mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-24 10:45:46 +00:00
1758c5b211
svn-id: r17388
739 lines
17 KiB
C++
739 lines
17 KiB
C++
/*
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** Gobliiins 1
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** Original game by CoktelVision
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**
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** Reverse engineered by Ivan Dubrov <WFrag@yandex.ru>
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**
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*/
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#include "gob/gob.h"
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#include "gob/scenery.h"
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#include "gob/debug.h"
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#include "gob/inter.h"
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#include "gob/video.h"
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#include "gob/draw.h"
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#include "gob/game.h"
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#include "gob/global.h"
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#include "gob/util.h"
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#include "gob/anim.h"
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#include "gob/parse.h"
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namespace Gob {
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int16 scen_spriteResId[20];
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char scen_spriteRefs[20];
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Scen_Static scen_statics[10];
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int16 scen_staticPictCount[10];
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char scen_staticFromExt[10];
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int16 scen_staticResId[10];
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char scen_staticPictToSprite[70];
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Scen_Animation scen_animations[10];
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int16 scen_animPictCount[10];
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char scen_animFromExt[10];
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int16 scen_animResId[10];
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char scen_animPictToSprite[70];
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int16 scen_curStatic;
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int16 scen_curStaticLayer;
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int16 scen_toRedrawLeft;
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int16 scen_toRedrawRight;
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int16 scen_toRedrawTop;
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int16 scen_toRedrawBottom;
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int16 scen_animTop;
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int16 scen_animLeft;
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int16 *scen_pCaptureCounter;
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int16 scen_loadStatic(char search) {
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int16 tmp;
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int16 *backsPtr;
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int16 picsCount;
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int16 resId;
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int16 i;
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int16 sceneryIndex;
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char *dataPtr;
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Scen_Static *ptr;
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int16 offset;
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int16 pictDescId;
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int16 width;
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int16 height;
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int16 sprResId;
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int16 sprIndex;
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inter_evalExpr(&sceneryIndex);
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tmp = inter_load16();
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backsPtr = (int16 *)inter_execPtr;
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inter_execPtr += tmp * 2;
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picsCount = inter_load16();
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resId = inter_load16();
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if (search) {
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for (i = 0; i < 10; i++) {
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if (scen_staticPictCount[i] != -1 && scen_staticResId[i] == resId) {
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inter_execPtr += 8 * scen_staticPictCount[i];
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return i;
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}
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if (scen_staticPictCount[i] == -1 && i < sceneryIndex)
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sceneryIndex = i;
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}
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}
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scen_staticPictCount[sceneryIndex] = picsCount;
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scen_staticResId[sceneryIndex] = resId;
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if (resId >= 30000) {
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scen_staticFromExt[sceneryIndex] = 1;
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dataPtr = game_loadExtData(resId, 0, 0);
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} else {
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scen_staticFromExt[sceneryIndex] = 0;
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dataPtr = game_loadTotResource(resId);
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}
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ptr = &scen_statics[sceneryIndex];
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ptr->dataPtr = dataPtr;
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ptr->layersCount = (int16)READ_LE_UINT16(dataPtr);
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dataPtr += 2;
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debug("layer: %d", ptr->layersCount);
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ptr->layers = (Scen_StaticLayer **)malloc(sizeof(Scen_StaticLayer *) * ptr->layersCount);
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ptr->pieces = (Scen_PieceDesc **)malloc(sizeof(Scen_PieceDesc *) * picsCount);
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for (i = 0; i < ptr->layersCount; i++) {
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offset = ((int16 *)dataPtr)[i];
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ptr->layers[i] = (Scen_StaticLayer *)(dataPtr + offset - 2);
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ptr->layers[i]->backResId = *backsPtr;
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backsPtr++;
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}
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for (i = 0; i < picsCount; i++) {
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pictDescId = inter_load16();
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if (resId >= 30000) {
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ptr->pieces[i] =
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(Scen_PieceDesc *) game_loadExtData(pictDescId, 0,
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0);
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} else {
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ptr->pieces[i] =
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(Scen_PieceDesc *)
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game_loadTotResource(pictDescId);
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}
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width = inter_load16();
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height = inter_load16();
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sprResId = inter_load16();
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for (sprIndex = 0; sprIndex < 20; sprIndex++) {
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if (scen_spriteResId[sprIndex] == sprResId)
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break;
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}
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if (sprIndex < 20) {
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scen_staticPictToSprite[7 * sceneryIndex + i] =
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sprIndex;
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scen_spriteRefs[sprIndex]++;
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} else {
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for (sprIndex = 19; draw_spritesArray[sprIndex] != 0;
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sprIndex--);
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scen_staticPictToSprite[7 * sceneryIndex + i] =
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sprIndex;
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scen_spriteRefs[sprIndex] = 1;
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scen_spriteResId[sprIndex] = sprResId;
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draw_spritesArray[sprIndex] =
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vid_initSurfDesc(videoMode, width, height, 2);
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vid_clearSurf(draw_spritesArray[sprIndex]);
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draw_destSurface = sprIndex;
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draw_spriteLeft = sprResId;
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draw_transparency = 0;
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draw_destSpriteX = 0;
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draw_destSpriteY = 0;
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draw_spriteOperation(DRAW_LOADSPRITE);
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}
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}
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return sceneryIndex + 100;
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}
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void scen_freeStatic(int16 index) {
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int16 i;
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int16 spr;
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if (index == -1)
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inter_evalExpr(&index);
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if (scen_staticPictCount[index] == -1)
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return;
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for (i = 0; i < scen_staticPictCount[index]; i++) {
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if (scen_staticFromExt[index] == 1)
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free((char *)scen_statics[index].pieces[i]);
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spr = scen_staticPictToSprite[index * 7 + i];
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scen_spriteRefs[spr]--;
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if (scen_spriteRefs[spr] == 0) {
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vid_freeSurfDesc(draw_spritesArray[spr]);
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draw_spritesArray[spr] = 0;
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scen_spriteResId[spr] = -1;
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}
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}
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free((char *)scen_statics[index].layers);
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free((char *)scen_statics[index].pieces);
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if (scen_staticFromExt[index] == 1)
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free((char *)scen_statics[index].dataPtr);
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scen_staticFromExt[index] = 0;
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scen_staticPictCount[index] = -1;
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}
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void scen_renderStatic(int16 scenery, int16 layer) {
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Scen_Static *ptr;
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Scen_StaticLayer *layerPtr;
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Scen_StaticPlane *planePtr;
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int16 planeCount;
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int16 order;
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int16 plane;
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int16 pieceIndex;
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int16 pictIndex;
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int16 left;
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int16 right;
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int16 top;
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int16 bottom;
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ptr = &scen_statics[scenery];
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if (layer >= ptr->layersCount)
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return;
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layerPtr = ptr->layers[layer];
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draw_spriteLeft = layerPtr->backResId;
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if (draw_spriteLeft != -1) {
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draw_destSpriteX = 0;
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draw_destSpriteY = 0;
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draw_destSurface = 21;
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draw_transparency = 0;
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draw_spriteOperation(DRAW_LOADSPRITE);
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}
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planeCount = layerPtr->planeCount;
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for (order = 0; order < 10; order++) {
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for (plane = 0, planePtr = layerPtr->planes;
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plane < planeCount; plane++, planePtr++) {
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if (planePtr->drawOrder != order)
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continue;
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pieceIndex = planePtr->pieceIndex;
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pictIndex = planePtr->pictIndex - 1;
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draw_destSpriteX = planePtr->destX;
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draw_destSpriteY = planePtr->destY;
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left = ptr->pieces[pictIndex][pieceIndex].left;
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right = ptr->pieces[pictIndex][pieceIndex].right;
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top = ptr->pieces[pictIndex][pieceIndex].top;
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bottom = ptr->pieces[pictIndex][pieceIndex].bottom;
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draw_sourceSurface =
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scen_staticPictToSprite[scenery * 7 + pictIndex];
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draw_destSurface = 21;
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draw_spriteLeft = left;
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draw_spriteTop = top;
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draw_spriteRight = right - left + 1;
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draw_spriteBottom = bottom - top + 1;
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draw_transparency = planePtr->transp ? 3 : 0;
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draw_spriteOperation(DRAW_BLITSURF);
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}
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}
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}
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void scen_interRenderStatic(void) {
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int16 layer;
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int16 index;
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inter_evalExpr(&index);
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inter_evalExpr(&layer);
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scen_renderStatic(index, layer);
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}
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void scen_interLoadCurLayer(void) {
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inter_evalExpr(&scen_curStatic);
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inter_evalExpr(&scen_curStaticLayer);
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}
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void scen_updateStatic(int16 orderFrom) {
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Scen_StaticLayer *layerPtr;
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Scen_PieceDesc **pictPtr;
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Scen_StaticPlane *planePtr;
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int16 planeCount;
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int16 order;
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int16 plane;
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int16 pieceIndex;
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int16 pictIndex;
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int16 left;
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int16 right;
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int16 top;
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int16 bottom;
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if (scen_curStatic == -1)
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return;
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if (scen_curStaticLayer >= scen_statics[scen_curStatic].layersCount)
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return;
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layerPtr = scen_statics[scen_curStatic].layers[scen_curStaticLayer];
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pictPtr = scen_statics[scen_curStatic].pieces;
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planeCount = layerPtr->planeCount;
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for (order = orderFrom; order < 10; order++) {
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for (planePtr = layerPtr->planes, plane = 0;
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plane < planeCount; plane++, planePtr++) {
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if (planePtr->drawOrder != order)
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continue;
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pieceIndex = planePtr->pieceIndex;
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pictIndex = planePtr->pictIndex - 1;
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draw_destSpriteX = planePtr->destX;
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draw_destSpriteY = planePtr->destY;
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left = pictPtr[pictIndex][pieceIndex].left;
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right = pictPtr[pictIndex][pieceIndex].right;
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top = pictPtr[pictIndex][pieceIndex].top;
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bottom = pictPtr[pictIndex][pieceIndex].bottom;
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if (draw_destSpriteX > scen_toRedrawRight)
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continue;
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if (draw_destSpriteY > scen_toRedrawBottom)
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continue;
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if (draw_destSpriteX < scen_toRedrawLeft) {
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left += scen_toRedrawLeft - draw_destSpriteX;
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draw_destSpriteX = scen_toRedrawLeft;
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}
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if (draw_destSpriteY < scen_toRedrawTop) {
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top += scen_toRedrawTop - draw_destSpriteY;
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draw_destSpriteY = scen_toRedrawTop;
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}
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draw_spriteLeft = left;
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draw_spriteTop = top;
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draw_spriteRight = right - left + 1;
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draw_spriteBottom = bottom - top + 1;
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if (draw_spriteRight <= 0 || draw_spriteBottom <= 0)
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continue;
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if (draw_destSpriteX + draw_spriteRight - 1 >
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scen_toRedrawRight)
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draw_spriteRight =
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scen_toRedrawRight - draw_destSpriteX + 1;
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if (draw_destSpriteY + draw_spriteBottom - 1 >
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scen_toRedrawBottom)
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draw_spriteBottom =
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scen_toRedrawBottom - draw_destSpriteY + 1;
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draw_sourceSurface =
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scen_staticPictToSprite[scen_curStatic * 7 +
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pictIndex];
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draw_destSurface = 21;
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draw_transparency = planePtr->transp ? 3 : 0;
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draw_spriteOperation(DRAW_BLITSURF);
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}
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}
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}
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int16 scen_loadAnim(char search) {
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int16 picsCount;
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int16 resId;
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int16 i;
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int16 sceneryIndex;
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char *dataPtr;
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Scen_Animation *ptr;
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int16 offset;
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int16 pictDescId;
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int16 width;
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int16 height;
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int16 sprResId;
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int16 sprIndex;
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inter_evalExpr(&sceneryIndex);
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picsCount = inter_load16();
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resId = inter_load16();
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if (search) {
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for (i = 0; i < 10; i++) {
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if (scen_animPictCount[i] != 0
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&& scen_animResId[i] == resId) {
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inter_execPtr += 8 * scen_animPictCount[i];
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return i;
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}
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if (scen_animPictCount[i] == 0 && i < sceneryIndex)
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sceneryIndex = i;
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}
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}
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scen_animPictCount[sceneryIndex] = picsCount;
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scen_animResId[sceneryIndex] = resId;
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if (resId >= 30000) {
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scen_animFromExt[sceneryIndex] = 1;
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dataPtr = game_loadExtData(resId, 0, 0);
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} else {
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scen_animFromExt[sceneryIndex] = 0;
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dataPtr = game_loadTotResource(resId);
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}
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ptr = &scen_animations[sceneryIndex];
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ptr->dataPtr = dataPtr;
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ptr->layersCount = READ_LE_UINT16(dataPtr);
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dataPtr += 2;
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ptr->layers =
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(Scen_AnimLayer **) malloc(sizeof(Scen_AnimLayer *) *
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ptr->layersCount);
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ptr->pieces =
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(Scen_PieceDesc **) malloc(sizeof(Scen_PieceDesc *) *
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picsCount);
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for (i = 0; i < ptr->layersCount; i++) {
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offset = ((int16 *)dataPtr)[i];
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ptr->layers[i] = (Scen_AnimLayer *) (dataPtr + offset - 2);
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}
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for (i = 0; i < picsCount; i++) {
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pictDescId = inter_load16();
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if (resId >= 30000) {
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ptr->pieces[i] =
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(Scen_PieceDesc *) game_loadExtData(pictDescId, 0,
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0);
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} else {
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ptr->pieces[i] =
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(Scen_PieceDesc *)
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game_loadTotResource(pictDescId);
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}
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width = inter_load16();
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height = inter_load16();
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sprResId = inter_load16();
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for (sprIndex = 0; sprIndex < 20; sprIndex++) {
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if (scen_spriteResId[sprIndex] == sprResId)
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break;
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}
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if (sprIndex < 20) {
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scen_animPictToSprite[7 * sceneryIndex + i] = sprIndex;
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scen_spriteRefs[sprIndex]++;
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} else {
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for (sprIndex = 19; draw_spritesArray[sprIndex] != 0;
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sprIndex--);
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scen_animPictToSprite[7 * sceneryIndex + i] = sprIndex;
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scen_spriteRefs[sprIndex] = 1;
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scen_spriteResId[sprIndex] = sprResId;
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draw_spritesArray[sprIndex] =
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vid_initSurfDesc(videoMode, width, height, 2);
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vid_clearSurf(draw_spritesArray[sprIndex]);
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draw_destSurface = sprIndex;
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draw_spriteLeft = sprResId;
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draw_transparency = 0;
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draw_destSpriteX = 0;
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draw_destSpriteY = 0;
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draw_spriteOperation(DRAW_LOADSPRITE);
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}
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}
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return sceneryIndex + 100;
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}
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// flags & 1 - do capture all area animation is occupying
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// flags & 4 == 0 - calculate animation final size
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// flags & 2 != 0 - don't check with "toRedraw"'s
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// flags & 4 != 0 - checkk view toRedraw
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void scen_updateAnim(int16 layer, int16 frame, int16 animation, int16 flags,
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int16 drawDeltaX, int16 drawDeltaY, char doDraw) {
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Scen_AnimLayer *layerPtr;
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Scen_PieceDesc **pictPtr;
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Scen_AnimFramePiece *framePtr;
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uint16 pieceIndex;
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uint16 pictIndex;
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int16 left;
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int16 right;
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int16 top;
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int16 bottom;
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byte highX;
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byte highY;
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int16 i;
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int16 transp;
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int16 destX;
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int16 destY;
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if (layer >= scen_animations[animation].layersCount)
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return;
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layerPtr = scen_animations[animation].layers[layer];
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if (frame >= layerPtr->framesCount)
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return;
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if (flags & 1) // Do capture
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{
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scen_updateAnim(layer, frame, animation, 0, drawDeltaX,
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drawDeltaY, 0);
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if (scen_toRedrawLeft == -12345) // Some magic number?
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return;
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game_capturePush(scen_toRedrawLeft, scen_toRedrawTop,
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scen_toRedrawRight - scen_toRedrawLeft + 1,
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scen_toRedrawBottom - scen_toRedrawTop + 1);
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*scen_pCaptureCounter = *scen_pCaptureCounter + 1;
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}
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pictPtr = scen_animations[animation].pieces;
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framePtr = layerPtr->frames;
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for (i = 0; i < frame; i++, framePtr++) {
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while (framePtr->notFinal == 1)
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framePtr++;
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}
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if ((flags & 4) == 0) {
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scen_toRedrawLeft = -12345;
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} else {
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scen_toRedrawLeft =
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MAX(scen_toRedrawLeft, anim_animAreaLeft);
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scen_toRedrawTop =
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MAX(scen_toRedrawTop, anim_animAreaTop);
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scen_toRedrawRight =
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MIN(scen_toRedrawRight,
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anim_animAreaLeft + anim_animAreaWidth - 1);
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scen_toRedrawBottom =
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MIN(scen_toRedrawBottom,
|
|
anim_animAreaTop + anim_animAreaHeight - 1);
|
|
}
|
|
|
|
transp = layerPtr->transp ? 3 : 0;
|
|
|
|
framePtr--;
|
|
do {
|
|
framePtr++;
|
|
|
|
pieceIndex = framePtr->pieceIndex;
|
|
pictIndex = framePtr->pictIndex;
|
|
|
|
destX = framePtr->destX;
|
|
destY = framePtr->destY;
|
|
|
|
highX = pictIndex & 0xc0;
|
|
highY = pictIndex & 0x30;
|
|
highX >>= 6;
|
|
highY >>= 4;
|
|
if (destX >= 0)
|
|
destX += ((uint16)highX) << 7;
|
|
else
|
|
destX -= ((uint16)highX) << 7;
|
|
|
|
if (destY >= 0)
|
|
destY += ((uint16)highY) << 7;
|
|
else
|
|
destY -= ((uint16)highY) << 7;
|
|
|
|
if (drawDeltaX == 1000)
|
|
destX += layerPtr->posX;
|
|
else
|
|
destX += drawDeltaX;
|
|
|
|
if (drawDeltaY == 1000)
|
|
destY += layerPtr->posY;
|
|
else
|
|
destY += drawDeltaY;
|
|
|
|
pictIndex = (pictIndex & 15) - 1;
|
|
|
|
left = pictPtr[pictIndex][pieceIndex].left;
|
|
right = pictPtr[pictIndex][pieceIndex].right;
|
|
top = pictPtr[pictIndex][pieceIndex].top;
|
|
bottom = pictPtr[pictIndex][pieceIndex].bottom;
|
|
|
|
if (flags & 2) {
|
|
if (destX < anim_animAreaLeft) {
|
|
left += anim_animAreaLeft - destX;
|
|
destX = anim_animAreaLeft;
|
|
}
|
|
|
|
if (left <= right
|
|
&& destX + right - left >=
|
|
anim_animAreaLeft + anim_animAreaWidth)
|
|
right -=
|
|
(destX + right - left) -
|
|
(anim_animAreaLeft + anim_animAreaWidth) +
|
|
1;
|
|
|
|
if (destY < anim_animAreaTop) {
|
|
top += anim_animAreaTop - destY;
|
|
destY = anim_animAreaTop;
|
|
}
|
|
|
|
if (top <= bottom
|
|
&& destY + bottom - top >=
|
|
anim_animAreaTop + anim_animAreaHeight)
|
|
bottom -=
|
|
(destY + bottom - top) -
|
|
(anim_animAreaTop + anim_animAreaHeight) +
|
|
1;
|
|
|
|
} else if (flags & 4) {
|
|
if (destX < scen_toRedrawLeft) {
|
|
left += scen_toRedrawLeft - destX;
|
|
destX = scen_toRedrawLeft;
|
|
}
|
|
|
|
if (left <= right
|
|
&& destX + right - left > scen_toRedrawRight)
|
|
right -=
|
|
destX + right - left - scen_toRedrawRight;
|
|
|
|
if (destY < scen_toRedrawTop) {
|
|
top += scen_toRedrawTop - destY;
|
|
destY = scen_toRedrawTop;
|
|
}
|
|
|
|
if (top <= bottom
|
|
&& destY + bottom - top > scen_toRedrawBottom)
|
|
bottom -=
|
|
destY + bottom - top - scen_toRedrawBottom;
|
|
}
|
|
|
|
if (left > right || top > bottom)
|
|
continue;
|
|
|
|
if (doDraw) {
|
|
draw_sourceSurface =
|
|
scen_animPictToSprite[animation * 7 + pictIndex];
|
|
draw_destSurface = 21;
|
|
|
|
draw_spriteLeft = left;
|
|
draw_spriteTop = top;
|
|
draw_spriteRight = right - left + 1;
|
|
draw_spriteBottom = bottom - top + 1;
|
|
draw_destSpriteX = destX;
|
|
draw_destSpriteY = destY;
|
|
draw_transparency = transp;
|
|
draw_spriteOperation(DRAW_BLITSURF);
|
|
}
|
|
|
|
if ((flags & 4) == 0) {
|
|
if (scen_toRedrawLeft == -12345) {
|
|
scen_toRedrawLeft = destX;
|
|
scen_animLeft = destX;
|
|
scen_toRedrawTop = destY;
|
|
scen_animTop = destY;
|
|
scen_toRedrawRight = destX + right - left;
|
|
scen_toRedrawBottom = destY + bottom - top;
|
|
} else {
|
|
scen_toRedrawLeft =
|
|
MIN(scen_toRedrawLeft, destX);
|
|
scen_toRedrawTop =
|
|
MIN(scen_toRedrawTop, destY);
|
|
scen_toRedrawRight =
|
|
MAX(scen_toRedrawRight,
|
|
destX + right - left);
|
|
scen_toRedrawBottom =
|
|
MAX(scen_toRedrawBottom,
|
|
destY + bottom - top);
|
|
}
|
|
}
|
|
} while (framePtr->notFinal == 1);
|
|
}
|
|
|
|
void scen_freeAnim(int16 animation) {
|
|
int16 i;
|
|
int16 spr;
|
|
|
|
if (animation == -1)
|
|
inter_evalExpr(&animation);
|
|
|
|
if (scen_animPictCount[animation] == 0)
|
|
return;
|
|
|
|
for (i = 0; i < scen_animPictCount[animation]; i++) {
|
|
if (scen_animFromExt[animation] == 1)
|
|
free((char *)scen_animations[animation].pieces[i]);
|
|
|
|
spr = scen_animPictToSprite[animation * 7 + i];
|
|
scen_spriteRefs[spr]--;
|
|
if (scen_spriteRefs[spr] == 0) {
|
|
vid_freeSurfDesc(draw_spritesArray[spr]);
|
|
|
|
draw_spritesArray[spr] = 0;
|
|
scen_spriteResId[spr] = -1;
|
|
}
|
|
}
|
|
|
|
free((char *)scen_animations[animation].layers);
|
|
free((char *)scen_animations[animation].pieces);
|
|
if (scen_animFromExt[animation] == 1)
|
|
free(scen_animations[animation].dataPtr);
|
|
|
|
scen_animFromExt[animation] = 0;
|
|
scen_animPictCount[animation] = 0;
|
|
}
|
|
|
|
void scen_interUpdateAnim(void) {
|
|
int16 deltaX;
|
|
int16 deltaY;
|
|
int16 flags;
|
|
int16 frame;
|
|
int16 layer;
|
|
int16 animation;
|
|
|
|
inter_evalExpr(&deltaX);
|
|
inter_evalExpr(&deltaY);
|
|
inter_evalExpr(&animation);
|
|
inter_evalExpr(&layer);
|
|
inter_evalExpr(&frame);
|
|
flags = inter_load16();
|
|
scen_updateAnim(layer, frame, animation, flags, deltaX, deltaY, 1);
|
|
}
|
|
|
|
void scen_interStoreParams(void) {
|
|
Scen_AnimLayer *layerPtr;
|
|
int16 animation;
|
|
int16 layer;
|
|
int16 var;
|
|
|
|
log_write("scen_interStoreParams: Storing...\n");
|
|
|
|
inter_evalExpr(&animation);
|
|
inter_evalExpr(&layer);
|
|
layerPtr = scen_animations[animation].layers[layer];
|
|
|
|
var = parse_parseVarIndex();
|
|
WRITE_LE_UINT32(inter_variables + var, layerPtr->animDeltaX);
|
|
|
|
var = parse_parseVarIndex();
|
|
WRITE_LE_UINT32(inter_variables + var, layerPtr->animDeltaY);
|
|
|
|
var = parse_parseVarIndex();
|
|
WRITE_LE_UINT32(inter_variables + var, layerPtr->unknown0);
|
|
|
|
var = parse_parseVarIndex();
|
|
WRITE_LE_UINT32(inter_variables + var, layerPtr->framesCount);
|
|
}
|
|
|
|
} // End of namespace Gob
|