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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]._realWidth;
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, height, additionalBgTable[i], x, y);
}
}
} else {
gfxFillSprite(data, width, 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
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