1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
|
/* 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/aesc.h"
#include "common/stream.h"
namespace BladeRunner {
AESC::AESC(BladeRunnerEngine *vm, int size) : _vm(vm) {
_dataSize = size;
_data = new uint8[size];
_entries.reserve(8);
}
AESC::~AESC() {
delete[] _data;
}
void AESC::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 AESC::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 AESC::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
|