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https://github.com/libretro/scummvm.git
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cd076b26ae
In case the compiler won't optimize such cases
136 lines
3.0 KiB
C++
136 lines
3.0 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "bladerunner/lights.h"
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namespace BladeRunner {
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Lights::Lights(BladeRunnerEngine *vm) {
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_vm = vm;
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_ambientLightColor.r = 1.0;
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_ambientLightColor.g = 0.0;
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_ambientLightColor.b = 0.0;
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_frame = 0;
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}
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Lights::~Lights() {
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reset();
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}
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void Lights::read(Common::ReadStream *stream, int frameCount) {
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_ambientLightColor.r = stream->readFloatLE();
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_ambientLightColor.g = stream->readFloatLE();
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_ambientLightColor.b = stream->readFloatLE();
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uint _lightCount = stream->readUint32LE();
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for (uint i = 0; i < _lightCount; ++i) {
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Light *light;
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int type = stream->readUint32LE();
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switch (type) {
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case 1:
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light = new Light1();
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break;
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case 2:
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light = new Light2();
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break;
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case 3:
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light = new Light3();
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break;
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case 4:
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light = new Light4();
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break;
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case 5:
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light = new LightAmbient();
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break;
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default:
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light = new Light();
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}
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light->read(stream, frameCount, _frame, 0);
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_lights.push_back(light);
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}
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}
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void Lights::removeAnimated() {
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for (int i = (int)(_lights.size() - 1); i >= 0; --i) {
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if (_lights[i]->_animated) {
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delete _lights.remove_at(i);
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}
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}
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}
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void Lights::readVqa(Common::ReadStream *stream) {
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removeAnimated();
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if (stream->eos()) {
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return;
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}
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int frameCount = stream->readUint32LE();
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int count = stream->readUint32LE();
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for (int i = 0; i < count; ++i) {
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int lightType = stream->readUint32LE();
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Light *light;
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switch (lightType) {
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case 5:
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light = new LightAmbient();
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break;
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case 4:
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light = new Light4();
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break;
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case 3:
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light = new Light3();
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break;
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case 2:
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light = new Light2();
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break;
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case 1:
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light = new Light1();
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break;
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default:
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light = new Light();
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}
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light->readVqa(stream, frameCount, _frame, 1);
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_lights.push_back(light);
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}
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}
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void Lights::setupFrame(int frame) {
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if (frame == _frame) {
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return;
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}
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for (uint i = 0; i < _lights.size(); ++i) {
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_lights[i]->setupFrame(frame);
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}
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}
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void Lights::reset() {
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for (int i = (int)(_lights.size() - 1); i >= 0; --i) {
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delete _lights.remove_at(i);
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}
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_lights.clear();
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}
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} // End of namespace BladeRunner
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