/* 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 2 * 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, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #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::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::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