[Scummvm-cvs-logs] CVS: scummvm/scumm camera.cpp,NONE,2.1 gfx.cpp,2.122,2.123 gfx.h,1.33,1.34 intern.h,2.95,2.96 module.mk,1.16,1.17 scumm.h,1.219,1.220

Max Horn fingolfin at users.sourceforge.net
Thu May 29 05:56:04 CEST 2003


Update of /cvsroot/scummvm/scummvm/scumm
In directory sc8-pr-cvs1:/tmp/cvs-serv14431

Modified Files:
	gfx.cpp gfx.h intern.h module.mk scumm.h 
Added Files:
	camera.cpp 
Log Message:
moved camera stuff to own file

--- NEW FILE: camera.cpp ---
/* ScummVM - Scumm Interpreter
 * Copyright (C) 2001  Ludvig Strigeus
 * Copyright (C) 2001-2003 The ScummVM project
 *
 * 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., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 *
 * $Header: /cvsroot/scummvm/scummvm/scumm/camera.cpp,v 2.1 2003/05/29 12:55:27 fingolfin Exp $
 *
 */

#include "stdafx.h"
#include "scumm.h"
#include "intern.h"
#include "actor.h"
#include "charset.h"

void Scumm::setCameraAtEx(int at) {
	if (!(_features & GF_AFTER_V7)) {
		camera._mode = CM_NORMAL;
		camera._cur.x = at;
		setCameraAt(at, 0);
		camera._movingToActor = false;
	}
}

void Scumm::setCameraAt(int pos_x, int pos_y) {
	if (camera._mode != CM_FOLLOW_ACTOR || abs(pos_x - camera._cur.x) > (_screenWidth / 2)) {
		camera._cur.x = pos_x;
	}
	camera._dest.x = pos_x;

	if (camera._cur.x < VAR(VAR_CAMERA_MIN_X))
		camera._cur.x = (short) VAR(VAR_CAMERA_MIN_X);

	if (camera._cur.x > VAR(VAR_CAMERA_MAX_X))
		camera._cur.x = (short) VAR(VAR_CAMERA_MAX_X);

	if (VAR_SCROLL_SCRIPT != 0xFF && VAR(VAR_SCROLL_SCRIPT)) {
		if (_features & GF_AFTER_V2)
			VAR(VAR_CAMERA_POS_X) = camera._cur.x / 8;
		else
			VAR(VAR_CAMERA_POS_X) = camera._cur.x;
		runScript(VAR(VAR_SCROLL_SCRIPT), 0, 0, 0);
	}

	if (camera._cur.x != camera._last.x && _charset->_hasMask)
		stopTalk();
}

void Scumm_v7::setCameraAt(int pos_x, int pos_y) {
	ScummVM::Point old;

	old = camera._cur;

	camera._cur.x = pos_x;
	camera._cur.y = pos_y;

	clampCameraPos(&camera._cur);

	camera._dest = camera._cur;
	VAR(VAR_CAMERA_DEST_X) = camera._dest.x;
	VAR(VAR_CAMERA_DEST_Y) = camera._dest.y;

	assert(camera._cur.x >= (_screenWidth / 2) && camera._cur.y >= (_screenHeight / 2));

	if ((camera._cur.x != old.x || camera._cur.y != old.y)
			&& VAR(VAR_SCROLL_SCRIPT)) {
		VAR(VAR_CAMERA_POS_X) = camera._cur.x;
		VAR(VAR_CAMERA_POS_Y) = camera._cur.y;
		runScript(VAR(VAR_SCROLL_SCRIPT), 0, 0, 0);
	}
}

void Scumm::setCameraFollows(Actor *a) {

	int t, i;

	camera._mode = CM_FOLLOW_ACTOR;
	camera._follows = a->number;

	if (!a->isInCurrentRoom()) {
		startScene(a->getRoom(), 0, 0);
		camera._mode = CM_FOLLOW_ACTOR;
		camera._cur.x = a->x;
		setCameraAt(camera._cur.x, 0);
	}

	t = (a->x >> 3);

	if (t - _screenStartStrip < camera._leftTrigger || t - _screenStartStrip > camera._rightTrigger)
		setCameraAt(a->x, 0);

	for (i = 1; i < _numActors; i++) {
		if (_actors[i].isInCurrentRoom())
			_actors[i].needRedraw = true;
	}
	runHook(0);
}

void Scumm_v7::setCameraFollows(Actor *a) {

	byte oldfollow = camera._follows;
	int ax, ay;

	camera._follows = a->number;
	VAR(VAR_CAMERA_FOLLOWED_ACTOR) = a->number;

	if (!a->isInCurrentRoom()) {
		startScene(a->getRoom(), 0, 0);
	}

	ax = abs(a->x - camera._cur.x);
	ay = abs(a->y - camera._cur.y);

	if (ax > VAR(VAR_CAMERA_THRESHOLD_X) || ay > VAR(VAR_CAMERA_THRESHOLD_Y) || ax > (_screenWidth / 2) || ay > (_screenHeight / 2)) {
		setCameraAt(a->x, a->y);
	}

	if (a->number != oldfollow)
		runHook(0);
}


void Scumm::clampCameraPos(ScummVM::Point *pt) {
	if (pt->x < VAR(VAR_CAMERA_MIN_X))
		pt->x = (short) VAR(VAR_CAMERA_MIN_X);

	if (pt->x > VAR(VAR_CAMERA_MAX_X))
		pt->x = (short) VAR(VAR_CAMERA_MAX_X);

	if (pt->y < VAR(VAR_CAMERA_MIN_Y))
		pt->y = (short) VAR(VAR_CAMERA_MIN_Y);

	if (pt->y > VAR(VAR_CAMERA_MAX_Y))
		pt->y = (short) VAR(VAR_CAMERA_MAX_Y);
}

void Scumm::moveCamera() {
	if (_features & GF_AFTER_V7) {
		ScummVM::Point old = camera._cur;
		Actor *a = NULL;

		if (camera._follows) {
			a = derefActor(camera._follows, "moveCamera");
			if (abs(camera._cur.x - a->x) > VAR(VAR_CAMERA_THRESHOLD_X) ||
					abs(camera._cur.y - a->y) > VAR(VAR_CAMERA_THRESHOLD_Y)) {
				camera._movingToActor = true;
				if (VAR(VAR_CAMERA_THRESHOLD_X) == 0)
					camera._cur.x = a->x;
				if (VAR(VAR_CAMERA_THRESHOLD_Y) == 0)
					camera._cur.y = a->y;
				clampCameraPos(&camera._cur);
			}
		} else {
			camera._movingToActor = false;
		}

		if (camera._movingToActor) {
			VAR(VAR_CAMERA_DEST_X) = camera._dest.x = a->x;
			VAR(VAR_CAMERA_DEST_Y) = camera._dest.y = a->y;
		}

		assert(camera._cur.x >= (_screenWidth / 2) && camera._cur.y >= (_screenHeight / 2));

		clampCameraPos(&camera._dest);

		if (camera._cur.x < camera._dest.x) {
			camera._cur.x += (short) VAR(VAR_CAMERA_SPEED_X);
			if (camera._cur.x > camera._dest.x)
				camera._cur.x = camera._dest.x;
		}

		if (camera._cur.x > camera._dest.x) {
			camera._cur.x -= (short) VAR(VAR_CAMERA_SPEED_X);
			if (camera._cur.x < camera._dest.x)
				camera._cur.x = camera._dest.x;
		}

		if (camera._cur.y < camera._dest.y) {
			camera._cur.y += (short) VAR(VAR_CAMERA_SPEED_Y);
			if (camera._cur.y > camera._dest.y)
				camera._cur.y = camera._dest.y;
		}

		if (camera._cur.y > camera._dest.y) {
			camera._cur.y -= (short) VAR(VAR_CAMERA_SPEED_Y);
			if (camera._cur.y < camera._dest.y)
				camera._cur.y = camera._dest.y;
		}

		if (camera._cur.x == camera._dest.x && camera._cur.y == camera._dest.y) {

			camera._movingToActor = false;
			camera._accel.x = camera._accel.y = 0;
			VAR(VAR_CAMERA_SPEED_X) = VAR(VAR_CAMERA_SPEED_Y) = 0;
		} else {

			camera._accel.x += (short) VAR(VAR_CAMERA_ACCEL_X);
			camera._accel.y += (short) VAR(VAR_CAMERA_ACCEL_Y);

			VAR(VAR_CAMERA_SPEED_X) += camera._accel.x / 100;
			VAR(VAR_CAMERA_SPEED_Y) += camera._accel.y / 100;

			if (VAR(VAR_CAMERA_SPEED_X) < 8)
				VAR(VAR_CAMERA_SPEED_X) = 8;

			if (VAR(VAR_CAMERA_SPEED_Y) < 8)
				VAR(VAR_CAMERA_SPEED_Y) = 8;

		}

		cameraMoved();

		if (camera._cur.x != old.x || camera._cur.y != old.y) {
			VAR(VAR_CAMERA_POS_X) = camera._cur.x;
			VAR(VAR_CAMERA_POS_Y) = camera._cur.y;

			if (VAR(VAR_SCROLL_SCRIPT))
				runScript(VAR(VAR_SCROLL_SCRIPT), 0, 0, 0);
		}
	} else {
		int pos = camera._cur.x;
		int actorx, t;
		Actor *a = NULL;

		camera._cur.x &= 0xFFF8;

		if (camera._cur.x < VAR(VAR_CAMERA_MIN_X)) {
			if (VAR_CAMERA_FAST_X != 0xFF && VAR(VAR_CAMERA_FAST_X))
				camera._cur.x = (short) VAR(VAR_CAMERA_MIN_X);
			else
				camera._cur.x += 8;
			cameraMoved();
			return;
		}

		if (camera._cur.x > VAR(VAR_CAMERA_MAX_X)) {
			if (VAR_CAMERA_FAST_X != 0xFF && VAR(VAR_CAMERA_FAST_X))
				camera._cur.x = (short) VAR(VAR_CAMERA_MAX_X);
			else
				camera._cur.x -= 8;
			cameraMoved();
			return;
		}

		if (camera._mode == CM_FOLLOW_ACTOR) {
			a = derefActor(camera._follows, "moveCamera");

			actorx = a->x;
			t = (actorx >> 3) - _screenStartStrip;

			if (t < camera._leftTrigger || t > camera._rightTrigger) {
				if (VAR_CAMERA_FAST_X != 0xFF && VAR(VAR_CAMERA_FAST_X)) {
					if (t > 35)
						camera._dest.x = actorx + 80;
					if (t < 5)
						camera._dest.x = actorx - 80;
				} else
					camera._movingToActor = true;
			}
		}

		if (camera._movingToActor) {
			a = derefActor(camera._follows, "moveCamera(2)");
			camera._dest.x = a->x;
		}

		if (camera._dest.x < VAR(VAR_CAMERA_MIN_X))
			camera._dest.x = (short) VAR(VAR_CAMERA_MIN_X);

		if (camera._dest.x > VAR(VAR_CAMERA_MAX_X))
			camera._dest.x = (short) VAR(VAR_CAMERA_MAX_X);

		if (VAR_CAMERA_FAST_X != 0xFF && VAR(VAR_CAMERA_FAST_X)) {
			camera._cur.x = camera._dest.x;
		} else {
			if (camera._cur.x < camera._dest.x)
				camera._cur.x += 8;
			if (camera._cur.x > camera._dest.x)
				camera._cur.x -= 8;
		}

		/* a is set a bit above */
		if (camera._movingToActor && (camera._cur.x >> 3) == (a->x >> 3)) {
			camera._movingToActor = false;
		}

		cameraMoved();
	
		if (VAR_SCROLL_SCRIPT != 0xFF && VAR(VAR_SCROLL_SCRIPT) && pos != camera._cur.x) {
			if (_features & GF_AFTER_V2)
				VAR(VAR_CAMERA_POS_X) = camera._cur.x / 8;
			else
				VAR(VAR_CAMERA_POS_X) = camera._cur.x;
			runScript(VAR(VAR_SCROLL_SCRIPT), 0, 0, 0);
		}
	}
}

void Scumm::cameraMoved() {
	if (_features & GF_AFTER_V7) {
		assert(camera._cur.x >= (_screenWidth / 2) && camera._cur.y >= (_screenHeight / 2));
	} else {
		if (camera._cur.x < (_screenWidth / 2)) {
			camera._cur.x = (_screenWidth / 2);
		} else if (camera._cur.x > _roomWidth - (_screenWidth / 2)) {
			camera._cur.x = _roomWidth - (_screenWidth / 2);
		}
	}

	_screenStartStrip = (camera._cur.x - (_screenWidth / 2)) >> 3;
	_screenEndStrip = _screenStartStrip + gdi._numStrips - 1;

	_screenTop = camera._cur.y - (_screenHeight / 2);
	if (_features & GF_AFTER_V7) {

		_screenLeft = camera._cur.x - (_screenWidth / 2);
	} else {

		_screenLeft = _screenStartStrip << 3;
	}

#ifdef V7_SMOOTH_SCROLLING_HACK
	virtscr[0].xstart = _screenLeft;
#else
	virtscr[0].xstart = _screenStartStrip << 3;
#endif
}

void Scumm::panCameraTo(int x, int y) {
	camera._dest.x = x;
	camera._mode = CM_PANNING;
	camera._movingToActor = false;
}

void Scumm_v7::panCameraTo(int x, int y) {
	VAR(VAR_CAMERA_FOLLOWED_ACTOR) = camera._follows = 0;
	VAR(VAR_CAMERA_DEST_X) = camera._dest.x = x;
	VAR(VAR_CAMERA_DEST_Y) = camera._dest.y = y;
}

void Scumm::actorFollowCamera(int act) {
	if (!(_features & GF_AFTER_V7)) {
		int old;

		/* mi1 compatibilty */
		if (act == 0) {
			camera._mode = CM_NORMAL;
			camera._follows = 0;
			camera._movingToActor = false;
			return;
		}

		old = camera._follows;
		setCameraFollows(derefActor(act, "actorFollowCamera"));
		if (camera._follows != old)
			runHook(0);

		camera._movingToActor = false;
	}
}


Index: gfx.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/scumm/gfx.cpp,v
retrieving revision 2.122
retrieving revision 2.123
diff -u -d -r2.122 -r2.123
--- gfx.cpp	28 May 2003 21:28:30 -0000	2.122
+++ gfx.cpp	29 May 2003 12:55:27 -0000	2.123
@@ -33,26 +33,6 @@
 #endif
 
 
-// If you wan to try buggy hacked smooth scrolling support in The Dig, enable
-// the following preprocessor flag by uncommenting it.
-//
-// Note: This is purely experimental, NOT WORKING COMPLETLY and very buggy.
-// Please do not make reports about problems with it - this is only in CVS
-// to get it fixed and so that really interested parties can experiment it.
-// It is NOT FIT FOR GENERAL USAGE! You have been warned.
-//
-// Doing this correctly will be quite some more complicated. Basically, with smooth
-// scrolling, the virtual screen strips don't match the display screen strips.
-// Hence we either have to draw partial strips - but that'd be rather cumbersome.
-// Or the much simple (and IMHO more elegant) solution is to simply use a screen pitch
-// that is 8 pixel wider than the real screen width, and always draw one strip more than 
-// needed to the backbuf. This will still require quite some code to be changed but
-// should otherwise be relatively easy to understand, and using VirtScreen::pitch
-// will actually clean up the code.
-//
-// #define V7_SMOOTH_SCROLLING_HACK
-
-
 enum {
 	kScrolltime = 500,  // ms scrolling is supposed to take
 	kPictureDelay = 20
@@ -2003,357 +1983,6 @@
 
 #undef NEXT_ROW
 #undef READ_256BIT
-
-#pragma mark -
-#pragma mark --- Camera ---
-#pragma mark -
-
-void Scumm::setCameraAtEx(int at) {
-	if (!(_features & GF_AFTER_V7)) {
-		camera._mode = CM_NORMAL;
-		camera._cur.x = at;
-		setCameraAt(at, 0);
-		camera._movingToActor = false;
-	}
-}
-
-void Scumm::setCameraAt(int pos_x, int pos_y) {
-	if (_features & GF_AFTER_V7) {
-		ScummVM::Point old;
-
-		old = camera._cur;
-
-		camera._cur.x = pos_x;
-		camera._cur.y = pos_y;
-
-		clampCameraPos(&camera._cur);
-
-		camera._dest = camera._cur;
-		VAR(VAR_CAMERA_DEST_X) = camera._dest.x;
-		VAR(VAR_CAMERA_DEST_Y) = camera._dest.y;
-
-		assert(camera._cur.x >= (_screenWidth / 2) && camera._cur.y >= (_screenHeight / 2));
-
-		if ((camera._cur.x != old.x || camera._cur.y != old.y)
-				&& VAR(VAR_SCROLL_SCRIPT)) {
-			VAR(VAR_CAMERA_POS_X) = camera._cur.x;
-			VAR(VAR_CAMERA_POS_Y) = camera._cur.y;
-			runScript(VAR(VAR_SCROLL_SCRIPT), 0, 0, 0);
-		}
-	} else {
-
-		if (camera._mode != CM_FOLLOW_ACTOR || abs(pos_x - camera._cur.x) > (_screenWidth / 2)) {
-			camera._cur.x = pos_x;
-		}
-		camera._dest.x = pos_x;
-
-		if (camera._cur.x < VAR(VAR_CAMERA_MIN_X))
-			camera._cur.x = (short) VAR(VAR_CAMERA_MIN_X);
-
-		if (camera._cur.x > VAR(VAR_CAMERA_MAX_X))
-			camera._cur.x = (short) VAR(VAR_CAMERA_MAX_X);
-
-		if (VAR_SCROLL_SCRIPT != 0xFF && VAR(VAR_SCROLL_SCRIPT)) {
-			if (_features & GF_AFTER_V2)
-				VAR(VAR_CAMERA_POS_X) = camera._cur.x / 8;
-			else
-				VAR(VAR_CAMERA_POS_X) = camera._cur.x;
-			runScript(VAR(VAR_SCROLL_SCRIPT), 0, 0, 0);
-		}
-
-		if (camera._cur.x != camera._last.x && _charset->_hasMask)
-			stopTalk();
-	}
-}
-
-void Scumm::setCameraFollows(Actor *a) {
-
-	if (_features & GF_AFTER_V7) {
-		byte oldfollow = camera._follows;
-		int ax, ay;
-
-		camera._follows = a->number;
-		VAR(VAR_CAMERA_FOLLOWED_ACTOR) = a->number;
-
-		if (!a->isInCurrentRoom()) {
-			startScene(a->getRoom(), 0, 0);
-		}
-
-		ax = abs(a->x - camera._cur.x);
-		ay = abs(a->y - camera._cur.y);
-
-		if (ax > VAR(VAR_CAMERA_THRESHOLD_X) || ay > VAR(VAR_CAMERA_THRESHOLD_Y) || ax > (_screenWidth / 2) || ay > (_screenHeight / 2)) {
-			setCameraAt(a->x, a->y);
-		}
-
-		if (a->number != oldfollow)
-			runHook(0);
-	} else {
-		int t, i;
-
-		camera._mode = CM_FOLLOW_ACTOR;
-		camera._follows = a->number;
-
-		if (!a->isInCurrentRoom()) {
-			startScene(a->getRoom(), 0, 0);
-			camera._mode = CM_FOLLOW_ACTOR;
-			camera._cur.x = a->x;
-			setCameraAt(camera._cur.x, 0);
-		}
-
-		t = (a->x >> 3);
-
-		if (t - _screenStartStrip < camera._leftTrigger || t - _screenStartStrip > camera._rightTrigger)
-			setCameraAt(a->x, 0);
-
-		for (i = 1; i < _numActors; i++) {
-			if (_actors[i].isInCurrentRoom())
-				_actors[i].needRedraw = true;
-		}
-		runHook(0);
-	}
-}
-
-void Scumm::clampCameraPos(ScummVM::Point *pt) {
-	if (pt->x < VAR(VAR_CAMERA_MIN_X))
-		pt->x = (short) VAR(VAR_CAMERA_MIN_X);
-
-	if (pt->x > VAR(VAR_CAMERA_MAX_X))
-		pt->x = (short) VAR(VAR_CAMERA_MAX_X);
-
-	if (pt->y < VAR(VAR_CAMERA_MIN_Y))
-		pt->y = (short) VAR(VAR_CAMERA_MIN_Y);
-
-	if (pt->y > VAR(VAR_CAMERA_MAX_Y))
-		pt->y = (short) VAR(VAR_CAMERA_MAX_Y);
-}
-
-void Scumm::moveCamera() {
-	if (_features & GF_AFTER_V7) {
-		ScummVM::Point old = camera._cur;
-		Actor *a = NULL;
-
-		if (camera._follows) {
-			a = derefActor(camera._follows, "moveCamera");
-			if (abs(camera._cur.x - a->x) > VAR(VAR_CAMERA_THRESHOLD_X) ||
-					abs(camera._cur.y - a->y) > VAR(VAR_CAMERA_THRESHOLD_Y)) {
-				camera._movingToActor = true;
-				if (VAR(VAR_CAMERA_THRESHOLD_X) == 0)
-					camera._cur.x = a->x;
-				if (VAR(VAR_CAMERA_THRESHOLD_Y) == 0)
-					camera._cur.y = a->y;
-				clampCameraPos(&camera._cur);
-			}
-		} else {
-			camera._movingToActor = false;
-		}
-
-		if (camera._movingToActor) {
-			VAR(VAR_CAMERA_DEST_X) = camera._dest.x = a->x;
-			VAR(VAR_CAMERA_DEST_Y) = camera._dest.y = a->y;
-		}
-
-		assert(camera._cur.x >= (_screenWidth / 2) && camera._cur.y >= (_screenHeight / 2));
-
-		clampCameraPos(&camera._dest);
-
-		if (camera._cur.x < camera._dest.x) {
-			camera._cur.x += (short) VAR(VAR_CAMERA_SPEED_X);
-			if (camera._cur.x > camera._dest.x)
-				camera._cur.x = camera._dest.x;
-		}
-
-		if (camera._cur.x > camera._dest.x) {
-			camera._cur.x -= (short) VAR(VAR_CAMERA_SPEED_X);
-			if (camera._cur.x < camera._dest.x)
-				camera._cur.x = camera._dest.x;
-		}
-
-		if (camera._cur.y < camera._dest.y) {
-			camera._cur.y += (short) VAR(VAR_CAMERA_SPEED_Y);
-			if (camera._cur.y > camera._dest.y)
-				camera._cur.y = camera._dest.y;
-		}
-
-		if (camera._cur.y > camera._dest.y) {
-			camera._cur.y -= (short) VAR(VAR_CAMERA_SPEED_Y);
-			if (camera._cur.y < camera._dest.y)
-				camera._cur.y = camera._dest.y;
-		}
-
-		if (camera._cur.x == camera._dest.x && camera._cur.y == camera._dest.y) {
-
-			camera._movingToActor = false;
-			camera._accel.x = camera._accel.y = 0;
-			VAR(VAR_CAMERA_SPEED_X) = VAR(VAR_CAMERA_SPEED_Y) = 0;
-		} else {
-
-			camera._accel.x += (short) VAR(VAR_CAMERA_ACCEL_X);
-			camera._accel.y += (short) VAR(VAR_CAMERA_ACCEL_Y);
-
-			VAR(VAR_CAMERA_SPEED_X) += camera._accel.x / 100;
-			VAR(VAR_CAMERA_SPEED_Y) += camera._accel.y / 100;
-
-			if (VAR(VAR_CAMERA_SPEED_X) < 8)
-				VAR(VAR_CAMERA_SPEED_X) = 8;
-
-			if (VAR(VAR_CAMERA_SPEED_Y) < 8)
-				VAR(VAR_CAMERA_SPEED_Y) = 8;
-
-		}
-
-		cameraMoved();
-
-		if (camera._cur.x != old.x || camera._cur.y != old.y) {
-			VAR(VAR_CAMERA_POS_X) = camera._cur.x;
-			VAR(VAR_CAMERA_POS_Y) = camera._cur.y;
-
-			if (VAR(VAR_SCROLL_SCRIPT))
-				runScript(VAR(VAR_SCROLL_SCRIPT), 0, 0, 0);
-		}
-	} else {
-		int pos = camera._cur.x;
-		int actorx, t;
-		Actor *a = NULL;
-
-		camera._cur.x &= 0xFFF8;
-
-		if (camera._cur.x < VAR(VAR_CAMERA_MIN_X)) {
-			if (VAR_CAMERA_FAST_X != 0xFF && VAR(VAR_CAMERA_FAST_X))
-				camera._cur.x = (short) VAR(VAR_CAMERA_MIN_X);
-			else
-				camera._cur.x += 8;
-			cameraMoved();
-			return;
-		}
-
-		if (camera._cur.x > VAR(VAR_CAMERA_MAX_X)) {
-			if (VAR_CAMERA_FAST_X != 0xFF && VAR(VAR_CAMERA_FAST_X))
-				camera._cur.x = (short) VAR(VAR_CAMERA_MAX_X);
-			else
-				camera._cur.x -= 8;
-			cameraMoved();
-			return;
-		}
-
-		if (camera._mode == CM_FOLLOW_ACTOR) {
-			a = derefActor(camera._follows, "moveCamera");
-
-			actorx = a->x;
-			t = (actorx >> 3) - _screenStartStrip;
-
-			if (t < camera._leftTrigger || t > camera._rightTrigger) {
-				if (VAR_CAMERA_FAST_X != 0xFF && VAR(VAR_CAMERA_FAST_X)) {
-					if (t > 35)
-						camera._dest.x = actorx + 80;
-					if (t < 5)
-						camera._dest.x = actorx - 80;
-				} else
-					camera._movingToActor = true;
-			}
-		}
-
-		if (camera._movingToActor) {
-			a = derefActor(camera._follows, "moveCamera(2)");
-			camera._dest.x = a->x;
-		}
-
-		if (camera._dest.x < VAR(VAR_CAMERA_MIN_X))
-			camera._dest.x = (short) VAR(VAR_CAMERA_MIN_X);
-
-		if (camera._dest.x > VAR(VAR_CAMERA_MAX_X))
-			camera._dest.x = (short) VAR(VAR_CAMERA_MAX_X);
-
-		if (VAR_CAMERA_FAST_X != 0xFF && VAR(VAR_CAMERA_FAST_X)) {
-			camera._cur.x = camera._dest.x;
-		} else {
-			if (camera._cur.x < camera._dest.x)
-				camera._cur.x += 8;
-			if (camera._cur.x > camera._dest.x)
-				camera._cur.x -= 8;
-		}
-
-		/* a is set a bit above */
-		if (camera._movingToActor && (camera._cur.x >> 3) == (a->x >> 3)) {
-			camera._movingToActor = false;
-		}
-
-		cameraMoved();
-	
-		if (VAR_SCROLL_SCRIPT != 0xFF && VAR(VAR_SCROLL_SCRIPT) && pos != camera._cur.x) {
-			if (_features & GF_AFTER_V2)
-				VAR(VAR_CAMERA_POS_X) = camera._cur.x / 8;
-			else
-				VAR(VAR_CAMERA_POS_X) = camera._cur.x;
-			runScript(VAR(VAR_SCROLL_SCRIPT), 0, 0, 0);
-		}
-	}
-}
-
-void Scumm::cameraMoved() {
-	if (_features & GF_AFTER_V7) {
-		assert(camera._cur.x >= (_screenWidth / 2) && camera._cur.y >= (_screenHeight / 2));
-	} else {
-		if (camera._cur.x < (_screenWidth / 2)) {
-			camera._cur.x = (_screenWidth / 2);
-		} else if (camera._cur.x > _roomWidth - (_screenWidth / 2)) {
-			camera._cur.x = _roomWidth - (_screenWidth / 2);
-		}
-	}
-
-	_screenStartStrip = (camera._cur.x - (_screenWidth / 2)) >> 3;
-	_screenEndStrip = _screenStartStrip + gdi._numStrips - 1;
-
-	_screenTop = camera._cur.y - (_screenHeight / 2);
-	if (_features & GF_AFTER_V7) {
-
-		_screenLeft = camera._cur.x - (_screenWidth / 2);
-	} else {
-
-		_screenLeft = _screenStartStrip << 3;
-	}
-
-#ifdef V7_SMOOTH_SCROLLING_HACK
-	virtscr[0].xstart = _screenLeft;
-#else
-	virtscr[0].xstart = _screenStartStrip << 3;
-#endif
-}
-
-void Scumm::panCameraTo(int x, int y) {
-	if (_features & GF_AFTER_V7) {
-
-		VAR(VAR_CAMERA_FOLLOWED_ACTOR) = camera._follows = 0;
-		VAR(VAR_CAMERA_DEST_X) = camera._dest.x = x;
-		VAR(VAR_CAMERA_DEST_Y) = camera._dest.y = y;
-	} else {
-
-		camera._dest.x = x;
-		camera._mode = CM_PANNING;
-		camera._movingToActor = false;
-	}
-}
-
-void Scumm::actorFollowCamera(int act) {
-	if (!(_features & GF_AFTER_V7)) {
-		int old;
-
-		/* mi1 compatibilty */
-		if (act == 0) {
-			camera._mode = CM_NORMAL;
-			camera._follows = 0;
-			camera._movingToActor = false;
-			return;
-		}
-
-		old = camera._follows;
-		setCameraFollows(derefActor(act, "actorFollowCamera"));
-		if (camera._follows != old)
-			runHook(0);
-
-		camera._movingToActor = false;
-	}
-}
 
 #pragma mark -
 #pragma mark --- Transition effects ---

Index: gfx.h
===================================================================
RCS file: /cvsroot/scummvm/scummvm/scumm/gfx.h,v
retrieving revision 1.33
retrieving revision 1.34
diff -u -d -r1.33 -r1.34
--- gfx.h	29 May 2003 12:34:14 -0000	1.33
+++ gfx.h	29 May 2003 12:55:27 -0000	1.34
@@ -170,4 +170,25 @@
 	};
 };
 
+
+// If you wan to try buggy hacked smooth scrolling support in The Dig, enable
+// the following preprocessor flag by uncommenting it.
+//
+// Note: This is purely experimental, NOT WORKING COMPLETLY and very buggy.
+// Please do not make reports about problems with it - this is only in CVS
+// to get it fixed and so that really interested parties can experiment it.
+// It is NOT FIT FOR GENERAL USAGE! You have been warned.
+//
+// Doing this correctly will be quite some more complicated. Basically, with smooth
+// scrolling, the virtual screen strips don't match the display screen strips.
+// Hence we either have to draw partial strips - but that'd be rather cumbersome.
+// Or the much simple (and IMHO more elegant) solution is to simply use a screen pitch
+// that is 8 pixel wider than the real screen width, and always draw one strip more than 
+// needed to the backbuf. This will still require quite some code to be changed but
+// should otherwise be relatively easy to understand, and using VirtScreen::pitch
+// will actually clean up the code.
+//
+// #define V7_SMOOTH_SCROLLING_HACK
+
+
 #endif

Index: intern.h
===================================================================
RCS file: /cvsroot/scummvm/scummvm/scumm/intern.h,v
retrieving revision 2.95
retrieving revision 2.96
diff -u -d -r2.95 -r2.96
--- intern.h	29 May 2003 08:05:20 -0000	2.95
+++ intern.h	29 May 2003 12:55:28 -0000	2.96
@@ -520,9 +520,13 @@
 
 protected:
 	virtual void setupScummVars();
+
+	virtual void setCameraAt(int pos_x, int pos_y);
+	virtual void panCameraTo(int x, int y);
+	virtual void setCameraFollows(Actor *a);
 };
 
-class Scumm_v8 : public Scumm_v6 {
+class Scumm_v8 : public Scumm_v7 {
 protected:
 	typedef void (Scumm_v8::*OpcodeProcV8)();
 	struct OpcodeEntryV8 {
@@ -533,7 +537,7 @@
 	const OpcodeEntryV8 *_opcodesV8;
 	
 public:
-	Scumm_v8(GameDetector *detector, OSystem *syst) : Scumm_v6(detector, syst) {}
+	Scumm_v8(GameDetector *detector, OSystem *syst) : Scumm_v7(detector, syst) {}
 
 protected:
 	virtual void setupOpcodes();

Index: module.mk
===================================================================
RCS file: /cvsroot/scummvm/scummvm/scumm/module.mk,v
retrieving revision 1.16
retrieving revision 1.17
diff -u -d -r1.16 -r1.17
--- module.mk	29 May 2003 10:31:05 -0000	1.16
+++ module.mk	29 May 2003 12:55:28 -0000	1.17
@@ -6,6 +6,7 @@
 	scumm/base-costume.o \
 	scumm/boxes.o \
 	scumm/bundle.o \
+	scumm/camera.o \
 	scumm/charset.o \
 	scumm/costume.o \
 	scumm/debugger.o \

Index: scumm.h
===================================================================
RCS file: /cvsroot/scummvm/scummvm/scumm/scumm.h,v
retrieving revision 1.219
retrieving revision 1.220
diff -u -d -r1.219 -r1.220
--- scumm.h	28 May 2003 21:28:30 -0000	1.219
+++ scumm.h	29 May 2003 12:55:28 -0000	1.220
@@ -736,7 +736,6 @@
 	void processActors();
 	void processUpperActors();
 	int getActorFromPos(int x, int y);
-	void actorFollowCamera(int act);
 	
 	bool isCostumeInUse(int i);
 
@@ -820,10 +819,11 @@
 	void moveCamera();
 	void cameraMoved();
 	void setCameraAtEx(int at);
-	void setCameraAt(int pos_x, int pos_y);
-	void panCameraTo(int x, int y);
-	void setCameraFollows(Actor *a);
+	virtual void setCameraAt(int pos_x, int pos_y);
+	virtual void panCameraTo(int x, int y);
+	virtual void setCameraFollows(Actor *a);
 	void clampCameraPos(ScummVM::Point *pt);
+	void actorFollowCamera(int act);
 
 	const byte *getPalettePtr();
 	void setupEGAPalette();





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