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author | Torbjörn Andersson | 2003-09-20 12:43:52 +0000 |
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committer | Torbjörn Andersson | 2003-09-20 12:43:52 +0000 |
commit | 6539b8a0e64ffceb90c2bc8eaeae87b9b3dae7a0 (patch) | |
tree | 77450539ca0e86012772fe3a46d2d755ca217621 /sword2/scroll.cpp | |
parent | f4861af4d22e42d6ca4c6eafaa9bce72e0533d5d (diff) | |
download | scummvm-rg350-6539b8a0e64ffceb90c2bc8eaeae87b9b3dae7a0.tar.gz scummvm-rg350-6539b8a0e64ffceb90c2bc8eaeae87b9b3dae7a0.tar.bz2 scummvm-rg350-6539b8a0e64ffceb90c2bc8eaeae87b9b3dae7a0.zip |
cleanup
svn-id: r10333
Diffstat (limited to 'sword2/scroll.cpp')
-rw-r--r-- | sword2/scroll.cpp | 192 |
1 files changed, 106 insertions, 86 deletions
diff --git a/sword2/scroll.cpp b/sword2/scroll.cpp index 5f07e332e4..1768339f18 100644 --- a/sword2/scroll.cpp +++ b/sword2/scroll.cpp @@ -17,139 +17,159 @@ * $Header$ */ -//------------------------------------------------------------------------------------ -#include <stdarg.h> -#include <stdio.h> -#include <stdlib.h> - #include "stdafx.h" -//#include "src\driver96.h" -#include "build_display.h" #include "debug.h" #include "defs.h" #include "header.h" #include "interpreter.h" #include "layers.h" -#include "memory.h" -#include "object.h" -#include "protocol.h" -#include "resman.h" #include "scroll.h" -//------------------------------------------------------------------------------------ -#define MAX_SCROLL_DISTANCE 8 // max no of pixel allowed to scroll per cycle +// max no of pixel allowed to scroll per cycle +#define MAX_SCROLL_DISTANCE 8 -//------------------------------------------------------------------------------------ -uint8 scroll_fraction=16; // used to be a define, but now it's flexible (see new functions below) -//------------------------------------------------------------------------------------ -void Set_scrolling(void) //S2.1(2Mar94jel) refurnished Tony25Sept96 :-) -{ - // feet_x = 128+320 // normally we aim to get George's feet at (320,250) from top left of screen window - // feet_y = 128+250 +// used to be a define, but now it's flexible (see new functions below) +uint8 scroll_fraction = 16; - // set scroll offsets according to the player's coords +void Set_scrolling(void) { // S2.1(2Mar94jel) refurnished Tony25Sept96 :-) + // 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 - int16 offset_x; - int16 offset_y; - int16 dx, dy; - uint16 scroll_distance_x; // how much we want to scroll - uint16 scroll_distance_y; + // 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 (SCROLL_X || SCROLL_Y) // if the scroll offsets are being forced in script (05feb97 JAMES) - { + // if the scroll offsets are being forced in script (05feb97 JAMES) + if (SCROLL_X || SCROLL_Y) { // ensure not too far right - if (SCROLL_X < this_screen.max_scroll_offset_x) + if (this_screen.max_scroll_offset_x > SCROLL_X) this_screen.scroll_offset_x = SCROLL_X; else this_screen.scroll_offset_x = this_screen.max_scroll_offset_x; // ensure not too far down - if (SCROLL_Y < this_screen.max_scroll_offset_y) + if (this_screen.max_scroll_offset_y > SCROLL_Y) this_screen.scroll_offset_y = SCROLL_Y; else this_screen.scroll_offset_y = this_screen.max_scroll_offset_y; - } - else - { - offset_x = this_screen.player_feet_x-this_screen.feet_x; // George's offset from the centre - the desired position for him - offset_y = this_screen.player_feet_y-this_screen.feet_y; + } else { + // George's offset from the centre - the desired position + // for him + offset_x = this_screen.player_feet_x - this_screen.feet_x; + offset_y = this_screen.player_feet_y - this_screen.feet_y; // prevent scrolling too far left/right/up/down - offset_x = offset_x < 0 ? 0 : ( (uint32)offset_x > this_screen.max_scroll_offset_x ? this_screen.max_scroll_offset_x : offset_x ); - offset_y = offset_y < 0 ? 0 : ( (uint32)offset_y > this_screen.max_scroll_offset_y ? this_screen.max_scroll_offset_y : offset_y ); - if (this_screen.scroll_flag==2) // first time on this screen - need absolute scroll immediately! - { - //Zdebug(42,"init scroll"); + if (offset_x < 0) + offset_x = 0; + else if ((uint32) offset_x > this_screen.max_scroll_offset_x) + offset_x = this_screen.max_scroll_offset_x; + + if (offset_y < 0) + offset_y = 0; + else if ((uint32) offset_y > this_screen.max_scroll_offset_y) + offset_y = this_screen.max_scroll_offset_y; + + // first time on this screen - need absolute scroll + // immediately! + + if (this_screen.scroll_flag == 2) { + // Zdebug(42,"init scroll"); this_screen.scroll_offset_x = offset_x; this_screen.scroll_offset_y = offset_y; - this_screen.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) + this_screen.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 = this_screen.scroll_offset_x - offset_x; dy = this_screen.scroll_offset_y - offset_y; - if (dx < 0) // current scroll_offset_x is less than the required value - { - scroll_distance_x = (1+(-dx)/scroll_fraction); // => inc by (fraction of the differnce) NB. dx is -ve, so we subtract dx/SCROLL_FRACTION - this_screen.scroll_offset_x += scroll_distance_x < MAX_SCROLL_DISTANCE ? scroll_distance_x : MAX_SCROLL_DISTANCE; - } - else if (dx > 0) // current scroll_offset_x is greater than the required value - { - scroll_distance_x = (1+dx/scroll_fraction); // => dec by (fraction of the differnce) - this_screen.scroll_offset_x -= scroll_distance_x < MAX_SCROLL_DISTANCE ? scroll_distance_x : MAX_SCROLL_DISTANCE; - } // 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 (dy < 0) - { - scroll_distance_y = (1+(-dy)/scroll_fraction); - this_screen.scroll_offset_y += scroll_distance_y < MAX_SCROLL_DISTANCE ? scroll_distance_y : MAX_SCROLL_DISTANCE; + // 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 / scroll_fraction; + + if (scroll_distance_x > MAX_SCROLL_DISTANCE) + scroll_distance_x = MAX_SCROLL_DISTANCE; + + this_screen.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 / scroll_fraction; + + if (scroll_distance_x > MAX_SCROLL_DISTANCE) + scroll_distance_x = MAX_SCROLL_DISTANCE; + + this_screen.scroll_offset_x -= scroll_distance_x; } - else if (dy > 0) - { - scroll_distance_y = (1+dy/scroll_fraction); - this_screen.scroll_offset_y -= scroll_distance_y < MAX_SCROLL_DISTANCE ? scroll_distance_y : MAX_SCROLL_DISTANCE; + + if (dy < 0) { + scroll_distance_y = 1 - dy / scroll_fraction; + + if (scroll_distance_y > MAX_SCROLL_DISTANCE) + scroll_distance_y = MAX_SCROLL_DISTANCE; + + this_screen.scroll_offset_y += scroll_distance_y; + } else if (dy > 0) { + scroll_distance_y = 1 + dy / scroll_fraction; + + if (scroll_distance_y > MAX_SCROLL_DISTANCE) + scroll_distance_y = MAX_SCROLL_DISTANCE; + + this_screen.scroll_offset_y -= scroll_distance_y; } } } } -//------------------------------------------------------------------------------------ -int32 FN_set_scroll_coordinate(int32 *params) //Tony25Sept96 -{ + +int32 FN_set_scroll_coordinate(int32 *params) { // Tony25Sept96 // set the special scroll offset variables + // call when starting screens and to change the camera within screens + // call AFTER FN_init_background() 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 - // param 0 feet_x value - // param 1 feet_y value + // 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 this_screen.feet_x = params[0]; this_screen.feet_y = params[1]; - - - return(IR_CONT); + return IR_CONT; } -//------------------------------------------------------------------------------------ -//------------------------------------------------------------------------------------ -int32 FN_set_scroll_speed_normal(int32 *params) // James08aug97 -{ - scroll_fraction=16; - return(IR_CONT); +int32 FN_set_scroll_speed_normal(int32 *params) { // James08aug97 + scroll_fraction = 16; + return IR_CONT; } -//------------------------------------------------------------------------------------ -int32 FN_set_scroll_speed_slow(int32 *params) // James08aug97 -{ - scroll_fraction=32; - return(IR_CONT); +int32 FN_set_scroll_speed_slow(int32 *params) { // James08aug97 + scroll_fraction = 32; + return IR_CONT; } -//------------------------------------------------------------------------------------ - |