/* Copyright (C) 1994-2004 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 "common/stdafx.h" #include "sword2/sword2.h" #include "sword2/defs.h" #include "sword2/interpreter.h" #include "sword2/logic.h" #include "sword2/resman.h" namespace Sword2 { // max no of pixel allowed to scroll per cycle #define MAX_SCROLL_DISTANCE 8 void Sword2Engine::setScrolling(void) { // 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 int16 offset_x; int16 offset_y; int16 dx, dy; uint16 scroll_distance_x; // how much we want to scroll uint16 scroll_distance_y; // if the scroll offsets are being forced in script if (SCROLL_X || SCROLL_Y) { // ensure not too far right if (_thisScreen.max_scroll_offset_x > SCROLL_X) _thisScreen.scroll_offset_x = SCROLL_X; else _thisScreen.scroll_offset_x = _thisScreen.max_scroll_offset_x; // ensure not too far down if (_thisScreen.max_scroll_offset_y > SCROLL_Y) _thisScreen.scroll_offset_y = SCROLL_Y; else _thisScreen.scroll_offset_y = _thisScreen.max_scroll_offset_y; } else { // George's offset from the centre - the desired position // for him offset_x = _thisScreen.player_feet_x - _thisScreen.feet_x; 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 ((uint32) offset_x > _thisScreen.max_scroll_offset_x) offset_x = _thisScreen.max_scroll_offset_x; if (offset_y < 0) offset_y = 0; else if ((uint32) 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; } 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 = _thisScreen.scroll_offset_x - offset_x; dy = _thisScreen.scroll_offset_y - offset_y; // 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 / _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; } } } } int32 Logic::fnSetScrollCoordinate(int32 *params) { // set the special scroll offset variables // call when starting screens and to change the camera within screens // call AFTER fnInitBackground() 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 // params: 0 feet_x value // 1 feet_y value _vm->_thisScreen.feet_x = params[0]; _vm->_thisScreen.feet_y = params[1]; return IR_CONT; } int32 Logic::fnSetScrollSpeedNormal(int32 *params) { // params: none _vm->_scrollFraction = 16; return IR_CONT; } int32 Logic::fnSetScrollSpeedSlow(int32 *params) { // params: none _vm->_scrollFraction = 32; return IR_CONT; } } // End of namespace Sword2