scummvm/sword2/layers.cpp

185 lines
5.3 KiB
C++
Raw Normal View History

/* Copyright (C) 1994-1998 Revolution Software Ltd.
* Copyright (C) 2003-2005 The ScummVM project
2003-07-28 01:44:38 +00:00
*
* 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.
*
* $Header$
*/
2003-09-17 06:28:27 +00:00
// high level layer initialising
2003-07-28 01:44:38 +00:00
2003-09-17 06:28:27 +00:00
// the system supports:
// 1 optional background parallax layer
// 1 not optional normal backdrop layer
// 3 normal sorted layers
// up to 2 foreground parallax layers
2003-07-28 01:44:38 +00:00
#include "common/stdafx.h"
2003-10-28 19:51:30 +00:00
#include "sword2/sword2.h"
#include "sword2/defs.h"
#include "sword2/logic.h"
#include "sword2/mouse.h"
#include "sword2/resman.h"
#include "sword2/sound.h"
2003-07-28 01:44:38 +00:00
2003-10-04 00:52:27 +00:00
namespace Sword2 {
2004-04-07 12:31:32 +00:00
/**
* This function is called when entering a new room.
* @param res resource id of the normal background layer
* @param new_palette 1 for new palette, otherwise 0
*/
void Screen::initBackground(int32 res, int32 new_palette) {
byte buf[NAME_LEN];
2004-04-07 12:31:32 +00:00
int i;
2003-07-28 01:44:38 +00:00
2004-04-07 12:31:32 +00:00
assert(res);
2003-07-28 01:44:38 +00:00
_vm->_sound->clearFxQueue();
waitForFade();
debug(1, "CHANGED TO LOCATION \"%s\"", _vm->fetchObjectName(res, buf));
// if last screen was using a shading mask (see below)
if (_thisScreen.mask_flag) {
if (closeLightMask() != RD_OK)
2004-04-07 12:31:32 +00:00
error("Could not close light mask");
2003-07-28 01:44:38 +00:00
}
2004-04-07 12:31:32 +00:00
// Close the previous screen, if one is open
if (_thisScreen.background_layer_id)
closeBackgroundLayer();
2003-07-28 01:44:38 +00:00
_thisScreen.background_layer_id = res;
_thisScreen.new_palette = new_palette;
2003-07-28 01:44:38 +00:00
2003-09-17 06:28:27 +00:00
// ok, now read the resource and pull out all the normal sort layer
// info/and set them up at the beginning of the sort list - why do it
// each cycle
2003-07-28 01:44:38 +00:00
byte *file = _vm->_resman->openResource(_thisScreen.background_layer_id);
ScreenHeader *screen_head = _vm->fetchScreenHeader(file);
2003-07-28 01:44:38 +00:00
// set number of special sort layers
_thisScreen.number_of_layers = screen_head->noLayers;
_thisScreen.screen_wide = screen_head->width;
_thisScreen.screen_deep = screen_head->height;
2003-07-28 01:44:38 +00:00
2004-04-07 12:31:32 +00:00
debug(2, "layers=%d width=%d depth=%d", screen_head->noLayers, screen_head->width, screen_head->height);
2003-07-28 01:44:38 +00:00
// initialise the driver back buffer
setLocationMetrics(screen_head->width, screen_head->height);
2003-07-28 01:44:38 +00:00
2004-04-07 12:31:32 +00:00
for (i = 0; i < screen_head->noLayers; i++) {
debug(3, "init layer %d", i);
2003-07-28 01:44:38 +00:00
LayerHeader *layer = _vm->fetchLayerHeader(file, i);
2003-07-28 01:44:38 +00:00
2004-04-07 12:31:32 +00:00
// Add the layer to the sort list. We only provide just enough
// information so that it's clear that it's a layer, and where
// to sort it in relation to other things in the list.
2003-07-28 01:44:38 +00:00
2004-04-07 12:31:32 +00:00
_sortList[i].layer_number = i + 1;
_sortList[i].sort_y = layer->y + layer->height;
2003-09-17 06:28:27 +00:00
}
2003-07-28 01:44:38 +00:00
2004-04-07 12:31:32 +00:00
// reset scroll offsets
_thisScreen.scroll_offset_x = 0;
_thisScreen.scroll_offset_y = 0;
2003-07-28 01:44:38 +00:00
if (screen_head->width > _screenWide || screen_head->height > _screenDeep) {
2004-04-07 12:31:32 +00:00
// The layer is larger than the physical screen. Switch on
// scrolling. (2 means first time on screen)
_thisScreen.scroll_flag = 2;
2003-07-28 01:44:38 +00:00
2004-04-07 12:31:32 +00:00
// Note: if we've already set the player up then we could do
2003-09-17 06:28:27 +00:00
// the initial scroll set here
2003-07-28 01:44:38 +00:00
2004-04-07 12:31:32 +00:00
// Calculate the maximum scroll offsets to prevent scrolling
// off the edge. The minimum offsets are both 0.
2003-07-28 01:44:38 +00:00
_thisScreen.max_scroll_offset_x = screen_head->width - _screenWide;
_thisScreen.max_scroll_offset_y = screen_head->height - (_screenDeep - (MENUDEEP * 2));
2003-09-17 06:28:27 +00:00
} else {
2004-04-07 12:31:32 +00:00
// The later fits on the phyiscal screen. Switch off scrolling.
_thisScreen.scroll_flag = 0;
2003-07-28 01:44:38 +00:00
}
resetRenderEngine();
2003-07-28 01:44:38 +00:00
2004-04-07 12:31:32 +00:00
// These are the physical screen coords where the system will try to
// maintain George's actual feet coords.
_thisScreen.feet_x = 320;
_thisScreen.feet_y = 340;
2003-07-28 01:44:38 +00:00
// shading mask
2004-04-07 12:31:32 +00:00
MultiScreenHeader *screenLayerTable = (MultiScreenHeader *) (file + sizeof(StandardHeader));
2003-07-28 01:44:38 +00:00
2003-09-17 06:28:27 +00:00
if (screenLayerTable->maskOffset) {
2004-04-07 12:31:32 +00:00
SpriteInfo spriteInfo;
2003-09-17 06:28:27 +00:00
spriteInfo.x = 0;
spriteInfo.y = 0;
spriteInfo.w = screen_head->width;
spriteInfo.h = screen_head->height;
spriteInfo.scale = 0;
spriteInfo.scaledWidth = 0;
spriteInfo.scaledHeight = 0;
spriteInfo.type = 0;
spriteInfo.blend = 0;
spriteInfo.data = _vm->fetchShadingMask(file);
2003-09-17 06:28:27 +00:00
spriteInfo.colourTable = 0;
if (openLightMask(&spriteInfo) != RD_OK)
2004-04-07 12:31:32 +00:00
error("Could not open light mask");
2003-07-28 01:44:38 +00:00
2003-09-17 06:28:27 +00:00
// so we know to close it later! (see above)
2004-04-07 12:31:32 +00:00
_thisScreen.mask_flag = true;
2003-09-17 06:28:27 +00:00
} else {
// no need to close a mask later
2004-04-07 12:31:32 +00:00
_thisScreen.mask_flag = false;
2003-07-28 01:44:38 +00:00
}
2004-04-07 12:31:32 +00:00
// Background parallax layers
2003-07-28 01:44:38 +00:00
2004-04-07 12:31:32 +00:00
for (i = 0; i < 2; i++) {
if (screenLayerTable->bg_parallax[i])
initialiseBackgroundLayer(_vm->fetchBackgroundParallaxLayer(file, i));
2004-04-07 12:31:32 +00:00
else
initialiseBackgroundLayer(NULL);
2004-04-07 12:31:32 +00:00
}
2003-07-28 01:44:38 +00:00
2004-04-07 12:31:32 +00:00
// Normal backround layer
2003-07-28 01:44:38 +00:00
initialiseBackgroundLayer(_vm->fetchBackgroundLayer(file));
2003-07-28 01:44:38 +00:00
2004-04-07 12:31:32 +00:00
// Foreground parallax layers
2003-07-28 01:44:38 +00:00
2004-04-07 12:31:32 +00:00
for (i = 0; i < 2; i++) {
if (screenLayerTable->fg_parallax[i])
initialiseBackgroundLayer(_vm->fetchForegroundParallaxLayer(file, i));
2004-04-07 12:31:32 +00:00
else
initialiseBackgroundLayer(NULL);
2003-07-28 01:44:38 +00:00
}
2004-04-07 12:31:32 +00:00
_vm->_resman->closeResource(_thisScreen.background_layer_id);
2003-07-28 01:44:38 +00:00
}
2003-10-04 00:52:27 +00:00
} // End of namespace Sword2