scummvm/engines/bladerunner/lights.cpp
Thanasis Antoniou cd076b26ae BLADERUNNER: Using preincrement and pre-decrease where possible
In case the compiler won't optimize such cases
2020-02-24 21:24:06 +02:00

136 lines
3.0 KiB
C++

/* 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 "bladerunner/lights.h"
namespace BladeRunner {
Lights::Lights(BladeRunnerEngine *vm) {
_vm = vm;
_ambientLightColor.r = 1.0;
_ambientLightColor.g = 0.0;
_ambientLightColor.b = 0.0;
_frame = 0;
}
Lights::~Lights() {
reset();
}
void Lights::read(Common::ReadStream *stream, int frameCount) {
_ambientLightColor.r = stream->readFloatLE();
_ambientLightColor.g = stream->readFloatLE();
_ambientLightColor.b = stream->readFloatLE();
uint _lightCount = stream->readUint32LE();
for (uint i = 0; i < _lightCount; ++i) {
Light *light;
int type = stream->readUint32LE();
switch (type) {
case 1:
light = new Light1();
break;
case 2:
light = new Light2();
break;
case 3:
light = new Light3();
break;
case 4:
light = new Light4();
break;
case 5:
light = new LightAmbient();
break;
default:
light = new Light();
}
light->read(stream, frameCount, _frame, 0);
_lights.push_back(light);
}
}
void Lights::removeAnimated() {
for (int i = (int)(_lights.size() - 1); i >= 0; --i) {
if (_lights[i]->_animated) {
delete _lights.remove_at(i);
}
}
}
void Lights::readVqa(Common::ReadStream *stream) {
removeAnimated();
if (stream->eos()) {
return;
}
int frameCount = stream->readUint32LE();
int count = stream->readUint32LE();
for (int i = 0; i < count; ++i) {
int lightType = stream->readUint32LE();
Light *light;
switch (lightType) {
case 5:
light = new LightAmbient();
break;
case 4:
light = new Light4();
break;
case 3:
light = new Light3();
break;
case 2:
light = new Light2();
break;
case 1:
light = new Light1();
break;
default:
light = new Light();
}
light->readVqa(stream, frameCount, _frame, 1);
_lights.push_back(light);
}
}
void Lights::setupFrame(int frame) {
if (frame == _frame) {
return;
}
for (uint i = 0; i < _lights.size(); ++i) {
_lights[i]->setupFrame(frame);
}
}
void Lights::reset() {
for (int i = (int)(_lights.size() - 1); i >= 0; --i) {
delete _lights.remove_at(i);
}
_lights.clear();
}
} // End of namespace BladeRunner