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/* 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 "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.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
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