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authorTorbjörn Andersson2003-09-20 12:43:52 +0000
committerTorbjörn Andersson2003-09-20 12:43:52 +0000
commit6539b8a0e64ffceb90c2bc8eaeae87b9b3dae7a0 (patch)
tree77450539ca0e86012772fe3a46d2d755ca217621 /sword2/scroll.cpp
parentf4861af4d22e42d6ca4c6eafaa9bce72e0533d5d (diff)
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cleanup
svn-id: r10333
Diffstat (limited to 'sword2/scroll.cpp')
-rw-r--r--sword2/scroll.cpp192
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;
}
-//------------------------------------------------------------------------------------
-