mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-23 02:11:38 +00:00
664 lines
18 KiB
C++
664 lines
18 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "common/endian.h"
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#include "common/stream.h"
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#include "gob/gob.h"
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#include "gob/mult.h"
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#include "gob/global.h"
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#include "gob/util.h"
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#include "gob/draw.h"
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#include "gob/game.h"
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#include "gob/script.h"
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#include "gob/resources.h"
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#include "gob/inter.h"
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#include "gob/scenery.h"
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namespace Gob {
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Mult_v1::Mult_v1(GobEngine *vm) : Mult(vm) {
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}
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void Mult_v1::loadMult(int16 resId) {
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debugC(4, kDebugGameFlow, "Loading mult");
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_multData = new Mult_Data;
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memset(_multData, 0, sizeof(Mult_Data));
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_multData->sndSlotsCount = 0;
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_multData->frameStart = 0;
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Resource *resource = _vm->_game->_resources->getResource(resId);
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if (!resource)
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return;
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Common::SeekableReadStream &data = *resource->stream();
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_multData->staticCount = data.readSByte() + 1;
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_multData->animCount = data.readSByte() + 1;
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for (int i = 0; i < 10; i++) {
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_multData->staticLoaded[i] = false;
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_multData->animLoaded[i] = false;
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}
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for (int i = 0; i < _multData->staticCount; i++, data.seek(14, SEEK_CUR)) {
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_multData->staticIndices[i] = _vm->_scenery->loadStatic(1);
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if (_multData->staticIndices[i] >= 100) {
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_multData->staticIndices[i] -= 100;
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_multData->staticLoaded[i] = true;
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}
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}
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for (int i = 0; i < _multData->animCount; i++, data.seek(14, SEEK_CUR)) {
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_multData->animIndices[i] = _vm->_scenery->loadAnim(1);
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if (_multData->animIndices[i] >= 100) {
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_multData->animIndices[i] -= 100;
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_multData->animLoaded[i] = true;
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}
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}
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_multData->frameRate = data.readSint16LE();
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_multData->staticKeysCount = data.readSint16LE();
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_multData->staticKeys = new Mult_StaticKey[_multData->staticKeysCount];
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for (int i = 0; i < _multData->staticKeysCount; i++) {
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_multData->staticKeys[i].frame = data.readSint16LE();
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_multData->staticKeys[i].layer = data.readSint16LE();
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}
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for (int i = 0; i < 4; i++) {
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_multData->animKeysCount[i] = data.readSint16LE();
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_multData->animKeys[i] = new Mult_AnimKey[_multData->animKeysCount[i]];
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for (int j = 0; j < _multData->animKeysCount[i]; j++) {
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_multData->animKeys[i][j].frame = data.readSint16LE();
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_multData->animKeys[i][j].layer = data.readSint16LE();
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_multData->animKeys[i][j].posX = data.readSint16LE();
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_multData->animKeys[i][j].posY = data.readSint16LE();
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_multData->animKeys[i][j].order = data.readSint16LE();
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}
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}
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for (int i = 0; i < 5; i++) {
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for (int j = 0; j < 16; j++) {
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_multData->fadePal[i][j].red = data.readByte();
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_multData->fadePal[i][j].green = data.readByte();
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_multData->fadePal[i][j].blue = data.readByte();
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}
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}
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_multData->palFadeKeysCount = data.readSint16LE();
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_multData->palFadeKeys = new Mult_PalFadeKey[_multData->palFadeKeysCount];
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for (int i = 0; i < _multData->palFadeKeysCount; i++) {
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_multData->palFadeKeys[i].frame = data.readSint16LE();
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_multData->palFadeKeys[i].fade = data.readSint16LE();
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_multData->palFadeKeys[i].palIndex = data.readSint16LE();
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_multData->palFadeKeys[i].flag = data.readSByte();
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}
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_multData->palKeysCount = data.readSint16LE();
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_multData->palKeys = new Mult_PalKey[_multData->palKeysCount];
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for (int i = 0; i < _multData->palKeysCount; i++) {
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_multData->palKeys[i].frame = data.readSint16LE();
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_multData->palKeys[i].cmd = data.readSint16LE();
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_multData->palKeys[i].rates[0] = data.readSint16LE();
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_multData->palKeys[i].rates[1] = data.readSint16LE();
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_multData->palKeys[i].rates[2] = data.readSint16LE();
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_multData->palKeys[i].rates[3] = data.readSint16LE();
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_multData->palKeys[i].unknown0 = data.readSint16LE();
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_multData->palKeys[i].unknown1 = data.readSint16LE();
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data.read(_multData->palKeys[i].subst, 64);
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}
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_multData->textKeysCount = data.readSint16LE();
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_multData->textKeys = new Mult_TextKey[_multData->textKeysCount];
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for (int i = 0; i < _multData->textKeysCount; i++) {
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_multData->textKeys[i].frame = data.readSint16LE();
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_multData->textKeys[i].cmd = data.readSint16LE();
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data.read(_multData->textKeys[i].unknown, 18);
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data.read(_multData->textKeys[i].script, 6);
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}
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_multData->sndKeysCount = data.readSint16LE();
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_multData->sndKeys = new Mult_SndKey[_multData->sndKeysCount];
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for (int i = 0; i < _multData->sndKeysCount; i++) {
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int j;
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_multData->sndKeys[i].frame = data.readSint16LE();
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_multData->sndKeys[i].cmd = data.readSint16LE();
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_multData->sndKeys[i].freq = data.readSint16LE();
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_multData->sndKeys[i].fadeLength = data.readSint16LE();
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_multData->sndKeys[i].repCount = data.readSint16LE();
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_multData->sndKeys[i].soundIndex = -1;
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_multData->sndKeys[i].resId = -1;
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data.seek(26, SEEK_CUR);
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switch (_multData->sndKeys[i].cmd) {
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case 1:
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case 4:
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_multData->sndKeys[i].resId = _vm->_game->_script->peekUint16();
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for (j = 0; j < i; j++) {
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if (_multData->sndKeys[i].resId ==
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_multData->sndKeys[j].resId) {
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_multData->sndKeys[i].soundIndex =
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_multData->sndKeys[j].soundIndex;
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_vm->_game->_script->skip(2);
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break;
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}
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}
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if (i == j) {
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_vm->_inter->loadSound(19 - _multData->sndSlotsCount);
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_multData->sndKeys[i].soundIndex =
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19 - _multData->sndSlotsCount;
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_multData->sndSlotsCount++;
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}
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break;
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case 3:
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_vm->_game->_script->skip(6);
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break;
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case 5:
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_vm->_game->_script->skip(_multData->sndKeys[i].freq * 2);
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break;
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}
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}
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delete resource;
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}
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void Mult_v1::freeMultKeys() {
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for (int i = 0; i < _multData->staticCount; i++)
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if (_multData->staticLoaded[i])
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_vm->_scenery->freeStatic(_multData->staticIndices[i]);
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for (int i = 0; i < _multData->animCount; i++)
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if (_multData->animLoaded[i])
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_vm->_scenery->freeAnim(_multData->animIndices[i]);
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delete[] _multData->staticKeys;
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for (int i = 0; i < 4; i++)
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delete[] _multData->animKeys[i];
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delete[] _multData->palFadeKeys;
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delete[] _multData->palKeys;
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delete[] _multData->textKeys;
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for (int i = 0; i < _multData->sndSlotsCount; i++)
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_vm->_game->freeSoundSlot(19 - i);
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delete[] _multData->sndKeys;
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if (_animDataAllocated) {
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clearObjectVideos();
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if (_objects)
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for (int i = 0; i < _objCount; i++) {
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delete _objects[i].pPosX;
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delete _objects[i].pPosY;
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}
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delete[] _objects;
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delete[] _renderData;
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delete _animArrayX;
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delete _animArrayY;
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delete[] _animArrayData;
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_objects = 0;
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_renderData = 0;
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_animArrayX = 0;
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_animArrayY = 0;
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_animArrayData = 0;
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_animSurf.reset();
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_vm->_draw->freeSprite(Draw::kAnimSurface);
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_animDataAllocated = false;
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}
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delete _multData;
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_multData = 0;
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}
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bool Mult_v1::hasMultData(uint16 multIndex) {
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error("Switching mults not supported for Gob1");
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}
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void Mult_v1::setMultData(uint16 multIndex) {
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error("Switching mults not supported for Gob1");
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}
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void Mult_v1::zeroMultData(uint16 multIndex) {
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error("Switching mults not supported for Gob1");
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}
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void Mult_v1::multSub(uint16 multIndex) {
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error("Switching mults not supported for Gob1");
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}
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void Mult_v1::playMultInit() {
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_doPalSubst = false;
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_palFadingRed = 0;
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_palFadingGreen = 0;
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_palFadingBlue = 0;
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_oldPalette = _vm->_global->_pPaletteDesc->vgaPal;
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if (!_animSurf) {
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if (_objects)
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for (int i = 0; i < _objCount; i++) {
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delete _objects[i].pPosX;
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delete _objects[i].pPosY;
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}
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delete[] _objects;
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_vm->_util->setFrameRate(_multData->frameRate);
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_animTop = 0;
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_animLeft = 0;
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_animWidth = 320;
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_animHeight = 200;
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_objCount = 4;
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delete[] _renderData;
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delete _animArrayX;
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delete _animArrayY;
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delete[] _animArrayData;
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_objects = new Mult_Object[_objCount];
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_renderData = new int16[9 * _objCount];
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_animArrayX = new VariablesLE(_objCount * 4);
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_animArrayY = new VariablesLE(_objCount * 4);
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_animArrayData = new Mult_AnimData[_objCount];
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memset(_objects, 0, _objCount * sizeof(Mult_Object));
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memset(_renderData, 0, _objCount * 9 * sizeof(int16));
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memset(_animArrayData, 0, _objCount * sizeof(Mult_AnimData));
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for (_counter = 0; _counter < _objCount; _counter++) {
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Mult_Object &multObj = _objects[_counter];
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Mult_AnimData &animData = _animArrayData[_counter];
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multObj.pPosX = new VariableReference(*_animArrayX, _counter * 4);
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multObj.pPosY = new VariableReference(*_animArrayY, _counter * 4);
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multObj.pAnimData = &animData;
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animData.isStatic = 1;
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multObj.lastLeft = -1;
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multObj.lastTop = -1;
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multObj.lastRight = -1;
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multObj.lastBottom = -1;
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}
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_animSurf = _vm->_video->initSurfDesc(320, 200);
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_vm->_draw->_spritesArray[Draw::kAnimSurface] = _animSurf;
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_animSurf->blit(*_vm->_draw->_backSurface, 0, 0, 319, 199, 0, 0);
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_animDataAllocated = true;
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} else
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_animDataAllocated = false;
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_frame = 0;
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}
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void Mult_v1::drawStatics(bool &stop) {
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if (_multData->staticKeys[_multData->staticKeysCount - 1].frame > _frame)
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stop = false;
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for (_counter = 0; _counter < _multData->staticKeysCount; _counter++) {
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if ((_multData->staticKeys[_counter].frame != _frame)
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|| (_multData->staticKeys[_counter].layer == -1))
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continue;
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_vm->_scenery->_curStaticLayer = _multData->staticKeys[_counter].layer;
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for (_vm->_scenery->_curStatic = 0;
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_vm->_scenery->_curStaticLayer >=
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_vm->_scenery->getStaticLayersCount(_multData->staticIndices[_vm->_scenery->_curStatic]);
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_vm->_scenery->_curStatic++) {
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_vm->_scenery->_curStaticLayer -=
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_vm->_scenery->getStaticLayersCount(_multData->staticIndices[_vm->_scenery->_curStatic]);
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}
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_vm->_scenery->_curStatic = _multData->staticIndices[_vm->_scenery->_curStatic];
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_vm->_scenery->renderStatic(_vm->_scenery->_curStatic, _vm->_scenery->_curStaticLayer);
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_animSurf->blit(*_vm->_draw->_backSurface, 0, 0, 319, 199, 0, 0);
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}
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}
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void Mult_v1::drawAnims(bool &stop) {
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int16 count;
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int animIndex;
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for (_index = 0; _index < 4; _index++) {
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for (_counter = 0; _counter < _multData->animKeysCount[_index]; _counter++) {
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Mult_AnimKey &key = _multData->animKeys[_index][_counter];
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Mult_Object &animObj = _objects[_index];
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Mult_AnimData &animData = *(animObj.pAnimData);
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if (key.frame != _frame)
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continue;
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if (key.layer != -1) {
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*(animObj.pPosX) = key.posX;
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*(animObj.pPosY) = key.posY;
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animData.frame = 0;
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animData.order = key.order;
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animData.animType = 1;
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animData.isPaused = 0;
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animData.isStatic = 0;
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animData.maxTick = 0;
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animObj.tick = 0;
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animData.layer = key.layer;
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int i = 0;
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animIndex = _multData->animIndices[i];
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count = _vm->_scenery->getAnimLayersCount(animIndex);
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while (animData.layer >= count) {
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animData.layer -= count;
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animIndex = _multData->animIndices[++i];
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count = _vm->_scenery->getAnimLayersCount(animIndex);
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}
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animData.animation = animIndex;
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} else
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animData.isStatic = 1;
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}
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}
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}
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void Mult_v1::newCycleAnim(Mult_Object &animObj) {
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Mult_AnimData &animData = *(animObj.pAnimData);
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int nAnim = animData.animation;
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int nLayer = animData.layer;
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Scenery::AnimLayer *animLayer = _vm->_scenery->getAnimLayer(nAnim, nLayer);
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animData.frame++;
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if (animData.frame < animLayer->framesCount) {
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animData.newCycle = 0;
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return;
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}
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switch (animData.animType) {
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case 0:
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animData.frame = 0;
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break;
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case 1:
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animData.frame = 0;
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*(animObj.pPosX) += animLayer->animDeltaX;
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*(animObj.pPosY) += animLayer->animDeltaY;
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break;
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case 2:
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animData.frame = 0;
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animData.animation =
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animData.newAnimation;
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animData.layer =
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animData.newLayer;
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break;
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case 3:
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animData.animType = 4;
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animData.frame = 0;
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break;
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case 5:
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animData.isStatic = 1;
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animData.frame = 0;
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break;
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case 6:
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animData.frame--;
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animData.isPaused = 1;
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break;
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}
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animData.newCycle = 1;
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}
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void Mult_v1::animate() {
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int16 minOrder;
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int16 maxOrder;
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int16 *pCurLefts, *pCurRights, *pCurTops, *pCurBottoms;
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int16 *pDirtyLefts, *pDirtyRights, *pDirtyTops, *pDirtyBottoms;
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int16 *pNeedRedraw;
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Mult_AnimData *pAnimData;
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int16 i, j;
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int16 order;
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if (!_renderData)
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return;
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pDirtyLefts = _renderData;
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pDirtyRights = pDirtyLefts + _objCount;
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pDirtyTops = pDirtyRights + _objCount;
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pDirtyBottoms = pDirtyTops + _objCount;
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pNeedRedraw = pDirtyBottoms + _objCount;
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pCurLefts = pNeedRedraw + _objCount;
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pCurRights = pCurLefts + _objCount;
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pCurTops = pCurRights + _objCount;
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pCurBottoms = pCurTops + _objCount;
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minOrder = 100;
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maxOrder = 0;
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// Find dirty areas
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for (i = 0; i < _objCount; i++) {
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Mult_Object &animObj = _objects[i];
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Mult_AnimData &animData = *(animObj.pAnimData);
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pNeedRedraw[i] = 0;
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pDirtyTops[i] = 1000;
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pDirtyLefts[i] = 1000;
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pDirtyBottoms[i] = 1000;
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pDirtyRights[i] = 1000;
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if (!animData.isStatic && !animData.isPaused &&
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(animObj.tick == animData.maxTick)) {
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if (animData.order < minOrder)
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minOrder = animData.order;
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if (animData.order > maxOrder)
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maxOrder = animData.order;
|
|
|
|
pNeedRedraw[i] = 1;
|
|
_vm->_scenery->updateAnim(animData.layer, animData.frame,
|
|
animData.animation, 0, *(animObj.pPosX), *(animObj.pPosY), 0);
|
|
|
|
if (animObj.lastLeft != -1) {
|
|
pDirtyLefts[i] =
|
|
MIN(animObj.lastLeft, _vm->_scenery->_toRedrawLeft);
|
|
pDirtyTops[i] =
|
|
MIN(animObj.lastTop, _vm->_scenery->_toRedrawTop);
|
|
pDirtyRights[i] =
|
|
MAX(animObj.lastRight, _vm->_scenery->_toRedrawRight);
|
|
pDirtyBottoms[i] =
|
|
MAX(animObj.lastBottom, _vm->_scenery->_toRedrawBottom);
|
|
} else {
|
|
pDirtyLefts[i] = _vm->_scenery->_toRedrawLeft;
|
|
pDirtyTops[i] = _vm->_scenery->_toRedrawTop;
|
|
pDirtyRights[i] = _vm->_scenery->_toRedrawRight;
|
|
pDirtyBottoms[i] = _vm->_scenery->_toRedrawBottom;
|
|
}
|
|
pCurLefts[i] = _vm->_scenery->_toRedrawLeft;
|
|
pCurRights[i] = _vm->_scenery->_toRedrawRight;
|
|
pCurTops[i] = _vm->_scenery->_toRedrawTop;
|
|
pCurBottoms[i] = _vm->_scenery->_toRedrawBottom;
|
|
} else {
|
|
if (animObj.lastLeft != -1) {
|
|
if (animData.order < minOrder)
|
|
minOrder = animData.order;
|
|
|
|
if (animData.order > maxOrder)
|
|
maxOrder = animData.order;
|
|
|
|
if (animData.isStatic)
|
|
*pNeedRedraw = 1;
|
|
|
|
pCurLefts[i] = animObj.lastLeft;
|
|
pDirtyLefts[i] = animObj.lastLeft;
|
|
|
|
pCurTops[i] = animObj.lastTop;
|
|
pDirtyTops[i] = animObj.lastTop;
|
|
|
|
pCurRights[i] = animObj.lastRight;
|
|
pDirtyRights[i] = animObj.lastRight;
|
|
|
|
pCurBottoms[i] = animObj.lastBottom;
|
|
pDirtyBottoms[i] = animObj.lastBottom;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Find intersections
|
|
for (i = 0; i < _objCount; i++) {
|
|
Mult_AnimData &animData = *(_objects[i].pAnimData);
|
|
animData.intersected = 200;
|
|
|
|
if (animData.isStatic)
|
|
continue;
|
|
|
|
for (j = 0; j < _objCount; j++) {
|
|
if (i == j)
|
|
continue;
|
|
|
|
if (_objects[j].pAnimData->isStatic)
|
|
continue;
|
|
|
|
if (pCurRights[i] < pCurLefts[j])
|
|
continue;
|
|
|
|
if (pCurRights[j] < pCurLefts[i])
|
|
continue;
|
|
|
|
if (pCurBottoms[i] < pCurTops[j])
|
|
continue;
|
|
|
|
if (pCurBottoms[j] < pCurTops[i])
|
|
continue;
|
|
|
|
animData.intersected = j;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Restore dirty areas
|
|
for (i = 0; i < _objCount; i++) {
|
|
|
|
if ((pNeedRedraw[i] == 0) || (_objects[i].lastLeft == -1))
|
|
continue;
|
|
|
|
_vm->_draw->_sourceSurface = Draw::kAnimSurface;
|
|
_vm->_draw->_destSurface = Draw::kBackSurface;
|
|
_vm->_draw->_spriteLeft = pDirtyLefts[i] - _animLeft;
|
|
_vm->_draw->_spriteTop = pDirtyTops[i] - _animTop;
|
|
_vm->_draw->_spriteRight = pDirtyRights[i] - pDirtyLefts[i] + 1;
|
|
_vm->_draw->_spriteBottom = pDirtyBottoms[i] - pDirtyTops[i] + 1;
|
|
_vm->_draw->_destSpriteX = pDirtyLefts[i];
|
|
_vm->_draw->_destSpriteY = pDirtyTops[i];
|
|
_vm->_draw->_transparency = 0;
|
|
_vm->_draw->spriteOperation(DRAW_BLITSURF);
|
|
_objects[i].lastLeft = -1;
|
|
}
|
|
|
|
// Update view
|
|
for (order = minOrder; order <= maxOrder; order++) {
|
|
for (i = 0; i < _objCount; i++) {
|
|
Mult_Object &animObj = _objects[i];
|
|
Mult_AnimData &animData = *(animObj.pAnimData);
|
|
|
|
if (animData.order != order)
|
|
continue;
|
|
|
|
if (pNeedRedraw[i]) {
|
|
if (!animData.isStatic) {
|
|
_vm->_scenery->updateAnim(animData.layer, animData.frame,
|
|
animData.animation, 2, *(animObj.pPosX),
|
|
*(animObj.pPosY), 1);
|
|
|
|
if (_vm->_scenery->_toRedrawLeft != -12345) {
|
|
animObj.lastLeft = _vm->_scenery->_toRedrawLeft;
|
|
animObj.lastTop = _vm->_scenery->_toRedrawTop;
|
|
animObj.lastRight = _vm->_scenery->_toRedrawRight;
|
|
animObj.lastBottom = _vm->_scenery->_toRedrawBottom;
|
|
} else
|
|
animObj.lastLeft = -1;
|
|
}
|
|
_vm->_scenery->updateStatic(order + 1);
|
|
} else if (!animData.isStatic) {
|
|
for (j = 0; j < _objCount; j++) {
|
|
if (pNeedRedraw[j] == 0)
|
|
continue;
|
|
|
|
if (pDirtyRights[i] < pDirtyLefts[j])
|
|
continue;
|
|
|
|
if (pDirtyRights[j] < pDirtyLefts[i])
|
|
continue;
|
|
|
|
if (pDirtyBottoms[i] < pDirtyTops[j])
|
|
continue;
|
|
|
|
if (pDirtyBottoms[j] < pDirtyTops[i])
|
|
continue;
|
|
|
|
_vm->_scenery->_toRedrawLeft = pDirtyLefts[j];
|
|
_vm->_scenery->_toRedrawRight = pDirtyRights[j];
|
|
_vm->_scenery->_toRedrawTop = pDirtyTops[j];
|
|
_vm->_scenery->_toRedrawBottom = pDirtyBottoms[j];
|
|
|
|
_vm->_scenery->updateAnim(animData.layer, animData.frame,
|
|
animData.animation, 4, *(animObj.pPosX),
|
|
*(animObj.pPosY), 1);
|
|
|
|
_vm->_scenery->updateStatic(order + 1);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Advance animations
|
|
for (i = 0; i < _objCount; i++) {
|
|
pAnimData = _objects[i].pAnimData;
|
|
if (pAnimData->isStatic || pAnimData->isPaused)
|
|
continue;
|
|
|
|
if (_objects[i].tick == pAnimData->maxTick) {
|
|
_objects[i].tick = 0;
|
|
if (pAnimData->animType == 4) {
|
|
pAnimData->isPaused = 1;
|
|
pAnimData->frame = 0;
|
|
} else
|
|
newCycleAnim(_objects[i]);
|
|
} else
|
|
_objects[i].tick++;
|
|
}
|
|
}
|
|
|
|
} // End of namespace Gob
|