mirror of
https://github.com/libretro/scummvm.git
synced 2025-01-08 02:42:34 +00:00
57a9ef3a8f
svn-id: r31651
153 lines
4.4 KiB
C++
153 lines
4.4 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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* $URL$
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* $Id$
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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 "cine/cine.h"
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#include "cine/main_loop.h"
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#include "cine/object.h"
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#include "cine/various.h"
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#include "cine/bg_list.h"
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namespace Cine {
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uint32 var8;
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Common::List<BGIncrust> bgIncrustList;
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/*! \brief Add masked sprite to the background
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* \param objIdx Sprite description
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* \param addList Add sprite to incrust list if true
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* \todo Fix incrust objects on CT background. Always drawing incrust elements
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* on CT background breaks game zones
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*/
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void addToBGList(int16 objIdx, bool addList) {
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int16 x = objectTable[objIdx].x;
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int16 y = objectTable[objIdx].y;
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int16 width = animDataTable[objectTable[objIdx].frame]._var1;
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int16 height = animDataTable[objectTable[objIdx].frame]._height;
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const byte *data = animDataTable[objectTable[objIdx].frame].data();
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const byte *mask = animDataTable[objectTable[objIdx].frame].mask();
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// int16 part = objectTable[objIdx].part;
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// Operation Stealth may switch among multiple backgrounds
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if (g_cine->getGameType() == GType_OS) {
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for (int i = 0; i < 8; i++) {
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if (additionalBgTable[i]) {
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drawSpriteRaw2(data, objectTable[objIdx].part, width, height, additionalBgTable[i], x, y);
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}
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}
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} else {
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drawSpriteRaw(data, mask, width, height, page2Raw, x, y);
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}
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if (addList)
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createBgIncrustListElement(objIdx, 0);
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}
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/*! \brief Add filled sprite to the background
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* \param objIdx Sprite description
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* \param addList Add sprite to incrust list if true
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* \todo Fix incrust objects on CT background. Always drawing incrust elements
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* on CT background breaks game zones
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*/
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void addSpriteFilledToBGList(int16 objIdx, bool addList) {
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int16 x = objectTable[objIdx].x;
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int16 y = objectTable[objIdx].y;
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int16 width = animDataTable[objectTable[objIdx].frame]._realWidth;
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int16 height = animDataTable[objectTable[objIdx].frame]._height;
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const byte *data = animDataTable[objectTable[objIdx].frame].data();
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if (data) {
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// Operation Stealth may switch among multiple backgrounds
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if (g_cine->getGameType() == GType_OS) {
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for (int i = 0; i < 8; i++) {
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if (additionalBgTable[i]) {
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gfxFillSprite(data, width, height, additionalBgTable[i], x, y);
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}
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}
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} else {
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gfxFillSprite(data, width, height, page2Raw, x, y);
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}
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}
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if (addList)
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createBgIncrustListElement(objIdx, 1);
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}
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/*! \brief Add new element to incrust list
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* \param objIdx Element description
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* \param param Type of element
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*/
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void createBgIncrustListElement(int16 objIdx, int16 param) {
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BGIncrust tmp;
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tmp.objIdx = objIdx;
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tmp.param = param;
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tmp.x = objectTable[objIdx].x;
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tmp.y = objectTable[objIdx].y;
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tmp.frame = objectTable[objIdx].frame;
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tmp.part = objectTable[objIdx].part;
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bgIncrustList.push_back(tmp);
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}
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/*! \brief Reset var8 (probably something related to bgIncrustList
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*/
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void resetBgIncrustList(void) {
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var8 = 0;
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}
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/*! \brief Restore incrust list from savefile
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* \param fHandle Savefile open for reading
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*/
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void loadBgIncrustFromSave(Common::InSaveFile &fHandle) {
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BGIncrust tmp;
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int size = fHandle.readSint16BE();
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for (int i = 0; i < size; i++) {
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fHandle.readUint32BE();
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fHandle.readUint32BE();
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tmp.objIdx = fHandle.readUint16BE();
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tmp.param = fHandle.readUint16BE();
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tmp.x = fHandle.readUint16BE();
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tmp.y = fHandle.readUint16BE();
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tmp.frame = fHandle.readUint16BE();
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tmp.part = fHandle.readUint16BE();
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bgIncrustList.push_back(tmp);
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if (tmp.param == 0) {
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addToBGList(tmp.objIdx, false);
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} else {
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addSpriteFilledToBGList(tmp.objIdx, false);
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}
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}
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}
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} // End of namespace Cine
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