scummvm/engines/cine/bg_list.cpp

180 lines
4.7 KiB
C++

/* 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.
*
* 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.
*
* $URL$
* $Id$
*
*/
#include "common/stdafx.h"
#include "common/endian.h"
#include "common/stream.h"
#include "cine/cine.h"
#include "cine/main_loop.h"
#include "cine/object.h"
#include "cine/various.h"
#include "cine/bg_list.h"
namespace Cine {
uint32 var8;
BGIncrustList *bgIncrustList;
void addToBGList(int16 objIdx, bool addList) {
int16 x;
int16 y;
int16 width;
int16 height;
int16 part;
x = objectTable[objIdx].x;
y = objectTable[objIdx].y;
width = animDataTable[objectTable[objIdx].frame].var1;
height = animDataTable[objectTable[objIdx].frame].height;
part = objectTable[objIdx].part;
if (g_cine->getGameType() == GType_OS) {
drawSpriteRaw2(animDataTable[objectTable[objIdx].frame].ptr1, objectTable[objIdx].part, width, height, page2Raw, x, y);
} else {
drawSpriteRaw(animDataTable[objectTable[objIdx].frame].ptr1, animDataTable[objectTable[objIdx].frame].ptr2, width, height, page2Raw, x, y);
}
if (addList)
createBgIncrustListElement(objIdx, 0);
}
void addSpriteFilledToBGList(int16 objIdx, bool addList) {
int16 x;
int16 y;
int16 width;
int16 height;
x = objectTable[objIdx].x;
y = objectTable[objIdx].y;
width = animDataTable[objectTable[objIdx].frame].width;
height = animDataTable[objectTable[objIdx].frame].height;
if (animDataTable[objectTable[objIdx].frame].ptr1) {
gfxFillSprite(animDataTable[objectTable[objIdx].frame].ptr1, width / 2, height, page2Raw, x, y);
}
if (addList)
createBgIncrustListElement(objIdx, 1);
}
void createBgIncrustListElement(int16 objIdx, int16 param) {
BGIncrustList *bgIncrustPtr = bgIncrustList;
BGIncrustList *bgIncrustPtrP = 0;
// Find first empty element
while (bgIncrustPtr) {
bgIncrustPtrP = bgIncrustPtr;
bgIncrustPtr = bgIncrustPtr->next;
}
bgIncrustPtr = (BGIncrustList *)malloc(sizeof(BGIncrustList));
if (bgIncrustPtrP)
bgIncrustPtrP->next = bgIncrustPtr;
else
bgIncrustList = bgIncrustPtr;
bgIncrustPtr->next = 0;
bgIncrustPtr->objIdx = objIdx;
bgIncrustPtr->param = param;
bgIncrustPtr->x = objectTable[objIdx].x;
bgIncrustPtr->y = objectTable[objIdx].y;
bgIncrustPtr->frame = objectTable[objIdx].frame;
bgIncrustPtr->part = objectTable[objIdx].part;
}
void freeBgIncrustList(void) {
BGIncrustList *bgIncrustPtr = bgIncrustList;
BGIncrustList *bgIncrustPtrN;
while (bgIncrustPtr) {
bgIncrustPtrN = bgIncrustPtr->next;
free(bgIncrustPtr);
bgIncrustPtr = bgIncrustPtrN;
}
resetBgIncrustList();
}
void resetBgIncrustList(void) {
bgIncrustList = NULL;
var8 = 0;
}
void loadBgIncrustFromSave(Common::InSaveFile *fHandle) {
BGIncrustList *bgIncrustPtr = bgIncrustList;
BGIncrustList *bgIncrustPtrP = 0;
// Find first empty element
while (bgIncrustPtr) {
bgIncrustPtrP = bgIncrustPtr;
bgIncrustPtr = bgIncrustPtr->next;
}
bgIncrustPtr = (BGIncrustList *)malloc(sizeof(BGIncrustList));
if (bgIncrustPtrP)
bgIncrustPtrP->next = bgIncrustPtr;
else
bgIncrustList = bgIncrustPtr;
bgIncrustPtr->next = 0;
fHandle->readUint32BE();
fHandle->readUint32BE();
bgIncrustPtr->objIdx = fHandle->readUint16BE();
bgIncrustPtr->param = fHandle->readUint16BE();
bgIncrustPtr->x = fHandle->readUint16BE();
bgIncrustPtr->y = fHandle->readUint16BE();
bgIncrustPtr->frame = fHandle->readUint16BE();
bgIncrustPtr->part = fHandle->readUint16BE();
}
void reincrustAllBg(void) {
BGIncrustList *bgIncrustPtr = bgIncrustList;
while (bgIncrustPtr) {
#if 0
objectTable[bgIncrustPtr->objIdx].x = bgIncrustPtr->x;
objectTable[bgIncrustPtr->objIdx].y = bgIncrustPtr->y;
objectTable[bgIncrustPtr->objIdx].frame = bgIncrustPtr->frame;
objectTable[bgIncrustPtr->objIdx].part = bgIncrustPtr->part;
#endif
if (bgIncrustPtr->param == 0) {
addToBGList(bgIncrustPtr->objIdx, false);
} else {
addSpriteFilledToBGList(bgIncrustPtr->objIdx, false);
}
bgIncrustPtr = bgIncrustPtr->next;
}
}
} // End of namespace Cine