/* 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 "stdafx.h" #include "bs2/build_display.h" #include "bs2/debug.h" #include "bs2/header.h" #include "bs2/layers.h" #include "bs2/protocol.h" #include "bs2/resman.h" #include "bs2/sound.h" // for Clear_fx_queue() called from FN_init_background() namespace Sword2 { // this_screen describes the current back buffer and its in-game scroll // positions, etc. screen_info this_screen; int32 FN_init_background(int32 *params) { // params: 0 res id of normal background layer - cannot be 0 // 1 1 yes 0 no for a new palette // this screen defines the size of the back buffer _multiScreenHeader *screenLayerTable; _screenHeader *screen_head; _layerHeader *layer; _spriteInfo spriteInfo; uint32 j; uint8 *file; uint32 rv; debug(5, "CHANGED TO LOCATION \"%s\"", FetchObjectName(*params)); // stop all fx & clears the queue Clear_fx_queue(); #ifdef _SWORD2_DEBUG debug(5, "FN_init_background(%d)", *params); if (!*params) { Con_fatal_error("ERROR: FN_set_background cannot have 0 for background layer id!"); } #endif // if the screen is still fading down then wait for black WaitForFade(); // if last screen was using a shading mask (see below) if (this_screen.mask_flag) { rv = CloseLightMask(); if (rv) error("Driver Error %.8x", rv); } // New stuff for faster screen drivers // for drivers: close the previous screen if one is open if (this_screen.background_layer_id) 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 points to 1st byte in the layer file file = res_man.open(this_screen.background_layer_id); screen_head = FetchScreenHeader(file); //set number of special sort layers this_screen.number_of_layers = screen_head->noLayers; this_screen.screen_wide = screen_head->width; this_screen.screen_deep = screen_head->height; debug(5, "res test 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); if (screen_head->noLayers) { for (j = 0; j < screen_head->noLayers; j++) { // get layer header for layer j layer = FetchLayerHeader(file, j); // add into the sort list // need this for sorting - but leave the rest blank, // we'll take from the header at print time sort_list[j].sort_y = layer->y + layer->height; // signifies a layer sort_list[j].layer_number = j + 1; debug(5, "init layer %d", j); } } // using the screen size setup the scrolling variables // if layer is larger than physical screen if (screen_head->width > screenWide || screen_head->height > screenDeep) { // switch on scrolling (2 means first time on screen) this_screen.scroll_flag = 2; // note, if we've already set the player up then we could do // the initial scroll set here // reset scroll offsets this_screen.scroll_offset_x = 0; this_screen.scroll_offset_y = 0; // calc max allowed offsets (to prevent scrolling off edge) - // MOVE TO NEW_SCREEN in GTM_CORE.C !! // NB. min scroll offsets are both zero this_screen.max_scroll_offset_x = screen_head->width-screenWide; // 'screenDeep' includes the menu's, so take away 80 pixels this_screen.max_scroll_offset_y = screen_head->height - (screenDeep - (RDMENU_MENUDEEP * 2)); } 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; } // no inter-cycle scroll between new screens (see setScrollTarget in // build display) ResetRenderEngine(); // 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) error("Driver Error %.8x", rv); // so we know to close it later! (see above) this_screen.mask_flag = 1; } else { // no need to close a mask later this_screen.mask_flag = 0; } // close the screen file res_man.close(this_screen.background_layer_id); SetUpBackgroundLayers(); debug(5, "end init"); return 1; } // called from FN_init_background & also from control panel void SetUpBackgroundLayers(void) { _multiScreenHeader *screenLayerTable; _screenHeader *screen_head; uint8 *file; int i; // if we actually have a screen to initialise (in case not called from // control panel) if (this_screen.background_layer_id) { // open resource & set pointers to headers // file points to 1st byte in the layer file file = res_man.open(this_screen.background_layer_id); screen_head = FetchScreenHeader(file); screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader)); // Background parallax layers for (i = 0; i < 2; i++) { if (screenLayerTable->bg_parallax[i]) InitialiseBackgroundLayer(FetchBackgroundParallaxLayer(file, i)); else InitialiseBackgroundLayer(NULL); } // Normal backround layer InitialiseBackgroundLayer(FetchBackgroundLayer(file)); // Foreground parallax layers for (i = 0; i < 2; i++) { if (screenLayerTable->fg_parallax[i]) InitialiseBackgroundLayer(FetchForegroundParallaxLayer(file, i)); else InitialiseBackgroundLayer(NULL); } // close the screen file res_man.close(this_screen.background_layer_id); } } } // End of namespace Sword2