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path: root/engines/cine/bg_list.cpp
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/* 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<BGIncrust> 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