scummvm/scumm/camera.cpp

399 lines
10 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
* Copyright (C) 2001-2004 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)) {
if (_version <= 2)
VAR(VAR_CAMERA_POS_X) = camera._cur.x / 8;
else
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)
&& 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);
}
}
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;
if (t - _screenStartStrip < camera._leftTrigger || t - _screenStartStrip > 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) {
if (_version <= 2)
VAR(VAR_CAMERA_POS_X) = camera._cur.x / 8;
else
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() {
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;
}
#ifdef V7_SMOOTH_SCROLLING_HACK
virtscr[0].xstart = _screenLeft;
#else
virtscr[0].xstart = _screenStartStrip * 8;
#endif
if (_charset->_hasMask && _version > 3) {
int dx = camera._cur.x - camera._last.x;
int dy = camera._cur.y - camera._last.y;
// Fixes subtitle glitches during room scrolling in two cut scenes
// When talking to Rusty for first time
// When sleeping in straw at Blacksmith's Guild.
if ((_gameId == GID_LOOM256 || _gameId == GID_PASS) && dx)
_charset->_mask.left -= 8;
else if (dx || dy) {
_charset->_mask.left -= dx;
_charset->_mask.right -= dx;
_charset->_mask.top -= dy;
_charset->_mask.bottom -= dy;
}
}
}
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;
// Exactly why is this code needed for Monkey Island 1?
// Seems to be the real cause of lock up at title screen
// in Amiga and PC demo versions.
/*
// MI1 compatibilty
if (act == 0) {
camera._mode = kNormalCameraMode;
camera._follows = 0;
camera._movingToActor = false;
return;
}
*/
old = camera._follows;
setCameraFollows(derefActor(act, "actorFollowCamera"));
if (camera._follows != old)
runInventoryScript(0);
camera._movingToActor = false;
}
}
} // End of namespace Scumm