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