/* 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 #include #include #include "stdafx.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 _BS2_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 _BS2_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 // _BS2_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;jnoLayers;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) { } } //------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------