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Diffstat (limited to 'sword2/layers.cpp')
-rw-r--r--sword2/layers.cpp51
1 files changed, 24 insertions, 27 deletions
diff --git a/sword2/layers.cpp b/sword2/layers.cpp
index 86debbd8c3..79b8cd9743 100644
--- a/sword2/layers.cpp
+++ b/sword2/layers.cpp
@@ -28,11 +28,9 @@
#include "common/stdafx.h"
#include "sword2/sword2.h"
-#include "sword2/interpreter.h"
#include "sword2/logic.h"
#include "sword2/resman.h"
#include "sword2/sound.h"
-#include "sword2/driver/d_draw.h"
namespace Sword2 {
@@ -42,30 +40,30 @@ namespace Sword2 {
* @param new_palette 1 for new palette, otherwise 0
*/
-int32 Sword2Engine::initBackground(int32 res, int32 new_palette) {
+void Screen::initBackground(int32 res, int32 new_palette) {
byte buf[NAME_LEN];
int i;
assert(res);
// The resources age every time a new room is entered.
- _resman->passTime();
- _resman->expireOldResources();
+ _vm->_resman->passTime();
+ _vm->_resman->expireOldResources();
- _sound->clearFxQueue();
- _graphics->waitForFade();
+ _vm->_sound->clearFxQueue();
+ waitForFade();
- debug(1, "CHANGED TO LOCATION \"%s\"", fetchObjectName(res, buf));
+ debug(1, "CHANGED TO LOCATION \"%s\"", _vm->fetchObjectName(res, buf));
// if last screen was using a shading mask (see below)
if (_thisScreen.mask_flag) {
- if (_graphics->closeLightMask() != RD_OK)
+ if (closeLightMask() != RD_OK)
error("Could not close light mask");
}
// Close the previous screen, if one is open
if (_thisScreen.background_layer_id)
- _graphics->closeBackgroundLayer();
+ closeBackgroundLayer();
_thisScreen.background_layer_id = res;
_thisScreen.new_palette = new_palette;
@@ -74,8 +72,8 @@ 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
- byte *file = _resman->openResource(_thisScreen.background_layer_id);
- ScreenHeader *screen_head = fetchScreenHeader(file);
+ byte *file = _vm->_resman->openResource(_thisScreen.background_layer_id);
+ ScreenHeader *screen_head = _vm->fetchScreenHeader(file);
// set number of special sort layers
_thisScreen.number_of_layers = screen_head->noLayers;
@@ -85,12 +83,12 @@ int32 Sword2Engine::initBackground(int32 res, int32 new_palette) {
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);
+ setLocationMetrics(screen_head->width, screen_head->height);
for (i = 0; i < screen_head->noLayers; i++) {
debug(3, "init layer %d", i);
- LayerHeader *layer = fetchLayerHeader(file, i);
+ LayerHeader *layer = _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
@@ -104,7 +102,7 @@ int32 Sword2Engine::initBackground(int32 res, int32 new_palette) {
_thisScreen.scroll_offset_x = 0;
_thisScreen.scroll_offset_y = 0;
- if (screen_head->width > _graphics->_screenWide || screen_head->height > _graphics->_screenDeep) {
+ 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;
@@ -115,14 +113,14 @@ int32 Sword2Engine::initBackground(int32 res, int32 new_palette) {
// 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 - _graphics->_screenWide;
- _thisScreen.max_scroll_offset_y = screen_head->height - (_graphics->_screenDeep - (RDMENU_MENUDEEP * 2));
+ _thisScreen.max_scroll_offset_x = screen_head->width - _screenWide;
+ _thisScreen.max_scroll_offset_y = screen_head->height - (_screenDeep - (RDMENU_MENUDEEP * 2));
} else {
// The later fits on the phyiscal screen. Switch off scrolling.
_thisScreen.scroll_flag = 0;
}
- _graphics->resetRenderEngine();
+ resetRenderEngine();
// These are the physical screen coords where the system will try to
// maintain George's actual feet coords.
@@ -146,10 +144,10 @@ int32 Sword2Engine::initBackground(int32 res, int32 new_palette) {
spriteInfo.scaledHeight = 0;
spriteInfo.type = 0;
spriteInfo.blend = 0;
- spriteInfo.data = fetchShadingMask(file);
+ spriteInfo.data = _vm->fetchShadingMask(file);
spriteInfo.colourTable = 0;
- if (_graphics->openLightMask(&spriteInfo) != RD_OK)
+ if (openLightMask(&spriteInfo) != RD_OK)
error("Could not open light mask");
// so we know to close it later! (see above)
@@ -163,26 +161,25 @@ int32 Sword2Engine::initBackground(int32 res, int32 new_palette) {
for (i = 0; i < 2; i++) {
if (screenLayerTable->bg_parallax[i])
- _graphics->initialiseBackgroundLayer(fetchBackgroundParallaxLayer(file, i));
+ initialiseBackgroundLayer(_vm->fetchBackgroundParallaxLayer(file, i));
else
- _graphics->initialiseBackgroundLayer(NULL);
+ initialiseBackgroundLayer(NULL);
}
// Normal backround layer
- _graphics->initialiseBackgroundLayer(fetchBackgroundLayer(file));
+ initialiseBackgroundLayer(_vm->fetchBackgroundLayer(file));
// Foreground parallax layers
for (i = 0; i < 2; i++) {
if (screenLayerTable->fg_parallax[i])
- _graphics->initialiseBackgroundLayer(fetchForegroundParallaxLayer(file, i));
+ initialiseBackgroundLayer(_vm->fetchForegroundParallaxLayer(file, i));
else
- _graphics->initialiseBackgroundLayer(NULL);
+ initialiseBackgroundLayer(NULL);
}
- _resman->closeResource(_thisScreen.background_layer_id);
- return IR_CONT;
+ _vm->_resman->closeResource(_thisScreen.background_layer_id);
}
} // End of namespace Sword2