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author | Robert Göffringmann | 2004-01-07 19:08:59 +0000 |
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committer | Robert Göffringmann | 2004-01-07 19:08:59 +0000 |
commit | 63fbde359adfae8a545977f7a5092216b696368a (patch) | |
tree | df1cc6c0a7eee7facb37a23e3234eea5e5a6b796 /sword1 | |
parent | 821bbed1e052205746d9bc2118120a7d31a2a2a1 (diff) | |
download | scummvm-rg350-63fbde359adfae8a545977f7a5092216b696368a.tar.gz scummvm-rg350-63fbde359adfae8a545977f7a5092216b696368a.tar.bz2 scummvm-rg350-63fbde359adfae8a545977f7a5092216b696368a.zip |
implemented drawing of additional scrolling frames
svn-id: r12223
Diffstat (limited to 'sword1')
-rw-r--r-- | sword1/screen.cpp | 19 | ||||
-rw-r--r-- | sword1/screen.h | 1 | ||||
-rw-r--r-- | sword1/sword1.cpp | 25 |
3 files changed, 38 insertions, 7 deletions
diff --git a/sword1/screen.cpp b/sword1/screen.cpp index ce80b3298c..2f3915ba19 100644 --- a/sword1/screen.cpp +++ b/sword1/screen.cpp @@ -119,6 +119,21 @@ bool SwordScreen::stillFading(void) { return (_fadingStep != 0); } +bool SwordScreen::showScrollFrame(void) { + if ((!_fullRefresh) || SwordLogic::_scriptVars[NEW_PALETTE] || (!SwordLogic::_scriptVars[SCROLL_FLAG])) + return false; // don't draw an additional frame if we aren't scrolling or have to change the palette + if ((_oldScrollX == SwordLogic::_scriptVars[SCROLL_OFFSET_X]) && + (_oldScrollY == SwordLogic::_scriptVars[SCROLL_OFFSET_Y])) + return false; // check again if we *really* are scrolling. + + uint16 avgScrlX = (uint16)(_oldScrollX + SwordLogic::_scriptVars[SCROLL_OFFSET_X]) / 2; + uint16 avgScrlY = (uint16)(_oldScrollY + SwordLogic::_scriptVars[SCROLL_OFFSET_Y]) / 2; + + _system->copy_rect(_screenBuf + avgScrlY * _scrnSizeX + avgScrlX, _scrnSizeX, 0, 40, SCREEN_WIDTH, SCREEN_DEPTH); + _system->update_screen(); + return true; +} + void SwordScreen::updateScreen(void) { if (SwordLogic::_scriptVars[NEW_PALETTE]) { _fadingStep = 1; @@ -653,7 +668,9 @@ void SwordScreen::decompressRLE0(uint8 *src, uint32 compSize, uint8 *dest) { void SwordScreen::fadePalette(void) { if (_fadingStep == 16) memcpy(_currentPalette, _targetPalette, 256 * 4); - else + else if ((_fadingStep == 1) && (_fadingDirection == FADE_DOWN)) { + memset(_currentPalette, 0, 4 * 256); + } else for (uint16 cnt = 0; cnt < 256 * 4; cnt++) _currentPalette[cnt] = (_targetPalette[cnt] * _fadingStep) >> 4; diff --git a/sword1/screen.h b/sword1/screen.h index 8abe94a95b..741eb4992f 100644 --- a/sword1/screen.h +++ b/sword1/screen.h @@ -80,6 +80,7 @@ public: bool stillFading(void); void fullRefresh(void); + bool showScrollFrame(void); void updateScreen(void); void showFrame(uint16 x, uint16 y, uint32 resId, uint32 frameNo, const byte *fadeMask = NULL, int8 fadeStatus = 0); diff --git a/sword1/sword1.cpp b/sword1/sword1.cpp index ce2d9db887..6adba5702d 100644 --- a/sword1/sword1.cpp +++ b/sword1/sword1.cpp @@ -1119,6 +1119,7 @@ void SwordEngine::checkCd(void) { uint8 SwordEngine::mainLoop(void) { uint8 retCode = 0; + _keyPressed = 0; while (retCode == 0) { // do we need the section45-hack from sword.c here? @@ -1130,6 +1131,9 @@ uint8 SwordEngine::mainLoop(void) { SwordLogic::_scriptVars[SCREEN] = SwordLogic::_scriptVars[NEW_SCREEN]; do { + uint32 newTime; + bool scrollFrameShown = false; + uint32 frameTime = _system->get_msecs(); _logic->engine(); _logic->updateScreenParams(); // sets scrolling @@ -1138,15 +1142,24 @@ uint8 SwordEngine::mainLoop(void) { _mouse->animate(); _sound->engine(); - _screen->updateScreen(); - _menu->refresh(MENU_TOP); _menu->refresh(MENU_BOT); - uint32 newTime = _system->get_msecs(); + newTime = _system->get_msecs(); + if (newTime - frameTime < 1000 / FRAME_RATE) { + scrollFrameShown = _screen->showScrollFrame(); + int32 restDelay = (1000 / (FRAME_RATE * 2)) - (_system->get_msecs() - frameTime); + if (restDelay > 0) + delay((uint)restDelay); + } - if (newTime - frameTime < 80) - delay(80 - (newTime - frameTime)); + newTime = _system->get_msecs(); + if ((newTime - frameTime < 1000 / FRAME_RATE) || (!scrollFrameShown)) + _screen->updateScreen(); + + int32 frameDelay = (1000 / FRAME_RATE) - (_system->get_msecs() - frameTime); + if (frameDelay > 0) + delay((uint)frameDelay); else delay(0); @@ -1160,6 +1173,7 @@ uint8 SwordEngine::mainLoop(void) { if (!retCode) _screen->fullRefresh(); } + _keyPressed = 0; // do something smart here to implement pausing the game. If we even want that, that is. } while ((SwordLogic::_scriptVars[SCREEN] == SwordLogic::_scriptVars[NEW_SCREEN]) && (retCode == 0)); @@ -1185,7 +1199,6 @@ void SwordEngine::delay(uint amount) { //copied and mutilated from sky.cpp uint32 start = _system->get_msecs(); uint32 cur = start; - _keyPressed = 0; do { while (_system->poll_event(&event)) { |