mirror of
https://github.com/libretro/scummvm.git
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d6c34bdc4b
svn-id: r30667
207 lines
5.9 KiB
C++
207 lines
5.9 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* Additional copyright for this file:
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* Copyright (C) 1994-1998 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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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/rect.h"
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#include "sword2/sword2.h"
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#include "sword2/defs.h"
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#include "sword2/header.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/screen.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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int i;
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assert(res);
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_vm->_sound->clearFxQueue(false);
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waitForFade();
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debug(1, "CHANGED TO LOCATION \"%s\"", _vm->_resman->fetchName(res));
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// We have to clear this. Otherwise, if an exit warps back to the same
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// room (e.g. the jungle maze), clicking on the same exit again will be
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// misinterpreted as a double-click, and that only works if we're
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// actually walking towards that exit. Otherwise, the game would hang.
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_vm->_logic->writeVar(EXIT_CLICK_ID, 0);
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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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