2007-05-30 21:56:52 +00:00
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/* 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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2003-07-28 01:44:38 +00:00
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*
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2007-05-31 20:28:29 +00:00
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* Additional copyright for this file:
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* Copyright (C) 1994-1998 Revolution Software Ltd.
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*
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2003-07-28 01:44:38 +00:00
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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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2005-10-18 01:30:26 +00:00
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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2003-07-28 01:44:38 +00:00
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*/
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2007-09-19 08:40:12 +00:00
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2006-02-17 15:07:36 +00:00
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2003-11-02 17:17:10 +00:00
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#include "sword2/sword2.h"
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2003-10-28 19:51:30 +00:00
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#include "sword2/defs.h"
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2006-02-17 15:07:36 +00:00
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#include "sword2/header.h"
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2004-02-05 14:19:07 +00:00
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#include "sword2/logic.h"
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2006-02-17 15:07:36 +00:00
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#include "sword2/screen.h"
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2003-07-28 01:44:38 +00:00
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2003-10-04 00:52:27 +00:00
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namespace Sword2 {
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2004-04-27 08:59:58 +00:00
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// Max no of pixel allowed to scroll per cycle
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2003-09-20 12:43:52 +00:00
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#define MAX_SCROLL_DISTANCE 8
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2003-07-28 01:44:38 +00:00
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2005-02-19 14:02:16 +00:00
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/**
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* Sets the scroll target position for the end of the game cycle. The driver
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* will then automatically scroll as many times as it can to reach this
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* position in the allotted time.
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*/
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void Screen::setScrollTarget(int16 sx, int16 sy) {
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_scrollXTarget = sx;
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_scrollYTarget = sy;
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}
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2004-04-27 08:59:58 +00:00
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/**
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* If the room is larger than the physical screen, this function is called
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* every game cycle to update the scroll offsets.
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*/
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2005-02-19 14:02:16 +00:00
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void Screen::setScrolling() {
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2004-04-27 08:59:58 +00:00
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// Normally we aim to get George's feet at (320,250) from top left
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2003-09-20 12:43:52 +00:00
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// of screen window
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// feet_x = 128 + 320
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// feet_y = 128 + 250
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2003-07-28 01:44:38 +00:00
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2004-04-27 08:59:58 +00:00
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// Set scroll offsets according to the player's coords
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2003-07-28 01:44:38 +00:00
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2004-04-27 08:59:58 +00:00
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// If the scroll offsets are being forced in script, ensure that they
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// are neither too far to the right nor too far down.
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Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
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uint32 scrollX = _vm->_logic->readVar(SCROLL_X);
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uint32 scrollY = _vm->_logic->readVar(SCROLL_Y);
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2003-07-28 01:44:38 +00:00
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Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
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if (scrollX || scrollY) {
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_thisScreen.scroll_offset_x = MIN((uint16)scrollX, _thisScreen.max_scroll_offset_x);
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_thisScreen.scroll_offset_y = MIN((uint16)scrollY, _thisScreen.max_scroll_offset_y);
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2004-04-27 08:59:58 +00:00
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return;
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}
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2003-07-28 01:44:38 +00:00
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2011-04-14 12:34:28 +00:00
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// George's offset from the center - the desired position for him
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2003-07-28 01:44:38 +00:00
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2004-04-27 08:59:58 +00:00
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int16 offset_x = _thisScreen.player_feet_x - _thisScreen.feet_x;
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int16 offset_y = _thisScreen.player_feet_y - _thisScreen.feet_y;
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2003-09-20 12:43:52 +00:00
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2004-04-27 08:59:58 +00:00
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// Prevent scrolling too far left/right/up/down
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2003-09-20 12:43:52 +00:00
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2004-04-27 08:59:58 +00:00
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if (offset_x < 0)
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offset_x = 0;
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else if (offset_x > _thisScreen.max_scroll_offset_x)
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offset_x = _thisScreen.max_scroll_offset_x;
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2003-09-20 12:43:52 +00:00
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2004-04-27 08:59:58 +00:00
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if (offset_y < 0)
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offset_y = 0;
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else if (offset_y > _thisScreen.max_scroll_offset_y)
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offset_y = _thisScreen.max_scroll_offset_y;
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2003-07-28 01:44:38 +00:00
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2004-04-27 08:59:58 +00:00
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// First time on this screen - need absolute scroll immediately!
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2003-07-28 01:44:38 +00:00
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2004-04-27 08:59:58 +00:00
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if (_thisScreen.scroll_flag == 2) {
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debug(5, "init scroll");
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_thisScreen.scroll_offset_x = offset_x;
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_thisScreen.scroll_offset_y = offset_y;
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_thisScreen.scroll_flag = 1;
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return;
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}
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2003-09-20 12:43:52 +00:00
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2004-04-27 08:59:58 +00:00
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// Catch up with required scroll offsets - speed depending on distance
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// to catch up (dx and dy) and _scrollFraction used, but limit to
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// certain number of pixels per cycle (MAX_SCROLL_DISTANCE)
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2003-09-20 12:43:52 +00:00
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2004-04-27 08:59:58 +00:00
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int16 dx = _thisScreen.scroll_offset_x - offset_x;
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int16 dy = _thisScreen.scroll_offset_y - offset_y;
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2003-09-20 12:43:52 +00:00
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2004-04-27 08:59:58 +00:00
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uint16 scroll_distance_x; // how much we want to scroll
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uint16 scroll_distance_y;
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2003-09-20 12:43:52 +00:00
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2004-04-27 08:59:58 +00:00
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if (dx < 0) {
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// Current scroll_offset_x is less than the required value
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2003-09-20 12:43:52 +00:00
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2004-04-27 08:59:58 +00:00
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// NB. I'm adding 1 to the result of dx / SCROLL_FRACTION,
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// because it would otherwise not scroll at all when
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// dx < SCROLL_FRACTION
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2003-09-20 12:43:52 +00:00
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2004-04-27 08:59:58 +00:00
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// => inc by (fraction of the differnce) NB. dx is -ve, so we
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// subtract dx / SCROLL_FRACTION
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2003-09-20 12:43:52 +00:00
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2004-04-27 08:59:58 +00:00
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scroll_distance_x = 1 - dx / _scrollFraction;
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2003-09-20 12:43:52 +00:00
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2004-04-27 08:59:58 +00:00
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if (scroll_distance_x > MAX_SCROLL_DISTANCE)
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scroll_distance_x = MAX_SCROLL_DISTANCE;
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2003-09-20 12:43:52 +00:00
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2004-04-27 08:59:58 +00:00
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_thisScreen.scroll_offset_x += scroll_distance_x;
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} else if (dx > 0) {
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// Current scroll_offset_x is greater than
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// the required value
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2003-09-20 12:43:52 +00:00
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2004-04-27 08:59:58 +00:00
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// => dec by (fraction of the differnce)
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2003-09-20 12:43:52 +00:00
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2004-04-27 08:59:58 +00:00
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scroll_distance_x = 1 + dx / _scrollFraction;
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2003-09-20 12:43:52 +00:00
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2004-04-27 08:59:58 +00:00
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if (scroll_distance_x > MAX_SCROLL_DISTANCE)
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scroll_distance_x = MAX_SCROLL_DISTANCE;
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2003-09-20 12:43:52 +00:00
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2004-04-27 08:59:58 +00:00
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_thisScreen.scroll_offset_x -= scroll_distance_x;
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2003-07-28 01:44:38 +00:00
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}
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2003-09-20 12:43:52 +00:00
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2004-04-27 08:59:58 +00:00
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if (dy < 0) {
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scroll_distance_y = 1 - dy / _scrollFraction;
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2003-09-20 12:43:52 +00:00
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2004-04-27 08:59:58 +00:00
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if (scroll_distance_y > MAX_SCROLL_DISTANCE)
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scroll_distance_y = MAX_SCROLL_DISTANCE;
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2003-09-20 12:43:52 +00:00
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2004-04-27 08:59:58 +00:00
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_thisScreen.scroll_offset_y += scroll_distance_y;
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} else if (dy > 0) {
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scroll_distance_y = 1 + dy / _scrollFraction;
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2003-07-28 01:44:38 +00:00
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2004-04-27 08:59:58 +00:00
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if (scroll_distance_y > MAX_SCROLL_DISTANCE)
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scroll_distance_y = MAX_SCROLL_DISTANCE;
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2003-09-20 12:43:52 +00:00
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2004-04-27 08:59:58 +00:00
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_thisScreen.scroll_offset_y -= scroll_distance_y;
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}
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}
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2003-07-28 01:44:38 +00:00
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2003-10-04 00:52:27 +00:00
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} // End of namespace Sword2
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