mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-22 09:49:11 +00:00
297 lines
8.5 KiB
C++
297 lines
8.5 KiB
C++
/* 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.
|
|
*/
|
|
|
|
// high level layer initializing
|
|
|
|
// the system supports:
|
|
// 1 optional background parallax layer
|
|
// 1 not optional normal backdrop layer
|
|
// 3 normal sorted layers
|
|
// up to 2 foreground parallax layers
|
|
|
|
|
|
#include "common/rect.h"
|
|
#include "common/textconsole.h"
|
|
|
|
#include "sword2/sword2.h"
|
|
#include "sword2/defs.h"
|
|
#include "sword2/header.h"
|
|
#include "sword2/logic.h"
|
|
#include "sword2/mouse.h"
|
|
#include "sword2/resman.h"
|
|
#include "sword2/screen.h"
|
|
#include "sword2/sound.h"
|
|
|
|
namespace Sword2 {
|
|
|
|
/**
|
|
* 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) {
|
|
int i;
|
|
|
|
assert(res);
|
|
|
|
_vm->_sound->clearFxQueue(false);
|
|
waitForFade();
|
|
|
|
debug(1, "CHANGED TO LOCATION \"%s\"", _vm->_resman->fetchName(res));
|
|
|
|
// We have to clear this. Otherwise, if an exit warps back to the same
|
|
// room (e.g. the jungle maze), clicking on the same exit again will be
|
|
// misinterpreted as a double-click, and that only works if we're
|
|
// actually walking towards that exit. Otherwise, the game would hang.
|
|
|
|
_vm->_logic->writeVar(EXIT_CLICK_ID, 0);
|
|
|
|
// if last screen was using a shading mask (see below)
|
|
if (_thisScreen.mask_flag) {
|
|
if (closeLightMask() != RD_OK)
|
|
error("Could not close light mask");
|
|
}
|
|
|
|
// Close the previous screen, if one is open
|
|
if (_thisScreen.background_layer_id)
|
|
closeBackgroundLayer();
|
|
|
|
_thisScreen.background_layer_id = res;
|
|
_thisScreen.new_palette = new_palette;
|
|
|
|
// 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
|
|
|
|
byte *file = _vm->_resman->openResource(_thisScreen.background_layer_id);
|
|
ScreenHeader screen_head;
|
|
|
|
screen_head.read(_vm->fetchScreenHeader(file));
|
|
|
|
// 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;
|
|
|
|
debug(2, "layers=%d width=%d depth=%d", screen_head.noLayers, screen_head.width, screen_head.height);
|
|
|
|
// initialize the driver back buffer
|
|
setLocationMetrics(screen_head.width, screen_head.height);
|
|
|
|
for (i = 0; i < screen_head.noLayers; i++) {
|
|
debug(3, "init layer %d", i);
|
|
|
|
LayerHeader layer;
|
|
|
|
layer.read(_vm->fetchLayerHeader(file, i));
|
|
|
|
// 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.
|
|
|
|
_sortList[i].layer_number = i + 1;
|
|
_sortList[i].sort_y = layer.y + layer.height;
|
|
}
|
|
|
|
// reset scroll offsets
|
|
_thisScreen.scroll_offset_x = 0;
|
|
_thisScreen.scroll_offset_y = 0;
|
|
|
|
if (screen_head.width > _screenWide || screen_head.height > _screenDeep) {
|
|
// The layer is larger than the physical screen. Switch on
|
|
// scrolling. (2 means first time on screen)
|
|
_thisScreen.scroll_flag = 2;
|
|
|
|
// Note: if we've already set the player up then we could do
|
|
// the initial scroll set here
|
|
|
|
// Calculate the maximum scroll offsets to prevent scrolling
|
|
// off the edge. The minimum offsets are both 0.
|
|
|
|
_thisScreen.max_scroll_offset_x = screen_head.width - _screenWide;
|
|
_thisScreen.max_scroll_offset_y = screen_head.height - (_screenDeep - (MENUDEEP * 2));
|
|
} else {
|
|
// The later fits on the phyiscal screen. Switch off scrolling.
|
|
_thisScreen.scroll_flag = 0;
|
|
}
|
|
|
|
resetRenderEngine();
|
|
|
|
// 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;
|
|
|
|
// shading mask
|
|
|
|
MultiScreenHeader screenLayerTable;
|
|
|
|
screenLayerTable.read(file + ResHeader::size());
|
|
|
|
if (screenLayerTable.maskOffset) {
|
|
SpriteInfo spriteInfo;
|
|
|
|
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);
|
|
spriteInfo.colorTable = 0;
|
|
|
|
if (openLightMask(&spriteInfo) != RD_OK)
|
|
error("Could not open light mask");
|
|
|
|
// so we know to close it later! (see above)
|
|
_thisScreen.mask_flag = true;
|
|
} else {
|
|
// no need to close a mask later
|
|
_thisScreen.mask_flag = false;
|
|
}
|
|
|
|
// Background parallax layers
|
|
|
|
for (i = 0; i < 2; i++) {
|
|
if (screenLayerTable.bg_parallax[i])
|
|
initializeBackgroundLayer(_vm->fetchBackgroundParallaxLayer(file, i));
|
|
else
|
|
initializeBackgroundLayer(NULL);
|
|
}
|
|
|
|
// Normal backround layer
|
|
|
|
initializeBackgroundLayer(_vm->fetchBackgroundLayer(file));
|
|
|
|
// Foreground parallax layers
|
|
|
|
for (i = 0; i < 2; i++) {
|
|
if (screenLayerTable.fg_parallax[i])
|
|
initializeBackgroundLayer(_vm->fetchForegroundParallaxLayer(file, i));
|
|
else
|
|
initializeBackgroundLayer(NULL);
|
|
}
|
|
|
|
_vm->_resman->closeResource(_thisScreen.background_layer_id);
|
|
}
|
|
|
|
/**
|
|
* This function is called when entering a new room, PSX edition
|
|
* @param res resource id of the normal background layer
|
|
* @param new_palette 1 for new palette, otherwise 0
|
|
*/
|
|
|
|
void Screen::initPsxBackground(int32 res, int32 new_palette) {
|
|
int i;
|
|
|
|
assert(res);
|
|
|
|
_vm->_sound->clearFxQueue(false);
|
|
waitForFade();
|
|
|
|
debug(1, "CHANGED TO LOCATION \"%s\"", _vm->_resman->fetchName(res));
|
|
|
|
_vm->_logic->writeVar(EXIT_CLICK_ID, 0);
|
|
|
|
// Close the previous screen, if one is open
|
|
if (_thisScreen.background_layer_id)
|
|
closeBackgroundLayer();
|
|
|
|
_thisScreen.background_layer_id = res;
|
|
_thisScreen.new_palette = new_palette;
|
|
|
|
// 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
|
|
|
|
byte *file = _vm->_resman->openResource(_thisScreen.background_layer_id);
|
|
ScreenHeader screen_head;
|
|
|
|
screen_head.read(_vm->fetchScreenHeader(file));
|
|
screen_head.height *= 2;
|
|
|
|
// 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;
|
|
|
|
debug(2, "layers=%d width=%d depth=%d", screen_head.noLayers, screen_head.width, screen_head.height);
|
|
|
|
// initialize the driver back buffer
|
|
setLocationMetrics(screen_head.width, screen_head.height);
|
|
|
|
for (i = 0; i < screen_head.noLayers; i++) {
|
|
debug(3, "init layer %d", i);
|
|
|
|
LayerHeader layer;
|
|
|
|
layer.read(_vm->fetchLayerHeader(file, i));
|
|
_sortList[i].layer_number = i + 1;
|
|
_sortList[i].sort_y = layer.y + layer.height;
|
|
}
|
|
|
|
// reset scroll offsets
|
|
_thisScreen.scroll_offset_x = 0;
|
|
_thisScreen.scroll_offset_y = 0;
|
|
|
|
if (screen_head.width > _screenWide || screen_head.height > _screenDeep) {
|
|
_thisScreen.scroll_flag = 2;
|
|
|
|
_thisScreen.max_scroll_offset_x = screen_head.width - _screenWide;
|
|
_thisScreen.max_scroll_offset_y = screen_head.height - (_screenDeep - (MENUDEEP * 2));
|
|
} else {
|
|
// The later fits on the phyiscal screen. Switch off scrolling.
|
|
_thisScreen.scroll_flag = 0;
|
|
}
|
|
|
|
resetRenderEngine();
|
|
|
|
// 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;
|
|
|
|
// Background parallax layers
|
|
initializePsxParallaxLayer(_vm->fetchBackgroundParallaxLayer(file, 0));
|
|
initializePsxParallaxLayer(NULL);
|
|
|
|
// Normal backround layer
|
|
initializePsxBackgroundLayer(_vm->fetchBackgroundLayer(file));
|
|
|
|
// Foreground parallax layers
|
|
initializePsxParallaxLayer(_vm->fetchForegroundParallaxLayer(file, 1));
|
|
initializePsxParallaxLayer(NULL);
|
|
|
|
_vm->_resman->closeResource(_thisScreen.background_layer_id);
|
|
|
|
}
|
|
|
|
} // End of namespace Sword2
|