scummvm/scumm/camera.cpp
Eugene Sandulenko 154c4af8dc Mass-renamed all variables of Actor object according to our current code
formatting standards. Earlier we had half of vars named with leading
underscore and half without it.

Now code in actor.cpp is considerably more readable.

svn-id: r17068
2005-03-11 01:10:06 +00:00

367 lines
9.5 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
* Copyright (C) 2001-2005 The ScummVM project
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#include "stdafx.h"
#include "scumm/scumm.h"
#include "scumm/intern.h"
#include "scumm/actor.h"
#include "scumm/charset.h"
namespace Scumm {
void ScummEngine::setCameraAtEx(int at) {
if (!(_features & GF_NEW_CAMERA)) {
camera._mode = kNormalCameraMode;
camera._cur.x = at;
setCameraAt(at, 0);
camera._movingToActor = false;
}
}
void ScummEngine::setCameraAt(int pos_x, int pos_y) {
if (camera._mode != kFollowActorCameraMode || abs(pos_x - camera._cur.x) > (_screenWidth / 2)) {
camera._cur.x = pos_x;
}
camera._dest.x = pos_x;
if (camera._cur.x < VAR(VAR_CAMERA_MIN_X))
camera._cur.x = (short) VAR(VAR_CAMERA_MIN_X);
if (camera._cur.x > VAR(VAR_CAMERA_MAX_X))
camera._cur.x = (short) VAR(VAR_CAMERA_MAX_X);
if (VAR_SCROLL_SCRIPT != 0xFF && VAR(VAR_SCROLL_SCRIPT)) {
VAR(VAR_CAMERA_POS_X) = camera._cur.x;
runScript(VAR(VAR_SCROLL_SCRIPT), 0, 0, 0);
}
// If the camera moved and text is visible, remove it
if (camera._cur.x != camera._last.x && _charset->_hasMask && _version > 3)
stopTalk();
}
void ScummEngine_v7::setCameraAt(int pos_x, int pos_y) {
Common::Point old;
old = camera._cur;
camera._cur.x = pos_x;
camera._cur.y = pos_y;
clampCameraPos(&camera._cur);
camera._dest = camera._cur;
VAR(VAR_CAMERA_DEST_X) = camera._dest.x;
VAR(VAR_CAMERA_DEST_Y) = camera._dest.y;
assert(camera._cur.x >= (_screenWidth / 2) && camera._cur.y >= (_screenHeight / 2));
if (camera._cur.x != old.x || camera._cur.y != old.y) {
if (VAR(VAR_SCROLL_SCRIPT)) {
VAR(VAR_CAMERA_POS_X) = camera._cur.x;
VAR(VAR_CAMERA_POS_Y) = camera._cur.y;
runScript(VAR(VAR_SCROLL_SCRIPT), 0, 0, 0);
}
// Even though cameraMoved() is called automatically, we may
// need to know at once that the camera has moved, or text may
// be printed at the wrong coordinates. See bugs #795938 and
// #929242
cameraMoved();
}
}
void ScummEngine::setCameraFollows(Actor *a) {
int t, i;
camera._mode = kFollowActorCameraMode;
camera._follows = a->_number;
if (!a->isInCurrentRoom()) {
startScene(a->getRoom(), 0, 0);
camera._mode = kFollowActorCameraMode;
camera._cur.x = a->_pos.x;
setCameraAt(camera._cur.x, 0);
}
t = a->_pos.x / 8 - _screenStartStrip;
if (t < camera._leftTrigger || t > camera._rightTrigger)
setCameraAt(a->_pos.x, 0);
for (i = 1; i < _numActors; i++) {
if (_actors[i].isInCurrentRoom())
_actors[i]._needRedraw = true;
}
runInventoryScript(0);
}
void ScummEngine_v7::setCameraFollows(Actor *a) {
byte oldfollow = camera._follows;
int ax, ay;
camera._follows = a->_number;
VAR(VAR_CAMERA_FOLLOWED_ACTOR) = a->_number;
if (!a->isInCurrentRoom()) {
startScene(a->getRoom(), 0, 0);
}
ax = abs(a->_pos.x - camera._cur.x);
ay = abs(a->_pos.y - camera._cur.y);
if (ax > VAR(VAR_CAMERA_THRESHOLD_X) || ay > VAR(VAR_CAMERA_THRESHOLD_Y) || ax > (_screenWidth / 2) || ay > (_screenHeight / 2)) {
setCameraAt(a->_pos.x, a->_pos.y);
}
if (a->_number != oldfollow)
runInventoryScript(0);
}
void ScummEngine::clampCameraPos(Common::Point *pt) {
if (pt->x < VAR(VAR_CAMERA_MIN_X))
pt->x = (short) VAR(VAR_CAMERA_MIN_X);
if (pt->x > VAR(VAR_CAMERA_MAX_X))
pt->x = (short) VAR(VAR_CAMERA_MAX_X);
if (pt->y < VAR(VAR_CAMERA_MIN_Y))
pt->y = (short) VAR(VAR_CAMERA_MIN_Y);
if (pt->y > VAR(VAR_CAMERA_MAX_Y))
pt->y = (short) VAR(VAR_CAMERA_MAX_Y);
}
void ScummEngine::moveCamera() {
int pos = camera._cur.x;
int actorx, t;
Actor *a = NULL;
camera._cur.x &= 0xFFF8;
if (camera._cur.x < VAR(VAR_CAMERA_MIN_X)) {
if (VAR_CAMERA_FAST_X != 0xFF && VAR(VAR_CAMERA_FAST_X))
camera._cur.x = (short) VAR(VAR_CAMERA_MIN_X);
else
camera._cur.x += 8;
cameraMoved();
return;
}
if (camera._cur.x > VAR(VAR_CAMERA_MAX_X)) {
if (VAR_CAMERA_FAST_X != 0xFF && VAR(VAR_CAMERA_FAST_X))
camera._cur.x = (short) VAR(VAR_CAMERA_MAX_X);
else
camera._cur.x -= 8;
cameraMoved();
return;
}
if (camera._mode == kFollowActorCameraMode) {
a = derefActor(camera._follows, "moveCamera");
actorx = a->_pos.x;
t = actorx / 8 - _screenStartStrip;
if (t < camera._leftTrigger || t > camera._rightTrigger) {
if (VAR_CAMERA_FAST_X != 0xFF && VAR(VAR_CAMERA_FAST_X)) {
if (t > 35)
camera._dest.x = actorx + 80;
if (t < 5)
camera._dest.x = actorx - 80;
} else
camera._movingToActor = true;
}
}
if (camera._movingToActor) {
a = derefActor(camera._follows, "moveCamera(2)");
camera._dest.x = a->_pos.x;
}
if (camera._dest.x < VAR(VAR_CAMERA_MIN_X))
camera._dest.x = (short) VAR(VAR_CAMERA_MIN_X);
if (camera._dest.x > VAR(VAR_CAMERA_MAX_X))
camera._dest.x = (short) VAR(VAR_CAMERA_MAX_X);
if (VAR_CAMERA_FAST_X != 0xFF && VAR(VAR_CAMERA_FAST_X)) {
camera._cur.x = camera._dest.x;
} else {
if (camera._cur.x < camera._dest.x)
camera._cur.x += 8;
if (camera._cur.x > camera._dest.x)
camera._cur.x -= 8;
}
/* a is set a bit above */
if (camera._movingToActor && (camera._cur.x / 8) == (a->_pos.x / 8)) {
camera._movingToActor = false;
}
cameraMoved();
if (VAR_SCROLL_SCRIPT != 0xFF && VAR(VAR_SCROLL_SCRIPT) && pos != camera._cur.x) {
VAR(VAR_CAMERA_POS_X) = camera._cur.x;
runScript(VAR(VAR_SCROLL_SCRIPT), 0, 0, 0);
}
}
void ScummEngine_v7::moveCamera() {
Common::Point old = camera._cur;
Actor *a = NULL;
if (camera._follows) {
a = derefActor(camera._follows, "moveCamera");
if (abs(camera._cur.x - a->_pos.x) > VAR(VAR_CAMERA_THRESHOLD_X) ||
abs(camera._cur.y - a->_pos.y) > VAR(VAR_CAMERA_THRESHOLD_Y)) {
camera._movingToActor = true;
if (VAR(VAR_CAMERA_THRESHOLD_X) == 0)
camera._cur.x = a->_pos.x;
if (VAR(VAR_CAMERA_THRESHOLD_Y) == 0)
camera._cur.y = a->_pos.y;
clampCameraPos(&camera._cur);
}
} else {
camera._movingToActor = false;
}
if (camera._movingToActor) {
VAR(VAR_CAMERA_DEST_X) = camera._dest.x = a->_pos.x;
VAR(VAR_CAMERA_DEST_Y) = camera._dest.y = a->_pos.y;
}
assert(camera._cur.x >= (_screenWidth / 2) && camera._cur.y >= (_screenHeight / 2));
clampCameraPos(&camera._dest);
if (camera._cur.x < camera._dest.x) {
camera._cur.x += (short) VAR(VAR_CAMERA_SPEED_X);
if (camera._cur.x > camera._dest.x)
camera._cur.x = camera._dest.x;
}
if (camera._cur.x > camera._dest.x) {
camera._cur.x -= (short) VAR(VAR_CAMERA_SPEED_X);
if (camera._cur.x < camera._dest.x)
camera._cur.x = camera._dest.x;
}
if (camera._cur.y < camera._dest.y) {
camera._cur.y += (short) VAR(VAR_CAMERA_SPEED_Y);
if (camera._cur.y > camera._dest.y)
camera._cur.y = camera._dest.y;
}
if (camera._cur.y > camera._dest.y) {
camera._cur.y -= (short) VAR(VAR_CAMERA_SPEED_Y);
if (camera._cur.y < camera._dest.y)
camera._cur.y = camera._dest.y;
}
if (camera._cur.x == camera._dest.x && camera._cur.y == camera._dest.y) {
camera._movingToActor = false;
camera._accel.x = camera._accel.y = 0;
VAR(VAR_CAMERA_SPEED_X) = VAR(VAR_CAMERA_SPEED_Y) = 0;
} else {
camera._accel.x += (short) VAR(VAR_CAMERA_ACCEL_X);
camera._accel.y += (short) VAR(VAR_CAMERA_ACCEL_Y);
VAR(VAR_CAMERA_SPEED_X) += camera._accel.x / 100;
VAR(VAR_CAMERA_SPEED_Y) += camera._accel.y / 100;
if (VAR(VAR_CAMERA_SPEED_X) < 8)
VAR(VAR_CAMERA_SPEED_X) = 8;
if (VAR(VAR_CAMERA_SPEED_Y) < 8)
VAR(VAR_CAMERA_SPEED_Y) = 8;
}
cameraMoved();
if (camera._cur.x != old.x || camera._cur.y != old.y) {
VAR(VAR_CAMERA_POS_X) = camera._cur.x;
VAR(VAR_CAMERA_POS_Y) = camera._cur.y;
if (VAR(VAR_SCROLL_SCRIPT))
runScript(VAR(VAR_SCROLL_SCRIPT), 0, 0, 0);
}
}
void ScummEngine::cameraMoved() {
int screenLeft;
if (_features & GF_NEW_CAMERA) {
assert(camera._cur.x >= (_screenWidth / 2) && camera._cur.y >= (_screenHeight / 2));
} else {
if (camera._cur.x < (_screenWidth / 2)) {
camera._cur.x = (_screenWidth / 2);
} else if (camera._cur.x > _roomWidth - (_screenWidth / 2)) {
camera._cur.x = _roomWidth - (_screenWidth / 2);
}
}
_screenStartStrip = camera._cur.x / 8 - gdi._numStrips / 2;
_screenEndStrip = _screenStartStrip + gdi._numStrips - 1;
_screenTop = camera._cur.y - (_screenHeight / 2);
if (_features & GF_NEW_CAMERA) {
screenLeft = camera._cur.x - (_screenWidth / 2);
} else {
screenLeft = _screenStartStrip * 8;
}
virtscr[0].xstart = screenLeft;
}
void ScummEngine::panCameraTo(int x, int y) {
camera._dest.x = x;
camera._mode = kPanningCameraMode;
camera._movingToActor = false;
}
void ScummEngine_v7::panCameraTo(int x, int y) {
VAR(VAR_CAMERA_FOLLOWED_ACTOR) = camera._follows = 0;
VAR(VAR_CAMERA_DEST_X) = camera._dest.x = x;
VAR(VAR_CAMERA_DEST_Y) = camera._dest.y = y;
}
void ScummEngine::actorFollowCamera(int act) {
if (!(_features & GF_NEW_CAMERA)) {
int old;
old = camera._follows;
setCameraFollows(derefActor(act, "actorFollowCamera"));
if (camera._follows != old)
runInventoryScript(0);
camera._movingToActor = false;
}
}
} // End of namespace Scumm