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-rw-r--r--engines/mads/game.cpp116
-rw-r--r--engines/mads/game.h2
-rw-r--r--engines/mads/scene.cpp2
3 files changed, 120 insertions, 0 deletions
diff --git a/engines/mads/game.cpp b/engines/mads/game.cpp
index 5ffe3ec9e6..607b7a44a6 100644
--- a/engines/mads/game.cpp
+++ b/engines/mads/game.cpp
@@ -705,4 +705,120 @@ void Game::camSetSpeed() {
}
}
+void Game::camUpdate() {
+ bool any_pan = camPan(&_camX, &_scene._posAdjust.x, &_player._playerPos.x, 320, _scene._sceneInfo->_width);
+ any_pan |= camPan(&_camY, &_scene._posAdjust.y, &_player._playerPos.y, 156, _scene._sceneInfo->_height);
+
+ if (any_pan) {
+ _scene.setCamera(_scene._posAdjust);
+ _screenObjects._forceRescan = true;
+ }
+}
+
+bool Game::camPan(Camera *camera, int16 *picture_view, int16 *player_loc, int display_size, int picture_size) {
+ if (!camera)
+ return false;
+
+ bool panningFl = false;
+ if (camera->_panAllowedFl) {
+ camera->_currentFrameFl = false;
+
+ uint32 timer;
+ if ((abs((int32) (camera->_timer - _player._priorTimer)) < camera->_rate) && (_player._ticksAmount == camera->_rate))
+ timer = _player._priorTimer;
+ else
+ timer = camera->_timer;
+
+ if (camera->_activeFl && (_scene._frameStartTime < timer))
+ return (panningFl);
+
+ camera->_timer = _scene._frameStartTime + camera->_rate;
+
+ if (camera->_manualFl) {
+ if (camera->_activeFl) {
+ int diff = camera->_target - *picture_view;
+ int direction = 0;
+ if (diff < 0)
+ direction = -1;
+ else if (diff > 0)
+ direction = 1;
+
+ int magnitude = MIN(abs(diff), camera->_speed);
+
+ if (magnitude == 0)
+ camera->_activeFl = false;
+ else {
+ int panAmount;
+ if (direction < 0)
+ panAmount = -magnitude;
+ else
+ panAmount = magnitude;
+
+ *picture_view += panAmount;
+
+ panningFl = true;
+ camera->_currentFrameFl = true;
+ }
+ }
+ } else {
+ if (!camera->_activeFl) {
+ int lowEdge = *picture_view + camera->_startTolerance;
+ int highEdge = *picture_view - camera->_startTolerance + display_size - 1;
+
+ if ((*player_loc < lowEdge) && (picture_view > 0)) {
+ camera->_activeFl = true;
+ camera->_direction = -1;
+ }
+
+ if ((*player_loc > highEdge) && (*picture_view < (picture_size - display_size))) {
+ camera->_activeFl = true;
+ camera->_direction = 1;
+ }
+ }
+
+ int newTarget = *player_loc - (display_size >> 1);
+
+ if (camera->_direction < 0)
+ newTarget -= camera->_distOffCenter;
+ else
+ newTarget += camera->_distOffCenter;
+
+ newTarget = MAX(0, newTarget);
+ newTarget = MIN(newTarget, (picture_size - display_size));
+
+ camera->_target = newTarget;
+
+ int diff = newTarget - *picture_view;
+ int magnitude = abs(diff);
+
+ int direction = 0;
+ if (diff < 0)
+ direction = -1;
+ else if (diff > 0)
+ direction = 1;
+
+ if (camera->_activeFl && (magnitude <= camera->_endTolerance))
+ camera->_activeFl = false;
+
+ if (camera->_activeFl) {
+ magnitude = MIN(magnitude, camera->_speed);
+
+ int panAmount;
+ if (direction < 0)
+ panAmount = -magnitude;
+ else
+ panAmount = magnitude;
+
+ if (panAmount) {
+ *picture_view += panAmount;
+ panningFl = true;
+ camera->_currentFrameFl = true;
+ }
+ }
+ }
+ }
+
+ return (panningFl);
+}
+
} // End of namespace MADS
diff --git a/engines/mads/game.h b/engines/mads/game.h
index fa6444a834..0579d94b32 100644
--- a/engines/mads/game.h
+++ b/engines/mads/game.h
@@ -264,6 +264,8 @@ public:
void camPanTo(Camera *camera, int target);
void camInitDefault();
void camSetSpeed();
+ void camUpdate();
+ bool camPan(Camera *camera, int16 *picture_view, int16 *player_loc, int display_size, int picture_size);
};
diff --git a/engines/mads/scene.cpp b/engines/mads/scene.cpp
index 335f772bbb..da62a6335e 100644
--- a/engines/mads/scene.cpp
+++ b/engines/mads/scene.cpp
@@ -390,6 +390,7 @@ void Scene::doFrame() {
!_vm->_game->_fx);
}
+ _vm->_game->camUpdate();
if (_action._selectedAction && player._stepEnabled && !player._needToWalk &&
!_vm->_game->_trigger && !player._trigger) {
_action.startAction();
@@ -789,6 +790,7 @@ void Scene::setDynamicAnim(int id, int anim_id, int segment) {
void Scene::setCamera(Common::Point pos) {
_posAdjust = pos;
+ warning("setCamera: Incomplete function");
}
void Scene::drawToBackground(int spriteId, int frameId, Common::Point pos, int depth, int scale) {