mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-15 14:18:37 +00:00
065f2bb9eb
svn-id: r12181
240 lines
6.9 KiB
C++
240 lines
6.9 KiB
C++
/* Copyright (C) 1994-2004 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 "common/stdafx.h"
|
|
#include "sword2/sword2.h"
|
|
|
|
namespace Sword2 {
|
|
|
|
int32 Logic::fnInitBackground(int32 *params) {
|
|
// this screen defines the size of the back buffer
|
|
|
|
// params: 0 res id of normal background layer - cannot be 0
|
|
// 1 1 yes 0 no for a new palette
|
|
|
|
return _vm->initBackground(params[0], params[1]);
|
|
}
|
|
|
|
int32 Sword2Engine::initBackground(int32 res, int32 new_palette) {
|
|
MultiScreenHeader *screenLayerTable;
|
|
ScreenHeader *screen_head;
|
|
LayerHeader *layer;
|
|
SpriteInfo spriteInfo;
|
|
uint8 *file;
|
|
uint32 rv;
|
|
|
|
debug(5, "CHANGED TO LOCATION \"%s\"", fetchObjectName(res));
|
|
|
|
// stop all fx & clears the queue
|
|
clearFxQueue();
|
|
|
|
#ifdef _SWORD2_DEBUG
|
|
debug(5, "fnInitBackground(%d)", res);
|
|
|
|
if (!res) {
|
|
error("ERROR: fnInitBackground cannot have 0 for background layer id!");
|
|
}
|
|
#endif
|
|
|
|
// if the screen is still fading down then wait for black
|
|
_graphics->waitForFade();
|
|
|
|
// if last screen was using a shading mask (see below)
|
|
if (_thisScreen.mask_flag) {
|
|
rv = _graphics->closeLightMask();
|
|
if (rv)
|
|
error("Driver Error %.8x", rv);
|
|
}
|
|
|
|
// New stuff for faster screen drivers
|
|
|
|
// for drivers: close the previous screen if one is open
|
|
if (_thisScreen.background_layer_id)
|
|
_graphics->closeBackgroundLayer();
|
|
|
|
_thisScreen.background_layer_id = res;
|
|
_thisScreen.new_palette = new_palette;
|
|
|
|
// 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 points to 1st byte in the layer file
|
|
file = _resman->openResource(_thisScreen.background_layer_id);
|
|
|
|
screen_head = fetchScreenHeader(file);
|
|
|
|
//set number of special sort layers
|
|
_thisScreen.number_of_layers = screen_head->noLayers;
|
|
_thisScreen.screen_wide = screen_head->width;
|
|
_thisScreen.screen_deep = screen_head->height;
|
|
|
|
debug(5, "res test layers=%d width=%d depth=%d", screen_head->noLayers, screen_head->width, screen_head->height);
|
|
|
|
//initialise the driver back buffer
|
|
_graphics->setLocationMetrics(screen_head->width, screen_head->height);
|
|
|
|
if (screen_head->noLayers) {
|
|
for (int i = 0; i < screen_head->noLayers; i++) {
|
|
// get layer header for layer i
|
|
layer = fetchLayerHeader(file, i);
|
|
|
|
// add into the sort list
|
|
|
|
// need this for sorting - but leave the rest blank,
|
|
// we'll take from the header at print time
|
|
_sortList[i].sort_y = layer->y + layer->height;
|
|
// signifies a layer
|
|
_sortList[i].layer_number = i + 1;
|
|
|
|
debug(5, "init layer %d", i);
|
|
}
|
|
}
|
|
|
|
// using the screen size setup the scrolling variables
|
|
|
|
// if layer is larger than physical screen
|
|
if (screen_head->width > _graphics->_screenWide || screen_head->height > _graphics->_screenDeep) {
|
|
// switch on scrolling (2 means first time on screen)
|
|
_thisScreen.scroll_flag = 2;
|
|
|
|
// note, if we've already set the player up then we could do
|
|
// the initial scroll set here
|
|
|
|
// reset scroll offsets
|
|
|
|
_thisScreen.scroll_offset_x = 0;
|
|
_thisScreen.scroll_offset_y = 0;
|
|
|
|
// calc max allowed offsets (to prevent scrolling off edge) -
|
|
// MOVE TO NEW_SCREEN in GTM_CORE.C !!
|
|
// NB. min scroll offsets are both zero
|
|
_thisScreen.max_scroll_offset_x = screen_head->width - _graphics->_screenWide;
|
|
// 'screenDeep' includes the menu's, so take away 80 pixels
|
|
_thisScreen.max_scroll_offset_y = screen_head->height - (_graphics->_screenDeep - (RDMENU_MENUDEEP * 2));
|
|
} else {
|
|
// layer fits on physical screen - scrolling not required
|
|
_thisScreen.scroll_flag = 0; // switch off scrolling
|
|
_thisScreen.scroll_offset_x = 0; // reset scroll offsets
|
|
_thisScreen.scroll_offset_y = 0;
|
|
}
|
|
|
|
// no inter-cycle scroll between new screens (see setScrollTarget in
|
|
// build display)
|
|
_graphics->resetRenderEngine();
|
|
|
|
// these are the physical screen coords where the system
|
|
// will try to maintain George's actual feet coords
|
|
_thisScreen.feet_x = 320;
|
|
_thisScreen.feet_y = 340;
|
|
|
|
// shading mask
|
|
|
|
screenLayerTable = (MultiScreenHeader *) (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 = _graphics->openLightMask(&spriteInfo);
|
|
if (rv)
|
|
error("Driver Error %.8x", rv);
|
|
|
|
// so we know to close it later! (see above)
|
|
_thisScreen.mask_flag = 1;
|
|
} else {
|
|
// no need to close a mask later
|
|
_thisScreen.mask_flag = 0;
|
|
}
|
|
|
|
// close the screen file
|
|
_resman->closeResource(_thisScreen.background_layer_id);
|
|
|
|
setUpBackgroundLayers();
|
|
|
|
debug(5, "end init");
|
|
return 1;
|
|
}
|
|
|
|
// called from fnInitBackground and also from control panel
|
|
|
|
void Sword2Engine::setUpBackgroundLayers(void) {
|
|
MultiScreenHeader *screenLayerTable;
|
|
ScreenHeader *screen_head;
|
|
uint8 *file;
|
|
int i;
|
|
|
|
// if we actually have a screen to initialise (in case not called from
|
|
// control panel)
|
|
if (_thisScreen.background_layer_id) {
|
|
// open resource & set pointers to headers
|
|
// file points to 1st byte in the layer file
|
|
|
|
file = _resman->openResource(_thisScreen.background_layer_id);
|
|
|
|
screen_head = fetchScreenHeader(file);
|
|
|
|
screenLayerTable = (MultiScreenHeader *) (file + sizeof(StandardHeader));
|
|
|
|
// Background parallax layers
|
|
|
|
for (i = 0; i < 2; i++) {
|
|
if (screenLayerTable->bg_parallax[i])
|
|
_graphics->initialiseBackgroundLayer(fetchBackgroundParallaxLayer(file, i));
|
|
else
|
|
_graphics->initialiseBackgroundLayer(NULL);
|
|
}
|
|
|
|
// Normal backround layer
|
|
|
|
_graphics->initialiseBackgroundLayer(fetchBackgroundLayer(file));
|
|
|
|
// Foreground parallax layers
|
|
|
|
for (i = 0; i < 2; i++) {
|
|
if (screenLayerTable->fg_parallax[i])
|
|
_graphics->initialiseBackgroundLayer(fetchForegroundParallaxLayer(file, i));
|
|
else
|
|
_graphics->initialiseBackgroundLayer(NULL);
|
|
}
|
|
|
|
// close the screen file
|
|
_resman->closeResource(_thisScreen.background_layer_id);
|
|
}
|
|
}
|
|
|
|
} // End of namespace Sword2
|