mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-25 03:07:06 +00:00
04b002bbaa
svn-id: r12263
399 lines
10 KiB
C++
399 lines
10 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2001 Ludvig Strigeus
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* Copyright (C) 2001-2004 The ScummVM project
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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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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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*
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*/
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#include "stdafx.h"
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#include "scumm/scumm.h"
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#include "scumm/intern.h"
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#include "scumm/actor.h"
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#include "scumm/charset.h"
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namespace Scumm {
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void ScummEngine::setCameraAtEx(int at) {
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if (!(_features & GF_NEW_CAMERA)) {
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camera._mode = kNormalCameraMode;
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camera._cur.x = at;
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setCameraAt(at, 0);
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camera._movingToActor = false;
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}
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}
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void ScummEngine::setCameraAt(int pos_x, int pos_y) {
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if (camera._mode != kFollowActorCameraMode || abs(pos_x - camera._cur.x) > (_screenWidth / 2)) {
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camera._cur.x = pos_x;
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}
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camera._dest.x = pos_x;
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if (camera._cur.x < VAR(VAR_CAMERA_MIN_X))
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camera._cur.x = (short) VAR(VAR_CAMERA_MIN_X);
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if (camera._cur.x > VAR(VAR_CAMERA_MAX_X))
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camera._cur.x = (short) VAR(VAR_CAMERA_MAX_X);
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if (VAR_SCROLL_SCRIPT != 0xFF && VAR(VAR_SCROLL_SCRIPT)) {
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if (_version <= 2)
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VAR(VAR_CAMERA_POS_X) = camera._cur.x / 8;
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else
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VAR(VAR_CAMERA_POS_X) = camera._cur.x;
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runScript(VAR(VAR_SCROLL_SCRIPT), 0, 0, 0);
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}
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// If the camera moved and text is visible, remove it
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if (camera._cur.x != camera._last.x && _charset->_hasMask && _version > 3)
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stopTalk();
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}
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void ScummEngine_v7::setCameraAt(int pos_x, int pos_y) {
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Common::Point old;
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old = camera._cur;
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camera._cur.x = pos_x;
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camera._cur.y = pos_y;
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clampCameraPos(&camera._cur);
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camera._dest = camera._cur;
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VAR(VAR_CAMERA_DEST_X) = camera._dest.x;
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VAR(VAR_CAMERA_DEST_Y) = camera._dest.y;
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assert(camera._cur.x >= (_screenWidth / 2) && camera._cur.y >= (_screenHeight / 2));
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if ((camera._cur.x != old.x || camera._cur.y != old.y)
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&& VAR(VAR_SCROLL_SCRIPT)) {
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VAR(VAR_CAMERA_POS_X) = camera._cur.x;
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VAR(VAR_CAMERA_POS_Y) = camera._cur.y;
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runScript(VAR(VAR_SCROLL_SCRIPT), 0, 0, 0);
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}
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}
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void ScummEngine::setCameraFollows(Actor *a) {
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int t, i;
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camera._mode = kFollowActorCameraMode;
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camera._follows = a->number;
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if (!a->isInCurrentRoom()) {
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startScene(a->getRoom(), 0, 0);
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camera._mode = kFollowActorCameraMode;
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camera._cur.x = a->_pos.x;
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setCameraAt(camera._cur.x, 0);
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}
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t = a->_pos.x / 8;
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if (t - _screenStartStrip < camera._leftTrigger || t - _screenStartStrip > camera._rightTrigger)
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setCameraAt(a->_pos.x, 0);
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for (i = 1; i < _numActors; i++) {
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if (_actors[i].isInCurrentRoom())
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_actors[i].needRedraw = true;
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}
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runInventoryScript(0);
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}
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void ScummEngine_v7::setCameraFollows(Actor *a) {
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byte oldfollow = camera._follows;
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int ax, ay;
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camera._follows = a->number;
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VAR(VAR_CAMERA_FOLLOWED_ACTOR) = a->number;
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if (!a->isInCurrentRoom()) {
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startScene(a->getRoom(), 0, 0);
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}
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ax = abs(a->_pos.x - camera._cur.x);
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ay = abs(a->_pos.y - camera._cur.y);
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if (ax > VAR(VAR_CAMERA_THRESHOLD_X) || ay > VAR(VAR_CAMERA_THRESHOLD_Y) || ax > (_screenWidth / 2) || ay > (_screenHeight / 2)) {
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setCameraAt(a->_pos.x, a->_pos.y);
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}
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if (a->number != oldfollow)
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runInventoryScript(0);
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}
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void ScummEngine::clampCameraPos(Common::Point *pt) {
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if (pt->x < VAR(VAR_CAMERA_MIN_X))
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pt->x = (short) VAR(VAR_CAMERA_MIN_X);
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if (pt->x > VAR(VAR_CAMERA_MAX_X))
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pt->x = (short) VAR(VAR_CAMERA_MAX_X);
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if (pt->y < VAR(VAR_CAMERA_MIN_Y))
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pt->y = (short) VAR(VAR_CAMERA_MIN_Y);
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if (pt->y > VAR(VAR_CAMERA_MAX_Y))
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pt->y = (short) VAR(VAR_CAMERA_MAX_Y);
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}
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void ScummEngine::moveCamera() {
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int pos = camera._cur.x;
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int actorx, t;
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Actor *a = NULL;
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camera._cur.x &= 0xFFF8;
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if (camera._cur.x < VAR(VAR_CAMERA_MIN_X)) {
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if (VAR_CAMERA_FAST_X != 0xFF && VAR(VAR_CAMERA_FAST_X))
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camera._cur.x = (short) VAR(VAR_CAMERA_MIN_X);
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else
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camera._cur.x += 8;
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cameraMoved();
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return;
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}
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if (camera._cur.x > VAR(VAR_CAMERA_MAX_X)) {
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if (VAR_CAMERA_FAST_X != 0xFF && VAR(VAR_CAMERA_FAST_X))
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camera._cur.x = (short) VAR(VAR_CAMERA_MAX_X);
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else
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camera._cur.x -= 8;
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cameraMoved();
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return;
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}
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if (camera._mode == kFollowActorCameraMode) {
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a = derefActor(camera._follows, "moveCamera");
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actorx = a->_pos.x;
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t = actorx / 8 - _screenStartStrip;
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if (t < camera._leftTrigger || t > camera._rightTrigger) {
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if (VAR_CAMERA_FAST_X != 0xFF && VAR(VAR_CAMERA_FAST_X)) {
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if (t > 35)
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camera._dest.x = actorx + 80;
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if (t < 5)
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camera._dest.x = actorx - 80;
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} else
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camera._movingToActor = true;
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}
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}
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if (camera._movingToActor) {
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a = derefActor(camera._follows, "moveCamera(2)");
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camera._dest.x = a->_pos.x;
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}
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if (camera._dest.x < VAR(VAR_CAMERA_MIN_X))
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camera._dest.x = (short) VAR(VAR_CAMERA_MIN_X);
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if (camera._dest.x > VAR(VAR_CAMERA_MAX_X))
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camera._dest.x = (short) VAR(VAR_CAMERA_MAX_X);
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if (VAR_CAMERA_FAST_X != 0xFF && VAR(VAR_CAMERA_FAST_X)) {
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camera._cur.x = camera._dest.x;
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} else {
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if (camera._cur.x < camera._dest.x)
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camera._cur.x += 8;
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if (camera._cur.x > camera._dest.x)
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camera._cur.x -= 8;
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}
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/* a is set a bit above */
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if (camera._movingToActor && (camera._cur.x / 8) == (a->_pos.x / 8)) {
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camera._movingToActor = false;
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}
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cameraMoved();
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if (VAR_SCROLL_SCRIPT != 0xFF && VAR(VAR_SCROLL_SCRIPT) && pos != camera._cur.x) {
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if (_version <= 2)
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VAR(VAR_CAMERA_POS_X) = camera._cur.x / 8;
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else
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VAR(VAR_CAMERA_POS_X) = camera._cur.x;
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runScript(VAR(VAR_SCROLL_SCRIPT), 0, 0, 0);
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}
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}
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void ScummEngine_v7::moveCamera() {
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Common::Point old = camera._cur;
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Actor *a = NULL;
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if (camera._follows) {
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a = derefActor(camera._follows, "moveCamera");
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if (abs(camera._cur.x - a->_pos.x) > VAR(VAR_CAMERA_THRESHOLD_X) ||
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abs(camera._cur.y - a->_pos.y) > VAR(VAR_CAMERA_THRESHOLD_Y)) {
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camera._movingToActor = true;
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if (VAR(VAR_CAMERA_THRESHOLD_X) == 0)
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camera._cur.x = a->_pos.x;
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if (VAR(VAR_CAMERA_THRESHOLD_Y) == 0)
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camera._cur.y = a->_pos.y;
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clampCameraPos(&camera._cur);
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}
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} else {
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camera._movingToActor = false;
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}
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if (camera._movingToActor) {
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VAR(VAR_CAMERA_DEST_X) = camera._dest.x = a->_pos.x;
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VAR(VAR_CAMERA_DEST_Y) = camera._dest.y = a->_pos.y;
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}
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assert(camera._cur.x >= (_screenWidth / 2) && camera._cur.y >= (_screenHeight / 2));
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clampCameraPos(&camera._dest);
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if (camera._cur.x < camera._dest.x) {
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camera._cur.x += (short) VAR(VAR_CAMERA_SPEED_X);
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if (camera._cur.x > camera._dest.x)
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camera._cur.x = camera._dest.x;
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}
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if (camera._cur.x > camera._dest.x) {
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camera._cur.x -= (short) VAR(VAR_CAMERA_SPEED_X);
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if (camera._cur.x < camera._dest.x)
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camera._cur.x = camera._dest.x;
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}
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if (camera._cur.y < camera._dest.y) {
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camera._cur.y += (short) VAR(VAR_CAMERA_SPEED_Y);
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if (camera._cur.y > camera._dest.y)
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camera._cur.y = camera._dest.y;
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}
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if (camera._cur.y > camera._dest.y) {
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camera._cur.y -= (short) VAR(VAR_CAMERA_SPEED_Y);
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if (camera._cur.y < camera._dest.y)
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camera._cur.y = camera._dest.y;
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}
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if (camera._cur.x == camera._dest.x && camera._cur.y == camera._dest.y) {
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camera._movingToActor = false;
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camera._accel.x = camera._accel.y = 0;
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VAR(VAR_CAMERA_SPEED_X) = VAR(VAR_CAMERA_SPEED_Y) = 0;
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} else {
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camera._accel.x += (short) VAR(VAR_CAMERA_ACCEL_X);
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camera._accel.y += (short) VAR(VAR_CAMERA_ACCEL_Y);
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VAR(VAR_CAMERA_SPEED_X) += camera._accel.x / 100;
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VAR(VAR_CAMERA_SPEED_Y) += camera._accel.y / 100;
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if (VAR(VAR_CAMERA_SPEED_X) < 8)
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VAR(VAR_CAMERA_SPEED_X) = 8;
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if (VAR(VAR_CAMERA_SPEED_Y) < 8)
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VAR(VAR_CAMERA_SPEED_Y) = 8;
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}
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cameraMoved();
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if (camera._cur.x != old.x || camera._cur.y != old.y) {
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VAR(VAR_CAMERA_POS_X) = camera._cur.x;
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VAR(VAR_CAMERA_POS_Y) = camera._cur.y;
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if (VAR(VAR_SCROLL_SCRIPT))
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runScript(VAR(VAR_SCROLL_SCRIPT), 0, 0, 0);
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}
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}
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void ScummEngine::cameraMoved() {
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if (_features & GF_NEW_CAMERA) {
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assert(camera._cur.x >= (_screenWidth / 2) && camera._cur.y >= (_screenHeight / 2));
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} else {
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if (camera._cur.x < (_screenWidth / 2)) {
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camera._cur.x = (_screenWidth / 2);
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} else if (camera._cur.x > _roomWidth - (_screenWidth / 2)) {
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camera._cur.x = _roomWidth - (_screenWidth / 2);
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}
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}
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_screenStartStrip = camera._cur.x / 8 - gdi._numStrips / 2;
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_screenEndStrip = _screenStartStrip + gdi._numStrips - 1;
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_screenTop = camera._cur.y - (_screenHeight / 2);
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if (_features & GF_NEW_CAMERA) {
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_screenLeft = camera._cur.x - (_screenWidth / 2);
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} else {
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_screenLeft = _screenStartStrip * 8;
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}
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#ifdef V7_SMOOTH_SCROLLING_HACK
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virtscr[0].xstart = _screenLeft;
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#else
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virtscr[0].xstart = _screenStartStrip * 8;
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#endif
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if (_charset->_hasMask && _version > 3) {
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int dx = camera._cur.x - camera._last.x;
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int dy = camera._cur.y - camera._last.y;
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// Fixes subtitle glitches during room scrolling in two cut scenes
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// When talking to Rusty for first time
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// When sleeping in straw at Blacksmith's Guild.
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if ((_gameId == GID_LOOM256 || _gameId == GID_PASS) && dx)
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_charset->_mask.left -= 8;
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else if (dx || dy) {
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_charset->_mask.left -= dx;
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_charset->_mask.right -= dx;
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_charset->_mask.top -= dy;
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_charset->_mask.bottom -= dy;
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}
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}
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}
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void ScummEngine::panCameraTo(int x, int y) {
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camera._dest.x = x;
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camera._mode = kPanningCameraMode;
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camera._movingToActor = false;
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}
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void ScummEngine_v7::panCameraTo(int x, int y) {
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VAR(VAR_CAMERA_FOLLOWED_ACTOR) = camera._follows = 0;
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VAR(VAR_CAMERA_DEST_X) = camera._dest.x = x;
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VAR(VAR_CAMERA_DEST_Y) = camera._dest.y = y;
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}
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void ScummEngine::actorFollowCamera(int act) {
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if (!(_features & GF_NEW_CAMERA)) {
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int old;
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// Exactly why is this code needed for Monkey Island 1?
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// Seems to be the real cause of lock up at title screen
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// in Amiga and PC demo versions.
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/*
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// MI1 compatibilty
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if (act == 0) {
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camera._mode = kNormalCameraMode;
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camera._follows = 0;
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camera._movingToActor = false;
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return;
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}
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*/
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old = camera._follows;
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setCameraFollows(derefActor(act, "actorFollowCamera"));
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if (camera._follows != old)
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runInventoryScript(0);
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camera._movingToActor = false;
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}
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}
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} // End of namespace Scumm
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