/* 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