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layers.cpp

/* 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: https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/tags/release-0-11-1/engines/sword2/layers.cpp $
 * $Id: layers.cpp 30944 2008-02-23 22:50:18Z sev $
 */

// 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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