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scroll.cpp

/* 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.
 *
 * $URL: https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/tags/release-0-11-1/engines/sword2/scroll.cpp $
 * $Id: scroll.cpp 30944 2008-02-23 22:50:18Z sev $
 */



#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 centre - 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

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