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-rw-r--r--engines/bladerunner/screen_effects.cpp139
1 files changed, 139 insertions, 0 deletions
diff --git a/engines/bladerunner/screen_effects.cpp b/engines/bladerunner/screen_effects.cpp
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+++ b/engines/bladerunner/screen_effects.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/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(8);
+}
+
+ScreenEffects::~ScreenEffects() {
+ delete[] _data;
+}
+
+void ScreenEffects::readVqa(Common::SeekableReadStream *stream) {
+ uint8* dataPtr = _data;
+ int dataSize = _dataSize;
+
+ int entriesCount = stream->readUint32LE();
+
+ if (entriesCount == 0) {
+ return;
+ }
+
+ entriesCount = MIN(entriesCount, 7);
+ _entries.resize(entriesCount);
+
+ for (Common::Array<Entry>::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) { // to big to fit
+ entry->width = 0;
+ entry->height = 0;
+ entry->data = _data;
+ continue;
+ // 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);
+ }
+}
+
+//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) {
+ Color256 color = { 0, 0, 0 };
+ for (Common::Array<Entry>::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