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Diffstat (limited to 'sword2/layers.cpp')
-rw-r--r--sword2/layers.cpp44
1 files changed, 25 insertions, 19 deletions
diff --git a/sword2/layers.cpp b/sword2/layers.cpp
index 968ee8f621..623eecec14 100644
--- a/sword2/layers.cpp
+++ b/sword2/layers.cpp
@@ -52,7 +52,7 @@ void Screen::initBackground(int32 res, int32 new_palette) {
_vm->_sound->clearFxQueue();
waitForFade();
- debug(1, "CHANGED TO LOCATION \"%s\"", _vm->fetchObjectName(res, buf));
+ 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) {
@@ -72,36 +72,40 @@ void Screen::initBackground(int32 res, int32 new_palette) {
// each cycle
byte *file = _vm->_resman->openResource(_thisScreen.background_layer_id);
- ScreenHeader *screen_head = _vm->fetchScreenHeader(file);
+ 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;
+ _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);
+ 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);
+ setLocationMetrics(screen_head.width, screen_head.height);
- for (i = 0; i < screen_head->noLayers; i++) {
+ for (i = 0; i < screen_head.noLayers; i++) {
debug(3, "init layer %d", i);
- LayerHeader *layer = _vm->fetchLayerHeader(file, 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;
+ _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) {
+ 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;
@@ -112,8 +116,8 @@ void Screen::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 - _screenWide;
- _thisScreen.max_scroll_offset_y = screen_head->height - (_screenDeep - (MENUDEEP * 2));
+ _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;
@@ -129,15 +133,17 @@ void Screen::initBackground(int32 res, int32 new_palette) {
// shading mask
- MultiScreenHeader *screenLayerTable = (MultiScreenHeader *)(file + sizeof(StandardHeader));
+ MultiScreenHeader screenLayerTable;
+
+ screenLayerTable.read(file + ResHeader::size());
- if (screenLayerTable->maskOffset) {
+ if (screenLayerTable.maskOffset) {
SpriteInfo spriteInfo;
spriteInfo.x = 0;
spriteInfo.y = 0;
- spriteInfo.w = screen_head->width;
- spriteInfo.h = screen_head->height;
+ spriteInfo.w = screen_head.width;
+ spriteInfo.h = screen_head.height;
spriteInfo.scale = 0;
spriteInfo.scaledWidth = 0;
spriteInfo.scaledHeight = 0;
@@ -159,7 +165,7 @@ void Screen::initBackground(int32 res, int32 new_palette) {
// Background parallax layers
for (i = 0; i < 2; i++) {
- if (screenLayerTable->bg_parallax[i])
+ if (screenLayerTable.bg_parallax[i])
initialiseBackgroundLayer(_vm->fetchBackgroundParallaxLayer(file, i));
else
initialiseBackgroundLayer(NULL);
@@ -172,7 +178,7 @@ void Screen::initBackground(int32 res, int32 new_palette) {
// Foreground parallax layers
for (i = 0; i < 2; i++) {
- if (screenLayerTable->fg_parallax[i])
+ if (screenLayerTable.fg_parallax[i])
initialiseBackgroundLayer(_vm->fetchForegroundParallaxLayer(file, i));
else
initialiseBackgroundLayer(NULL);