scummvm/sword2/layers.cpp
Travis Howell ccc40eecc9 Compiles on mingw now
svn-id: r9222
2003-07-28 03:12:49 +00:00

299 lines
9.7 KiB
C++

/* Copyright (C) 1994-2003 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*/
//------------------------------------------------------------------------------------
//high level layer initialising
//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 <stdarg.h>
#include <stdio.h>
#include <stdlib.h>
#include "stdafx.h"
#include "driver/driver96.h"
#include "build_display.h"
#include "console.h"
#include "debug.h"
#include "header.h"
#include "layers.h"
#include "memory.h"
#include "object.h"
#include "protocol.h"
#include "resman.h"
#include "sound.h" // (James22july97) for Clear_fx_queue() called from FN_init_background()
//------------------------------------------------------------------------------------
screen_info this_screen; //this_screen describes the current back buffer and its in-game scroll positions, etc.
//------------------------------------------------------------------------------------
int32 FN_init_background(int32 *params) //Tony11Sept96
{
//param 0 res id of normal background layer - cannot be 0
//param 1 1 yes 0 no for a new palette
//this screen defines the size of the back buffer
_multiScreenHeader *screenLayerTable; // James 06feb97
_screenHeader *screen_head;
_layerHeader *layer;
_spriteInfo spriteInfo;
uint32 j;
uint8 *file;
uint32 rv;
//--------------------------------------
// Write to walkthrough file (zebug0.txt)
#ifdef _DEBUG
Zdebug(0,"=====================================");
Zdebug(0,"CHANGED TO LOCATION \"%s\"", FetchObjectName(*params));
Zdebug(0,"=====================================");
// Also write this to system debug file
Zdebug("=====================================");
Zdebug("CHANGED TO LOCATION \"%s\"", FetchObjectName(*params));
Zdebug("=====================================");
#endif
//--------------------------------------
Clear_fx_queue(); // stops all fx & clears the queue (James22july97)
#ifdef _DEBUG
Zdebug("FN_init_background(%d)", *params);
if (!*params)
{
Con_fatal_error("ERROR: FN_set_background cannot have 0 for background layer id! (%s line=%u)",__FILE__,__LINE__);
}
#endif // _DEBUG
//-------------------------------------------------------
// if the screen is still fading down then wait for black
do
{
ServiceWindows();
}
while(GetFadeStatus()==RDFADE_DOWN);
//-------------------------------------------------------
if (this_screen.mask_flag) // if last screen was using a shading mask (see below) (James 08apr97)
{
rv = CloseLightMask();
if (rv)
ExitWithReport("Driver Error %.8x [%s line %u]", rv, __FILE__, __LINE__);
}
//--------------------------------------------------------
// New stuff for faster screen drivers (James 06feb97)
if (this_screen.background_layer_id) // for drivers: close the previous screen if one is open
CloseBackgroundLayer();
//--------------------------------------------------------
this_screen.background_layer_id=*params; //set the res id
this_screen.new_palette = *(params+1); //yes or no - palette is taken from layer file
//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
file = res_man.Res_open(this_screen.background_layer_id); //file points to 1st byte in the layer file
screen_head = FetchScreenHeader(file);
this_screen.number_of_layers= screen_head->noLayers; //set number of special sort layers
this_screen.screen_wide = screen_head->width;
this_screen.screen_deep = screen_head->height;
Zdebug("res test layers=%d width=%d depth=%d", screen_head->noLayers, screen_head->width, screen_head->height);
SetLocationMetrics(screen_head->width, screen_head->height); //initialise the driver back buffer
if (screen_head->noLayers)
for (j=0;j<screen_head->noLayers;j++)
{
layer=FetchLayerHeader(file,j); //get layer header for layer j
// add into the sort list
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
sort_list[j].layer_number=j+1; //signifies a layer
Zdebug("init layer %d", j);
}
//using the screen size setup the scrolling variables
if( ((screen_head->width) > screenWide) || (screen_head->height>screenDeep) ) // if layer is larger than physical screen
{
this_screen.scroll_flag = 2; //switch on scrolling (2 means first time on screen)
// note, if we've already set the player up then we could do the initial scroll set here
this_screen.scroll_offset_x = 0; //reset scroll offsets
this_screen.scroll_offset_y = 0;
// calc max allowed offsets (to prevent scrolling off edge) - MOVE TO NEW_SCREEN in GTM_CORE.C !!
this_screen.max_scroll_offset_x = screen_head->width-screenWide; // NB. min scroll offsets are both zero
this_screen.max_scroll_offset_y = screen_head->height-(screenDeep-(RDMENU_MENUDEEP*2)); // 'screenDeep' includes the menu's, so take away 80 pixels
}
else //layer fits on physical screen - scrolling not required
{
this_screen.scroll_flag = 0; //switch off scrolling
this_screen.scroll_offset_x = 0; //reset scroll offsets
this_screen.scroll_offset_y = 0;
}
ResetRenderEngine(); //no inter-cycle scrol between new screens (see setScrollTarget in build display)
// these are the physical screen coords where the system
// will try to maintain George's actual feet coords
this_screen.feet_x=320;
this_screen.feet_y=340;
//----------------------------------------------------
// shading mask
screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader));
if (screenLayerTable->maskOffset)
{
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 = FetchShadingMask(file);
spriteInfo.colourTable = 0;
rv = OpenLightMask( &spriteInfo );
if (rv)
ExitWithReport("Driver Error %.8x [%s line %u]", rv, __FILE__, __LINE__);
this_screen.mask_flag=1; // so we know to close it later! (see above)
}
else
this_screen.mask_flag=0; // no need to close a mask later
//----------------------------------------------------
res_man.Res_close(this_screen.background_layer_id); //close the screen file
SetUpBackgroundLayers();
Zdebug("end init");
return(1);
}
//------------------------------------------------------------------------------------
// called from FN_init_background & also from control panel
void SetUpBackgroundLayers(void) // James(13jun97)
{
_multiScreenHeader *screenLayerTable; // James 06feb97
_screenHeader *screen_head;
uint8 *file;
if (this_screen.background_layer_id) // if we actually have a screen to initialise (in case called from control panel)
{
//------------------------------
// open resource & set pointers to headers
file = res_man.Res_open(this_screen.background_layer_id); //file points to 1st byte in the layer file
screen_head = FetchScreenHeader(file);
screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader));
//------------------------------
// first background parallax
if (screenLayerTable->bg_parallax[0])
InitialiseBackgroundLayer(FetchBackgroundParallaxLayer(file,0));
else
InitialiseBackgroundLayer(NULL);
//------------------------------
// second background parallax
if (screenLayerTable->bg_parallax[1])
InitialiseBackgroundLayer(FetchBackgroundParallaxLayer(file,1));
else
InitialiseBackgroundLayer(NULL);
//------------------------------
// normal backround layer
InitialiseBackgroundLayer(FetchBackgroundLayer(file));
//------------------------------
// first foreground parallax
if (screenLayerTable->fg_parallax[0])
InitialiseBackgroundLayer(FetchForegroundParallaxLayer(file,0));
else
InitialiseBackgroundLayer(NULL);
//------------------------------
// second foreground parallax
if (screenLayerTable->fg_parallax[1])
InitialiseBackgroundLayer(FetchForegroundParallaxLayer(file,1));
else
InitialiseBackgroundLayer(NULL);
//----------------------------------------------------
res_man.Res_close(this_screen.background_layer_id); //close the screen file
//----------------------------------------------------
}
else // no current screen to initialise! (In case called from control panel)
{
}
}
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