svn-id: r13649
This commit is contained in:
Torbjörn Andersson 2004-04-27 08:59:58 +00:00
parent aaf508d4da
commit 49fc62b4d0
3 changed files with 187 additions and 216 deletions

View File

@ -152,7 +152,7 @@ private:
StartUp _startList[MAX_starts];
uint32 initStartMenu(void);
bool initStartMenu(void);
int16 _standbyX; // see fnSetStandbyCoords()
int16 _standbyY;

View File

@ -22,134 +22,136 @@
#include "sword2/defs.h"
#include "sword2/interpreter.h"
#include "sword2/logic.h"
#include "sword2/resman.h"
namespace Sword2 {
// max no of pixel allowed to scroll per cycle
// Max no of pixel allowed to scroll per cycle
#define MAX_SCROLL_DISTANCE 8
/**
* If the room is larger than the physical screen, this function is called
* every game cycle to update the scroll offsets.
*/
void Sword2Engine::setScrolling(void) {
// normally we aim to get George's feet at (320,250) from top left
// Normally we aim to get George's feet at (320,250) from top left
// of screen window
// feet_x = 128 + 320
// feet_y = 128 + 250
// set scroll offsets according to the player's coords
// Set scroll offsets according to the player's coords
// If the scroll offsets are being forced in script, ensure that they
// are neither too far to the right nor too far down.
if (Logic::_scriptVars[SCROLL_X] || Logic::_scriptVars[SCROLL_Y]) {
_thisScreen.scroll_offset_x = MIN((uint16) Logic::_scriptVars[SCROLL_X], _thisScreen.max_scroll_offset_x);
_thisScreen.scroll_offset_y = MIN((uint16) Logic::_scriptVars[SCROLL_Y], _thisScreen.max_scroll_offset_y);
return;
}
// George's offset from the centre - the desired position for him
int16 offset_x = _thisScreen.player_feet_x - _thisScreen.feet_x;
int16 offset_y = _thisScreen.player_feet_y - _thisScreen.feet_y;
// Prevent scrolling too far left/right/up/down
if (offset_x < 0)
offset_x = 0;
else if (offset_x > _thisScreen.max_scroll_offset_x)
offset_x = _thisScreen.max_scroll_offset_x;
if (offset_y < 0)
offset_y = 0;
else if (offset_y > _thisScreen.max_scroll_offset_y)
offset_y = _thisScreen.max_scroll_offset_y;
// First time on this screen - need absolute scroll immediately!
if (_thisScreen.scroll_flag == 2) {
debug(5, "init scroll");
_thisScreen.scroll_offset_x = offset_x;
_thisScreen.scroll_offset_y = offset_y;
_thisScreen.scroll_flag = 1;
return;
}
// Catch up with required scroll offsets - speed depending on distance
// to catch up (dx and dy) and _scrollFraction used, but limit to
// certain number of pixels per cycle (MAX_SCROLL_DISTANCE)
int16 dx = _thisScreen.scroll_offset_x - offset_x;
int16 dy = _thisScreen.scroll_offset_y - offset_y;
int16 offset_x;
int16 offset_y;
int16 dx, dy;
uint16 scroll_distance_x; // how much we want to scroll
uint16 scroll_distance_y;
// if the scroll offsets are being forced in script
if (Logic::_scriptVars[SCROLL_X] || Logic::_scriptVars[SCROLL_Y]) {
// ensure not too far right or too far down
_thisScreen.scroll_offset_x = MIN((uint16) Logic::_scriptVars[SCROLL_X], _thisScreen.max_scroll_offset_x);
_thisScreen.scroll_offset_y = MIN((uint16) Logic::_scriptVars[SCROLL_Y], _thisScreen.max_scroll_offset_y);
} else {
// George's offset from the centre - the desired position
// for him
if (dx < 0) {
// Current scroll_offset_x is less than the required value
offset_x = _thisScreen.player_feet_x - _thisScreen.feet_x;
offset_y = _thisScreen.player_feet_y - _thisScreen.feet_y;
// NB. I'm adding 1 to the result of dx / SCROLL_FRACTION,
// because it would otherwise not scroll at all when
// dx < SCROLL_FRACTION
// prevent scrolling too far left/right/up/down
// => inc by (fraction of the differnce) NB. dx is -ve, so we
// subtract dx / SCROLL_FRACTION
if (offset_x < 0)
offset_x = 0;
else if ((uint32) offset_x > _thisScreen.max_scroll_offset_x)
offset_x = _thisScreen.max_scroll_offset_x;
scroll_distance_x = 1 - dx / _scrollFraction;
if (offset_y < 0)
offset_y = 0;
else if ((uint32) offset_y > _thisScreen.max_scroll_offset_y)
offset_y = _thisScreen.max_scroll_offset_y;
if (scroll_distance_x > MAX_SCROLL_DISTANCE)
scroll_distance_x = MAX_SCROLL_DISTANCE;
// first time on this screen - need absolute scroll
// immediately!
_thisScreen.scroll_offset_x += scroll_distance_x;
} else if (dx > 0) {
// Current scroll_offset_x is greater than
// the required value
if (_thisScreen.scroll_flag == 2) {
debug(5, "init scroll");
_thisScreen.scroll_offset_x = offset_x;
_thisScreen.scroll_offset_y = offset_y;
_thisScreen.scroll_flag = 1;
} else {
// catch up with required scroll offsets - speed
// depending on distance to catch up (dx and dy) &
// 'SCROLL_FRACTION' used, but limit to certain
// number of pixels per cycle (MAX_SCROLL_DISTANCE)
// => dec by (fraction of the differnce)
dx = _thisScreen.scroll_offset_x - offset_x;
dy = _thisScreen.scroll_offset_y - offset_y;
scroll_distance_x = 1 + dx / _scrollFraction;
// current scroll_offset_x is less than the required
// value
if (scroll_distance_x > MAX_SCROLL_DISTANCE)
scroll_distance_x = MAX_SCROLL_DISTANCE;
// NB. I'm adding 1 to the result of
// dx / SCROLL_FRACTION, because it would otherwise
// not scroll at all when dx < SCROLL_FRACTION
_thisScreen.scroll_offset_x -= scroll_distance_x;
}
if (dx < 0) {
// => inc by (fraction of the differnce)
// NB. dx is -ve, so we subtract
// dx / SCROLL_FRACTION
if (dy < 0) {
scroll_distance_y = 1 - dy / _scrollFraction;
scroll_distance_x = 1 - dx / _scrollFraction;
if (scroll_distance_y > MAX_SCROLL_DISTANCE)
scroll_distance_y = MAX_SCROLL_DISTANCE;
if (scroll_distance_x > MAX_SCROLL_DISTANCE)
scroll_distance_x = MAX_SCROLL_DISTANCE;
_thisScreen.scroll_offset_y += scroll_distance_y;
} else if (dy > 0) {
scroll_distance_y = 1 + dy / _scrollFraction;
_thisScreen.scroll_offset_x += scroll_distance_x;
} else if (dx > 0) {
// current scroll_offset_x is greater than
// the required value
// => dec by (fraction of the differnce)
if (scroll_distance_y > MAX_SCROLL_DISTANCE)
scroll_distance_y = MAX_SCROLL_DISTANCE;
scroll_distance_x = 1 + dx / _scrollFraction;
if (scroll_distance_x > MAX_SCROLL_DISTANCE)
scroll_distance_x = MAX_SCROLL_DISTANCE;
_thisScreen.scroll_offset_x -= scroll_distance_x;
}
if (dy < 0) {
scroll_distance_y = 1 - dy / _scrollFraction;
if (scroll_distance_y > MAX_SCROLL_DISTANCE)
scroll_distance_y = MAX_SCROLL_DISTANCE;
_thisScreen.scroll_offset_y += scroll_distance_y;
} else if (dy > 0) {
scroll_distance_y = 1 + dy / _scrollFraction;
if (scroll_distance_y > MAX_SCROLL_DISTANCE)
scroll_distance_y = MAX_SCROLL_DISTANCE;
_thisScreen.scroll_offset_y -= scroll_distance_y;
}
}
_thisScreen.scroll_offset_y -= scroll_distance_y;
}
}
/**
* Set the special scroll offset variables
*
* Call when starting screens and to change the camera within screens
*
* call AFTER fnInitBackground() to override the defaults
*/
int32 Logic::fnSetScrollCoordinate(int32 *params) {
// set the special scroll offset variables
// call when starting screens and to change the camera within screens
// call AFTER fnInitBackground() to override the defaults
// called feet_x and feet_y to retain intelectual compatibility with
// Sword1 !
// feet_x & feet_y refer to the physical screen coords where the
// system will try to maintain George's feet
// params: 0 feet_x value
// 1 feet_y value
// Called feet_x and feet_y to retain intellectual compatibility with
// Sword1!
//
// feet_x & feet_y refer to the physical screen coords where the
// system will try to maintain George's feet
_vm->_thisScreen.feet_x = params[0];
_vm->_thisScreen.feet_y = params[1];
return IR_CONT;

View File

@ -21,6 +21,7 @@
#include "common/file.h"
#include "sword2/sword2.h"
#include "sword2/console.h"
#include "sword2/interpreter.h"
#include "sword2/logic.h"
#include "sword2/maketext.h"
#include "sword2/resman.h"
@ -30,7 +31,7 @@
namespace Sword2 {
uint32 Logic::initStartMenu(void) {
bool Logic::initStartMenu(void) {
// Print out a list of all the start points available.
// There should be a linc produced file called startup.txt.
// This file should contain ascii numbers of all the resource game
@ -40,72 +41,60 @@ uint32 Logic::initStartMenu(void) {
File fp;
uint32 pos = 0;
char *raw_script;
uint32 null_pc;
char ascii_start_ids[MAX_starts][7];
// ok, load in the master screen manager file
_totalStartups = 0; // no starts
debug(5, "initialising start menu");
_totalStartups = 0;
if (!fp.open("startup.inf")) {
warning("initStartMenu: cannot open startup.inf - the debugger won't have a start menu");
return 0;
warning("Cannot open startup.inf - the debugger won't have a start menu");
return false;
}
// The startup.inf file which contains a list of all the files. Now
// extract the filenames
int start_ids[MAX_starts];
while (1) {
bool done = false;
while (1) {
byte b = fp.readByte();
start_ids[_totalScreenManagers] = 0;
// Scan the string until the LF in CRLF
int b;
do {
b = fp.readByte();
if (fp.ioFailed()) {
done = true;
break;
}
// Each item ends with CRLF
if (b == 13) {
fp.readByte();
break;
if (isdigit(b)) {
start_ids[_totalScreenManagers] *= 10;
start_ids[_totalScreenManagers] += (b - '0');
}
if (pos < 7)
ascii_start_ids[_totalScreenManagers][pos] = b;
pos++;
}
} while (b != 10);
if (done)
break;
// NULL terminate our extracted string
ascii_start_ids[_totalScreenManagers][pos] = 0;
// reset position in current slot between entries
pos = 0;
// done another
_totalScreenManagers++;
if (_totalScreenManagers == MAX_starts) {
debug(5, "WARNING MAX_starts exceeded!");
warning("MAX_starts exceeded");
break;
}
}
fp.close();
// using this method the Gode generated resource.inf must have #0d0a
// Using this method the Gode generated resource.inf must have #0d0a
// on the last entry
debug(5, "%d screen manager objects", _totalScreenManagers);
debug(1, "%d screen manager objects", _totalScreenManagers);
// Open each object and make a query call. The object must fill in a
// startup structure. It may fill in several if it wishes - for
@ -113,12 +102,12 @@ uint32 Logic::initStartMenu(void) {
// specific vars are set
for (uint i = 0; i < _totalScreenManagers; i++) {
_startRes = atoi(ascii_start_ids[i]);
_startRes = start_ids[i];
debug(5, "+querying screen manager %d", _startRes);
debug(2, "Querying screen manager %d", _startRes);
// resopen each one and run through the interpretter
// script 0 is the query request script
// Open each one and run through the interpreter. Script 0 is
// the query request script
// if the resource number is within range & it's not a null
// resource
@ -126,13 +115,13 @@ uint32 Logic::initStartMenu(void) {
// start list
if (_vm->_resman->checkValid(_startRes)) {
debug(5, "- resource %d ok", _startRes);
raw_script = (char *) _vm->_resman->openResource(_startRes);
null_pc = 0;
char *raw_script = (char *) _vm->_resman->openResource(_startRes);
uint32 null_pc = 0;
runScript(raw_script, raw_script, &null_pc);
_vm->_resman->closeResource(_startRes);
} else
debug(5, "- resource %d invalid", _startRes);
warning("Start menu resource %d invalid", _startRes);
}
return 1;
@ -142,34 +131,26 @@ int32 Logic::fnRegisterStartPoint(int32 *params) {
// params: 0 id of startup script to call - key
// 1 pointer to ascii message
#ifdef _SWORD2_DEBUG
if (_totalStartups == MAX_starts)
error("ERROR: _startList full");
assert(_totalStartups < MAX_starts);
// +1 to allow for NULL terminator
if (strlen((const char *) _vm->_memory->decodePtr(params[1])) + 1 > MAX_description)
error("ERROR: startup description too long");
#endif
char *name = (char *) _vm->_memory->decodePtr(params[1]);
// this objects id
_startList[_totalStartups].start_res_id = _startRes;
// a key code to be passed to a script via a script var to SWITCH in
// the correct start
_startList[_totalStartups].key = params[0];
strcpy(_startList[_totalStartups].description, (const char *) _vm->_memory->decodePtr(params[1]));
strncpy(_startList[_totalStartups].description, name, MAX_description);
_startList[_totalStartups].description[MAX_description - 1] = 0;
// point to next
_totalStartups++;
return 1;
return IR_CONT;
}
void Logic::conPrintStartMenu(void) {
// the console 'starts' (or 's') command which lists out all the
// registered start points in the game
/**
* The console 'starts' (or 's') command which lists out all the registered
* start points in the game.
*/
void Logic::conPrintStartMenu(void) {
if (!_totalStartups) {
Debug_Printf("Sorry - no startup positions registered?\n");
@ -177,76 +158,64 @@ void Logic::conPrintStartMenu(void) {
Debug_Printf("There is a problem with startup.inf\n");
else
Debug_Printf(" (%d screen managers found in startup.inf)\n", _totalScreenManagers);
} else {
for (uint i = 0; i < _totalStartups; i++)
Debug_Printf("%d (%s)\n", i, _startList[i].description);
return;
}
for (uint i = 0; i < _totalStartups; i++)
Debug_Printf("%d (%s)\n", i, _startList[i].description);
}
void Logic::conStart(int start) {
char *raw_script;
char *raw_data_ad;
uint32 null_pc;
if (!_totalStartups)
if (!_totalStartups) {
Debug_Printf("Sorry - there are no startups!\n");
else if (start >= 0 && start < (int) _totalStartups) {
// do the startup as we've specified a legal start
return;
}
// restarting - stop sfx, music & speech!
_vm->clearFxQueue();
// fade out any music that is currently playing
fnStopMusic(NULL);
// halt the sample prematurely
_vm->_sound->unpauseSpeech();
_vm->_sound->stopSpeech();
// clean out all resources & flags, ready for a total
// restart
// remove all resources from memory, including player
// object & global variables
_vm->_resman->removeAll();
// reopen global variables resource & send address to
// interpreter - it won't be moving
_vm->_logic->resetScriptVars();
// free all the route memory blocks from previous game
_router->freeAllRouteMem();
// if there was speech text, kill the text block
if (_speechTextBlocNo) {
_vm->_fontRenderer->killTextBloc(_speechTextBlocNo);
_speechTextBlocNo = 0;
}
// set the key
// Open George
raw_data_ad = (char *) _vm->_resman->openResource(8);
raw_script = (char *) _vm->_resman->openResource(_startList[start].start_res_id);
// denotes script to run
null_pc = _startList[start].key & 0xffff;
Debug_Printf("Running start %d\n", start);
runScript(raw_script, raw_data_ad, &null_pc);
_vm->_resman->closeResource(_startList[start].start_res_id);
// Close George
_vm->_resman->closeResource(8);
// make sure thre's a mouse, in case restarting while
// mouse not available
fnAddHuman(NULL);
} else
if (start < 0 || start >= (int) _totalStartups) {
Debug_Printf("Not a legal start position\n");
return;
}
// Restarting - stop sfx, music & speech!
_vm->clearFxQueue();
fnStopMusic(NULL);
_vm->_sound->unpauseSpeech();
_vm->_sound->stopSpeech();
// Remove all resources from memory, including player object and global
// variables
_vm->_resman->removeAll();
// Reopen global variables resource and send address to interpreter
_vm->_logic->resetScriptVars();
// Free all the route memory blocks from previous game
_router->freeAllRouteMem();
// If there was speech text, kill the text block
if (_speechTextBlocNo) {
_vm->_fontRenderer->killTextBloc(_speechTextBlocNo);
_speechTextBlocNo = 0;
}
// Open George
char *raw_data_ad = (char *) _vm->_resman->openResource(8);
char *raw_script = (char *) _vm->_resman->openResource(_startList[start].start_res_id);
// Denotes script to run
uint32 null_pc = _startList[start].key & 0xffff;
Debug_Printf("Running start %d\n", start);
runScript(raw_script, raw_data_ad, &null_pc);
_vm->_resman->closeResource(_startList[start].start_res_id);
_vm->_resman->closeResource(8);
// Make sure there's a mouse, in case restarting while mouse not
// available
fnAddHuman(NULL);
}
} // End of namespace Sword2