1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
|
/* Copyright (C) 1994-1998 Revolution Software Ltd.
* Copyright (C) 2003-2006 The ScummVM project
*
* 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/stdafx.h"
#include "common/rect.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));
// 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.colourTable = 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);
}
} // End of namespace Sword2
|