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-rw-r--r--sword2/layers.cpp191
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diff --git a/sword2/layers.cpp b/sword2/layers.cpp
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index 0b59b5a9b1..0000000000
--- a/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