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authorMax Horn2006-02-11 22:45:04 +0000
committerMax Horn2006-02-11 22:45:04 +0000
commit26ee630756ebdd7c96bccede0881a8c8b98e8f2b (patch)
tree26e378d5cf990a2b81c2c96e9e683a7f333b62e8 /engines/sword2/scroll.cpp
parent2a9a0d4211b1ea5723f1409d91cb95de8984429e (diff)
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Moved engines to the new engines/ directory
svn-id: r20582
Diffstat (limited to 'engines/sword2/scroll.cpp')
-rw-r--r--engines/sword2/scroll.cpp151
1 files changed, 151 insertions, 0 deletions
diff --git a/engines/sword2/scroll.cpp b/engines/sword2/scroll.cpp
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+++ b/engines/sword2/scroll.cpp
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+/* Copyright (C) 1994-1998 Revolution Software Ltd.
+ * Copyright (C) 2003-2006 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * $URL$
+ * $Id$
+ */
+
+#include "common/stdafx.h"
+#include "sword2/sword2.h"
+#include "sword2/defs.h"
+#include "sword2/logic.h"
+
+namespace Sword2 {
+
+// Max no of pixel allowed to scroll per cycle
+#define MAX_SCROLL_DISTANCE 8
+
+/**
+ * Sets the scroll target position for the end of the game cycle. The driver
+ * will then automatically scroll as many times as it can to reach this
+ * position in the allotted time.
+ */
+
+void Screen::setScrollTarget(int16 sx, int16 sy) {
+ _scrollXTarget = sx;
+ _scrollYTarget = sy;
+}
+
+/**
+ * If the room is larger than the physical screen, this function is called
+ * every game cycle to update the scroll offsets.
+ */
+
+void Screen::setScrolling() {
+ // 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.
+ uint32 scrollX = _vm->_logic->readVar(SCROLL_X);
+ uint32 scrollY = _vm->_logic->readVar(SCROLL_Y);
+
+ if (scrollX || scrollY) {
+ _thisScreen.scroll_offset_x = MIN((uint16)scrollX, _thisScreen.max_scroll_offset_x);
+ _thisScreen.scroll_offset_y = MIN((uint16)scrollY, _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