scummvm/engines/tinsel/scroll.cpp
Jakob Wagner 67c3bce30e TINSEL: Replace TinselV2 checks with comparisons
Until now, the TinselV* defines were used for discerning between
engine versions. The define TinselV2 was true for both v2 and v3.
Sticking to the old scheme would lead to confusion when more
special paths for v3 are implemented.
2022-04-21 20:34:17 +03:00

543 lines
15 KiB
C++

/* 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