/* 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 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * $URL$ * $Id$ * * 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/rince.h" #include "tinsel/scroll.h" #include "tinsel/sched.h" namespace Tinsel { //----------------- EXTERNAL FUNCTIONS --------------------- // in BG.C extern int BackgroundWidth(void); extern int BackgroundHeight(void); //----------------- LOCAL DEFINES -------------------- #define LEFT 'L' #define RIGHT 'R' #define UP 'U' #define DOWN 'D' //----------------- LOCAL GLOBAL DATA -------------------- static int LeftScroll = 0, DownScroll = 0; // Number of iterations outstanding static int scrollActor = 0; static PMACTOR psActor = 0; static int oldx = 0, oldy = 0; /** Boundaries and numbers of boundaries */ static SCROLLDATA sd = { { {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 }; static int ImageH = 0, ImageW = 0; static bool ScrollCursor = 0; // If a TAG or EXIT polygon is clicked on, // the cursor is kept over that polygon // whilst scrolling static int scrollPixels = SCROLLPIXELS; /** * Reset the ScrollCursor flag */ void DontScrollCursor(void) { ScrollCursor = false; } /** * Set the ScrollCursor flag */ void DoScrollCursor(void) { ScrollCursor = true; } /** * Configure a no-scroll boundary for a scene. */ void SetNoScroll(int x1, int y1, int x2, int y2) { if (x1 == x2) { /* Vertical line */ assert(sd.NumNoH < MAX_HNOSCROLL); sd.NoHScroll[sd.NumNoH].ln = x1; // X pos of vertical line sd.NoHScroll[sd.NumNoH].c1 = y1; sd.NoHScroll[sd.NumNoH].c2 = y2; sd.NumNoH++; } else if (y1 == y2) { /* Horizontal line */ assert(sd.NumNoV < MAX_VNOSCROLL); sd.NoVScroll[sd.NumNoV].ln = y1; // Y pos of horizontal line sd.NoVScroll[sd.NumNoV].c1 = x1; sd.NoVScroll[sd.NumNoV].c2 = x2; sd.NumNoV++; } else { /* No-scroll lines must be horizontal or vertical */ } } /** * Does the obvious - called at the end of a scene. */ void DropNoScrolls(void) { sd.NumNoH = sd.NumNoV = 0; } /** * 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. */ static void NeedScroll(int direction) { uint i; int BottomLine, RightCol; int Loffset, Toffset; // get background offsets 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 < sd.NumNoH; i++) { if (RightCol >= sd.NoHScroll[i].ln - 1 && RightCol <= sd.NoHScroll[i].ln + 1 && ((sd.NoHScroll[i].c1 >= Toffset && sd.NoHScroll[i].c1 <= BottomLine) || (sd.NoHScroll[i].c2 >= Toffset && sd.NoHScroll[i].c2 <= BottomLine) || (sd.NoHScroll[i].c1 < Toffset && sd.NoHScroll[i].c2 > BottomLine))) return; } if (LeftScroll <= 0) { scrollPixels = SCROLLPIXELS; LeftScroll = RLSCROLL; } break; case RIGHT: /* Picture will go right, 'camera' left */ BottomLine = Toffset + (SCREEN_HEIGHT - 1); for (i = 0; i < sd.NumNoH; i++) { if (Loffset >= sd.NoHScroll[i].ln - 1 && Loffset <= sd.NoHScroll[i].ln + 1 && ((sd.NoHScroll[i].c1 >= Toffset && sd.NoHScroll[i].c1 <= BottomLine) || (sd.NoHScroll[i].c2 >= Toffset && sd.NoHScroll[i].c2 <= BottomLine) || (sd.NoHScroll[i].c1 < Toffset && sd.NoHScroll[i].c2 > BottomLine))) return; } if (LeftScroll >= 0) { scrollPixels = 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 < sd.NumNoV; i++) { if ((BottomLine >= sd.NoVScroll[i].ln - 1 && BottomLine <= sd.NoVScroll[i].ln + 1) && ((sd.NoVScroll[i].c1 >= Loffset && sd.NoVScroll[i].c1 <= RightCol) || (sd.NoVScroll[i].c2 >= Loffset && sd.NoVScroll[i].c2 <= RightCol) || (sd.NoVScroll[i].c1 < Loffset && sd.NoVScroll[i].c2 > RightCol))) return; } if (DownScroll <= 0) { scrollPixels = SCROLLPIXELS; DownScroll = UDSCROLL; } break; case DOWN: /* Picture will go downwards, 'camera' upwards */ RightCol = Loffset + (SCREEN_WIDTH - 1); for (i = 0; i < sd.NumNoV; i++) { if (Toffset >= sd.NoVScroll[i].ln - 1 && Toffset <= sd.NoVScroll[i].ln + 1 && ((sd.NoVScroll[i].c1 >= Loffset && sd.NoVScroll[i].c1 <= RightCol) || (sd.NoVScroll[i].c2 >= Loffset && sd.NoVScroll[i].c2 <= RightCol) || (sd.NoVScroll[i].c1 < Loffset && sd.NoVScroll[i].c2 > RightCol))) return; } if (DownScroll >= 0) { scrollPixels = SCROLLPIXELS; DownScroll = -UDSCROLL; } break; } } /** * Called from scroll process - Scrolls the image as appropriate. */ static void ScrollImage(void) { int OldLoffset = 0, OldToffset = 0; // Used when keeping cursor on a tag int Loffset, Toffset; int curX, curY; // get background offsets PlayfieldGetPos(FIELD_WORLD, &Loffset, &Toffset); /* * Keeping cursor on a tag? */ if (ScrollCursor) { GetCursorXY(&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 -= scrollPixels; if (LeftScroll < 0) { Loffset += LeftScroll; LeftScroll = 0; } Loffset += scrollPixels; // Move right if (Loffset > ImageW - SCREEN_WIDTH) Loffset = ImageW - SCREEN_WIDTH;// Now at extreme right } else if (LeftScroll < 0) { LeftScroll += scrollPixels; if (LeftScroll > 0) { Loffset += LeftScroll; LeftScroll = 0; } Loffset -= scrollPixels; // Move left if (Loffset < 0) Loffset = 0; // Now at extreme left } /* * Vertical scrolling */ if (DownScroll > 0) { DownScroll -= scrollPixels; if (DownScroll < 0) { Toffset += DownScroll; DownScroll = 0; } Toffset += scrollPixels; // Move down if (Toffset > ImageH - SCREEN_HEIGHT) Toffset = ImageH - SCREEN_HEIGHT;// Now at extreme bottom } else if (DownScroll < 0) { DownScroll += scrollPixels; if (DownScroll > 0) { Toffset += DownScroll; DownScroll = 0; } Toffset -= scrollPixels; // Move up if (Toffset < 0) Toffset = 0; // Now at extreme top } /* * Move cursor if keeping cursor on a tag. */ if (ScrollCursor) AdjustCursorXY(OldLoffset - Loffset, OldToffset - Toffset); PlayfieldSetPos(FIELD_WORLD, Loffset, Toffset); } /** * See if the actor on whom the camera is is approaching an edge. * Request a scroll if he is. */ static void MonitorScroll(void) { int newx, newy; int Loffset, Toffset; /* * Only do it if the actor is there and is visible */ if (!psActor || getMActorHideState(psActor) || getMActorState(psActor) == NO_MACTOR) return; GetActorPos(scrollActor, &newx, &newy); if (oldx == newx && oldy == newy) return; 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-UDDISTANCE && Toffset < ImageH-SCREEN_HEIGHT) { if (newy > oldy) NeedScroll(UP); } else if (Toffset && newy < Toffset + UDDISTANCE + GetActorBottom(scrollActor) - GetActorTop(scrollActor)) { if (newy < oldy) NeedScroll(DOWN); } oldx = newx; oldy = newy; } /** * Decide when to scroll and scroll when decided to. */ void ScrollProcess(CORO_PARAM, const void *) { // COROUTINE CORO_BEGIN_CONTEXT; CORO_END_CONTEXT(_ctx); CORO_BEGIN_CODE(_ctx); ImageH = BackgroundHeight(); // Dimensions ImageW = BackgroundWidth(); // of this scene. // Give up if there'll be no purpose in this process if (ImageW == SCREEN_WIDTH && ImageH == SCREEN_HEIGHT) CORO_KILL_SELF(); LeftScroll = DownScroll = 0; // No iterations outstanding oldx = oldy = 0; scrollPixels = SCROLLPIXELS; if (!scrollActor) scrollActor = LeadId(); psActor = GetMover(scrollActor); while (1) { MonitorScroll(); // Set scroll requirement if (LeftScroll || DownScroll) // Scroll if required ScrollImage(); CORO_SLEEP(1); // allow re-scheduling } CORO_END_CODE; } /** * Change which actor the camera is following. */ void ScrollFocus(int ano) { if (scrollActor != ano) { oldx = oldy = 0; scrollActor = ano; psActor = ano ? GetMover(scrollActor) : NULL; } } /** * Scroll to abslote position. */ void ScrollTo(int x, int y, int iter) { int Loffset, Toffset; // for background offsets scrollPixels = iter != 0 ? iter : SCROLLPIXELS; PlayfieldGetPos(FIELD_WORLD, &Loffset, &Toffset); // get background offsets LeftScroll = x - Loffset; DownScroll = y - Toffset; } /** * Kill of any current scroll. */ void KillScroll(void) { LeftScroll = DownScroll = 0; } void GetNoScrollData(SCROLLDATA *ssd) { memcpy(ssd, &sd, sizeof(SCROLLDATA)); } void RestoreNoScrollData(SCROLLDATA *ssd) { memcpy(&sd, ssd, sizeof(SCROLLDATA)); } } // end of namespace Tinsel