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https://github.com/libretro/scummvm.git
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ccc40eecc9
svn-id: r9222
156 lines
5.9 KiB
C++
156 lines
5.9 KiB
C++
/* Copyright (C) 1994-2003 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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//------------------------------------------------------------------------------------
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#include <stdarg.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include "stdafx.h"
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//#include "src\driver96.h"
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#include "build_display.h"
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#include "debug.h"
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#include "defs.h"
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#include "header.h"
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#include "interpreter.h"
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#include "layers.h"
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#include "memory.h"
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#include "object.h"
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#include "protocol.h"
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#include "resman.h"
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#include "scroll.h"
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//------------------------------------------------------------------------------------
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#define MAX_SCROLL_DISTANCE 8 // max no of pixel allowed to scroll per cycle
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//------------------------------------------------------------------------------------
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uint8 scroll_fraction=16; // used to be a define, but now it's flexible (see new functions below)
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//------------------------------------------------------------------------------------
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void Set_scrolling(void) //S2.1(2Mar94jel) refurnished Tony25Sept96 :-)
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{
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// feet_x = 128+320 // normally we aim to get George's feet at (320,250) from top left of screen window
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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 (SCROLL_X || SCROLL_Y) // if the scroll offsets are being forced in script (05feb97 JAMES)
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{
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// ensure not too far right
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if (SCROLL_X < this_screen.max_scroll_offset_x)
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this_screen.scroll_offset_x = SCROLL_X;
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else
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this_screen.scroll_offset_x = this_screen.max_scroll_offset_x;
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// ensure not too far down
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if (SCROLL_Y < this_screen.max_scroll_offset_y)
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this_screen.scroll_offset_y = SCROLL_Y;
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else
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this_screen.scroll_offset_y = this_screen.max_scroll_offset_y;
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}
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else
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{
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offset_x = this_screen.player_feet_x-this_screen.feet_x; // George's offset from the centre - the desired position for him
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offset_y = this_screen.player_feet_y-this_screen.feet_y;
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// prevent scrolling too far left/right/up/down
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offset_x = offset_x < 0 ? 0 : ( (uint32)offset_x > this_screen.max_scroll_offset_x ? this_screen.max_scroll_offset_x : offset_x );
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offset_y = offset_y < 0 ? 0 : ( (uint32)offset_y > this_screen.max_scroll_offset_y ? this_screen.max_scroll_offset_y : offset_y );
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if (this_screen.scroll_flag==2) // first time on this screen - need absolute scroll immediately!
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{
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//Zdebug(42,"init scroll");
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this_screen.scroll_offset_x = offset_x;
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this_screen.scroll_offset_y = offset_y;
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this_screen.scroll_flag=1;
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}
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else // catch up with required scroll offsets - speed depending on distance to catch up (dx and dy) & 'SCROLL_FRACTION' used
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{ // but limit to certain number of pixels per cycle (MAX_SCROLL_DISTANCE)
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dx = this_screen.scroll_offset_x - offset_x;
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dy = this_screen.scroll_offset_y - offset_y;
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if (dx < 0) // current scroll_offset_x is less than the required value
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{
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scroll_distance_x = (1+(-dx)/scroll_fraction); // => inc by (fraction of the differnce) NB. dx is -ve, so we subtract dx/SCROLL_FRACTION
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this_screen.scroll_offset_x += scroll_distance_x < MAX_SCROLL_DISTANCE ? scroll_distance_x : MAX_SCROLL_DISTANCE;
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}
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else if (dx > 0) // current scroll_offset_x is greater than the required value
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{
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scroll_distance_x = (1+dx/scroll_fraction); // => dec by (fraction of the differnce)
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this_screen.scroll_offset_x -= scroll_distance_x < MAX_SCROLL_DISTANCE ? scroll_distance_x : MAX_SCROLL_DISTANCE;
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} // NB. I'm adding 1 to the result of dx/SCROLL_FRACTION, because it would otherwise
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// not scroll at all when dx < SCROLL_FRACTION
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if (dy < 0)
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{
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scroll_distance_y = (1+(-dy)/scroll_fraction);
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this_screen.scroll_offset_y += scroll_distance_y < MAX_SCROLL_DISTANCE ? scroll_distance_y : MAX_SCROLL_DISTANCE;
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}
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else if (dy > 0)
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{
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scroll_distance_y = (1+dy/scroll_fraction);
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this_screen.scroll_offset_y -= scroll_distance_y < MAX_SCROLL_DISTANCE ? scroll_distance_y : MAX_SCROLL_DISTANCE;
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}
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}
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}
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}
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//------------------------------------------------------------------------------------
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int32 FN_set_scroll_coordinate(int32 *params) //Tony25Sept96
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{
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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 FN_init_background() to override the defaults
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// called feet_x and feet_y to retain intelectual compatibility with Sword1 !
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// feet_x & feet_y refer to the physical screen coords where the system will try to maintain George's feet
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// param 0 feet_x value
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// param 1 feet_y value
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this_screen.feet_x = params[0];
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this_screen.feet_y = params[1];
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return(IR_CONT);
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}
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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int32 FN_set_scroll_speed_normal(int32 *params) // James08aug97
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{
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scroll_fraction=16;
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return(IR_CONT);
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}
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//------------------------------------------------------------------------------------
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int32 FN_set_scroll_speed_slow(int32 *params) // James08aug97
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{
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scroll_fraction=32;
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return(IR_CONT);
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}
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//------------------------------------------------------------------------------------
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