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Diffstat (limited to 'sword2/layers.cpp')
-rw-r--r-- | sword2/layers.cpp | 297 |
1 files changed, 297 insertions, 0 deletions
diff --git a/sword2/layers.cpp b/sword2/layers.cpp new file mode 100644 index 0000000000..0cf405407f --- /dev/null +++ b/sword2/layers.cpp @@ -0,0 +1,297 @@ +/* Copyright (C) 1994-2003 Revolution Software Ltd + * + * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + * + * $Header$ + */ + +//------------------------------------------------------------------------------------ +//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 <stdarg.h> +#include <stdio.h> +#include <stdlib.h> + +#include "driver/driver96.h" +#include "build_display.h" +#include "console.h" +#include "debug.h" +#include "header.h" +#include "layers.h" +#include "memory.h" +#include "object.h" +#include "protocol.h" +#include "resman.h" +#include "sound.h" // (James22july97) for Clear_fx_queue() called from FN_init_background() + +//------------------------------------------------------------------------------------ + + +screen_info this_screen; //this_screen describes the current back buffer and its in-game scroll positions, etc. +//------------------------------------------------------------------------------------ +int32 FN_init_background(int32 *params) //Tony11Sept96 +{ +//param 0 res id of normal background layer - cannot be 0 +//param 1 1 yes 0 no for a new palette +//this screen defines the size of the back buffer + + _multiScreenHeader *screenLayerTable; // James 06feb97 + _screenHeader *screen_head; + _layerHeader *layer; + _spriteInfo spriteInfo; + uint32 j; + uint8 *file; + uint32 rv; + + + //-------------------------------------- + // Write to walkthrough file (zebug0.txt) + #ifdef _DEBUG + Zdebug(0,"====================================="); + Zdebug(0,"CHANGED TO LOCATION \"%s\"", FetchObjectName(*params)); + Zdebug(0,"====================================="); + + // Also write this to system debug file + Zdebug("====================================="); + Zdebug("CHANGED TO LOCATION \"%s\"", FetchObjectName(*params)); + Zdebug("====================================="); + #endif + //-------------------------------------- + + Clear_fx_queue(); // stops all fx & clears the queue (James22july97) + + +#ifdef _DEBUG + Zdebug("FN_init_background(%d)", *params); + + if (!*params) + { + Con_fatal_error("ERROR: FN_set_background cannot have 0 for background layer id! (%s line=%u)",__FILE__,__LINE__); + } +#endif // _DEBUG + + + //------------------------------------------------------- + // if the screen is still fading down then wait for black + do + { + ServiceWindows(); + } + while(GetFadeStatus()==RDFADE_DOWN); + //------------------------------------------------------- + + if (this_screen.mask_flag) // if last screen was using a shading mask (see below) (James 08apr97) + { + rv = CloseLightMask(); + + if (rv) + ExitWithReport("Driver Error %.8x [%s line %u]", rv, __FILE__, __LINE__); + } + + //-------------------------------------------------------- + // New stuff for faster screen drivers (James 06feb97) + + if (this_screen.background_layer_id) // for drivers: close the previous screen if one is open + CloseBackgroundLayer(); + + //-------------------------------------------------------- + + + this_screen.background_layer_id=*params; //set the res id + this_screen.new_palette = *(params+1); //yes or no - palette is taken from layer file + + +//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 + + + file = res_man.Res_open(this_screen.background_layer_id); //file points to 1st byte in the layer file + + screen_head = FetchScreenHeader(file); + + this_screen.number_of_layers= screen_head->noLayers; //set number of special sort layers + this_screen.screen_wide = screen_head->width; + this_screen.screen_deep = screen_head->height; + + Zdebug("res test layers=%d width=%d depth=%d", screen_head->noLayers, screen_head->width, screen_head->height); + + SetLocationMetrics(screen_head->width, screen_head->height); //initialise the driver back buffer + + + if (screen_head->noLayers) + for (j=0;j<screen_head->noLayers;j++) + { + layer=FetchLayerHeader(file,j); //get layer header for layer j + +// add into the sort list + + sort_list[j].sort_y = layer->y+layer->height; //need this for sorting - but leave the rest blank, we'll take from the header at print time + sort_list[j].layer_number=j+1; //signifies a layer + + Zdebug("init layer %d", j); + } + + + +//using the screen size setup the scrolling variables + + if( ((screen_head->width) > screenWide) || (screen_head->height>screenDeep) ) // if layer is larger than physical screen + { + this_screen.scroll_flag = 2; //switch on scrolling (2 means first time on screen) + +// note, if we've already set the player up then we could do the initial scroll set here + + this_screen.scroll_offset_x = 0; //reset scroll offsets + this_screen.scroll_offset_y = 0; + +// calc max allowed offsets (to prevent scrolling off edge) - MOVE TO NEW_SCREEN in GTM_CORE.C !! + this_screen.max_scroll_offset_x = screen_head->width-screenWide; // NB. min scroll offsets are both zero + this_screen.max_scroll_offset_y = screen_head->height-(screenDeep-(RDMENU_MENUDEEP*2)); // 'screenDeep' includes the menu's, so take away 80 pixels + } + else //layer fits on physical screen - scrolling not required + { + this_screen.scroll_flag = 0; //switch off scrolling + this_screen.scroll_offset_x = 0; //reset scroll offsets + this_screen.scroll_offset_y = 0; + } + + ResetRenderEngine(); //no inter-cycle scrol between new screens (see setScrollTarget in build display) + + // these are the physical screen coords where the system + // will try to maintain George's actual feet coords + this_screen.feet_x=320; + this_screen.feet_y=340; + + + //---------------------------------------------------- + // shading mask + + screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader)); + + if (screenLayerTable->maskOffset) + { + 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 = FetchShadingMask(file); + spriteInfo.colourTable = 0; + + rv = OpenLightMask( &spriteInfo ); + if (rv) + ExitWithReport("Driver Error %.8x [%s line %u]", rv, __FILE__, __LINE__); + + this_screen.mask_flag=1; // so we know to close it later! (see above) + } + else + this_screen.mask_flag=0; // no need to close a mask later + + //---------------------------------------------------- + + res_man.Res_close(this_screen.background_layer_id); //close the screen file + + SetUpBackgroundLayers(); + + + Zdebug("end init"); + return(1); +} +//------------------------------------------------------------------------------------ +// called from FN_init_background & also from control panel + +void SetUpBackgroundLayers(void) // James(13jun97) +{ + _multiScreenHeader *screenLayerTable; // James 06feb97 + _screenHeader *screen_head; + uint8 *file; + + + if (this_screen.background_layer_id) // if we actually have a screen to initialise (in case called from control panel) + { + //------------------------------ + // open resource & set pointers to headers + + file = res_man.Res_open(this_screen.background_layer_id); //file points to 1st byte in the layer file + + screen_head = FetchScreenHeader(file); + + screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader)); + + //------------------------------ + // first background parallax + + if (screenLayerTable->bg_parallax[0]) + InitialiseBackgroundLayer(FetchBackgroundParallaxLayer(file,0)); + else + InitialiseBackgroundLayer(NULL); + + //------------------------------ + // second background parallax + + if (screenLayerTable->bg_parallax[1]) + InitialiseBackgroundLayer(FetchBackgroundParallaxLayer(file,1)); + else + InitialiseBackgroundLayer(NULL); + + //------------------------------ + // normal backround layer + + InitialiseBackgroundLayer(FetchBackgroundLayer(file)); + + //------------------------------ + // first foreground parallax + + if (screenLayerTable->fg_parallax[0]) + InitialiseBackgroundLayer(FetchForegroundParallaxLayer(file,0)); + else + InitialiseBackgroundLayer(NULL); + + //------------------------------ + // second foreground parallax + + if (screenLayerTable->fg_parallax[1]) + InitialiseBackgroundLayer(FetchForegroundParallaxLayer(file,1)); + else + InitialiseBackgroundLayer(NULL); + + //---------------------------------------------------- + + res_man.Res_close(this_screen.background_layer_id); //close the screen file + + //---------------------------------------------------- + } + else // no current screen to initialise! (In case called from control panel) + { + } +} + +//------------------------------------------------------------------------------------ +//------------------------------------------------------------------------------------ +//------------------------------------------------------------------------------------ +//------------------------------------------------------------------------------------ +//------------------------------------------------------------------------------------ +//------------------------------------------------------------------------------------ +//------------------------------------------------------------------------------------ |