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7f4cda6622
reported by Crilith. To elaborate a bit, the engine no longer accesses resource data through packed structs. Instead it uses memory streams and the READ/WRITE functions. If data is mainly read, not written, I have replaced the old struct with a new one with a read() function to read the whole thing from memory into the struct's variables, and a write() function to dump the struct's variables to memory. In fact, most of these write() functions remain unused. If data is both read and written, I have replaced the struct with a class with individual get/set functions to replace the old variables. This manipulates memory directly. Since I'm fairly sure that these structs are frequently stored as local variables for a script, all script variables (both local and global) are stored as little-endian and accessed through the READ/WRITE functions, rather than being treated as arrays of 32-bit integers. On a positive note, the functions for doing endian conversion of resources and save games have been removed, and some general cleanups have been made to assist in the rewrite. Initial reports indicate that this patch indeed fixes alignment issues, and that I have not - surprisingly - broken the game on big-endian platforms. At least not in any immediately obvious way. And there's still plenty of time to fix regressions before 0.9.0, too. svn-id: r19366
191 lines
5.3 KiB
C++
191 lines
5.3 KiB
C++
/* Copyright (C) 1994-1998 Revolution Software Ltd.
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* Copyright (C) 2003-2005 The ScummVM project
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $Header$
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*/
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// high level layer initialising
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// the system supports:
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// 1 optional background parallax layer
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// 1 not optional normal backdrop layer
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// 3 normal sorted layers
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// up to 2 foreground parallax layers
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#include "common/stdafx.h"
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#include "sword2/sword2.h"
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#include "sword2/defs.h"
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#include "sword2/logic.h"
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#include "sword2/mouse.h"
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#include "sword2/resman.h"
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#include "sword2/sound.h"
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namespace Sword2 {
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/**
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* This function is called when entering a new room.
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* @param res resource id of the normal background layer
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* @param new_palette 1 for new palette, otherwise 0
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*/
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void Screen::initBackground(int32 res, int32 new_palette) {
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byte buf[NAME_LEN];
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int i;
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assert(res);
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_vm->_sound->clearFxQueue();
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waitForFade();
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debug(1, "CHANGED TO LOCATION \"%s\"", _vm->_resman->fetchName(res, buf));
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// if last screen was using a shading mask (see below)
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if (_thisScreen.mask_flag) {
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if (closeLightMask() != RD_OK)
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error("Could not close light mask");
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}
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// Close the previous screen, if one is open
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if (_thisScreen.background_layer_id)
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closeBackgroundLayer();
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_thisScreen.background_layer_id = res;
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_thisScreen.new_palette = new_palette;
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// ok, now read the resource and pull out all the normal sort layer
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// info/and set them up at the beginning of the sort list - why do it
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// each cycle
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byte *file = _vm->_resman->openResource(_thisScreen.background_layer_id);
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ScreenHeader screen_head;
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screen_head.read(_vm->fetchScreenHeader(file));
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// set number of special sort layers
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_thisScreen.number_of_layers = screen_head.noLayers;
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_thisScreen.screen_wide = screen_head.width;
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_thisScreen.screen_deep = screen_head.height;
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debug(2, "layers=%d width=%d depth=%d", screen_head.noLayers, screen_head.width, screen_head.height);
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// initialise the driver back buffer
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setLocationMetrics(screen_head.width, screen_head.height);
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for (i = 0; i < screen_head.noLayers; i++) {
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debug(3, "init layer %d", i);
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LayerHeader layer;
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layer.read(_vm->fetchLayerHeader(file, i));
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// Add the layer to the sort list. We only provide just enough
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// information so that it's clear that it's a layer, and where
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// to sort it in relation to other things in the list.
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_sortList[i].layer_number = i + 1;
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_sortList[i].sort_y = layer.y + layer.height;
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}
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// reset scroll offsets
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_thisScreen.scroll_offset_x = 0;
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_thisScreen.scroll_offset_y = 0;
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if (screen_head.width > _screenWide || screen_head.height > _screenDeep) {
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// The layer is larger than the physical screen. Switch on
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// scrolling. (2 means first time on screen)
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_thisScreen.scroll_flag = 2;
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// Note: if we've already set the player up then we could do
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// the initial scroll set here
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// Calculate the maximum scroll offsets to prevent scrolling
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// off the edge. The minimum offsets are both 0.
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_thisScreen.max_scroll_offset_x = screen_head.width - _screenWide;
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_thisScreen.max_scroll_offset_y = screen_head.height - (_screenDeep - (MENUDEEP * 2));
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} else {
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// The later fits on the phyiscal screen. Switch off scrolling.
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_thisScreen.scroll_flag = 0;
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}
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resetRenderEngine();
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// These are the physical screen coords where the system will try to
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// maintain George's actual feet coords.
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_thisScreen.feet_x = 320;
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_thisScreen.feet_y = 340;
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// shading mask
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MultiScreenHeader screenLayerTable;
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screenLayerTable.read(file + ResHeader::size());
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if (screenLayerTable.maskOffset) {
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SpriteInfo spriteInfo;
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spriteInfo.x = 0;
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spriteInfo.y = 0;
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spriteInfo.w = screen_head.width;
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spriteInfo.h = screen_head.height;
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spriteInfo.scale = 0;
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spriteInfo.scaledWidth = 0;
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spriteInfo.scaledHeight = 0;
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spriteInfo.type = 0;
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spriteInfo.blend = 0;
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spriteInfo.data = _vm->fetchShadingMask(file);
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spriteInfo.colourTable = 0;
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if (openLightMask(&spriteInfo) != RD_OK)
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error("Could not open light mask");
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// so we know to close it later! (see above)
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_thisScreen.mask_flag = true;
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} else {
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// no need to close a mask later
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_thisScreen.mask_flag = false;
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}
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// Background parallax layers
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for (i = 0; i < 2; i++) {
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if (screenLayerTable.bg_parallax[i])
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initialiseBackgroundLayer(_vm->fetchBackgroundParallaxLayer(file, i));
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else
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initialiseBackgroundLayer(NULL);
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}
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// Normal backround layer
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initialiseBackgroundLayer(_vm->fetchBackgroundLayer(file));
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// Foreground parallax layers
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for (i = 0; i < 2; i++) {
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if (screenLayerTable.fg_parallax[i])
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initialiseBackgroundLayer(_vm->fetchForegroundParallaxLayer(file, i));
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else
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initialiseBackgroundLayer(NULL);
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}
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_vm->_resman->closeResource(_thisScreen.background_layer_id);
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}
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} // End of namespace Sword2
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