mirror of
https://github.com/libretro/scummvm.git
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065f2bb9eb
svn-id: r12181
179 lines
5.0 KiB
C++
179 lines
5.0 KiB
C++
/* Copyright (C) 1994-2004 Revolution Software Ltd
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*/
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#include "common/stdafx.h"
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#include "sword2/sword2.h"
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#include "sword2/defs.h"
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#include "sword2/interpreter.h"
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namespace Sword2 {
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// max no of pixel allowed to scroll per cycle
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#define MAX_SCROLL_DISTANCE 8
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void Sword2Engine::setScrolling(void) {
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// normally we aim to get George's feet at (320,250) from top left
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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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// set scroll offsets according to the player's coords
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int16 offset_x;
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int16 offset_y;
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int16 dx, dy;
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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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// if the scroll offsets are being forced in script
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if (SCROLL_X || SCROLL_Y) {
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// ensure not too far right
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if (_thisScreen.max_scroll_offset_x > SCROLL_X)
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_thisScreen.scroll_offset_x = SCROLL_X;
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else
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_thisScreen.scroll_offset_x = _thisScreen.max_scroll_offset_x;
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// ensure not too far down
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if (_thisScreen.max_scroll_offset_y > SCROLL_Y)
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_thisScreen.scroll_offset_y = SCROLL_Y;
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else
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_thisScreen.scroll_offset_y = _thisScreen.max_scroll_offset_y;
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} else {
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// George's offset from the centre - the desired position
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// for him
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offset_x = _thisScreen.player_feet_x - _thisScreen.feet_x;
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offset_y = _thisScreen.player_feet_y - _thisScreen.feet_y;
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// prevent scrolling too far left/right/up/down
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if (offset_x < 0)
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offset_x = 0;
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else if ((uint32) offset_x > _thisScreen.max_scroll_offset_x)
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offset_x = _thisScreen.max_scroll_offset_x;
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if (offset_y < 0)
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offset_y = 0;
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else if ((uint32) offset_y > _thisScreen.max_scroll_offset_y)
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offset_y = _thisScreen.max_scroll_offset_y;
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// first time on this screen - need absolute scroll
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// immediately!
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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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} else {
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// catch up with required scroll offsets - speed
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// depending on distance to catch up (dx and dy) &
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// 'SCROLL_FRACTION' used, but limit to certain
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// number of pixels per cycle (MAX_SCROLL_DISTANCE)
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dx = _thisScreen.scroll_offset_x - offset_x;
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dy = _thisScreen.scroll_offset_y - offset_y;
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// current scroll_offset_x is less than the required
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// value
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// NB. I'm adding 1 to the result of
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// dx / SCROLL_FRACTION, because it would otherwise
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// not scroll at all when dx < SCROLL_FRACTION
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if (dx < 0) {
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// => inc by (fraction of the differnce)
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// NB. dx is -ve, so we subtract
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// dx / SCROLL_FRACTION
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scroll_distance_x = 1 - dx / _scrollFraction;
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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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_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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// => dec by (fraction of the differnce)
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scroll_distance_x = 1 + dx / _scrollFraction;
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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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_thisScreen.scroll_offset_x -= scroll_distance_x;
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}
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if (dy < 0) {
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scroll_distance_y = 1 - dy / _scrollFraction;
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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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_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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if (scroll_distance_y > MAX_SCROLL_DISTANCE)
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scroll_distance_y = MAX_SCROLL_DISTANCE;
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_thisScreen.scroll_offset_y -= scroll_distance_y;
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}
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}
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}
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}
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int32 Logic::fnSetScrollCoordinate(int32 *params) {
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// set the special scroll offset variables
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// call when starting screens and to change the camera within screens
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// call AFTER fnInitBackground() to override the defaults
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// called feet_x and feet_y to retain intelectual compatibility with
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// Sword1 !
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// feet_x & feet_y refer to the physical screen coords where the
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// system will try to maintain George's feet
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// params: 0 feet_x value
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// 1 feet_y value
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_vm->_thisScreen.feet_x = params[0];
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_vm->_thisScreen.feet_y = params[1];
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return IR_CONT;
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}
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int32 Logic::fnSetScrollSpeedNormal(int32 *params) {
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// params: none
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_vm->_scrollFraction = 16;
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return IR_CONT;
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}
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int32 Logic::fnSetScrollSpeedSlow(int32 *params) {
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// params: none
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_vm->_scrollFraction = 32;
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return IR_CONT;
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}
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} // End of namespace Sword2
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