scummvm/sword2/scroll.cpp
Torbjörn Andersson c0a3816e17 Began what I hope is the final major restructuring of the BS2 engine.
In this first step, I have moved all opcode functions into functions.cpp,
instead of having them scattered all over the place.

To get things to compile again, I had to rewrite the overly complicated
sound effects handling. It's much simpler now.

The next step will be to move any non-trivial code out of the opcode
functions and into the appropriate object. This, I hope, will make it
easier to create well-separated objects, instead of the current mess.

I also want to tear down the artificial boundary between the main directory
and the "driver" directory. We already have a cross-platform layer; there's
no need to have yet another one. (Actually, the rewriting of the sound
effects code took one first step in this direction.)

At the final stage, I'd like to get rid of the "drivers" directory
completely, but I'll probably need some help with that if I want to
preserve the CVS history of the code.

Things will probably be a bit bumpy along the way, but I seem to have
reached a point of relative stability again, which is why I'm commiting
this now.

svn-id: r16668
2005-01-28 16:33:14 +00:00

139 lines
4.2 KiB
C++

/* Copyright (C) 1994-1998 Revolution Software Ltd.
* Copyright (C) 2003-2005 The ScummVM project
*
* 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"
namespace Sword2 {
// Max no of pixel allowed to scroll per cycle
#define MAX_SCROLL_DISTANCE 8
/**
* If the room is larger than the physical screen, this function is called
* every game cycle to update the scroll offsets.
*/
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
// If the scroll offsets are being forced in script, ensure that they
// are neither too far to the right nor too far down.
if (Logic::_scriptVars[SCROLL_X] || Logic::_scriptVars[SCROLL_Y]) {
_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);
return;
}
// George's offset from the centre - the desired position for him
int16 offset_x = _thisScreen.player_feet_x - _thisScreen.feet_x;
int16 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 (offset_x > _thisScreen.max_scroll_offset_x)
offset_x = _thisScreen.max_scroll_offset_x;
if (offset_y < 0)
offset_y = 0;
else if (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;
return;
}
// Catch up with required scroll offsets - speed depending on distance
// to catch up (dx and dy) and _scrollFraction used, but limit to
// certain number of pixels per cycle (MAX_SCROLL_DISTANCE)
int16 dx = _thisScreen.scroll_offset_x - offset_x;
int16 dy = _thisScreen.scroll_offset_y - offset_y;
uint16 scroll_distance_x; // how much we want to scroll
uint16 scroll_distance_y;
if (dx < 0) {
// 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
// => 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;
}
}
} // End of namespace Sword2