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/* 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
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