scummvm/sword2/scroll.cpp
Torbjörn Andersson 4c3a68027f Use the same syntax for accessing script variables as BS1 does, i.e. now
it's Logic::_scriptVars[ID] instead of just ID. Apart from looking cool, it
makes it much easier to tell the difference between variables and constants
when looking at the code.

Of course, this sort of sweeping changes is jolly good for introducing
truly weird regressions, which is why I waited until after 0.6.0.

svn-id: r13331
2004-03-17 09:03:15 +00:00

173 lines
5.0 KiB
C++

/* Copyright (C) 1994-2004 Revolution Software Ltd
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*/
#include "common/stdafx.h"
#include "sword2/sword2.h"
#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
#define MAX_SCROLL_DISTANCE 8
void Sword2Engine::setScrolling(void) {
// 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
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
offset_x = _thisScreen.player_feet_x - _thisScreen.feet_x;
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 ((uint32) offset_x > _thisScreen.max_scroll_offset_x)
offset_x = _thisScreen.max_scroll_offset_x;
if (offset_y < 0)
offset_y = 0;
else if ((uint32) 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;
} 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)
dx = _thisScreen.scroll_offset_x - offset_x;
dy = _thisScreen.scroll_offset_y - offset_y;
// current scroll_offset_x is less than the required
// value
// NB. I'm adding 1 to the result of
// dx / SCROLL_FRACTION, because it would otherwise
// not scroll at all when dx < SCROLL_FRACTION
if (dx < 0) {
// => inc by (fraction of the differnce)
// NB. dx is -ve, so we subtract
// dx / SCROLL_FRACTION
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;
} else if (dx > 0) {
// current scroll_offset_x is greater than
// the required value
// => dec by (fraction of the differnce)
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;
}
}
}
}
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
_vm->_thisScreen.feet_x = params[0];
_vm->_thisScreen.feet_y = params[1];
return IR_CONT;
}
int32 Logic::fnSetScrollSpeedNormal(int32 *params) {
// params: none
_vm->_scrollFraction = 16;
return IR_CONT;
}
int32 Logic::fnSetScrollSpeedSlow(int32 *params) {
// params: none
_vm->_scrollFraction = 32;
return IR_CONT;
}
} // End of namespace Sword2