scummvm/engines/icb/fn_fx_pc.cpp
2021-12-26 21:19:38 +01:00

223 lines
6.3 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.
*
* Additional copyright for this file:
* Copyright (C) 1999-2000 Revolution Software Ltd.
* This code is based on source code created by Revolution Software,
* used with permission.
*
* 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 "engines/icb/debug.h"
#include "engines/icb/mission.h"
#include "engines/icb/global_objects.h"
namespace ICB {
mcodeFunctionReturnCodes fx_narrow_screen(int32 &result, int32 *params) { return (MS->fx_narrow_screen(result, params)); }
mcodeFunctionReturnCodes fx_generic_fade(int32 &result, int32 *params) { return (MS->fx_generic_fade(result, params)); }
mcodeFunctionReturnCodes _game_session::fx_narrow_screen(int32 &, int32 *params) {
/* Parameters */
int32 mode = params[0]; // border mode
int32 red = params[1]; // red component of cover
int32 green = params[2]; // green component of cover
int32 blue = params[3]; // blue component of cover
int32 percent = params[4]; // 0 - 100 percentage screen to cover
int32 cycles = params[5]; // number of cycles to shirnk over
/* Function Storage */
static int32 heightStep = 0;
static int32 alphaStep = 0;
static int32 cycleCount = 0;
// Get access to the border rectangle
LRECT &border = surface_manager->BorderRect();
// Check if there is a set loaded. If not we want to ignore the cycles param
if (!MSS.OK())
cycles = 1;
// Calculate the fxtarget screen coverage
int32 fxtarget = (480 * percent) / 200;
if (cycleCount == 0) {
// First time through
// Set the border colour
surface_manager->BorderRed() = (uint8)red;
surface_manager->BorderGreen() = (uint8)green;
surface_manager->BorderBlue() = (uint8)blue;
// Semi-non-persistance(ish)... If percentage is not 0 make sure we start from 0
if (percent) {
border.top = 0;
border.bottom = SCREEN_DEPTH;
surface_manager->BorderAlpha() = 0;
} else
surface_manager->BorderAlpha() = 255;
// Calculate the per cycle height step
heightStep = (cycles) ? (fxtarget - border.top) / cycles : fxtarget;
// Calculate alpha step
alphaStep = (cycles) ? 255 / cycles : 255;
// Check if we are fading out
if (percent == 0)
alphaStep = 0 - alphaStep;
// Mode 0 has no fade so set alpha to solid
if (mode == 0) { // Solid Colour
alphaStep = 0;
surface_manager->BorderAlpha() = 255;
}
if (mode == 2) { // Just Fade no shrink so set height step to 0
heightStep = 0;
if (percent) {
border.top = fxtarget;
border.bottom = SCREEN_DEPTH - fxtarget;
}
}
// Set the mode
surface_manager->BorderMode() = mode;
// Check we actually need to move the borders or fade the screen
if (heightStep == 0 && alphaStep == 0)
return (IR_CONT);
}
// Check if we have reached the specified border size
if (cycleCount == cycles) {
cycleCount = 0;
if (percent) {
// We are leaving the screen with borders of one sort or another
// So stop blending and switch to solid borders
surface_manager->BorderMode() = 0;
} else {
// We were removing the borders, so stop drawing them now
border.top = 0;
border.bottom = SCREEN_DEPTH;
}
return (IR_CONT);
}
// Check we aren't going to over step the borders
if (abs(fxtarget - border.top) <= abs(heightStep)) {
border.bottom -= fxtarget - border.top;
border.top = fxtarget;
} else {
// Move the borders
border.top += heightStep;
border.bottom -= heightStep;
}
// Check the alpha isn't going to go too far
if ((alphaStep + surface_manager->BorderAlpha()) > 255) {
surface_manager->BorderAlpha() = (uint8)255;
} else if ((alphaStep + surface_manager->BorderAlpha()) < 0) {
surface_manager->BorderAlpha() = (uint8)0;
} else {
surface_manager->BorderAlpha() = (uint8)(alphaStep + surface_manager->BorderAlpha());
}
cycleCount++;
return (IR_REPEAT);
}
// the full monty effect, fx_generic_fade(mode (0,1,2), on/off, r, g, b, cycles)
// where mode is 0-brighten, 1-darken, 2-fade
// where on/off is equiverlant to to/from
mcodeFunctionReturnCodes _game_session::fx_generic_fade(int32 &, int32 *params) {
int32 mode = params[0];
int32 onOff = params[1];
int32 fromRed = params[2];
int32 fromGreen = params[3];
int32 fromBlue = params[4];
int32 toRed = params[5];
int32 toGreen = params[6];
int32 toBlue = params[7];
int32 cycles = params[8];
/* Function Storage */
static int32 alphaStep = 0;
// Is this the first time through ?
if (alphaStep == 0) {
// First time through
alphaStep = (cycles) ? 255 / cycles : 255;
// Set the colour components
surface_manager->FadeFromRed() = (uint8)fromRed;
surface_manager->FadeFromGreen() = (uint8)fromGreen;
surface_manager->FadeFromBlue() = (uint8)fromBlue;
surface_manager->FadeToRed() = (uint8)toRed;
surface_manager->FadeToGreen() = (uint8)toGreen;
surface_manager->FadeToBlue() = (uint8)toBlue;
// Set the initial alpha value
if (onOff)
surface_manager->FadeAlpha() = 0; // Fading in
else
surface_manager->FadeAlpha() = 255; // Fading out
// Set the fade mode
surface_manager->FadeMode() = mode + 1;
}
// Increment / Decrement the alpha value
int32 newAlpha = surface_manager->FadeAlpha();
if (onOff) {
// Fading in
newAlpha += alphaStep;
} else {
// Fading out
newAlpha -= alphaStep;
}
// Check the limits
if (newAlpha <= 0) {
// Finished fade out
surface_manager->FadeMode() = 0;
surface_manager->FadeAlpha() = 0;
alphaStep = 0;
return (IR_CONT);
}
if (newAlpha >= 255) {
// Finished fade in
surface_manager->FadeAlpha() = 255;
alphaStep = 0;
return (IR_CONT);
}
surface_manager->FadeAlpha() = (uint8)newAlpha;
return (IR_REPEAT);
}
} // End of namespace ICB