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-rw-r--r--engines/sword2/layers.cpp191
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diff --git a/engines/sword2/layers.cpp b/engines/sword2/layers.cpp
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+/* Copyright (C) 1994-1998 Revolution Software Ltd.
+ * Copyright (C) 2003-2006 The ScummVM project
+ *
+ * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * $URL$
+ * $Id$
+ */
+
+// 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"
+#include "sword2/defs.h"
+#include "sword2/logic.h"
+#include "sword2/mouse.h"
+#include "sword2/resman.h"
+#include "sword2/sound.h"
+
+namespace Sword2 {
+
+/**
+ * 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
+ */
+
+void Screen::initBackground(int32 res, int32 new_palette) {
+ byte buf[NAME_LEN];
+ int i;
+
+ assert(res);
+
+ _vm->_sound->clearFxQueue();
+ waitForFade();
+
+ debug(1, "CHANGED TO LOCATION \"%s\"", _vm->_resman->fetchName(res, buf));
+
+ // if last screen was using a shading mask (see below)
+ if (_thisScreen.mask_flag) {
+ if (closeLightMask() != RD_OK)
+ error("Could not close light mask");
+ }
+
+ // Close the previous screen, if one is open
+ if (_thisScreen.background_layer_id)
+ 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
+
+ byte *file = _vm->_resman->openResource(_thisScreen.background_layer_id);
+ ScreenHeader screen_head;
+
+ screen_head.read(_vm->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(2, "layers=%d width=%d depth=%d", screen_head.noLayers, screen_head.width, screen_head.height);
+
+ // initialise the driver back buffer
+ setLocationMetrics(screen_head.width, screen_head.height);
+
+ for (i = 0; i < screen_head.noLayers; i++) {
+ debug(3, "init layer %d", i);
+
+ LayerHeader layer;
+
+ layer.read(_vm->fetchLayerHeader(file, i));
+
+ // 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.
+
+ _sortList[i].layer_number = i + 1;
+ _sortList[i].sort_y = layer.y + layer.height;
+ }
+
+ // reset scroll offsets
+ _thisScreen.scroll_offset_x = 0;
+ _thisScreen.scroll_offset_y = 0;
+
+ if (screen_head.width > _screenWide || screen_head.height > _screenDeep) {
+ // 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
+ // the initial scroll set here
+
+ // Calculate the maximum scroll offsets to prevent scrolling
+ // off the edge. The minimum offsets are both 0.
+
+ _thisScreen.max_scroll_offset_x = screen_head.width - _screenWide;
+ _thisScreen.max_scroll_offset_y = screen_head.height - (_screenDeep - (MENUDEEP * 2));
+ } else {
+ // The later fits on the phyiscal screen. Switch off scrolling.
+ _thisScreen.scroll_flag = 0;
+ }
+
+ 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
+
+ MultiScreenHeader screenLayerTable;
+
+ screenLayerTable.read(file + ResHeader::size());
+
+ if (screenLayerTable.maskOffset) {
+ SpriteInfo spriteInfo;
+
+ 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 = _vm->fetchShadingMask(file);
+ spriteInfo.colourTable = 0;
+
+ if (openLightMask(&spriteInfo) != RD_OK)
+ error("Could not open light mask");
+
+ // so we know to close it later! (see above)
+ _thisScreen.mask_flag = true;
+ } else {
+ // no need to close a mask later
+ _thisScreen.mask_flag = false;
+ }
+
+ // Background parallax layers
+
+ for (i = 0; i < 2; i++) {
+ if (screenLayerTable.bg_parallax[i])
+ initialiseBackgroundLayer(_vm->fetchBackgroundParallaxLayer(file, i));
+ else
+ initialiseBackgroundLayer(NULL);
+ }
+
+ // Normal backround layer
+
+ initialiseBackgroundLayer(_vm->fetchBackgroundLayer(file));
+
+ // Foreground parallax layers
+
+ for (i = 0; i < 2; i++) {
+ if (screenLayerTable.fg_parallax[i])
+ initialiseBackgroundLayer(_vm->fetchForegroundParallaxLayer(file, i));
+ else
+ initialiseBackgroundLayer(NULL);
+ }
+
+ _vm->_resman->closeResource(_thisScreen.background_layer_id);
+}
+
+} // End of namespace Sword2