/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * Additional copyright for this file: * Copyright (C) 1994-1998 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ #include "sword2/sword2.h" #include "sword2/defs.h" #include "sword2/header.h" #include "sword2/logic.h" #include "sword2/screen.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 center - 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