/* Copyright (C) 1994-2004 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 "common/stdafx.h" #include "sword2/sword2.h" #include "sword2/interpreter.h" #include "sword2/logic.h" #include "sword2/resman.h" #include "sword2/driver/d_draw.h" namespace Sword2 { int32 Logic::fnInitBackground(int32 *params) { // this screen defines the size of the back buffer // params: 0 res id of normal background layer - cannot be 0 // 1 1 yes 0 no for a new palette return _vm->initBackground(params[0], params[1]); } /** * 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 */ int32 Sword2Engine::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(); clearFxQueue(); _graphics->waitForFade(); debug(1, "CHANGED TO LOCATION \"%s\"", fetchObjectName(res, buf)); // if last screen was using a shading mask (see below) if (_thisScreen.mask_flag) { if (_graphics->closeLightMask() != RD_OK) error("Could not close light mask"); } // Close the previous screen, if one is open if (_thisScreen.background_layer_id) _graphics->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 = _resman->openResource(_thisScreen.background_layer_id); ScreenHeader *screen_head = 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 _graphics->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); // 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 > _graphics->_screenWide || screen_head->height > _graphics->_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 - _graphics->_screenWide; _thisScreen.max_scroll_offset_y = screen_head->height - (_graphics->_screenDeep - (RDMENU_MENUDEEP * 2)); } else { // The later fits on the phyiscal screen. Switch off scrolling. _thisScreen.scroll_flag = 0; } _graphics->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 = (MultiScreenHeader *) (file + sizeof(StandardHeader)); 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 = fetchShadingMask(file); spriteInfo.colourTable = 0; if (_graphics->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]) _graphics->initialiseBackgroundLayer(fetchBackgroundParallaxLayer(file, i)); else _graphics->initialiseBackgroundLayer(NULL); } // Normal backround layer _graphics->initialiseBackgroundLayer(fetchBackgroundLayer(file)); // Foreground parallax layers for (i = 0; i < 2; i++) { if (screenLayerTable->fg_parallax[i]) _graphics->initialiseBackgroundLayer(fetchForegroundParallaxLayer(file, i)); else _graphics->initialiseBackgroundLayer(NULL); } _resman->closeResource(_thisScreen.background_layer_id); return IR_CONT; } } // End of namespace Sword2