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-rw-r--r--sword2/scroll.cpp154
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diff --git a/sword2/scroll.cpp b/sword2/scroll.cpp
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+/* Copyright (C) 1994-2003 Revolution Software Ltd
+ *
+ * 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 <stdarg.h>
+#include <stdio.h>
+#include <stdlib.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
+
+//------------------------------------------------------------------------------------
+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
+
+ // 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)
+ {
+ // ensure not too far right
+ if (SCROLL_X < this_screen.max_scroll_offset_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)
+ 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;
+
+
+ // 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");
+ 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)
+
+ 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;
+ }
+ 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;
+ }
+ }
+ }
+}
+//------------------------------------------------------------------------------------
+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
+
+
+ this_screen.feet_x = params[0];
+ this_screen.feet_y = params[1];
+
+
+ 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);
+}
+//------------------------------------------------------------------------------------
+