From beb2d9656ca09f57719eb57083355bed192ad0ac Mon Sep 17 00:00:00 2001 From: Ghabry Date: Fri, 22 Nov 2024 00:21:26 +0100 Subject: [PATCH] Pixel scrolling: Cleanup --- src/game_interpreter_map.cpp | 19 +++----- src/game_player.cpp | 85 +++++++++++++++++------------------- 2 files changed, 46 insertions(+), 58 deletions(-) diff --git a/src/game_interpreter_map.cpp b/src/game_interpreter_map.cpp index 79e7c60061..d26586ebbe 100644 --- a/src/game_interpreter_map.cpp +++ b/src/game_interpreter_map.cpp @@ -608,15 +608,6 @@ bool Game_Interpreter_Map::CommandPanScreen(lcf::rpg::EventCommand const& com) { int speed; bool waiting_pan_screen = false; - // Maniac has new functions for pixel scrolling, which also have X and Y offsets - bool is_maniac = Player::IsPatchManiac(); - int h; - int v; - double h_speed; - double v_speed; - bool centered = false; - bool relative = false; - auto& player = *Main_Data::game_player; switch (com.parameters[0]) { @@ -645,9 +636,13 @@ bool Game_Interpreter_Map::CommandPanScreen(lcf::rpg::EventCommand const& com) { distance /= SCREEN_TILE_SIZE; break; } - if (is_maniac && com.parameters.size() > 5) { - h = ValueOrVariableBitfield(com, 1, 0, 2); - v = ValueOrVariableBitfield(com, 1, 1, 3); + + if (Player::IsPatchManiac() && com.parameters.size() > 5) { + // Pixel scrolling with h/v offsets + bool centered = false; // absolute from default pan (centered on hero) + bool relative = false; // relative to current camera + int h = ValueOrVariableBitfield(com, 1, 0, 2); + int v = ValueOrVariableBitfield(com, 1, 1, 3); waiting_pan_screen = (com.parameters[4] & 0x01) != 0; speed = ValueOrVariableBitfield(com, 1, 2, 5); switch (com.parameters[0]) { diff --git a/src/game_player.cpp b/src/game_player.cpp index c620da5db4..0650ed366f 100644 --- a/src/game_player.cpp +++ b/src/game_player.cpp @@ -772,8 +772,6 @@ void Game_Player::UnlockPan() { } void Game_Player::StartPan(int direction, int distance, int speed) { - bool is_maniac = Player::IsPatchManiac(); - distance *= SCREEN_TILE_SIZE; if (direction == PanUp) { @@ -790,48 +788,44 @@ void Game_Player::StartPan(int direction, int distance, int speed) { data()->pan_finish_x = new_pan; } - // Maniac uses separate horizontal/vertical pan doubles for everything - if (is_maniac) { - data()->maniac_horizontal_pan_speed = static_cast(2 << speed); - data()->maniac_vertical_pan_speed = static_cast(2 << speed); - } data()->pan_speed = 2 << speed; + + if (Player::IsPatchManiac()) { + // Maniac uses separate horizontal/vertical pan for everything + data()->maniac_horizontal_pan_speed = data()->pan_speed; + data()->maniac_vertical_pan_speed = data()->pan_speed; + } } void Game_Player::StartPixelPan(int h, int v, int speed, bool interpolated, bool centered, bool relative) { - const bool is_maniac = Player::IsPatchManiac(); - - if (!is_maniac) { + if (!Player::IsPatchManiac()) { return; } h *= TILE_SIZE; v *= TILE_SIZE; + maniac_pan_current_x = static_cast(data()->pan_current_x); + maniac_pan_current_y = static_cast(data()->pan_current_y); + int new_pan_x; int new_pan_y; - double h_speed; - double v_speed; - - int pan_current_x = data()->pan_current_x; - int pan_current_y = data()->pan_current_y; - maniac_pan_current_x = static_cast(pan_current_x); - maniac_pan_current_y = static_cast(pan_current_y); - + // FIXME: Fails when relative and centered are used in combination if (relative) { new_pan_x = data()->pan_finish_x - h; new_pan_y = data()->pan_finish_y - v; + } else if (centered) { + new_pan_x = GetSpriteX() + GetDefaultPanX() - h; + new_pan_y = GetSpriteY() + GetDefaultPanY() - v; } else { - if (centered) { - new_pan_x = GetSpriteX() + GetDefaultPanX() - h; - new_pan_y = GetSpriteY() + GetDefaultPanY() - v; - } else { - new_pan_x = GetSpriteX() - h; - new_pan_y = GetSpriteY() - v; - } + new_pan_x = GetSpriteX() - h; + new_pan_y = GetSpriteY() - v; } + double h_speed; + double v_speed; + if (speed == 0) { // Instant pan if speed is zero h_speed = std::abs((static_cast(new_pan_x) - maniac_pan_current_x)); @@ -853,15 +847,15 @@ void Game_Player::StartPixelPan(int h, int v, int speed, bool interpolated, bool } void Game_Player::ResetPan(int speed) { - bool is_maniac = Player::IsPatchManiac(); data()->pan_finish_x = GetDefaultPanX(); data()->pan_finish_y = GetDefaultPanY(); - // Maniac uses separate horizontal/vertical pan doubles for everything - if (is_maniac) { - data()->maniac_horizontal_pan_speed = static_cast(2 << speed); - data()->maniac_vertical_pan_speed = static_cast(2 << speed); - } data()->pan_speed = 2 << speed; + + if (Player::IsPatchManiac()) { + // Maniac uses separate horizontal/vertical pan for everything + data()->maniac_horizontal_pan_speed = data()->pan_speed; + data()->maniac_vertical_pan_speed = data()->pan_speed; + } } int Game_Player::GetPanWait() { @@ -880,31 +874,30 @@ void Game_Player::UpdatePan() { if (!IsPanActive()) return; - bool is_maniac = Player::IsPatchManiac(); const int step = data()->pan_speed; const int pan_remain_x = data()->pan_current_x - data()->pan_finish_x; const int pan_remain_y = data()->pan_current_y - data()->pan_finish_y; - // Maniac - const double step_x = data()->maniac_horizontal_pan_speed; - const double step_y = data()->maniac_vertical_pan_speed; - int dx; int dy; - if (is_maniac) { + + if (Player::IsPatchManiac()) { + const double step_x = data()->maniac_horizontal_pan_speed; + const double step_y = data()->maniac_vertical_pan_speed; + // Maniac uses doubles for smoother screen scrolling - double ddx = std::min(step_x, std::abs(static_cast(pan_remain_x))); - double ddy = std::min(step_y, std::abs(static_cast(pan_remain_y))); + double dx2 = std::min(step_x, std::abs(static_cast(pan_remain_x))); + double dy2 = std::min(step_y, std::abs(static_cast(pan_remain_y))); - ddx = pan_remain_x >= 0 ? ddx : -ddx; - ddy = pan_remain_y >= 0 ? ddy : -ddy; + dx2 = pan_remain_x >= 0 ? dx2 : -dx2; + dy2 = pan_remain_y >= 0 ? dy2 : -dy2; - maniac_pan_current_x -= ddx; - maniac_pan_current_y -= ddy; + maniac_pan_current_x -= dx2; + maniac_pan_current_y -= dy2; - // Depending on the position decimal, floor or ceil the value. - dx = std::round(std::abs(maniac_pan_current_x)) == std::ceil(std::abs(maniac_pan_current_x)) ? static_cast(std::floor(ddx)) : static_cast(std::ceil(ddx)); - dy = std::round(std::abs(maniac_pan_current_y)) == std::ceil(std::abs(maniac_pan_current_y)) ? static_cast(std::floor(ddy)) : static_cast(std::ceil(ddy)); + // Depending on the position, floor or ceil the value + dx = Utils::RoundTo(std::abs(maniac_pan_current_x)) == std::ceil(std::abs(maniac_pan_current_x)) ? static_cast(std::floor(dx2)) : static_cast(std::ceil(dx2)); + dy = Utils::RoundTo(std::abs(maniac_pan_current_y)) == std::ceil(std::abs(maniac_pan_current_y)) ? static_cast(std::floor(dy2)) : static_cast(std::ceil(dy2)); } else { dx = std::min(step, std::abs(pan_remain_x)); dy = std::min(step, std::abs(pan_remain_y));