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-rw-r--r--engines/bladerunner/lights.cpp135
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diff --git a/engines/bladerunner/lights.cpp b/engines/bladerunner/lights.cpp
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+/* 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/lights.h"
+
+namespace BladeRunner {
+
+Lights::Lights(BladeRunnerEngine *vm) {
+ _vm = vm;
+
+ _ambientLightColor.r = 1.0;
+ _ambientLightColor.g = 0.0;
+ _ambientLightColor.b = 0.0;
+
+ _lights.clear();
+ _frame = 0;
+}
+
+Lights::~Lights() {
+ reset();
+}
+
+void Lights::read(Common::ReadStream *stream, int framesCount) {
+ _ambientLightColor.r = stream->readFloatLE();
+ _ambientLightColor.g = stream->readFloatLE();
+ _ambientLightColor.b = stream->readFloatLE();
+
+ uint _lightsCount = stream->readUint32LE();
+ for (uint i = 0; i < _lightsCount; i++) {
+ Light *light;
+ int type = stream->readUint32LE();
+ switch (type) {
+ case 1:
+ light = new Light1();
+ break;
+ case 2:
+ light = new Light2();
+ break;
+ case 3:
+ light = new Light3();
+ break;
+ case 4:
+ light = new Light4();
+ break;
+ case 5:
+ light = new LightAmbient();
+ break;
+ default:
+ light = new Light();
+ }
+
+ light->read(stream, framesCount, _frame, 0);
+ _lights.push_back(light);
+ }
+}
+
+void Lights::removeAnimated() {
+ for (int i = (int)(_lights.size() - 1); i >= 0; i--) {
+ if (_lights[i]->_animated) {
+ delete _lights.remove_at(i);
+ }
+ }
+}
+
+void Lights::readVqa(Common::ReadStream *stream) {
+ removeAnimated();
+ if (stream->eos())
+ return;
+
+ int framesCount = stream->readUint32LE();
+ int count = stream->readUint32LE();
+ for (int i = 0; i < count; i++) {
+ int lightType = stream->readUint32LE();
+ Light *light;
+ switch (lightType) {
+ case 5:
+ light = new LightAmbient();
+ break;
+ case 4:
+ light = new Light4();
+ break;
+ case 3:
+ light = new Light3();
+ break;
+ case 2:
+ light = new Light2();
+ break;
+ case 1:
+ light = new Light1();
+ break;
+ default:
+ light = new Light();
+ }
+ light->readVqa(stream, framesCount, _frame, 1);
+ _lights.push_back(light);
+ }
+}
+
+void Lights::setupFrame(int frame) {
+ if (frame == _frame) {
+ return;
+ }
+
+ for (uint i = 0; i < _lights.size(); i++) {
+ _lights[i]->setupFrame(frame);
+ }
+}
+
+void Lights::reset() {
+ for (int i = (int)(_lights.size() - 1); i >= 0; i--) {
+ delete _lights.remove_at(i);
+ }
+ _lights.clear();
+}
+
+} // End of namespace BladeRunner