mirror of
https://github.com/libretro/scummvm.git
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1dbf8d73d5
Use of global vars is what prevents RTL from working in Tinsel (and probably in other engines). More specifically, the fact that many global vars are not explicitly inited when the engine is (re)launched. svn-id: r54262
539 lines
13 KiB
C++
539 lines
13 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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* Handles scrolling
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*/
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#include "tinsel/actors.h"
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#include "tinsel/background.h"
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#include "tinsel/cursor.h"
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#include "tinsel/dw.h"
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#include "tinsel/graphics.h"
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#include "tinsel/polygons.h"
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#include "tinsel/rince.h"
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#include "tinsel/scroll.h"
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#include "tinsel/sched.h"
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#include "tinsel/sysvar.h"
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#include "tinsel/tinsel.h"
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namespace Tinsel {
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//----------------- LOCAL DEFINES --------------------
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#define LEFT 'L'
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#define RIGHT 'R'
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#define UP 'U'
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#define DOWN 'D'
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//----------------- LOCAL GLOBAL DATA --------------------
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// FIXME: Avoid non-const global vars
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static int LeftScroll = 0, DownScroll = 0; // Number of iterations outstanding
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static int scrollActor = 0;
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static PMOVER pScrollMover = 0;
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static int oldx = 0, oldy = 0;
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/** Boundaries and numbers of boundaries */
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static SCROLLDATA sd = {
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{
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{0,0,0}, {0,0,0}, {0,0,0}, {0,0,0}, {0,0,0},
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{0,0,0}, {0,0,0}, {0,0,0}, {0,0,0}, {0,0,0}
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},
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{
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{0,0,0}, {0,0,0}, {0,0,0}, {0,0,0}, {0,0,0},
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{0,0,0}, {0,0,0}, {0,0,0}, {0,0,0}, {0,0,0}
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},
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0,
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0,
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// DW2 fields
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0,
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0,
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0,
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0,
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0,
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0,
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0
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};
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static int ImageH = 0, ImageW = 0;
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static bool ScrollCursor = 0; // If a TAG or EXIT polygon is clicked on,
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// the cursor is kept over that polygon
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// whilst scrolling
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static int scrollPixelsX = SCROLLPIXELS;
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static int scrollPixelsY = SCROLLPIXELS;
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/**
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* Reset the ScrollCursor flag
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*/
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void DontScrollCursor() {
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ScrollCursor = false;
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}
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/**
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* Set the ScrollCursor flag
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*/
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void DoScrollCursor() {
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ScrollCursor = true;
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}
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/**
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* Configure a no-scroll boundary for a scene.
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*/
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void SetNoScroll(int x1, int y1, int x2, int y2) {
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if (x1 == x2) {
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/* Vertical line */
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assert(sd.NumNoH < MAX_HNOSCROLL);
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sd.NoHScroll[sd.NumNoH].ln = x1; // X pos of vertical line
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sd.NoHScroll[sd.NumNoH].c1 = y1;
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sd.NoHScroll[sd.NumNoH].c2 = y2;
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sd.NumNoH++;
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} else if (y1 == y2) {
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/* Horizontal line */
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assert(sd.NumNoV < MAX_VNOSCROLL);
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sd.NoVScroll[sd.NumNoV].ln = y1; // Y pos of horizontal line
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sd.NoVScroll[sd.NumNoV].c1 = x1;
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sd.NoVScroll[sd.NumNoV].c2 = x2;
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sd.NumNoV++;
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} else {
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/* No-scroll lines must be horizontal or vertical */
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}
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}
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/**
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* Called from scroll process when it thinks that a scroll is in order.
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* Checks for no-scroll boundaries and sets off a scroll if allowed.
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*/
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static void NeedScroll(int direction) {
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uint i;
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int BottomLine, RightCol;
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int Loffset, Toffset;
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// get background offsets
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PlayfieldGetPos(FIELD_WORLD, &Loffset, &Toffset);
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switch (direction) {
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case LEFT: /* Picture will go left, 'camera' right */
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BottomLine = Toffset + (SCREEN_HEIGHT - 1);
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RightCol = Loffset + (SCREEN_WIDTH - 1);
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for (i = 0; i < sd.NumNoH; i++) {
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if (RightCol >= sd.NoHScroll[i].ln - 1 && RightCol <= sd.NoHScroll[i].ln + 1 &&
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((sd.NoHScroll[i].c1 >= Toffset && sd.NoHScroll[i].c1 <= BottomLine) ||
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(sd.NoHScroll[i].c2 >= Toffset && sd.NoHScroll[i].c2 <= BottomLine) ||
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(sd.NoHScroll[i].c1 < Toffset && sd.NoHScroll[i].c2 > BottomLine)))
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return;
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}
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if (LeftScroll <= 0) {
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if (TinselV2) {
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scrollPixelsX = sd.xSpeed;
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LeftScroll += sd.xDistance;
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} else {
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scrollPixelsX = SCROLLPIXELS;
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LeftScroll = RLSCROLL;
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}
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}
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break;
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case RIGHT: /* Picture will go right, 'camera' left */
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BottomLine = Toffset + (SCREEN_HEIGHT - 1);
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for (i = 0; i < sd.NumNoH; i++) {
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if (Loffset >= sd.NoHScroll[i].ln - 1 && Loffset <= sd.NoHScroll[i].ln + 1 &&
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((sd.NoHScroll[i].c1 >= Toffset && sd.NoHScroll[i].c1 <= BottomLine) ||
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(sd.NoHScroll[i].c2 >= Toffset && sd.NoHScroll[i].c2 <= BottomLine) ||
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(sd.NoHScroll[i].c1 < Toffset && sd.NoHScroll[i].c2 > BottomLine)))
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return;
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}
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if (LeftScroll >= 0) {
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if (TinselV2) {
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scrollPixelsX = sd.xSpeed;
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LeftScroll -= sd.xDistance;
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} else {
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scrollPixelsX = SCROLLPIXELS;
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LeftScroll = -RLSCROLL;
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}
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}
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break;
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case UP: /* Picture will go upwards, 'camera' downwards */
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BottomLine = Toffset + (SCREEN_HEIGHT - 1);
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RightCol = Loffset + (SCREEN_WIDTH - 1);
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for (i = 0; i < sd.NumNoV; i++) {
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if ((BottomLine >= sd.NoVScroll[i].ln - 1 && BottomLine <= sd.NoVScroll[i].ln + 1) &&
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((sd.NoVScroll[i].c1 >= Loffset && sd.NoVScroll[i].c1 <= RightCol) ||
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(sd.NoVScroll[i].c2 >= Loffset && sd.NoVScroll[i].c2 <= RightCol) ||
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(sd.NoVScroll[i].c1 < Loffset && sd.NoVScroll[i].c2 > RightCol)))
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return;
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}
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if (DownScroll <= 0) {
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if (TinselV2) {
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scrollPixelsY = sd.ySpeed;
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DownScroll += sd.yDistance;
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} else {
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scrollPixelsY = SCROLLPIXELS;
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DownScroll = UDSCROLL;
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}
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}
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break;
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case DOWN: /* Picture will go downwards, 'camera' upwards */
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RightCol = Loffset + (SCREEN_WIDTH - 1);
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for (i = 0; i < sd.NumNoV; i++) {
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if (Toffset >= sd.NoVScroll[i].ln - 1 && Toffset <= sd.NoVScroll[i].ln + 1 &&
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((sd.NoVScroll[i].c1 >= Loffset && sd.NoVScroll[i].c1 <= RightCol) ||
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(sd.NoVScroll[i].c2 >= Loffset && sd.NoVScroll[i].c2 <= RightCol) ||
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(sd.NoVScroll[i].c1 < Loffset && sd.NoVScroll[i].c2 > RightCol)))
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return;
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}
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if (DownScroll >= 0) {
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if (TinselV2) {
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scrollPixelsY = sd.ySpeed;
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DownScroll -= sd.yDistance;
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} else {
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scrollPixelsY = SCROLLPIXELS;
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DownScroll = -UDSCROLL;
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}
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}
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break;
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}
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}
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/**
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* Called from scroll process - Scrolls the image as appropriate.
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*/
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static void ScrollImage() {
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int OldLoffset = 0, OldToffset = 0; // Used when keeping cursor on a tag
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int Loffset, Toffset;
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int curX, curY;
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// get background offsets
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PlayfieldGetPos(FIELD_WORLD, &Loffset, &Toffset);
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/*
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* Keeping cursor on a tag?
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*/
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if (ScrollCursor) {
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GetCursorXYNoWait(&curX, &curY, true);
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if (InPolygon(curX, curY, TAG) != NOPOLY || InPolygon(curX, curY, EXIT) != NOPOLY) {
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OldLoffset = Loffset;
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OldToffset = Toffset;
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} else
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ScrollCursor = false;
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}
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/*
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* Horizontal scrolling
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*/
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if (LeftScroll > 0) {
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LeftScroll -= scrollPixelsX;
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if (LeftScroll < 0) {
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Loffset += LeftScroll;
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LeftScroll = 0;
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}
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Loffset += scrollPixelsX; // Move right
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if (Loffset > ImageW - SCREEN_WIDTH)
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Loffset = ImageW - SCREEN_WIDTH;// Now at extreme right
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/*** New feature to prop up rickety scroll boundaries ***/
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if (TinselV2 && SysVar(SV_MaximumXoffset) && (Loffset > SysVar(SV_MaximumXoffset)))
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Loffset = SysVar(SV_MaximumXoffset);
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} else if (LeftScroll < 0) {
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LeftScroll += scrollPixelsX;
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if (LeftScroll > 0) {
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Loffset += LeftScroll;
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LeftScroll = 0;
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}
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Loffset -= scrollPixelsX; // Move left
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if (Loffset < 0)
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Loffset = 0; // Now at extreme left
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/*** New feature to prop up rickety scroll boundaries ***/
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if (TinselV2 && SysVar(SV_MinimumXoffset) && (Loffset < SysVar(SV_MinimumXoffset)))
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Loffset = SysVar(SV_MinimumXoffset);
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}
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/*
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* Vertical scrolling
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*/
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if (DownScroll > 0) {
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DownScroll -= scrollPixelsY;
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if (DownScroll < 0) {
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Toffset += DownScroll;
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DownScroll = 0;
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}
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Toffset += scrollPixelsY; // Move down
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if (Toffset > ImageH - SCREEN_HEIGHT)
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Toffset = ImageH - SCREEN_HEIGHT;// Now at extreme bottom
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/*** New feature to prop up rickety scroll boundaries ***/
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if (TinselV2 && SysVar(SV_MaximumYoffset) && Toffset > SysVar(SV_MaximumYoffset))
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Toffset = SysVar(SV_MaximumYoffset);
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} else if (DownScroll < 0) {
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DownScroll += scrollPixelsY;
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if (DownScroll > 0) {
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Toffset += DownScroll;
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DownScroll = 0;
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}
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Toffset -= scrollPixelsY; // Move up
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if (Toffset < 0)
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Toffset = 0; // Now at extreme top
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/*** New feature to prop up rickety scroll boundaries ***/
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if (TinselV2 && SysVar(SV_MinimumYoffset) && Toffset < SysVar(SV_MinimumYoffset))
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Toffset = SysVar(SV_MinimumYoffset);
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}
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/*
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* Move cursor if keeping cursor on a tag.
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*/
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if (ScrollCursor)
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AdjustCursorXY(OldLoffset - Loffset, OldToffset - Toffset);
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PlayfieldSetPos(FIELD_WORLD, Loffset, Toffset);
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}
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/**
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* See if the actor on whom the camera is is approaching an edge.
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* Request a scroll if he is.
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*/
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static void MonitorScroll() {
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int newx, newy;
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int Loffset, Toffset;
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/*
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* Only do it if the actor is there and is visible
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*/
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if (!pScrollMover || MoverHidden(pScrollMover) || !MoverIs(pScrollMover))
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return;
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GetActorPos(scrollActor, &newx, &newy);
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if (oldx == newx && oldy == newy)
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return;
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PlayfieldGetPos(FIELD_WORLD, &Loffset, &Toffset);
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/*
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* Approaching right side or left side of the screen?
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*/
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if (newx > Loffset+SCREEN_WIDTH - RLDISTANCE && Loffset < ImageW - SCREEN_WIDTH) {
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if (newx > oldx)
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NeedScroll(LEFT);
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} else if (newx < Loffset + RLDISTANCE && Loffset) {
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if (newx < oldx)
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NeedScroll(RIGHT);
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}
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/*
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* Approaching bottom or top of the screen?
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*/
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if (newy > Toffset+SCREEN_HEIGHT-DDISTANCE && Toffset < ImageH-SCREEN_HEIGHT) {
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if (newy > oldy)
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NeedScroll(UP);
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} else if (Toffset && newy < Toffset + UDISTANCE + GetActorBottom(scrollActor) - GetActorTop(scrollActor)) {
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if (newy < oldy)
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NeedScroll(DOWN);
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}
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oldx = newx;
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oldy = newy;
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}
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static void RestoreScrollDefaults() {
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sd.xTrigger = SysVar(SV_SCROLL_XTRIGGER);
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sd.xDistance = SysVar(SV_SCROLL_XDISTANCE);
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sd.xSpeed = SysVar(SV_SCROLL_XSPEED);
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sd.yTriggerTop = SysVar(SV_SCROLL_YTRIGGERTOP);
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sd.yTriggerBottom= SysVar(SV_SCROLL_YTRIGGERBOT);
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sd.yDistance = SysVar(SV_SCROLL_YDISTANCE);
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sd.ySpeed = SysVar(SV_SCROLL_YSPEED);
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}
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/**
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* Does the obvious - called at the end of a scene.
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*/
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void DropScroll() {
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sd.NumNoH = sd.NumNoV = 0;
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if (TinselV2) {
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LeftScroll = DownScroll = 0; // No iterations outstanding
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oldx = oldy = 0;
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scrollPixelsX = sd.xSpeed;
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scrollPixelsY = sd.ySpeed;
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RestoreScrollDefaults();
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}
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}
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/**
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* Decide when to scroll and scroll when decided to.
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*/
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void ScrollProcess(CORO_PARAM, const void *) {
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// COROUTINE
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CORO_BEGIN_CONTEXT;
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CORO_END_CONTEXT(_ctx);
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CORO_BEGIN_CODE(_ctx);
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// In Tinsel v2, scenes may play movies, so the background may not always
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// already be initialised like it is in v1
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while (!GetBgObject())
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CORO_SLEEP(1);
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ImageH = BgHeight(); // Dimensions
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ImageW = BgWidth(); // of this scene.
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// Give up if there'll be no purpose in this process
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if (ImageW == SCREEN_WIDTH && ImageH == SCREEN_HEIGHT)
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CORO_KILL_SELF();
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if (!TinselV2) {
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LeftScroll = DownScroll = 0; // No iterations outstanding
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oldx = oldy = 0;
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scrollPixelsX = scrollPixelsY = SCROLLPIXELS;
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}
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if (!scrollActor)
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scrollActor = GetLeadId();
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pScrollMover = GetMover(scrollActor);
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while (1) {
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MonitorScroll(); // Set scroll requirement
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if (LeftScroll || DownScroll) // Scroll if required
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ScrollImage();
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CORO_SLEEP(1); // allow re-scheduling
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}
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CORO_END_CODE;
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}
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/**
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* Change which actor the camera is following.
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*/
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void ScrollFocus(int ano) {
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if (scrollActor != ano) {
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oldx = oldy = 0;
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scrollActor = ano;
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pScrollMover = ano ? GetMover(scrollActor) : NULL;
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}
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}
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/**
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* Returns the actor which the camera is following
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*/
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int GetScrollFocus() {
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return scrollActor;
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}
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/**
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* Scroll to abslote position.
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*/
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void ScrollTo(int x, int y, int xIter, int yIter) {
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int Loffset, Toffset; // for background offsets
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scrollPixelsX = xIter != 0 ? xIter : (TinselV2 ? sd.xSpeed : SCROLLPIXELS);
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scrollPixelsY = yIter != 0 ? yIter : (TinselV2 ? sd.ySpeed : SCROLLPIXELS);
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PlayfieldGetPos(FIELD_WORLD, &Loffset, &Toffset); // get background offsets
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LeftScroll = x - Loffset;
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DownScroll = y - Toffset;
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}
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/**
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* Kill of any current scroll.
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*/
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void KillScroll() {
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LeftScroll = DownScroll = 0;
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}
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void GetNoScrollData(SCROLLDATA *ssd) {
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memcpy(ssd, &sd, sizeof(SCROLLDATA));
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}
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void RestoreNoScrollData(SCROLLDATA *ssd) {
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memcpy(&sd, ssd, sizeof(SCROLLDATA));
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}
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/**
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* SetScrollParameters
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*/
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void SetScrollParameters(int xTrigger, int xDistance, int xSpeed, int yTriggerTop,
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int yTriggerBottom, int yDistance, int ySpeed) {
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if (xTrigger == 0 && xDistance == 0 && xSpeed == 0
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&& yTriggerTop == 0 && yTriggerBottom && yDistance == 0 && ySpeed == 0) {
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// Restore defaults
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RestoreScrollDefaults();
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} else {
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if (xTrigger)
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sd.xTrigger = xTrigger;
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if (xDistance)
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sd.xDistance = xDistance;
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if (xSpeed)
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sd.xSpeed = xSpeed;
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if (yTriggerTop)
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sd.yTriggerTop = yTriggerTop;
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if (yTriggerBottom)
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sd.yTriggerBottom = yTriggerBottom;
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if (yDistance)
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sd.yDistance = yDistance;
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if (ySpeed)
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sd.ySpeed = ySpeed;
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}
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}
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bool IsScrolling() {
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return (LeftScroll || DownScroll);
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}
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} // End of namespace Tinsel
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