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They're generally the largest resources in the cache by far (though some ANIMATION_FILE resources are about as big). I still don't know how much benefit there is to resource caching, but some of it is definitely needed, or the game won't work properly. Oh well, as long as no one complains about the extra memory usage... svn-id: r15079
196 lines
5.8 KiB
C++
196 lines
5.8 KiB
C++
/* Copyright (C) 1994-2004 Revolution Software Ltd
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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/interpreter.h"
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#include "sword2/logic.h"
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#include "sword2/resman.h"
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#include "sword2/driver/d_draw.h"
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namespace Sword2 {
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int32 Logic::fnInitBackground(int32 *params) {
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// this screen defines the size of the back buffer
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// params: 0 res id of normal background layer - cannot be 0
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// 1 1 yes 0 no for a new palette
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return _vm->initBackground(params[0], params[1]);
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}
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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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int32 Sword2Engine::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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// The resources age every time a new room is entered.
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_resman->passTime();
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_resman->expireOldResources();
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clearFxQueue();
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_graphics->waitForFade();
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debug(1, "CHANGED TO LOCATION \"%s\"", fetchObjectName(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 (_graphics->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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_graphics->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 = _resman->openResource(_thisScreen.background_layer_id);
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ScreenHeader *screen_head = 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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_graphics->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 = 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 > _graphics->_screenWide || screen_head->height > _graphics->_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 - _graphics->_screenWide;
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_thisScreen.max_scroll_offset_y = screen_head->height - (_graphics->_screenDeep - (RDMENU_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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_graphics->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 = (MultiScreenHeader *) (file + sizeof(StandardHeader));
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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 = fetchShadingMask(file);
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spriteInfo.colourTable = 0;
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if (_graphics->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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_graphics->initialiseBackgroundLayer(fetchBackgroundParallaxLayer(file, i));
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else
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_graphics->initialiseBackgroundLayer(NULL);
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}
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// Normal backround layer
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_graphics->initialiseBackgroundLayer(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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_graphics->initialiseBackgroundLayer(fetchForegroundParallaxLayer(file, i));
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else
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_graphics->initialiseBackgroundLayer(NULL);
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}
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_resman->closeResource(_thisScreen.background_layer_id);
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return IR_CONT;
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}
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} // End of namespace Sword2
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