Initial commit
This commit is contained in:
295
engines/sword2/layers.cpp
Normal file
295
engines/sword2/layers.cpp
Normal file
@@ -0,0 +1,295 @@
|
||||
/* 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 3 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, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
// high level layer initializing
|
||||
|
||||
// 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 "common/textconsole.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);
|
||||
|
||||
// initialize 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.colorTable = 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])
|
||||
initializeBackgroundLayer(_vm->fetchBackgroundParallaxLayer(file, i));
|
||||
else
|
||||
initializeBackgroundLayer(nullptr);
|
||||
}
|
||||
|
||||
// Normal backround layer
|
||||
|
||||
initializeBackgroundLayer(_vm->fetchBackgroundLayer(file));
|
||||
|
||||
// Foreground parallax layers
|
||||
|
||||
for (i = 0; i < 2; i++) {
|
||||
if (screenLayerTable.fg_parallax[i])
|
||||
initializeBackgroundLayer(_vm->fetchForegroundParallaxLayer(file, i));
|
||||
else
|
||||
initializeBackgroundLayer(nullptr);
|
||||
}
|
||||
|
||||
_vm->_resman->closeResource(_thisScreen.background_layer_id);
|
||||
}
|
||||
|
||||
/**
|
||||
* This function is called when entering a new room, PSX edition
|
||||
* @param res resource id of the normal background layer
|
||||
* @param new_palette 1 for new palette, otherwise 0
|
||||
*/
|
||||
|
||||
void Screen::initPsxBackground(int32 res, int32 new_palette) {
|
||||
int i;
|
||||
|
||||
assert(res);
|
||||
|
||||
_vm->_sound->clearFxQueue(false);
|
||||
waitForFade();
|
||||
|
||||
debug(1, "CHANGED TO LOCATION \"%s\"", _vm->_resman->fetchName(res));
|
||||
|
||||
_vm->_logic->writeVar(EXIT_CLICK_ID, 0);
|
||||
|
||||
// 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));
|
||||
screen_head.height *= 2;
|
||||
|
||||
// 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);
|
||||
|
||||
// initialize 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));
|
||||
_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) {
|
||||
_thisScreen.scroll_flag = 2;
|
||||
|
||||
_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;
|
||||
|
||||
// Background parallax layers
|
||||
initializePsxParallaxLayer(_vm->fetchBackgroundParallaxLayer(file, 0));
|
||||
initializePsxParallaxLayer(nullptr);
|
||||
|
||||
// Normal backround layer
|
||||
initializePsxBackgroundLayer(_vm->fetchBackgroundLayer(file));
|
||||
|
||||
// Foreground parallax layers
|
||||
initializePsxParallaxLayer(_vm->fetchForegroundParallaxLayer(file, 1));
|
||||
initializePsxParallaxLayer(nullptr);
|
||||
|
||||
_vm->_resman->closeResource(_thisScreen.background_layer_id);
|
||||
|
||||
}
|
||||
|
||||
} // End of namespace Sword2
|
||||
Reference in New Issue
Block a user