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![Torbjörn Andersson](/assets/img/avatar_default.png)
headers. Most (all?) of the ones we need should probably come from stdafx.h instead. svn-id: r10588
247 lines
7.0 KiB
C++
247 lines
7.0 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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// 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 "stdafx.h"
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#include "bs2/build_display.h"
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#include "bs2/debug.h"
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#include "bs2/header.h"
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#include "bs2/layers.h"
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#include "bs2/protocol.h"
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#include "bs2/resman.h"
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#include "bs2/sound.h" // for Clear_fx_queue() called from FN_init_background()
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namespace Sword2 {
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// this_screen describes the current back buffer and its in-game scroll
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// positions, etc.
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screen_info this_screen;
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int32 FN_init_background(int32 *params) {
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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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// this screen defines the size of the back buffer
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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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uint32 j;
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uint8 *file;
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uint32 rv;
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debug(5, "CHANGED TO LOCATION \"%s\"", FetchObjectName(*params));
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// stop all fx & clears the queue
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Clear_fx_queue();
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#ifdef _SWORD2_DEBUG
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debug(5, "FN_init_background(%d)", *params);
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if (!*params) {
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Con_fatal_error("ERROR: FN_set_background 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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WaitForFade();
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// if last screen was using a shading mask (see below)
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if (this_screen.mask_flag) {
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rv = 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 (this_screen.background_layer_id)
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CloseBackgroundLayer();
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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
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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 = res_man.open(this_screen.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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this_screen.number_of_layers = screen_head->noLayers;
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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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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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SetLocationMetrics(screen_head->width, screen_head->height);
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if (screen_head->noLayers) {
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for (j = 0; j < screen_head->noLayers; j++) {
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// get layer header for layer j
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layer = FetchLayerHeader(file, j);
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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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sort_list[j].sort_y = layer->y + layer->height;
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// signifies a layer
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sort_list[j].layer_number = j + 1;
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debug(5, "init layer %d", j);
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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 > screenWide || screen_head->height > screenDeep) {
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// switch on scrolling (2 means first time on screen)
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this_screen.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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this_screen.scroll_offset_x = 0;
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this_screen.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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this_screen.max_scroll_offset_x = screen_head->width-screenWide;
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// 'screenDeep' includes the menu's, so take away 80 pixels
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this_screen.max_scroll_offset_y = screen_head->height - (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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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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// no inter-cycle scroll between new screens (see setScrollTarget in
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// build display)
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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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this_screen.feet_x = 320;
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this_screen.feet_y = 340;
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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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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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error("Driver Error %.8x", rv);
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// so we know to close it later! (see above)
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this_screen.mask_flag = 1;
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} else {
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// no need to close a mask later
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this_screen.mask_flag = 0;
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}
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// close the screen file
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res_man.close(this_screen.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 FN_init_background & also from control panel
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void 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 (this_screen.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 = res_man.open(this_screen.background_layer_id);
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screen_head = FetchScreenHeader(file);
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screenLayerTable = (_multiScreenHeader *) ((uint8 *) 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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InitialiseBackgroundLayer(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(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(FetchForegroundParallaxLayer(file, i));
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else
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InitialiseBackgroundLayer(NULL);
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}
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// close the screen file
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res_man.close(this_screen.background_layer_id);
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}
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}
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} // End of namespace Sword2
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