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/* 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) {
int i;
assert(res);
debug(1, "CHANGED TO LOCATION \"%s\"", fetchObjectName(res));
clearFxQueue();
_graphics->waitForFade();
// 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
uint8 *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
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