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https://github.com/libretro/scummvm.git
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d34e5fc605
that's how we write it in most other places. svn-id: r18069
185 lines
5.3 KiB
C++
185 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., 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/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->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 (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 = _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 = _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 = (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 = _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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