollData.xTrigger = SysVar(SV_SCROLL_XTRIGGER);
_scrollData.xDistance = SysVar(SV_SCROLL_XDISTANCE);
_scrollData.xSpeed = SysVar(SV_SCROLL_XSPEED);
_scrollData.yTriggerTop = SysVar(SV_SCROLL_YTRIGGERTOP);
_scrollData.yTriggerBottom= SysVar(SV_SCROLL_YTRIGGERBOT);
_scrollData.yDistance = SysVar(SV_SCROLL_YDISTANCE);
_scrollData.ySpeed = SysVar(SV_SCROLL_YSPEED);
}
/**
* Does the obvious - called at the end of a scene.
*/
void Scroll::DropScroll() {
_scrollData.NumNoH = _scrollData.NumNoV = 0;
if (TinselVersion >= 2) {
_leftScroll = _downScroll = 0; // No iterations outstanding
_oldx = _oldy = 0;
_scrollPixelsX = _scrollData.xSpeed;
_scrollPixelsY = _scrollData.ySpeed;
RestoreScrollDefaults();
}
}
/**
* Change which actor the camera is following.
*/
void Scroll::ScrollFocus(int ano) {
if (_scrollActor != ano) {
_oldx = _oldy = 0;
_scrollActor = ano;
_pScrollMover = ano ? GetMover(_scrollActor) : NULL;
}
}
/**
* Returns the actor which the camera is following
*/
int Scroll::GetScrollFocus() {
return _scrollActor;
}
/**
* Scroll to abslote position.
*/
void Scroll::ScrollTo(int x, int y, int xIter, int yIter) {
int Loffset, Toffset; // for background offsets
_scrollPixelsX = xIter != 0 ? xIter : ((TinselVersion >= 2) ? _scrollData.xSpeed : SCROLLPIXELS);
_scrollPixelsY = yIter != 0 ? yIter : ((TinselVersion >= 2) ? _scrollData.ySpeed : SCROLLPIXELS);
_vm->_bg->PlayfieldGetPos(FIELD_WORLD, &Loffset, &Toffset); // get background offsets
_leftScroll = x - Loffset;
_downScroll = y - Toffset;
}
/**
* Kill of any current scroll.
*/
void Scroll::KillScroll() {
_leftScroll = _downScroll = 0;
}
void Scroll::GetNoScrollData(SCROLLDATA *ssd) {
memcpy(ssd, &_scrollData, sizeof(SCROLLDATA));
}
void Scroll::RestoreNoScrollData(SCROLLDATA *ssd) {
memcpy(&_scrollData, ssd, sizeof(SCROLLDATA));
}
/**
* SetScrollParameters
*/
void Scroll::SetScrollParameters(int xTrigger, int xDistance, int xSpeed, int yTriggerTop,
int yTriggerBottom, int yDistance, int ySpeed) {
if (xTrigger == 0 && xDistance == 0 && xSpeed == 0
&& yTriggerTop == 0 && yTriggerBottom && yDistance == 0 && ySpeed == 0) {
// Restore defaults
RestoreScrollDefaults();
} else {
if (xTrigger)
_scrollData.xTrigger = xTrigger;
if (xDistance)
_scrollData.xDistance = xDistance;
if (xSpeed)
_scrollData.xSpeed = xSpeed;
if (yTriggerTop)
_scrollData.yTriggerTop = yTriggerTop;
if (yTriggerBottom)
_scrollData.yTriggerBottom = yTriggerBottom;
if (yDistance)
_scrollData.yDistance = yDistance;
if (ySpeed)
_scrollData.ySpeed = ySpeed;
}
}
bool Scroll::IsScrolling() {
return (_leftScroll || _downScroll);
}
void Scroll::InitScroll(int width, int height) {
_imageH = height; // Dimensions
_imageW = width; // of this scene.
if (TinselVersion <= 1) {
_leftScroll = _downScroll = 0; // No iterations outstanding
_oldx = _oldy = 0;
_scrollPixelsX = _scrollPixelsY = SCROLLPIXELS;
}
if (!_scrollActor)
_scrollActor = _vm->_actor->GetLeadId();
_pScrollMover = GetMover(_scrollActor);
}
/**
* Decide when to scroll and scroll when decided to.
*/
void ScrollProcess(CORO_PARAM, const void *) {
int width, height;
// COROUTINE
CORO_BEGIN_CONTEXT;
CORO_END_CONTEXT(_ctx);
CORO_BEGIN_CODE(_ctx);
// In Tinsel v2, scenes may play movies, so the background may not always
// already be initialized like it is in v1
while (!_vm->_bg->GetBgObject())
CORO_SLEEP(1);
width = _vm->_bg->BgWidth(); // Dimensions
height = _vm->_bg->BgHeight(); // of this scene.
// Give up if there'll be no purpose in this process
if (width == SCREEN_WIDTH && height == SCREEN_HEIGHT)
CORO_KILL_SELF();
_vm->_scroll->InitScroll(width, height);
while (1) {
_vm->_scroll->MonitorScroll(); // Set scroll requirement
_vm->_scroll->ScrollImage();
CORO_SLEEP(1); // allow re-scheduling
}
CORO_END_CODE;
}
} // End of namespace Tinsel
|