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/* 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/sword2.h"
#include "bs2/build_display.h"
#include "bs2/debug.h"
#include "bs2/header.h"
#include "bs2/layers.h"
#include "bs2/logic.h"
#include "bs2/protocol.h"
#include "bs2/resman.h"
#include "bs2/sound.h" // for Clear_fx_queue() called from fnInitBackground()
namespace Sword2 {
// this_screen describes the current back buffer and its in-game scroll
// positions, etc.
screen_info this_screen;
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
_multiScreenHeader *screenLayerTable;
_screenHeader *screen_head;
_layerHeader *layer;
_spriteInfo spriteInfo;
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, "fnInitBackground(%d)", params[0]);
if (!params[0]) {
Con_fatal_error("ERROR: fnInitBackground cannot have 0 for background layer id!");
}
#endif
// if the screen is still fading down then wait for black
g_display->waitForFade();
// if last screen was using a shading mask (see below)
if (this_screen.mask_flag) {
rv = g_display->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)
g_display->closeBackgroundLayer();
this_screen.background_layer_id = params[0]; // 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
g_display->setLocationMetrics(screen_head->width, screen_head->height);
if (screen_head->noLayers) {
for (int i = 0; i < screen_head->noLayers; i++) {
// get layer header for layer i
layer = FetchLayerHeader(file, i);
// 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[i].sort_y = layer->y + layer->height;
// signifies a layer
sort_list[i].layer_number = i + 1;
debug(5, "init layer %d", i);
}
}
// using the screen size setup the scrolling variables
// if layer is larger than physical screen
if (screen_head->width > g_display->_screenWide || screen_head->height > g_display->_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 - g_display->_screenWide;
// 'screenDeep' includes the menu's, so take away 80 pixels
this_screen.max_scroll_offset_y = screen_head->height - (g_display->_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)
g_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 = g_display->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 fnInitBackground and 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])
g_display->initialiseBackgroundLayer(FetchBackgroundParallaxLayer(file, i));
else
g_display->initialiseBackgroundLayer(NULL);
}
// Normal backround layer
g_display->initialiseBackgroundLayer(FetchBackgroundLayer(file));
// Foreground parallax layers
for (i = 0; i < 2; i++) {
if (screenLayerTable->fg_parallax[i])
g_display->initialiseBackgroundLayer(FetchForegroundParallaxLayer(file, i));
else
g_display->initialiseBackgroundLayer(NULL);
}
// close the screen file
res_man.close(this_screen.background_layer_id);
}
}
} // End of namespace Sword2
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