/* 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 #include #include #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 //------------------------------------------------------------------------------------ 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); } //------------------------------------------------------------------------------------