mirror of
https://github.com/libretro/scummvm.git
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802a301a16
svn-id: r12739
243 lines
7.0 KiB
C++
243 lines
7.0 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/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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int32 Sword2Engine::initBackground(int32 res, int32 new_palette) {
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MultiScreenHeader *screenLayerTable;
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ScreenHeader *screen_head;
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LayerHeader *layer;
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SpriteInfo spriteInfo;
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uint8 *file;
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uint32 rv;
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debug(5, "CHANGED TO LOCATION \"%s\"", fetchObjectName(res));
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// stop all fx & clears the queue
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clearFxQueue();
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#ifdef _SWORD2_DEBUG
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debug(5, "fnInitBackground(%d)", res);
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if (!res) {
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error("ERROR: fnInitBackground cannot have 0 for background layer id!");
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}
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#endif
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// if the screen is still fading down then wait for black
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_graphics->waitForFade();
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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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rv = _graphics->closeLightMask();
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if (rv)
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error("Driver Error %.8x", rv);
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}
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// New stuff for faster screen drivers
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// for drivers: 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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// file points to 1st byte in the layer file
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file = _resman->openResource(_thisScreen.background_layer_id);
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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(5, "res test 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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if (screen_head->noLayers) {
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for (int i = 0; i < screen_head->noLayers; i++) {
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// get layer header for layer i
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layer = fetchLayerHeader(file, i);
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// add into the sort list
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// need this for sorting - but leave the rest blank,
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// we'll take from the header at print time
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_sortList[i].sort_y = layer->y + layer->height;
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// signifies a layer
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_sortList[i].layer_number = i + 1;
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debug(5, "init layer %d", i);
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}
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}
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// using the screen size setup the scrolling variables
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// if layer is larger than physical screen
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if (screen_head->width > _graphics->_screenWide || screen_head->height > _graphics->_screenDeep) {
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// switch on 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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// 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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// calc max allowed offsets (to prevent scrolling off edge) -
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// MOVE TO NEW_SCREEN in GTM_CORE.C !!
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// NB. min scroll offsets are both zero
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_thisScreen.max_scroll_offset_x = screen_head->width - _graphics->_screenWide;
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// 'screenDeep' includes the menu's, so take away 80 pixels
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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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// layer fits on physical screen - scrolling not required
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_thisScreen.scroll_flag = 0; // switch off scrolling
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_thisScreen.scroll_offset_x = 0; // reset scroll offsets
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_thisScreen.scroll_offset_y = 0;
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}
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// no inter-cycle scroll between new screens (see setScrollTarget in
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// build display)
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_graphics->resetRenderEngine();
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// these are the physical screen coords where the system
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// will try to 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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screenLayerTable = (MultiScreenHeader *) (file + sizeof(StandardHeader));
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if (screenLayerTable->maskOffset) {
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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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rv = _graphics->openLightMask(&spriteInfo);
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if (rv)
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error("Driver Error %.8x", rv);
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// so we know to close it later! (see above)
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_thisScreen.mask_flag = 1;
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} else {
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// no need to close a mask later
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_thisScreen.mask_flag = 0;
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}
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// close the screen file
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_resman->closeResource(_thisScreen.background_layer_id);
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setUpBackgroundLayers();
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debug(5, "end init");
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return 1;
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}
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// called from fnInitBackground and also from control panel
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void Sword2Engine::setUpBackgroundLayers(void) {
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MultiScreenHeader *screenLayerTable;
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ScreenHeader *screen_head;
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uint8 *file;
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int i;
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// if we actually have a screen to initialise (in case not called from
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// control panel)
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if (_thisScreen.background_layer_id) {
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// open resource & set pointers to headers
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// file points to 1st byte in the layer file
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file = _resman->openResource(_thisScreen.background_layer_id);
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screen_head = fetchScreenHeader(file);
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screenLayerTable = (MultiScreenHeader *) (file + sizeof(StandardHeader));
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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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// close the screen file
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_resman->closeResource(_thisScreen.background_layer_id);
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}
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}
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} // End of namespace Sword2
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