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https://github.com/libretro/scummvm.git
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168 lines
4.0 KiB
C++
168 lines
4.0 KiB
C++
/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the AUTHORS
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* file distributed with this source distribution.
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*
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* Additional copyright for this file:
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* Copyright (C) 1999-2000 Revolution Software Ltd.
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* This code is based on source code created by Revolution Software,
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* used with permission.
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*
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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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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "engines/icb/common/px_common.h"
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#include "engines/icb/icb.h"
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#include "engines/icb/debug.h"
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#include "engines/icb/shake.h"
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#include "engines/icb/fn_routines.h"
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namespace ICB {
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#define MAX_SHAKE_LOOP (1000)
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int32 shakeX = 0;
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int32 shakeY = 0;
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int32 nextShakeX = 0;
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int32 nextShakeY = 0;
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int32 rangeX = 0;
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int32 rangeY = 0;
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int GetShakeX() { return shakeX; }
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int GetShakeY() {
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return (shakeY << 1);
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}
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int GetNextShakeX() { return nextShakeX; }
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int GetNextShakeY() {
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return nextShakeY << 1;
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}
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mcodeFunctionReturnCodes fn_set_screen_offset(int32 &, int32 *params) {
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int32 x, y;
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x = params[0];
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y = params[1];
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shakeX = nextShakeX = x;
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shakeY = nextShakeY = y;
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return IR_CONT;
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}
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// fn_shake_screen(cycles,rx,ry,sx,sy);
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mcodeFunctionReturnCodes fn_shake_screen(int32 &, int32 *params) {
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int32 sx, sy;
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static int32 cycles = 0;
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static bool8 shaking = FALSE8;
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// these are okay...
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rangeX = params[1];
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rangeY = params[2];
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if (rangeX > GET_SHAKE_RANGE_MAX_X)
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rangeX = GET_SHAKE_RANGE_MAX_X;
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if (rangeY > GET_SHAKE_RANGE_MAX_Y)
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rangeY = GET_SHAKE_RANGE_MAX_Y;
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sx = params[3];
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sy = params[4];
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if (sx > (2 * GET_SHAKE_RANGE_MAX_X))
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sx = 2 * GET_SHAKE_RANGE_MAX_X;
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if (sy > (2 * GET_SHAKE_RANGE_MAX_Y))
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sy = 2 * GET_SHAKE_RANGE_MAX_Y;
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// if not shaking then set up the shake...
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if (!shaking) {
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shaking = TRUE8;
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cycles = params[0];
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if (cycles < 0)
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Fatal_error("cycles < 0 in fn_shake_screen???");
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}
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// set actual shake to next shake...
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shakeX = nextShakeX;
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shakeY = nextShakeY;
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// if we have some cycles to go then shake and return IR_RPEAT
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if (cycles > 0) {
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int32 rx = rangeX;
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int32 ry = rangeY;
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// one less cycle to go...
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cycles--;
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int randX, randY;
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int x, y;
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// Check that the current screen shake position is acceptable within the new shake range
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if (((shakeX + sx) < -rx) || ((shakeX - sx) > rx)) {
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shakeX = 0;
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}
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if (((shakeY + sy) < -ry) || ((shakeY - sy) > ry)) {
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shakeY = 0;
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}
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// keep going till we find something that is acceptable...
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int loop = 0;
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// Want to make: -sx, -sx+1, .... 0, 1, 2, sx-1, sx
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int sxrange = 2 * sx + 1;
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// Want to make: -sy, -sy+1, .... 0, 1, 2, sy-1, sy
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int syrange = 2 * sy + 1;
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do {
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// work out steps...
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randX = (g_icb->getRandomSource()->getRandomNumber(sxrange - 1)) - sx;
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randY = (g_icb->getRandomSource()->getRandomNumber(syrange - 1)) - sy;
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x = shakeX + randX;
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y = shakeY + randY;
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loop++;
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if (loop > MAX_SHAKE_LOOP)
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break;
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} while ((x > rx) || (x < -rx) || (y > ry) || (y < -ry));
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if (loop > MAX_SHAKE_LOOP) {
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x = shakeX;
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y = shakeY;
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}
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// set the next lot to be this new value then...
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nextShakeX = x;
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nextShakeY = y;
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return IR_REPEAT;
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}
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// otherwise we have finished so set shaking to zero, zero the shake and quit
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nextShakeX = 0;
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nextShakeY = 0;
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if ((nextShakeX != shakeX) || (nextShakeY != shakeY))
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return IR_REPEAT;
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shaking = FALSE8;
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return IR_CONT;
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}
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} // End of namespace ICB
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