scummvm/engines/icb/shake.cpp
2020-10-06 09:51:20 +02:00

168 lines
4.0 KiB
C++

/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* file distributed with this source distribution.
*
* Additional copyright for this file:
* Copyright (C) 1999-2000 Revolution Software Ltd.
* This code is based on source code created by Revolution Software,
* used with permission.
*
* 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.
*
*/
#include "engines/icb/common/px_common.h"
#include "engines/icb/icb.h"
#include "engines/icb/debug.h"
#include "engines/icb/shake.h"
#include "engines/icb/fn_routines.h"
namespace ICB {
#define MAX_SHAKE_LOOP (1000)
int32 shakeX = 0;
int32 shakeY = 0;
int32 nextShakeX = 0;
int32 nextShakeY = 0;
int32 rangeX = 0;
int32 rangeY = 0;
int GetShakeX() { return shakeX; }
int GetShakeY() {
return (shakeY << 1);
}
int GetNextShakeX() { return nextShakeX; }
int GetNextShakeY() {
return nextShakeY << 1;
}
mcodeFunctionReturnCodes fn_set_screen_offset(int32 &, int32 *params) {
int32 x, y;
x = params[0];
y = params[1];
shakeX = nextShakeX = x;
shakeY = nextShakeY = y;
return IR_CONT;
}
// fn_shake_screen(cycles,rx,ry,sx,sy);
mcodeFunctionReturnCodes fn_shake_screen(int32 &, int32 *params) {
int32 sx, sy;
static int32 cycles = 0;
static bool8 shaking = FALSE8;
// these are okay...
rangeX = params[1];
rangeY = params[2];
if (rangeX > GET_SHAKE_RANGE_MAX_X)
rangeX = GET_SHAKE_RANGE_MAX_X;
if (rangeY > GET_SHAKE_RANGE_MAX_Y)
rangeY = GET_SHAKE_RANGE_MAX_Y;
sx = params[3];
sy = params[4];
if (sx > (2 * GET_SHAKE_RANGE_MAX_X))
sx = 2 * GET_SHAKE_RANGE_MAX_X;
if (sy > (2 * GET_SHAKE_RANGE_MAX_Y))
sy = 2 * GET_SHAKE_RANGE_MAX_Y;
// if not shaking then set up the shake...
if (!shaking) {
shaking = TRUE8;
cycles = params[0];
if (cycles < 0)
Fatal_error("cycles < 0 in fn_shake_screen???");
}
// set actual shake to next shake...
shakeX = nextShakeX;
shakeY = nextShakeY;
// if we have some cycles to go then shake and return IR_RPEAT
if (cycles > 0) {
int32 rx = rangeX;
int32 ry = rangeY;
// one less cycle to go...
cycles--;
int randX, randY;
int x, y;
// Check that the current screen shake position is acceptable within the new shake range
if (((shakeX + sx) < -rx) || ((shakeX - sx) > rx)) {
shakeX = 0;
}
if (((shakeY + sy) < -ry) || ((shakeY - sy) > ry)) {
shakeY = 0;
}
// keep going till we find something that is acceptable...
int loop = 0;
// Want to make: -sx, -sx+1, .... 0, 1, 2, sx-1, sx
int sxrange = 2 * sx + 1;
// Want to make: -sy, -sy+1, .... 0, 1, 2, sy-1, sy
int syrange = 2 * sy + 1;
do {
// work out steps...
randX = (g_icb->getRandomSource()->getRandomNumber(sxrange - 1)) - sx;
randY = (g_icb->getRandomSource()->getRandomNumber(syrange - 1)) - sy;
x = shakeX + randX;
y = shakeY + randY;
loop++;
if (loop > MAX_SHAKE_LOOP)
break;
} while ((x > rx) || (x < -rx) || (y > ry) || (y < -ry));
if (loop > MAX_SHAKE_LOOP) {
x = shakeX;
y = shakeY;
}
// set the next lot to be this new value then...
nextShakeX = x;
nextShakeY = y;
return IR_REPEAT;
}
// otherwise we have finished so set shaking to zero, zero the shake and quit
nextShakeX = 0;
nextShakeY = 0;
if ((nextShakeX != shakeX) || (nextShakeY != shakeY))
return IR_REPEAT;
shaking = FALSE8;
return IR_CONT;
}
} // End of namespace ICB