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https://github.com/libretro/scummvm.git
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544 lines
14 KiB
C++
544 lines
14 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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*
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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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*
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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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* 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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#define SCROLLPIXELS 8 // Number of pixels to scroll per iteration
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// Distance from edge that triggers a scroll
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#define RLDISTANCE (TinselV2 ? _scrollData.xTrigger : 50)
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#define UDISTANCE (TinselV2 ? _scrollData.yTriggerTop : 20)
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#define DDISTANCE (TinselV2 ? _scrollData.yTriggerBottom : 20)
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// Number of iterations to make
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#define RLSCROLL 160 // 20*8 = 160 = half a screen
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#define UDSCROLL 100 // 12.5*8 = 100 = half a screen
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Scroll::Scroll() {
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_leftScroll = 0;
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_downScroll = 0;
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_scrollActor = 0;
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_pScrollMover = nullptr;
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_oldx = 0;
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_oldy = 0;
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_scrollData = {
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{{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}},
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{{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}},
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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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_imageH = 0;
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_imageW = 0;
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_scrollCursor = 0;
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_scrollPixelsX = SCROLLPIXELS;
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_scrollPixelsY = SCROLLPIXELS;
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}
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/**
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* Reset the ScrollCursor flag
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*/
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void Scroll::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 Scroll::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 Scroll::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(_scrollData.NumNoH < MAX_HNOSCROLL);
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_scrollData.NoHScroll[_scrollData.NumNoH].ln = x1; // X pos of vertical line
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_scrollData.NoHScroll[_scrollData.NumNoH].c1 = y1;
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_scrollData.NoHScroll[_scrollData.NumNoH].c2 = y2;
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_scrollData.NumNoH++;
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} else if (y1 == y2) {
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/* Horizontal line */
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assert(_scrollData.NumNoV < MAX_VNOSCROLL);
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_scrollData.NoVScroll[_scrollData.NumNoV].ln = y1; // Y pos of horizontal line
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_scrollData.NoVScroll[_scrollData.NumNoV].c1 = x1;
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_scrollData.NoVScroll[_scrollData.NumNoV].c2 = x2;
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_scrollData.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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void Scroll::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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_vm->_bg->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 < _scrollData.NumNoH; i++) {
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if (RightCol >= _scrollData.NoHScroll[i].ln - 1 && RightCol <= _scrollData.NoHScroll[i].ln + 1 &&
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((_scrollData.NoHScroll[i].c1 >= Toffset && _scrollData.NoHScroll[i].c1 <= BottomLine) ||
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(_scrollData.NoHScroll[i].c2 >= Toffset && _scrollData.NoHScroll[i].c2 <= BottomLine) ||
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(_scrollData.NoHScroll[i].c1 < Toffset && _scrollData.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 = _scrollData.xSpeed;
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_leftScroll += _scrollData.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 < _scrollData.NumNoH; i++) {
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if (Loffset >= _scrollData.NoHScroll[i].ln - 1 && Loffset <= _scrollData.NoHScroll[i].ln + 1 &&
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((_scrollData.NoHScroll[i].c1 >= Toffset && _scrollData.NoHScroll[i].c1 <= BottomLine) ||
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(_scrollData.NoHScroll[i].c2 >= Toffset && _scrollData.NoHScroll[i].c2 <= BottomLine) ||
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(_scrollData.NoHScroll[i].c1 < Toffset && _scrollData.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 = _scrollData.xSpeed;
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_leftScroll -= _scrollData.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 < _scrollData.NumNoV; i++) {
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if ((BottomLine >= _scrollData.NoVScroll[i].ln - 1 && BottomLine <= _scrollData.NoVScroll[i].ln + 1) &&
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((_scrollData.NoVScroll[i].c1 >= Loffset && _scrollData.NoVScroll[i].c1 <= RightCol) ||
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(_scrollData.NoVScroll[i].c2 >= Loffset && _scrollData.NoVScroll[i].c2 <= RightCol) ||
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(_scrollData.NoVScroll[i].c1 < Loffset && _scrollData.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 = _scrollData.ySpeed;
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_downScroll += _scrollData.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 < _scrollData.NumNoV; i++) {
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if (Toffset >= _scrollData.NoVScroll[i].ln - 1 && Toffset <= _scrollData.NoVScroll[i].ln + 1 &&
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((_scrollData.NoVScroll[i].c1 >= Loffset && _scrollData.NoVScroll[i].c1 <= RightCol) ||
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(_scrollData.NoVScroll[i].c2 >= Loffset && _scrollData.NoVScroll[i].c2 <= RightCol) ||
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(_scrollData.NoVScroll[i].c1 < Loffset && _scrollData.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 = _scrollData.ySpeed;
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_downScroll -= _scrollData.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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default:
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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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void Scroll::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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if (!_leftScroll && !_downScroll) // Only scroll if required
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return;
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// get background offsets
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_vm->_bg->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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_vm->_cursor->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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_vm->_cursor->AdjustCursorXY(OldLoffset - Loffset, OldToffset - Toffset);
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_vm->_bg->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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void Scroll::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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_vm->_actor->GetActorPos(_scrollActor, &newx, &newy);
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if (_oldx == newx && _oldy == newy)
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return;
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_vm->_bg->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 + _vm->_actor->GetActorBottom(_scrollActor) - _vm->_actor->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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void Scroll::RestoreScrollDefaults() {
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_scrollData.xTrigger = SysVar(SV_SCROLL_XTRIGGER);
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_scrollData.xDistance = SysVar(SV_SCROLL_XDISTANCE);
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_scrollData.xSpeed = SysVar(SV_SCROLL_XSPEED);
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_scrollData.yTriggerTop = SysVar(SV_SCROLL_YTRIGGERTOP);
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_scrollData.yTriggerBottom= SysVar(SV_SCROLL_YTRIGGERBOT);
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_scrollData.yDistance = SysVar(SV_SCROLL_YDISTANCE);
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_scrollData.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 Scroll::DropScroll() {
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_scrollData.NumNoH = _scrollData.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 = _scrollData.xSpeed;
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_scrollPixelsY = _scrollData.ySpeed;
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RestoreScrollDefaults();
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}
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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 Scroll::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 Scroll::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 Scroll::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 ? _scrollData.xSpeed : SCROLLPIXELS);
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_scrollPixelsY = yIter != 0 ? yIter : (TinselV2 ? _scrollData.ySpeed : SCROLLPIXELS);
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_vm->_bg->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 Scroll::KillScroll() {
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_leftScroll = _downScroll = 0;
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}
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void Scroll::GetNoScrollData(SCROLLDATA *ssd) {
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memcpy(ssd, &_scrollData, sizeof(SCROLLDATA));
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}
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void Scroll::RestoreNoScrollData(SCROLLDATA *ssd) {
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memcpy(&_scrollData, 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 Scroll::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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_scrollData.xTrigger = xTrigger;
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if (xDistance)
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_scrollData.xDistance = xDistance;
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if (xSpeed)
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_scrollData.xSpeed = xSpeed;
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if (yTriggerTop)
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_scrollData.yTriggerTop = yTriggerTop;
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if (yTriggerBottom)
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_scrollData.yTriggerBottom = yTriggerBottom;
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if (yDistance)
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_scrollData.yDistance = yDistance;
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if (ySpeed)
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_scrollData.ySpeed = ySpeed;
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}
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}
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bool Scroll::IsScrolling() {
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return (_leftScroll || _downScroll);
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}
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void Scroll::InitScroll(int width, int height) {
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_imageH = height; // Dimensions
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_imageW = width; // of this scene.
|
|
|
|
if (!TinselV2) {
|
|
_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
|