scummvm/engines/bladerunner/screen_effects.cpp
2021-12-26 18:48:43 +01:00

185 lines
5.1 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "bladerunner/screen_effects.h"
#include "common/stream.h"
namespace BladeRunner {
ScreenEffects::ScreenEffects(BladeRunnerEngine *vm, int size) {
_vm = vm;
_dataSize = size;
_data = new uint8[size];
_entries.reserve(kMaxEffectsInScene + 1);
}
ScreenEffects::~ScreenEffects() {
delete[] _data;
#if BLADERUNNER_ORIGINAL_BUGS
#else
if (!_skipEntries.empty()) {
_skipEntries.clear();
}
#endif // BLADERUNNER_ORIGINAL_BUGS
}
#if BLADERUNNER_ORIGINAL_BUGS
#else
void ScreenEffects::toggleEntry(int effectId, bool skip) {
if (effectId >= 0 && effectId < kMaxEffectsInScene) {
int foundAt = -1;
for (int i = 0; i < (int)_skipEntries.size(); ++i) {
if (_skipEntries[i] == effectId) {
foundAt = i;
break;
}
}
if (skip && foundAt < 0) {
int newSlot = 0;
// keep the array sorted (from greater values to lower values)
for (int i = 0; i < (int)_skipEntries.size(); ++i) {
if (effectId > _skipEntries[i]) {
newSlot = i;
break;
}
}
_skipEntries.insert_at(newSlot, effectId);
} else if (!skip && foundAt >= 0 ) {
_skipEntries.remove_at(foundAt);
}
} else if (effectId == -1 && !skip) {
_skipEntries.clear();
}
}
#endif // BLADERUNNER_ORIGINAL_BUGS
void ScreenEffects::readVqa(Common::SeekableReadStream *stream) {
uint8 *dataPtr = _data;
int dataSize = _dataSize;
int entryCount = stream->readUint32LE();
if (entryCount == 0) {
return;
}
entryCount = MIN(entryCount, kMaxEffectsInScene);
_entries.resize(entryCount);
for (Common::Array<Entry>::iterator entry = _entries.begin(); entry != _entries.end(); ++entry) {
stream->read(&entry->palette, sizeof(Color256) * 16);
entry->x = stream->readUint16LE();
entry->y = stream->readUint16LE();
entry->width = stream->readUint16LE();
entry->height = stream->readUint16LE();
entry->z = stream->readUint16LE();
int entryDataSize = stream->readUint16LE();
int pixelCount = entry->width * entry->height;
if (pixelCount > dataSize) { // too big to fit
entry->width = 0;
entry->height = 0;
entry->data = _data;
continue;
// TODO a bug? there is a issue in the game code, because it's not skipping data of entry in this case
}
int pos = stream->pos();
dataSize -= pixelCount;
entry->data = dataPtr;
do {
uint8 count = stream->readByte();
if (count & 0x80) { // repeat same data
uint8 colors = stream->readByte();
for (uint8 j = 0; j < (count & 0x7F) + 1; ++j) {
*(dataPtr++) = colors >> 4; // upper 4 bit
*(dataPtr++) = colors & 0xF; // lower 4 bit
pixelCount -= 2;
}
} else { // copy data
for (uint8 j = 0; j < count + 1; ++j) {
uint8 colors = stream->readByte();
*(dataPtr++) = colors >> 4; // upper 4 bit
*(dataPtr++) = colors & 0xF; // lower 4 bit
pixelCount -= 2;
}
}
} while (pixelCount > 0);
stream->seek(pos + entryDataSize, SEEK_SET);
}
#if BLADERUNNER_ORIGINAL_BUGS
#else
// added code to allow skipping specific effects
for (int i = 0; i < (int)_skipEntries.size(); ++i) {
_entries.remove_at(_skipEntries[i]);
}
#endif // BLADERUNNER_ORIGINAL_BUGS
}
//TODO:
//bool ScreenEffects::isAffectingArea(int x, int y, int width, int height, int z) {
// int xx = x >> 1;
// int yy = y >> 1;
// if (_entries.empty()) {
// return false;
// }
//
// for(int i = 0; i < _entries.size(); ++i) {
// Entry &entry = _entries[i];
// if (entry.z < z) {
// if (entry.width < (width >> 1) + xx) {
// if (entry.width + entry.x > xx) {
// if (entry.height < (height >> 1) + yy) {
// if (entry.height + entry.y > yy) {
// return true;
// }
// }
// }
// }
// }
// }
// return false;
//}
void ScreenEffects::getColor(Color256 *outColor, uint16 x, uint16 y, uint16 z) const {
Color256 color = { 0, 0, 0 };
for (Common::Array<const Entry>::iterator entry = _entries.begin(); entry != _entries.end(); ++entry) {
uint16 x1 = (x / 2) - entry->x;
uint16 y1 = (y / 2) - entry->y;
if (x1 < entry->width && y1 < entry->height && z > entry->z) {
int colorIndex = entry->data[y1 * entry->width + x1];
Color256 entryColor = entry->palette[colorIndex];
color.r += entryColor.r;
color.g += entryColor.g;
color.b += entryColor.b;
}
}
*outColor = color;
}
} // End of namespace BladeRunner