scummvm/engines/sludge/freeze.cpp
polyesterswing e774d8ba96 SLUDGE: Add Z-Buffers
This commit removes the "SpriteLayer" logic previously used in favour of
a Z-Buffer implementation
2023-11-15 16:15:18 +01:00

170 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "sludge/cursors.h"
#include "sludge/event.h"
#include "sludge/graphics.h"
#include "sludge/freeze.h"
#include "sludge/newfatal.h"
#include "sludge/people.h"
#include "sludge/region.h"
#include "sludge/sludge.h"
#include "sludge/sludger.h"
#include "sludge/speech.h"
#include "sludge/statusba.h"
#include "sludge/zbuffer.h"
namespace Sludge {
void GraphicsManager::freezeGraphics() {
int w = _winWidth;
int h = _winHeight;
_freezeSurface.create(w, h, *g_sludge->getScreenPixelFormat());
displayBase();
_freezeSurface.copyFrom(_renderSurface);
}
bool GraphicsManager::freeze() {
FrozenStuffStruct *newFreezer = new FrozenStuffStruct;
if (!checkNew(newFreezer))
return false;
// Grab a copy of the current scene
freezeGraphics();
newFreezer->backdropSurface.copyFrom(_backdropSurface);
newFreezer->sceneWidth = _sceneWidth;
newFreezer->sceneHeight = _sceneHeight;
newFreezer->cameraX = _cameraX;
newFreezer->cameraY = _cameraY;
newFreezer->cameraZoom = _cameraZoom;
newFreezer->lightMapSurface.copyFrom(_lightMap);
newFreezer->lightMapNumber = _lightMapNumber;
newFreezer->parallaxLayers = _parallaxLayers;
_parallaxLayers = NULL;
newFreezer->zBufferTex = _zBuffer->tex;
newFreezer->zBufferNumber = _zBuffer->originalNum;
newFreezer->zPanels = _zBuffer->numPanels;
_zBuffer->tex = NULL;
// resizeBackdrop kills parallax stuff, light map, z-buffer...
if (!killResizeBackdrop(_winWidth, _winHeight))
return fatal("Can't create new temporary backdrop buffer");
// Copy the old scene to the new backdrop
_backdropSurface.copyFrom(_freezeSurface);
_backdropExists = true;
_vm->_peopleMan->freeze(newFreezer);
StatusStuff *newStatusStuff = new StatusStuff;
if (!checkNew(newStatusStuff))
return false;
newFreezer->frozenStatus = _vm->_statusBar->copyStatusBarStuff(newStatusStuff);
_vm->_regionMan->freeze(newFreezer);
_vm->_cursorMan->freeze(newFreezer);
_vm->_speechMan->freeze(newFreezer);
_vm->_evtMan->freeze(newFreezer);
newFreezer->next = _frozenStuff;
_frozenStuff = newFreezer;
return true;
}
int GraphicsManager::howFrozen() {
int a = 0;
FrozenStuffStruct *f = _frozenStuff;
while (f) {
a++;
f = f->next;
}
return a;
}
void GraphicsManager::unfreeze(bool killImage) {
FrozenStuffStruct *killMe = _frozenStuff;
if (!_frozenStuff)
return;
_sceneWidth = _frozenStuff->sceneWidth;
_sceneHeight = _frozenStuff->sceneHeight;
_cameraX = _frozenStuff->cameraX;
_cameraY = _frozenStuff->cameraY;
_vm->_evtMan->mouseX() = (int)(_vm->_evtMan->mouseX() * _cameraZoom);
_vm->_evtMan->mouseY() = (int)(_vm->_evtMan->mouseY() * _cameraZoom);
_cameraZoom = _frozenStuff->cameraZoom;
_vm->_evtMan->mouseX() = (int)(_vm->_evtMan->mouseX() / _cameraZoom);
_vm->_evtMan->mouseY() = (int)(_vm->_evtMan->mouseY() / _cameraZoom);
g_sludge->_peopleMan->resotre(_frozenStuff);
g_sludge->_regionMan->resotre(_frozenStuff);
killLightMap();
_lightMap.copyFrom(_frozenStuff->lightMapSurface);
_lightMapNumber = _frozenStuff->lightMapNumber;
if (_lightMapNumber) {
loadLightMap(_lightMapNumber);
}
if (killImage)
killBackDrop();
_backdropSurface.copyFrom(_frozenStuff->backdropSurface);
_backdropExists = true;
_zBuffer->tex = _frozenStuff->zBufferTex;
killZBuffer();
_zBuffer->originalNum = _frozenStuff->zBufferNumber;
_zBuffer->numPanels = _frozenStuff->zPanels;
if (_zBuffer->numPanels) {
setZBuffer(_zBuffer->originalNum);
}
killParallax();
_parallaxLayers = _frozenStuff->parallaxLayers;
_vm->_cursorMan->resotre(_frozenStuff);
_vm->_statusBar->restoreBarStuff(_frozenStuff->frozenStatus);
_vm->_evtMan->restore(_frozenStuff);
_vm->_speechMan->restore(_frozenStuff);
_frozenStuff = _frozenStuff->next;
// free current frozen screen struct
if (killMe->backdropSurface.getPixels())
killMe->backdropSurface.free();
if (killMe->lightMapSurface.getPixels())
killMe->lightMapSurface.free();
delete killMe;
killMe = NULL;
}
} // End of namespace Sludge