/* 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/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; Common::List bgIncrustList; /*! \brief Add masked sprite to the background * \param objIdx Sprite description * \param addList Add sprite to incrust list if true * \todo Fix incrust objects on CT background. Always drawing incrust elements * on CT background breaks game zones */ void addToBGList(int16 objIdx, bool addList) { int16 x = objectTable[objIdx].x; int16 y = objectTable[objIdx].y; int16 width = animDataTable[objectTable[objIdx].frame]._var1; int16 height = animDataTable[objectTable[objIdx].frame]._height; const byte *data = animDataTable[objectTable[objIdx].frame].data(); const byte *mask = animDataTable[objectTable[objIdx].frame].mask(); // int16 part = objectTable[objIdx].part; // Operation Stealth may switch among multiple backgrounds if (g_cine->getGameType() == GType_OS) { for (int i = 0; i < 8; i++) { if (additionalBgTable[i]) { drawSpriteRaw2(data, objectTable[objIdx].part, width, height, additionalBgTable[i], x, y); } } } else { drawSpriteRaw(data, mask, width, height, page2Raw, x, y); } if (addList) createBgIncrustListElement(objIdx, 0); } /*! \brief Add filled sprite to the background * \param objIdx Sprite description * \param addList Add sprite to incrust list if true * \todo Fix incrust objects on CT background. Always drawing incrust elements * on CT background breaks game zones */ void addSpriteFilledToBGList(int16 objIdx, bool addList) { int16 x = objectTable[objIdx].x; int16 y = objectTable[objIdx].y; int16 width = animDataTable[objectTable[objIdx].frame]._width; int16 height = animDataTable[objectTable[objIdx].frame]._height; const byte *data = animDataTable[objectTable[objIdx].frame].data(); if (data) { // Operation Stealth may switch among multiple backgrounds if (g_cine->getGameType() == GType_OS) { for (int i = 0; i < 8; i++) { if (additionalBgTable[i]) { gfxFillSprite(data, width / 2, height, additionalBgTable[i], x, y); } } } else { gfxFillSprite(data, width / 2, height, page2Raw, x, y); } } if (addList) createBgIncrustListElement(objIdx, 1); } /*! \brief Add new element to incrust list * \param objIdx Element description * \param param Type of element */ void createBgIncrustListElement(int16 objIdx, int16 param) { BGIncrust tmp; tmp.objIdx = objIdx; tmp.param = param; tmp.x = objectTable[objIdx].x; tmp.y = objectTable[objIdx].y; tmp.frame = objectTable[objIdx].frame; tmp.part = objectTable[objIdx].part; bgIncrustList.push_back(tmp); } /*! \brief Reset var8 (probably something related to bgIncrustList */ void resetBgIncrustList(void) { var8 = 0; } /*! \brief Restore incrust list from savefile * \param fHandle Savefile open for reading */ void loadBgIncrustFromSave(Common::InSaveFile &fHandle) { BGIncrust tmp; int size = fHandle.readSint16BE(); for (int i = 0; i < size; i++) { fHandle.readUint32BE(); fHandle.readUint32BE(); tmp.objIdx = fHandle.readUint16BE(); tmp.param = fHandle.readUint16BE(); tmp.x = fHandle.readUint16BE(); tmp.y = fHandle.readUint16BE(); tmp.frame = fHandle.readUint16BE(); tmp.part = fHandle.readUint16BE(); bgIncrustList.push_back(tmp); if (tmp.param == 0) { addToBGList(tmp.objIdx, false); } else { addSpriteFilledToBGList(tmp.objIdx, false); } } } } // End of namespace Cine