mirror of
https://github.com/libretro/scummvm.git
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ccc40eecc9
svn-id: r9222
299 lines
9.7 KiB
C++
299 lines
9.7 KiB
C++
/* Copyright (C) 1994-2003 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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//------------------------------------------------------------------------------------
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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 <stdarg.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include "stdafx.h"
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#include "driver/driver96.h"
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#include "build_display.h"
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#include "console.h"
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#include "debug.h"
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#include "header.h"
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#include "layers.h"
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#include "memory.h"
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#include "object.h"
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#include "protocol.h"
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#include "resman.h"
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#include "sound.h" // (James22july97) for Clear_fx_queue() called from FN_init_background()
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//------------------------------------------------------------------------------------
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screen_info this_screen; //this_screen describes the current back buffer and its in-game scroll positions, etc.
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//------------------------------------------------------------------------------------
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int32 FN_init_background(int32 *params) //Tony11Sept96
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{
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//param 0 res id of normal background layer - cannot be 0
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//param 1 1 yes 0 no for a new palette
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//this screen defines the size of the back buffer
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_multiScreenHeader *screenLayerTable; // James 06feb97
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_screenHeader *screen_head;
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_layerHeader *layer;
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_spriteInfo spriteInfo;
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uint32 j;
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uint8 *file;
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uint32 rv;
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//--------------------------------------
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// Write to walkthrough file (zebug0.txt)
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#ifdef _DEBUG
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Zdebug(0,"=====================================");
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Zdebug(0,"CHANGED TO LOCATION \"%s\"", FetchObjectName(*params));
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Zdebug(0,"=====================================");
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// Also write this to system debug file
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Zdebug("=====================================");
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Zdebug("CHANGED TO LOCATION \"%s\"", FetchObjectName(*params));
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Zdebug("=====================================");
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#endif
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//--------------------------------------
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Clear_fx_queue(); // stops all fx & clears the queue (James22july97)
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#ifdef _DEBUG
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Zdebug("FN_init_background(%d)", *params);
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if (!*params)
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{
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Con_fatal_error("ERROR: FN_set_background cannot have 0 for background layer id! (%s line=%u)",__FILE__,__LINE__);
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}
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#endif // _DEBUG
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//-------------------------------------------------------
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// if the screen is still fading down then wait for black
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do
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{
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ServiceWindows();
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}
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while(GetFadeStatus()==RDFADE_DOWN);
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//-------------------------------------------------------
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if (this_screen.mask_flag) // if last screen was using a shading mask (see below) (James 08apr97)
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{
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rv = CloseLightMask();
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if (rv)
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ExitWithReport("Driver Error %.8x [%s line %u]", rv, __FILE__, __LINE__);
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}
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//--------------------------------------------------------
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// New stuff for faster screen drivers (James 06feb97)
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if (this_screen.background_layer_id) // for drivers: close the previous screen if one is open
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CloseBackgroundLayer();
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//--------------------------------------------------------
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this_screen.background_layer_id=*params; //set the res id
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this_screen.new_palette = *(params+1); //yes or no - palette is taken from layer file
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//ok, now read the resource and pull out all the normal sort layer info
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//and set them up at the beginning of the sort list - why do it each cycle
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file = res_man.Res_open(this_screen.background_layer_id); //file points to 1st byte in the layer file
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screen_head = FetchScreenHeader(file);
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this_screen.number_of_layers= screen_head->noLayers; //set number of special sort layers
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this_screen.screen_wide = screen_head->width;
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this_screen.screen_deep = screen_head->height;
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Zdebug("res test layers=%d width=%d depth=%d", screen_head->noLayers, screen_head->width, screen_head->height);
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SetLocationMetrics(screen_head->width, screen_head->height); //initialise the driver back buffer
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if (screen_head->noLayers)
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for (j=0;j<screen_head->noLayers;j++)
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{
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layer=FetchLayerHeader(file,j); //get layer header for layer j
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// add into the sort list
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sort_list[j].sort_y = layer->y+layer->height; //need this for sorting - but leave the rest blank, we'll take from the header at print time
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sort_list[j].layer_number=j+1; //signifies a layer
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Zdebug("init layer %d", j);
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}
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//using the screen size setup the scrolling variables
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if( ((screen_head->width) > screenWide) || (screen_head->height>screenDeep) ) // if layer is larger than physical screen
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{
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this_screen.scroll_flag = 2; //switch on scrolling (2 means first time on screen)
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// note, if we've already set the player up then we could do the initial scroll set here
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this_screen.scroll_offset_x = 0; //reset scroll offsets
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this_screen.scroll_offset_y = 0;
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// calc max allowed offsets (to prevent scrolling off edge) - MOVE TO NEW_SCREEN in GTM_CORE.C !!
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this_screen.max_scroll_offset_x = screen_head->width-screenWide; // NB. min scroll offsets are both zero
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this_screen.max_scroll_offset_y = screen_head->height-(screenDeep-(RDMENU_MENUDEEP*2)); // 'screenDeep' includes the menu's, so take away 80 pixels
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}
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else //layer fits on physical screen - scrolling not required
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{
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this_screen.scroll_flag = 0; //switch off scrolling
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this_screen.scroll_offset_x = 0; //reset scroll offsets
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this_screen.scroll_offset_y = 0;
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}
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ResetRenderEngine(); //no inter-cycle scrol between new screens (see setScrollTarget in build display)
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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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this_screen.feet_x=320;
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this_screen.feet_y=340;
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//----------------------------------------------------
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// shading mask
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screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader));
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if (screenLayerTable->maskOffset)
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{
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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 = OpenLightMask( &spriteInfo );
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if (rv)
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ExitWithReport("Driver Error %.8x [%s line %u]", rv, __FILE__, __LINE__);
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this_screen.mask_flag=1; // so we know to close it later! (see above)
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}
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else
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this_screen.mask_flag=0; // no need to close a mask later
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//----------------------------------------------------
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res_man.Res_close(this_screen.background_layer_id); //close the screen file
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SetUpBackgroundLayers();
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Zdebug("end init");
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return(1);
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}
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//------------------------------------------------------------------------------------
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// called from FN_init_background & also from control panel
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void SetUpBackgroundLayers(void) // James(13jun97)
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{
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_multiScreenHeader *screenLayerTable; // James 06feb97
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_screenHeader *screen_head;
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uint8 *file;
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if (this_screen.background_layer_id) // if we actually have a screen to initialise (in case called from control panel)
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{
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//------------------------------
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// open resource & set pointers to headers
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file = res_man.Res_open(this_screen.background_layer_id); //file points to 1st byte in the layer file
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screen_head = FetchScreenHeader(file);
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screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader));
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//------------------------------
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// first background parallax
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if (screenLayerTable->bg_parallax[0])
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InitialiseBackgroundLayer(FetchBackgroundParallaxLayer(file,0));
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else
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InitialiseBackgroundLayer(NULL);
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//------------------------------
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// second background parallax
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if (screenLayerTable->bg_parallax[1])
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InitialiseBackgroundLayer(FetchBackgroundParallaxLayer(file,1));
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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(FetchBackgroundLayer(file));
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//------------------------------
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// first foreground parallax
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if (screenLayerTable->fg_parallax[0])
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InitialiseBackgroundLayer(FetchForegroundParallaxLayer(file,0));
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else
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InitialiseBackgroundLayer(NULL);
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//------------------------------
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// second foreground parallax
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if (screenLayerTable->fg_parallax[1])
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InitialiseBackgroundLayer(FetchForegroundParallaxLayer(file,1));
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else
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InitialiseBackgroundLayer(NULL);
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//----------------------------------------------------
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res_man.Res_close(this_screen.background_layer_id); //close the screen file
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//----------------------------------------------------
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}
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else // no current screen to initialise! (In case called from control panel)
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{
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}
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}
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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