mirror of
https://github.com/libretro/scummvm.git
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f94b3d74a1
Visible when inside Amateria's magnetic rings
363 lines
8.9 KiB
C++
363 lines
8.9 KiB
C++
/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the AUTHORS
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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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* 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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* 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 "engines/myst3/effects.h"
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#include "engines/myst3/myst3.h"
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#include "engines/myst3/state.h"
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namespace Myst3 {
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Effect::Effect(Myst3Engine *vm) :
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_vm(vm) {
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}
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Effect::~Effect() {
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for (FaceMaskMap::iterator it = _facesMasks.begin(); it != _facesMasks.end(); it++) {
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it->_value->free();
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delete it->_value;
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}
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}
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bool Effect::loadMasks(uint32 id, DirectorySubEntry::ResourceType type) {
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// Just in case
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_facesMasks.clear();
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bool isFrame = _vm->_state->getViewType() == kFrame;
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// Load the mask of each face
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for (uint i = 0; i < 6; i++) {
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const DirectorySubEntry *desc = _vm->getFileDescription(0, id, i + 1, type);
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if (desc) {
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Common::SeekableReadStream *data = desc->getData();
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_facesMasks[i] = loadMask(data);
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// Frame masks are vertically flipped for some reason
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if (isFrame) {
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flipVertical(_facesMasks[i]);
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}
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delete data;
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}
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}
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if (_facesMasks.empty())
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return false;
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return true;
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}
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Graphics::Surface *Effect::loadMask(Common::SeekableReadStream *maskStream) {
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Graphics::Surface *s = new Graphics::Surface();
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s->create(640, 640, Graphics::PixelFormat::createFormatCLUT8());
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uint32 headerOffset = 0;
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uint32 dataOffset = 0;
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while (headerOffset < 400) {
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int blockX = (headerOffset / sizeof(dataOffset)) % 10;
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int blockY = (headerOffset / sizeof(dataOffset)) / 10;
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maskStream->seek(headerOffset, SEEK_SET);
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dataOffset = maskStream->readUint32LE();
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headerOffset = maskStream->pos();
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if (dataOffset != 0) {
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maskStream->seek(dataOffset, SEEK_SET);
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for(int i = 63; i >= 0; i--) {
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int x = 0;
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byte numValues = maskStream->readByte();
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for (int j = 0; j < numValues; j++) {
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byte repeat = maskStream->readByte();
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byte value = maskStream->readByte();
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for (int k = 0; k < repeat; k++) {
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((uint8*)s->getPixels())[((blockY * 64) + i) * 640 + blockX * 64 + x] = value;
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x++;
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}
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}
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}
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}
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}
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return s;
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}
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void Effect::flipVertical(Graphics::Surface *s) {
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for (int y = 0; y < s->h / 2; ++y) {
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// Flip the lines
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byte *line1P = (byte *)s->getBasePtr(0, y);
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byte *line2P = (byte *)s->getBasePtr(0, s->h - y - 1);
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for (int x = 0; x < s->w; ++x)
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SWAP(line1P[x], line2P[x]);
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}
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}
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WaterEffect::WaterEffect(Myst3Engine *vm) :
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Effect(vm),
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_lastUpdate(0),
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_step(0) {
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}
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WaterEffect::~WaterEffect() {
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}
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WaterEffect *WaterEffect::create(Myst3Engine *vm, uint32 id) {
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WaterEffect *s = new WaterEffect(vm);
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if (!s->loadMasks(id, DirectorySubEntry::kWaterEffectMask)) {
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delete s;
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return 0;
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}
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return s;
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}
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bool WaterEffect::isRunning() {
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return _vm->_state->getWaterEffectActive()
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&& _vm->_state->getWaterEffectRunning();
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}
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bool WaterEffect::update() {
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if (!isRunning()) {
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return false;
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}
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if (g_system->getMillis() - _lastUpdate >= 1000 / (uint32)_vm->_state->getWaterEffectSpeed()) {
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_lastUpdate = g_system->getMillis();
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_step++;
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if (_step > _vm->_state->getWaterEffectMaxStep())
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_step = 0;
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float position = _step / (float)_vm->_state->getWaterEffectMaxStep();
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doStep(position, _vm->_state->getViewType() == kFrame);
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return true;
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}
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return false;
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}
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void WaterEffect::doStep(float position, bool isFrame) {
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double timeOffset;
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double frequency;
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double ampl;
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timeOffset = position * 2 * M_PI;
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frequency = _vm->_state->getWaterEffectFrequency() * 0.1;
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ampl = _vm->_state->getWaterEffectAmpl() / 10.0 / 2.0;
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for (uint i = 0; i < 640; i++) {
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double ampl1;
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if (i < 320)
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ampl1 = i / 320 + 1.0;
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else
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ampl1 = (640 - i) / 320 + 1.0;
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_bottomDisplacement[i] = sin(i / 640.0 * frequency * 2 * M_PI + timeOffset) / 2 * ampl1 * ampl;
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}
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// FIXME: The original sets this to WaterEffectAttenuation, which causes
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// glitches here
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uint32 attenuation = 640;
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for (uint i = 0; i < attenuation; i++) {
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double ampl2 = attenuation / (attenuation - i + 1.0);
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int8 value = sin(i / 640.0 * frequency * 2 * M_PI * ampl2 + timeOffset) / 2 * 1.0 / ampl2 * ampl;
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if (!isFrame) {
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_verticalDisplacement[i] = value;
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} else {
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_verticalDisplacement[attenuation - 1 - i] = value;
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}
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}
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for (uint i = 0; i < 640; i++) {
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double ampl3 = sin(i / 640.0 * frequency * 2 * M_PI + timeOffset) / 2.0;
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_horizontalDisplacements[0][i] = ampl3 * 1.25 * ampl + 0.5;
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_horizontalDisplacements[1][i] = ampl3 * 1.00 * ampl + 0.5;
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_horizontalDisplacements[2][i] = ampl3 * 0.75 * ampl + 0.5;
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_horizontalDisplacements[3][i] = ampl3 * 0.50 * ampl + 0.5;
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_horizontalDisplacements[4][i] = ampl3 * 0.25 * ampl + 0.5;
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}
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}
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void WaterEffect::applyForFace(uint face, Graphics::Surface *src, Graphics::Surface *dst) {
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if (!isRunning()) {
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return;
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}
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Graphics::Surface *mask = _facesMasks.getVal(face);
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if (!mask)
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error("No mask for face %d", face);
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apply(src, dst, mask, face == 1, _vm->_state->getWaterEffectAmpl());
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}
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void WaterEffect::apply(Graphics::Surface *src, Graphics::Surface *dst, Graphics::Surface *mask, bool bottomFace, int32 waterEffectAmpl) {
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int8 *hDisplacement;
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int8 *vDisplacement;
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if (bottomFace) {
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hDisplacement = _bottomDisplacement;
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vDisplacement = _bottomDisplacement;
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} else {
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vDisplacement = _verticalDisplacement;
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}
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uint32 *dstPtr = (uint32 *)dst->getPixels();
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byte *maskPtr = (byte *)mask->getPixels();
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for (uint y = 0; y < dst->h; y++) {
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if (!bottomFace) {
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uint32 strength = (320 * (9 - y / 64)) / _vm->_state->getWaterEffectAttenuation();
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if (strength > 4)
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strength = 4;
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hDisplacement = _horizontalDisplacements[strength];
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}
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for (uint x = 0; x < dst->w; x++) {
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int8 maskValue = *maskPtr;
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if (maskValue != 0) {
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int8 xOffset = hDisplacement[x];
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int8 yOffset = vDisplacement[y];
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if (maskValue < 8) {
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maskValue -= _vm->_state->getWaterEffectAmplOffset();
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if (maskValue < 0) {
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maskValue = 0;
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}
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if (xOffset >= 0) {
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if (xOffset > maskValue)
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xOffset = maskValue;
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} else {
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if (-xOffset > maskValue)
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xOffset = -maskValue;
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}
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if (yOffset >= 0) {
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if (yOffset > maskValue)
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yOffset = maskValue;
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} else {
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if (-yOffset > maskValue)
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yOffset = -maskValue;
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}
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}
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uint32 srcValue1 = *(uint32 *) src->getBasePtr(x + xOffset, y + yOffset);
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uint32 srcValue2 = *(uint32 *) src->getBasePtr(x, y);
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*dstPtr = 0xFF000000 | ((0x007F7F7F & (srcValue1 >> 1)) + (0x007F7F7F & (srcValue2 >> 1)));
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}
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maskPtr++;
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dstPtr++;
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}
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}
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}
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ShakeEffect::ShakeEffect(Myst3Engine *vm) :
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Effect(vm),
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_lastFrame(0),
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_magnetEffectShakeStep(0),
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_pitchOffset(0),
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_headingOffset(0) {
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}
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ShakeEffect::~ShakeEffect() {
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}
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ShakeEffect *ShakeEffect::create(Myst3Engine *vm) {
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if (vm->_state->getShakeEffectAmpl() == 0) {
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return nullptr;
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}
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return new ShakeEffect(vm);
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}
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bool ShakeEffect::update() {
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// Check if the effect is active
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uint32 ampl = _vm->_state->getShakeEffectAmpl();
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if (ampl == 0) {
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return false;
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}
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// Check if the effect needs to be updated
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uint frame = _vm->_state->getFrameCount();
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if (frame < _lastFrame + _vm->_state->getShakeEffectFramePeriod()) {
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return false;
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}
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if (_vm->_state->getMagnetEffectUnk3()) {
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// If the magnet effect is also active, use its parameters
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float magnetEffectAmpl = (_vm->_state->getMagnetEffectUnk1() + _vm->_state->getMagnetEffectUnk3()) / 32.0;
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float shakeEffectAmpl;
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if (_magnetEffectShakeStep >= 2) {
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shakeEffectAmpl = ampl;
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} else {
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shakeEffectAmpl = -ampl;
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}
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_pitchOffset = shakeEffectAmpl / 200.0 * magnetEffectAmpl;
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if (_magnetEffectShakeStep >= 1 && _magnetEffectShakeStep <= 2) {
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shakeEffectAmpl = ampl;
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} else {
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shakeEffectAmpl = -ampl;
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}
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_headingOffset = shakeEffectAmpl / 200.0 * magnetEffectAmpl;
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_magnetEffectShakeStep++;
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_magnetEffectShakeStep %= 3;
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} else {
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// Shake effect only
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uint randomAmpl;
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randomAmpl = _vm->_rnd->getRandomNumberRng(0, ampl);
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_pitchOffset = (randomAmpl - ampl / 2.0) / 100.0;
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randomAmpl = _vm->_rnd->getRandomNumberRng(0, ampl);
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_headingOffset = (randomAmpl - ampl / 2.0) / 100.0;
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}
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_lastFrame = frame;
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return true;
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}
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void ShakeEffect::applyForFace(uint face, Graphics::Surface* src,
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Graphics::Surface* dst) {
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}
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} /* namespace Myst3 */
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