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authorTorbjörn Andersson2004-04-07 12:31:32 +0000
committerTorbjörn Andersson2004-04-07 12:31:32 +0000
commit489e473fca7f5ae424115e4a3907d29733fa6d81 (patch)
tree4ba379a7f694eb317ad64f7a9a0d6f188c7754c4
parentc2870adf609067cba2d5cec0bc6b9bbe3895b42f (diff)
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Cleanup.
svn-id: r13494
-rw-r--r--sword2/build_display.cpp4
-rw-r--r--sword2/driver/_mouse.cpp7
-rw-r--r--sword2/driver/render.cpp11
-rw-r--r--sword2/layers.cpp177
-rw-r--r--sword2/layers.h2
-rw-r--r--sword2/sword2.h2
6 files changed, 75 insertions, 128 deletions
diff --git a/sword2/build_display.cpp b/sword2/build_display.cpp
index 9a775294ef..794645b9c1 100644
--- a/sword2/build_display.cpp
+++ b/sword2/build_display.cpp
@@ -761,11 +761,9 @@ int32 Logic::fnChangeShadows(int32 *params) {
// if last screen was using a shading mask (see below)
if (_vm->_thisScreen.mask_flag) {
uint32 rv = _vm->_graphics->closeLightMask();
-
if (rv)
error("Driver Error %.8x", rv);
-
- _vm->_thisScreen.mask_flag = 0;
+ _vm->_thisScreen.mask_flag = false;
}
return IR_CONT;
diff --git a/sword2/driver/_mouse.cpp b/sword2/driver/_mouse.cpp
index af0055dbca..f0dc663daf 100644
--- a/sword2/driver/_mouse.cpp
+++ b/sword2/driver/_mouse.cpp
@@ -64,13 +64,6 @@ MouseEvent *Input::mouseEvent(void) {
return NULL;
}
-void Graphics::resetRenderEngine(void) {
- _parallaxScrollX = 0;
- _parallaxScrollY = 0;
- _scrollX = 0;
- _scrollY = 0;
-}
-
// FIXME: The original code used 0 for transparency, while our backend uses
// 0xFF. That means that parts of the mouse cursor that weren't meant to be
// transparent may be now.
diff --git a/sword2/driver/render.cpp b/sword2/driver/render.cpp
index 3a235a0dbe..ff06fb5fef 100644
--- a/sword2/driver/render.cpp
+++ b/sword2/driver/render.cpp
@@ -673,6 +673,17 @@ bool Graphics::endRenderCycle(void) {
}
/**
+ * Reset scrolling stuff. This function is called from initBackground()
+ */
+
+void Graphics::resetRenderEngine(void) {
+ _parallaxScrollX = 0;
+ _parallaxScrollY = 0;
+ _scrollX = 0;
+ _scrollY = 0;
+}
+
+/**
* Sets the scroll target position for the end of the game cycle. The driver
* will then automatically scroll as many times as it can to reach this
* position in the allotted time.
diff --git a/sword2/layers.cpp b/sword2/layers.cpp
index c8cea5e045..174c1b3f4f 100644
--- a/sword2/layers.cpp
+++ b/sword2/layers.cpp
@@ -27,6 +27,7 @@
#include "common/stdafx.h"
#include "sword2/sword2.h"
+#include "sword2/interpreter.h"
#include "sword2/logic.h"
#include "sword2/resman.h"
#include "sword2/driver/d_draw.h"
@@ -42,40 +43,28 @@ int32 Logic::fnInitBackground(int32 *params) {
return _vm->initBackground(params[0], params[1]);
}
+/**
+ * This function is called when entering a new room.
+ * @param res resource id of the normal background layer
+ * @param new_palette 1 for new palette, otherwise 0
+ */
+
int32 Sword2Engine::initBackground(int32 res, int32 new_palette) {
- MultiScreenHeader *screenLayerTable;
- ScreenHeader *screen_head;
- LayerHeader *layer;
- SpriteInfo spriteInfo;
- uint8 *file;
- uint32 rv;
+ int i;
- debug(5, "CHANGED TO LOCATION \"%s\"", fetchObjectName(res));
+ assert(res);
+ debug(1, "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);
+ if (_graphics->closeLightMask() != RD_OK)
+ error("Could not close light mask");
}
-
- // New stuff for faster screen drivers
- // for drivers: close the previous screen if one is open
+ // Close the previous screen, if one is open
if (_thisScreen.background_layer_id)
_graphics->closeBackgroundLayer();
@@ -86,80 +75,69 @@ int32 Sword2Engine::initBackground(int32 res, int32 new_palette) {
// 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);
+ uint8 *file = _resman->openResource(_thisScreen.background_layer_id);
+ ScreenHeader *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);
+ debug(2, "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);
+ for (i = 0; i < screen_head->noLayers; i++) {
+ debug(3, "init layer %d", i);
- // add into the sort list
+ LayerHeader *layer = fetchLayerHeader(file, i);
- // 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;
+ // Add the layer to the sort list. We only provide just enough
+ // information so that it's clear that it's a layer, and where
+ // to sort it in relation to other things in the list.
- debug(5, "init layer %d", i);
- }
+ _sortList[i].layer_number = i + 1;
+ _sortList[i].sort_y = layer->y + layer->height;
}
- // using the screen size setup the scrolling variables
+ // reset scroll offsets
+ _thisScreen.scroll_offset_x = 0;
+ _thisScreen.scroll_offset_y = 0;
- // 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)
+ // The layer is larger than the physical screen. 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
+ // Note: if we've already set the player up then we could do
// the initial scroll set here
- // reset scroll offsets
+ // Calculate the maximum scroll offsets to prevent scrolling
+ // off the edge. The minimum offsets are both 0.
- _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;
+ // The later fits on the phyiscal screen. Switch off scrolling.
+ _thisScreen.scroll_flag = 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
+ // 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));
+ MultiScreenHeader *screenLayerTable = (MultiScreenHeader *) (file + sizeof(StandardHeader));
if (screenLayerTable->maskOffset) {
+ SpriteInfo spriteInfo;
+
spriteInfo.x = 0;
spriteInfo.y = 0;
spriteInfo.w = screen_head->width;
@@ -172,71 +150,40 @@ int32 Sword2Engine::initBackground(int32 res, int32 new_palette) {
spriteInfo.data = fetchShadingMask(file);
spriteInfo.colourTable = 0;
- rv = _graphics->openLightMask(&spriteInfo);
- if (rv)
- error("Driver Error %.8x", rv);
+ if (_graphics->openLightMask(&spriteInfo) != RD_OK)
+ error("Could not open light mask");
// so we know to close it later! (see above)
- _thisScreen.mask_flag = 1;
+ _thisScreen.mask_flag = true;
} else {
// no need to close a mask later
- _thisScreen.mask_flag = 0;
+ _thisScreen.mask_flag = false;
}
- // 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);
+ // Background parallax layers
- 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
+ for (i = 0; i < 2; i++) {
+ if (screenLayerTable->bg_parallax[i])
+ _graphics->initialiseBackgroundLayer(fetchBackgroundParallaxLayer(file, i));
+ else
+ _graphics->initialiseBackgroundLayer(NULL);
+ }
- _graphics->initialiseBackgroundLayer(fetchBackgroundLayer(file));
+ // Normal backround layer
- // Foreground parallax layers
+ _graphics->initialiseBackgroundLayer(fetchBackgroundLayer(file));
- for (i = 0; i < 2; i++) {
- if (screenLayerTable->fg_parallax[i])
- _graphics->initialiseBackgroundLayer(fetchForegroundParallaxLayer(file, i));
- else
- _graphics->initialiseBackgroundLayer(NULL);
- }
+ // Foreground parallax layers
- // close the screen file
- _resman->closeResource(_thisScreen.background_layer_id);
+ for (i = 0; i < 2; i++) {
+ if (screenLayerTable->fg_parallax[i])
+ _graphics->initialiseBackgroundLayer(fetchForegroundParallaxLayer(file, i));
+ else
+ _graphics->initialiseBackgroundLayer(NULL);
}
+
+ _resman->closeResource(_thisScreen.background_layer_id);
+ return IR_CONT;
}
} // End of namespace Sword2
diff --git a/sword2/layers.h b/sword2/layers.h
index 07b26e68a6..b8f0a47c97 100644
--- a/sword2/layers.h
+++ b/sword2/layers.h
@@ -43,7 +43,7 @@ struct ScreenInfo {
// palette held within layer file
// fading up after a build_display
uint8 scroll_flag; // Scroll mode 0 off 1 on
- uint8 mask_flag; // Using shading mask
+ bool mask_flag; // Using shading mask
};
} // End of namespace Sword2
diff --git a/sword2/sword2.h b/sword2/sword2.h
index 598370495c..4b95f38653 100644
--- a/sword2/sword2.h
+++ b/sword2/sword2.h
@@ -213,8 +213,6 @@ public:
ScreenInfo _thisScreen;
- void setUpBackgroundLayers(void);
-
uint32 _curMouse;
MouseUnit _mouseList[TOTAL_mouse_list];