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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.
*
*/
#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) {
renderer->incrustSprite(g_cine->_objectTable[objIdx]);
createBgIncrustListElement(objIdx, 0);
}
/**
* Add filled sprite to the background
* @param objIdx Sprite description
*/
void addSpriteFilledToBGList(int16 objIdx) {
renderer->incrustMask(g_cine->_objectTable[objIdx]);
createBgIncrustListElement(objIdx, 1);
}
/**
* 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(g_cine->_objectTable[tmp.objIdx]);
} else {
renderer->incrustMask(g_cine->_objectTable[tmp.objIdx]);
}
}
}
} // End of namespace Cine
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