/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * Additional copyright for this file: * Copyright (C) 1994-1998 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., 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/rect.h" #include "common/textconsole.h" #include "sword2/sword2.h" #include "sword2/defs.h" #include "sword2/header.h" #include "sword2/logic.h" #include "sword2/mouse.h" #include "sword2/resman.h" #include "sword2/screen.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) { int i; assert(res); _vm->_sound->clearFxQueue(false); waitForFade(); debug(1, "CHANGED TO LOCATION \"%s\"", _vm->_resman->fetchName(res)); // We have to clear this. Otherwise, if an exit warps back to the same // room (e.g. the jungle maze), clicking on the same exit again will be // misinterpreted as a double-click, and that only works if we're // actually walking towards that exit. Otherwise, the game would hang. _vm->_logic->writeVar(EXIT_CLICK_ID, 0); // 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.colorTable = 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); } /** * This function is called when entering a new room, PSX edition * @param res resource id of the normal background layer * @param new_palette 1 for new palette, otherwise 0 */ void Screen::initPsxBackground(int32 res, int32 new_palette) { int i; assert(res); _vm->_sound->clearFxQueue(false); waitForFade(); debug(1, "CHANGED TO LOCATION \"%s\"", _vm->_resman->fetchName(res)); _vm->_logic->writeVar(EXIT_CLICK_ID, 0); // 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)); screen_head.height *= 2; // 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)); _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) { _thisScreen.scroll_flag = 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; } 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; // Background parallax layers initialisePsxParallaxLayer(_vm->fetchBackgroundParallaxLayer(file, 0)); initialisePsxParallaxLayer(NULL); // Normal backround layer initialisePsxBackgroundLayer(_vm->fetchBackgroundLayer(file)); // Foreground parallax layers initialisePsxParallaxLayer(_vm->fetchForegroundParallaxLayer(file, 1)); initialisePsxParallaxLayer(NULL); _vm->_resman->closeResource(_thisScreen.background_layer_id); } } // End of namespace Sword2