/* 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. * */ #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; /** * Add masked sprite to the background * @param objIdx Sprite description */ void addToBGList(int16 objIdx) { createBgIncrustListElement(objIdx, 0); renderer->incrustSprite(g_cine->_bgIncrustList.back()); } /** * Add filled sprite to the background * @param objIdx Sprite description */ void addSpriteFilledToBGList(int16 objIdx) { createBgIncrustListElement(objIdx, 1); renderer->incrustMask(g_cine->_bgIncrustList.back()); } /** * Add new element to incrust list * @param objIdx Element description * @param param Type of element */ void createBgIncrustListElement(int16 objIdx, int16 param) { BGIncrust tmp; tmp.unkPtr = 0; tmp.objIdx = objIdx; tmp.param = param; tmp.x = g_cine->_objectTable[objIdx].x; tmp.y = g_cine->_objectTable[objIdx].y; tmp.frame = g_cine->_objectTable[objIdx].frame; tmp.part = g_cine->_objectTable[objIdx].part; g_cine->_bgIncrustList.push_back(tmp); } /** * Reset var8 (probably something related to bgIncrustList) */ void resetBgIncrustList() { var8 = 0; } /** * Restore incrust list from savefile * @param fHandle Savefile open for reading */ void loadBgIncrustFromSave(Common::SeekableReadStream &fHandle) { BGIncrust tmp; int size = fHandle.readSint16BE(); for (int i = 0; i < size; i++) { fHandle.readUint32BE(); fHandle.readUint32BE(); tmp.unkPtr = 0; tmp.objIdx = fHandle.readUint16BE(); tmp.param = fHandle.readUint16BE(); tmp.x = fHandle.readUint16BE(); tmp.y = fHandle.readUint16BE(); tmp.frame = fHandle.readUint16BE(); tmp.part = fHandle.readUint16BE(); g_cine->_bgIncrustList.push_back(tmp); if (tmp.param == 0) { renderer->incrustSprite(tmp); } else { renderer->incrustMask(tmp); } } } } // End of namespace Cine