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bg_list.cpp

/* 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: https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/tags/release-0-11-1/engines/cine/bg_list.cpp $
 * $Id: bg_list.cpp 30944 2008-02-23 22:50:18Z sev $
 *
 */


#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 = objectTable[objIdx].x;
      int16 y = objectTable[objIdx].y;
      int16 width = animDataTable[objectTable[objIdx].frame].var1;
      int16 height = animDataTable[objectTable[objIdx].frame].height;
//    int16 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 = objectTable[objIdx].x;
      int16 y = objectTable[objIdx].y;
      int16 width = animDataTable[objectTable[objIdx].frame].width;
      int16 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 = new 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;
            delete 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 = new 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

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