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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 3 of the License, or
* 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "ags/lib/allegro.h"
#include "ags/plugins/ags_flashlight/ags_flashlight.h"
#include "ags/shared/core/platform.h"
#include "common/str.h"
namespace AGS3 {
namespace Plugins {
namespace AGSFlashlight {
const uint32 Magic = 0xBABE0000;
const uint32 Version = 2;
const uint32 SaveMagic = Magic + Version;
const char *AGSFlashlight::AGS_GetPluginName() {
return "Flashlight plugin recreation";
}
void AGSFlashlight::AGS_EngineStartup(IAGSEngine *engine) {
PluginBase::AGS_EngineStartup(engine);
if (_engine->version < 13)
_engine->AbortGame("Engine interface is too old, need newer version of AGS.");
SCRIPT_METHOD(SetFlashlightTint, AGSFlashlight::SetFlashlightTint);
SCRIPT_METHOD(GetFlashlightTintRed, AGSFlashlight::GetFlashlightTintRed);
SCRIPT_METHOD(GetFlashlightTintGreen, AGSFlashlight::GetFlashlightTintGreen);
SCRIPT_METHOD(GetFlashlightTintBlue, AGSFlashlight::GetFlashlightTintBlue);
SCRIPT_METHOD(GetFlashlightMinLightLevel, AGSFlashlight::GetFlashlightMinLightLevel);
SCRIPT_METHOD(GetFlashlightMaxLightLevel, AGSFlashlight::GetFlashlightMaxLightLevel);
SCRIPT_METHOD(SetFlashlightDarkness, AGSFlashlight::SetFlashlightDarkness);
SCRIPT_METHOD(GetFlashlightDarkness, AGSFlashlight::GetFlashlightDarkness);
SCRIPT_METHOD(SetFlashlightDarknessSize, AGSFlashlight::SetFlashlightDarknessSize);
SCRIPT_METHOD(GetFlashlightDarknessSize, AGSFlashlight::GetFlashlightDarknessSize);
SCRIPT_METHOD(SetFlashlightBrightness, AGSFlashlight::SetFlashlightBrightness);
SCRIPT_METHOD(GetFlashlightBrightness, AGSFlashlight::GetFlashlightBrightness);
SCRIPT_METHOD(SetFlashlightBrightnessSize, AGSFlashlight::SetFlashlightBrightnessSize);
SCRIPT_METHOD(GetFlashlightBrightnessSize, AGSFlashlight::GetFlashlightBrightnessSize);
SCRIPT_METHOD(SetFlashlightPosition, AGSFlashlight::SetFlashlightPosition);
SCRIPT_METHOD(GetFlashlightPositionX, AGSFlashlight::GetFlashlightPositionX);
SCRIPT_METHOD(GetFlashlightPositionY, AGSFlashlight::GetFlashlightPositionY);
SCRIPT_METHOD(SetFlashlightFollowMouse, AGSFlashlight::SetFlashlightFollowMouse);
SCRIPT_METHOD(GetFlashlightFollowMouse, AGSFlashlight::GetFlashlightFollowMouse);
SCRIPT_METHOD(SetFlashlightFollowCharacter, AGSFlashlight::SetFlashlightFollowCharacter);
SCRIPT_METHOD(GetFlashlightFollowCharacter, AGSFlashlight::GetFlashlightFollowCharacter);
SCRIPT_METHOD(GetFlashlightCharacterDX, AGSFlashlight::GetFlashlightCharacterDX);
SCRIPT_METHOD(GetFlashlightCharacterDY, AGSFlashlight::GetFlashlightCharacterDY);
SCRIPT_METHOD(GetFlashlightCharacterHorz, AGSFlashlight::GetFlashlightCharacterHorz);
SCRIPT_METHOD(GetFlashlightCharacterVert, AGSFlashlight::GetFlashlightCharacterVert);
SCRIPT_METHOD(SetFlashlightMask, AGSFlashlight::SetFlashlightMask);
SCRIPT_METHOD(GetFlashlightMask, AGSFlashlight::GetFlashlightMask);
_engine->RequestEventHook(AGSE_PREGUIDRAW);
_engine->RequestEventHook(AGSE_PRESCREENDRAW);
_engine->RequestEventHook(AGSE_SAVEGAME);
_engine->RequestEventHook(AGSE_RESTOREGAME);
}
int64 AGSFlashlight::AGS_EngineOnEvent(int event, NumberPtr data) {
if (event == AGSE_PREGUIDRAW) {
Update();
} else if (event == AGSE_RESTOREGAME) {
Serializer s(_engine, data, true);
syncGame(s);
} else if (event == AGSE_SAVEGAME) {
Serializer s(_engine, data, false);
syncGame(s);
} else if (event == AGSE_PRESCREENDRAW) {
// Get screen size once here.
_engine->GetScreenDimensions(&screen_width, &screen_height, &screen_color_depth);
// TODO: There's no reliable way to figure out if a game is running in legacy upscale mode from the
// plugin interface, so for now let's just play it conservatively and check it per-game
AGSGameInfo *gameInfo = new AGSGameInfo;
gameInfo->Version = 26;
_engine->GetGameInfo(gameInfo);
if (gameInfo->UniqueId == 1050154255 || // MMD, MMM04, MMM13, MMM28, MMM46, MMM56, MMM57, MMM68, MMM78, MMMD9, MMMH5
gameInfo->UniqueId == 1161197869) // MMM70
g_ScaleFactor = (screen_width > 320) ? 2 : 1;
delete gameInfo;
_engine->UnrequestEventHook(AGSE_PRESCREENDRAW);
}
return 0;
}
void AGSFlashlight::syncGame(Serializer &s) {
uint32 SaveVersion = SaveMagic;
s.syncAsInt(SaveVersion);
if (s.isLoading() && SaveVersion != SaveMagic) {
// The real AGSFlashlight, or at least the one included with
// Maniac Mansion Deluxe, doesn't persist any fields.
// So in such a case, revert the 4 bytes and skip everything else
s.unreadInt();
} else {
s.syncAsInt(g_RedTint);
s.syncAsInt(g_GreenTint);
s.syncAsInt(g_BlueTint);
s.syncAsInt(g_DarknessLightLevel);
s.syncAsInt(g_BrightnessLightLevel);
s.syncAsInt(g_DarknessSize);
s.syncAsInt(g_DarknessDiameter);
s.syncAsInt(g_BrightnessSize);
s.syncAsInt(g_FlashlightX);
s.syncAsInt(g_FlashlightY);
s.syncAsInt(g_FlashlightFollowMouse);
s.syncAsInt(g_FollowCharacterId);
s.syncAsInt(g_FollowCharacterDx);
s.syncAsInt(g_FollowCharacterDy);
s.syncAsInt(g_FollowCharacterHorz);
s.syncAsInt(g_FollowCharacterVert);
if (s.isLoading()) {
if (g_FollowCharacterId != 0)
g_FollowCharacter = _engine->GetCharacter(g_FollowCharacterId);
g_BitmapMustBeUpdated = true;
}
}
}
void AGSFlashlight::SetFlashlightTint(ScriptMethodParams &params) {
PARAMS3(int, RedTint, int, GreenTint, int, BlueTint);
ClipToRange(RedTint, -31, 31);
ClipToRange(GreenTint, -31, 31);
ClipToRange(BlueTint, -31, 31);
if ((RedTint != g_RedTint) || (GreenTint != g_GreenTint) || (BlueTint != g_BlueTint))
g_BitmapMustBeUpdated = true;
g_RedTint = RedTint;
g_GreenTint = GreenTint;
g_BlueTint = BlueTint;
}
void AGSFlashlight::GetFlashlightTintRed(ScriptMethodParams &params) {
params._result = g_RedTint;
}
void AGSFlashlight::GetFlashlightTintGreen(ScriptMethodParams &params) {
params._result = g_GreenTint;
}
void AGSFlashlight::GetFlashlightTintBlue(ScriptMethodParams &params) {
params._result = g_BlueTint;
}
void AGSFlashlight::GetFlashlightMinLightLevel(ScriptMethodParams &params) {
params._result = 0;
}
void AGSFlashlight::GetFlashlightMaxLightLevel(ScriptMethodParams &params) {
params._result = 100;
}
void AGSFlashlight::SetFlashlightDarkness(ScriptMethodParams &params) {
PARAMS1(int, LightLevel);
ClipToRange(LightLevel, 0, 100);
if (LightLevel != g_DarknessLightLevel) {
g_BitmapMustBeUpdated = true;
g_DarknessLightLevel = LightLevel;
if (g_DarknessLightLevel > g_BrightnessLightLevel)
g_BrightnessLightLevel = g_DarknessLightLevel;
}
}
void AGSFlashlight::GetFlashlightDarkness(ScriptMethodParams &params) {
params._result = g_DarknessLightLevel;
}
void AGSFlashlight::SetFlashlightDarknessSize(ScriptMethodParams &params) {
PARAMS1(int, Size);
if (Size * g_ScaleFactor != g_DarknessSize) {
g_BitmapMustBeUpdated = true;
g_DarknessSize = Size * g_ScaleFactor;
g_DarknessDiameter = g_DarknessSize * 2;
if (g_BrightnessSize > g_DarknessSize) {
ScriptMethodParams p(g_DarknessSize / g_ScaleFactor);
SetFlashlightBrightnessSize(p);
}
}
}
void AGSFlashlight::GetFlashlightDarknessSize(ScriptMethodParams &params) {
params._result = (g_DarknessSize / g_ScaleFactor);
}
void AGSFlashlight::SetFlashlightBrightness(ScriptMethodParams &params) {
PARAMS1(int, LightLevel);
ClipToRange(LightLevel, 0, 100);
if (LightLevel != g_BrightnessLightLevel) {
g_BitmapMustBeUpdated = true;
g_BrightnessLightLevel = LightLevel;
if (g_BrightnessLightLevel < g_DarknessLightLevel)
g_DarknessLightLevel = g_BrightnessLightLevel;
}
}
void AGSFlashlight::GetFlashlightBrightness(ScriptMethodParams &params) {
params._result = g_BrightnessLightLevel;
}
void AGSFlashlight::SetFlashlightBrightnessSize(ScriptMethodParams &params) {
PARAMS1(int, Size);
if (Size * g_ScaleFactor != g_BrightnessSize) {
g_BitmapMustBeUpdated = true;
g_BrightnessSize = Size * g_ScaleFactor;
if (g_DarknessSize < g_BrightnessSize) {
ScriptMethodParams p(g_BrightnessSize / g_ScaleFactor);
SetFlashlightDarknessSize(p);
}
}
}
void AGSFlashlight::GetFlashlightBrightnessSize(ScriptMethodParams &params) {
params._result = g_BrightnessSize / g_ScaleFactor;
}
void AGSFlashlight::SetFlashlightPosition(ScriptMethodParams &params) {
PARAMS2(int, X, int, Y);
g_FlashlightX = X;
g_FlashlightY = Y;
}
void AGSFlashlight::GetFlashlightPositionX(ScriptMethodParams &params) {
params._result = g_FlashlightX;
}
void AGSFlashlight::GetFlashlightPositionY(ScriptMethodParams &params) {
params._result = g_FlashlightY;
}
void AGSFlashlight::SetFlashlightFollowMouse(ScriptMethodParams &params) {
PARAMS1(int, OnOff);
g_FlashlightFollowMouse = (OnOff != 0);
}
void AGSFlashlight::GetFlashlightFollowMouse(ScriptMethodParams &params) {
params._result = g_FlashlightFollowMouse ? 1 : 0;
}
void AGSFlashlight::SetFlashlightFollowCharacter(ScriptMethodParams &params) {
PARAMS5(int, CharacterId, int, dx, int, dy, int, horz, int, vert);
g_FollowCharacterId = CharacterId;
g_FollowCharacterDx = dx;
g_FollowCharacterDy = dy;
g_FollowCharacterHorz = horz;
g_FollowCharacterVert = vert;
g_FollowCharacter = _engine->GetCharacter(CharacterId);
}
void AGSFlashlight::GetFlashlightFollowCharacter(ScriptMethodParams &params) {
params._result = g_FollowCharacterId;
}
void AGSFlashlight::GetFlashlightCharacterDX(ScriptMethodParams &params) {
params._result = g_FollowCharacterDx;
}
void AGSFlashlight::GetFlashlightCharacterDY(ScriptMethodParams &params) {
params._result = g_FollowCharacterDy;
}
void AGSFlashlight::GetFlashlightCharacterHorz(ScriptMethodParams &params) {
params._result = g_FollowCharacterHorz;
}
void AGSFlashlight::GetFlashlightCharacterVert(ScriptMethodParams &params) {
params._result = g_FollowCharacterVert;
}
void AGSFlashlight::SetFlashlightMask(ScriptMethodParams &params) {
//PARAMS1(int, SpriteSlot);
// Not implemented.
}
void AGSFlashlight::GetFlashlightMask(ScriptMethodParams &params) {
params._result = 0;
}
} // namespace AGSFlashlight
} // namespace Plugins
} // namespace AGS3

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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 3 of the License, or
* 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef AGS_PLUGINS_AGSFLASHLIGHT_AGSFLASHLIGHT_H
#define AGS_PLUGINS_AGSFLASHLIGHT_AGSFLASHLIGHT_H
#include "ags/plugins/ags_plugin.h"
#include "ags/plugins/serializer.h"
#include "ags/lib/allegro.h"
namespace AGS3 {
namespace Plugins {
namespace AGSFlashlight {
/**
* This is not the AGS Flashlight plugin,
* but a workalike plugin originally created for the AGS engine PSP port.
*/
class AGSFlashlight : public PluginBase {
SCRIPT_HASH(AGSFlashlight)
private:
int32 screen_width = 320;
int32 screen_height = 200;
int32 screen_color_depth = 16;
bool g_BitmapMustBeUpdated = true;
int g_RedTint = 0;
int g_GreenTint = 0;
int g_BlueTint = 0;
int g_DarknessLightLevel = 100;
int g_BrightnessLightLevel = 100;
int g_DarknessSize = 0;
int g_DarknessDiameter = 0;
int g_BrightnessSize = 0;
int g_ScaleFactor = 1;
int32 g_FlashlightX = 0;
int32 g_FlashlightY = 0;
int32 g_FlashlightDrawAtX = 0;
int32 g_FlashlightDrawAtY = 0;
bool g_FlashlightFollowMouse = false;
int g_FollowCharacterId = 0;
int g_FollowCharacterDx = 0;
int g_FollowCharacterDy = 0;
int g_FollowCharacterHorz = 0;
int g_FollowCharacterVert = 0;
AGSCharacter *g_FollowCharacter = nullptr;
BITMAP *g_LightBitmap = nullptr;
uint32 flashlight_x = 0, flashlight_n = 0;
private:
/**
* This function is from Allegro, split for more performance.
* Combines a 32 bit RGBA sprite with a 16 bit RGB destination, optimised
* for when one pixel is in an RGB layout and the other is BGR.
*/
inline uint32 _blender_alpha16_bgr(uint32 y);
inline void calc_x_n(uint32 x);
inline void setPixel(int x, int y, uint32 color, uint32 *pixel);
void plotCircle(int xm, int ym, int r, uint32 color);
void ClipToRange(int &variable, int min, int max);
void AlphaBlendBitmap();
void DrawTint();
void DrawDarkness();
void CreateLightBitmap();
void Update();
uint32 blendPixel(uint32 col, bool isAlpha24, int light);
void syncGame(Serializer &s);
void SetFlashlightTint(ScriptMethodParams &params);
void GetFlashlightTintRed(ScriptMethodParams &params);
void GetFlashlightTintGreen(ScriptMethodParams &params);
void GetFlashlightTintBlue(ScriptMethodParams &params);
void GetFlashlightMinLightLevel(ScriptMethodParams &params);
void GetFlashlightMaxLightLevel(ScriptMethodParams &params);
void SetFlashlightDarkness(ScriptMethodParams &params);
void GetFlashlightDarkness(ScriptMethodParams &params);
void SetFlashlightDarknessSize(ScriptMethodParams &params);
void GetFlashlightDarknessSize(ScriptMethodParams &params);
void SetFlashlightBrightness(ScriptMethodParams &params);
void GetFlashlightBrightness(ScriptMethodParams &params);
void SetFlashlightBrightnessSize(ScriptMethodParams &params);
void GetFlashlightBrightnessSize(ScriptMethodParams &params);
void SetFlashlightPosition(ScriptMethodParams &params);
void GetFlashlightPositionX(ScriptMethodParams &params);
void GetFlashlightPositionY(ScriptMethodParams &params);
void SetFlashlightFollowMouse(ScriptMethodParams &params);
void GetFlashlightFollowMouse(ScriptMethodParams &params);
void SetFlashlightFollowCharacter(ScriptMethodParams &params);
void GetFlashlightFollowCharacter(ScriptMethodParams &params);
void GetFlashlightCharacterDX(ScriptMethodParams &params);
void GetFlashlightCharacterDY(ScriptMethodParams &params);
void GetFlashlightCharacterHorz(ScriptMethodParams &params);
void GetFlashlightCharacterVert(ScriptMethodParams &params);
void SetFlashlightMask(ScriptMethodParams &params);
void GetFlashlightMask(ScriptMethodParams &params);
public:
AGSFlashlight() : PluginBase() {}
virtual ~AGSFlashlight() {}
const char *AGS_GetPluginName() override;
void AGS_EngineStartup(IAGSEngine *engine) override;
int64 AGS_EngineOnEvent(int event, NumberPtr data) override;
int AGS_PluginV2() const override { return 1; };
};
} // namespace AGSFlashlight
} // namespace Plugins
} // namespace AGS3
#endif

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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 3 of the License, or
* 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "ags/plugins/ags_flashlight/ags_flashlight.h"
namespace AGS3 {
namespace Plugins {
namespace AGSFlashlight {
void AGSFlashlight::calc_x_n(uint32 _x) {
flashlight_x = _x;
flashlight_n = flashlight_x >> 24;
if (flashlight_n)
flashlight_n = (flashlight_n + 1) / 8;
flashlight_x = ((flashlight_x >> 19) & 0x001F) | ((flashlight_x >> 5) & 0x07E0) | ((flashlight_x << 8) & 0xF800);
flashlight_x = (flashlight_x | (flashlight_x << 16)) & 0x7E0F81F;
}
uint32 AGSFlashlight::_blender_alpha16_bgr(uint32 y) {
uint32 result;
y = ((y & 0xFFFF) | (y << 16)) & 0x7E0F81F;
result = ((flashlight_x - y) * flashlight_n / 32 + y) & 0x7E0F81F;
return ((result & 0xFFFF) | (result >> 16));
}
void AGSFlashlight::setPixel(int x, int y, uint32 color, uint32 *pixel) {
if ((x >= g_DarknessDiameter) || (y >= g_DarknessDiameter) || (x < 0) || (y < 0))
return;
*(pixel + (y * g_DarknessDiameter) + x) = color;
}
void AGSFlashlight::plotCircle(int xm, int ym, int r, uint32 color) {
uint32 *pixel = (uint32 *)_engine->GetRawBitmapSurface(g_LightBitmap);
int x = -r;
int y = 0;
int err = 2 - 2 * r;
do {
setPixel(xm - x, ym + y, color, pixel); // I. Quadrant
setPixel(xm - x - 1, ym + y, color, pixel);
setPixel(xm - y, ym - x, color, pixel); // II. Quadrant
setPixel(xm - y, ym - x - 1, color, pixel);
setPixel(xm + x, ym - y, color, pixel); // III. Quadrant
setPixel(xm + x + 1, ym - y, color, pixel);
setPixel(xm + y, ym + x, color, pixel); // IV. Quadrant
setPixel(xm + y, ym + x + 1, color, pixel);
r = err;
if (r > x)
err += ++x * 2 + 1;
if (r <= y)
err += ++y * 2 + 1;
} while (x < 0);
_engine->ReleaseBitmapSurface(g_LightBitmap);
}
void AGSFlashlight::ClipToRange(int &variable, int min, int max) {
if (variable < min)
variable = min;
if (variable > max)
variable = max;
}
void AGSFlashlight::AlphaBlendBitmap() {
uint16 *destpixel = (uint16 *)_engine->GetRawBitmapSurface(_engine->GetVirtualScreen());
uint32 *sourcepixel = (uint32 *)_engine->GetRawBitmapSurface(g_LightBitmap);
uint16 *currentdestpixel = destpixel;
uint32 *currentsourcepixel = sourcepixel;
int x, y;
int targetX = (g_FlashlightDrawAtX > -1) ? g_FlashlightDrawAtX : 0;
int targetY = (g_FlashlightDrawAtY > -1) ? g_FlashlightDrawAtY : 0;
int startX = (g_FlashlightDrawAtX < 0) ? -1 * g_FlashlightDrawAtX : 0;
int endX = (g_FlashlightDrawAtX + g_DarknessDiameter < screen_width) ? g_DarknessDiameter : g_DarknessDiameter - ((g_FlashlightDrawAtX + g_DarknessDiameter) - screen_width);
int startY = (g_FlashlightDrawAtY < 0) ? -1 * g_FlashlightDrawAtY : 0;
int endY = (g_FlashlightDrawAtY + g_DarknessDiameter < screen_height) ? g_DarknessDiameter : g_DarknessDiameter - ((g_FlashlightDrawAtY + g_DarknessDiameter) - screen_height);
for (y = 0; y < endY - startY; y++) {
currentdestpixel = destpixel + (y + targetY) * screen_width + targetX;
currentsourcepixel = sourcepixel + (y + startY) * g_DarknessDiameter + startX;
for (x = 0; x < endX - startX; x++) {
calc_x_n(*currentsourcepixel);
*currentdestpixel = (uint16)_blender_alpha16_bgr(*currentdestpixel);
currentdestpixel++;
currentsourcepixel++;
}
}
_engine->ReleaseBitmapSurface(_engine->GetVirtualScreen());
_engine->ReleaseBitmapSurface(g_LightBitmap);
}
void AGSFlashlight::DrawTint() {
int x, y;
BITMAP *screen = _engine->GetVirtualScreen();
uint16 *destpixel = (uint16 *)_engine->GetRawBitmapSurface(screen);
int32 red, blue, green, alpha;
for (y = 0; y < screen_height; y++) {
for (x = 0; x < screen_width; x++) {
_engine->GetRawColorComponents(16, *destpixel, &red, &green, &blue, &alpha);
if (g_RedTint != 0) {
red += g_RedTint * 8;
if (red > 255)
red = 255;
else if (red < 0)
red = 0;
}
if (g_BlueTint != 0) {
blue += g_BlueTint * 8;
if (blue > 255)
blue = 255;
else if (blue < 0)
blue = 0;
}
if (g_GreenTint != 0) {
green += g_GreenTint * 8;
if (green > 255)
green = 255;
else if (green < 0)
green = 0;
}
*destpixel = _engine->MakeRawColorPixel(16, red, green, blue, alpha);
destpixel++;
}
}
_engine->ReleaseBitmapSurface(screen);
}
void AGSFlashlight::DrawDarkness() {
int x, y;
uint32 color = (255 - (int)((float)g_DarknessLightLevel * 2.55f)) << 24;
BITMAP *screen = _engine->GetVirtualScreen();
assert(screen->format.bytesPerPixel == 2);
uint16 *destpixel = (uint16 *)_engine->GetRawBitmapSurface(screen);
uint16 *currentpixel;
calc_x_n(color);
if (g_DarknessSize == 0) {
// Whole screen.
for (x = 0; x < screen_width * screen_height; x++) {
*destpixel = (uint16)_blender_alpha16_bgr(*destpixel);
destpixel++;
}
} else {
// Top.
if (g_FlashlightDrawAtY > -1) {
currentpixel = destpixel;
for (y = 0; y < g_FlashlightDrawAtY; y++) {
for (x = 0; x < screen_width; x++) {
*currentpixel = (uint16)_blender_alpha16_bgr(*currentpixel);
currentpixel++;
}
}
}
// Bottom.
if (g_FlashlightDrawAtY + g_DarknessDiameter < screen_height) {
currentpixel = destpixel + (g_FlashlightDrawAtY + g_DarknessDiameter) * screen_width;
for (y = g_FlashlightDrawAtY + g_DarknessDiameter; y < screen_height; y++) {
for (x = 0; x < screen_width; x++) {
*currentpixel = (uint16)_blender_alpha16_bgr(*currentpixel);
currentpixel++;
}
}
}
// Left.
if (g_FlashlightDrawAtX > 0) {
currentpixel = destpixel;
int startpoint = (g_FlashlightDrawAtY > 0) ? g_FlashlightDrawAtY : 0;
int endpoint = (g_FlashlightDrawAtY + g_DarknessDiameter >= screen_height) ? screen_height + 1 : g_FlashlightDrawAtY + g_DarknessDiameter + 1;
for (y = startpoint; y < endpoint; y++) {
for (x = 0; x < g_FlashlightDrawAtX; x++) {
*currentpixel = (uint16)_blender_alpha16_bgr(*currentpixel);
currentpixel++;
}
currentpixel = destpixel + screen_width * y;
}
}
// Right.
if (g_FlashlightDrawAtX + g_DarknessDiameter < screen_width) {
currentpixel = destpixel + (g_FlashlightDrawAtX + g_DarknessDiameter);
int startpoint = (g_FlashlightDrawAtY > 0) ? g_FlashlightDrawAtY : 0;
int endpoint = (g_FlashlightDrawAtY + g_DarknessDiameter >= screen_height) ? screen_height + 1 : g_FlashlightDrawAtY + g_DarknessDiameter + 1;
for (y = startpoint; y < endpoint; y++) {
for (x = g_FlashlightDrawAtX + g_DarknessDiameter; x < screen_width; x++) {
*currentpixel = (uint16)_blender_alpha16_bgr(*currentpixel);
currentpixel++;
}
currentpixel = destpixel + screen_width * y + (g_FlashlightDrawAtX + g_DarknessDiameter);
}
}
}
_engine->ReleaseBitmapSurface(screen);
}
void AGSFlashlight::CreateLightBitmap() {
if (g_DarknessSize == 0)
return;
if (g_LightBitmap)
_engine->FreeBitmap(g_LightBitmap);
g_LightBitmap = _engine->CreateBlankBitmap(g_DarknessDiameter, g_DarknessDiameter, 32);
// Fill with darkness color.
uint32 color = (255 - (int)((float)g_DarknessLightLevel * 2.55f)) << 24;
uint32 *pixel = (uint32 *)_engine->GetRawBitmapSurface(g_LightBitmap);
int i;
for (i = 0; i < g_DarknessDiameter * g_DarknessDiameter; i++)
*pixel++ = (uint32)color;
// Draw light circle if wanted.
if (g_DarknessSize > 0 && g_DarknessLightLevel != g_BrightnessLightLevel) {
uint32 current_value = 0;
color = (255 - (int)((float)g_BrightnessLightLevel * 2.55f));
uint32 targetcolor = ((255 - (int)((float)g_DarknessLightLevel * 2.55f)));
int increment = (targetcolor - color) / (g_DarknessSize - g_BrightnessSize);
float perfect_increment = (float)(targetcolor - color) / (float)(g_DarknessSize - g_BrightnessSize);
float error_term;
for (i = g_BrightnessSize; i < g_DarknessSize; i++) {
error_term = (perfect_increment * (i - g_BrightnessSize)) - current_value;
if (error_term >= 1.0f)
increment++;
else if (error_term <= -1.0f)
increment--;
current_value += increment;
if (current_value > targetcolor)
current_value = targetcolor;
plotCircle(g_DarknessSize, g_DarknessSize, i, (current_value << 24) + color);
}
}
// Draw inner fully lit circle.
if (g_BrightnessSize > 0) {
color = (255 - (int)((float)g_BrightnessLightLevel * 2.55f)) << 24;
for (i = 0; i < g_BrightnessSize; i++)
plotCircle(g_DarknessSize, g_DarknessSize, i, color);
}
_engine->ReleaseBitmapSurface(g_LightBitmap);
}
void AGSFlashlight::Update() {
if (g_BitmapMustBeUpdated) {
CreateLightBitmap();
g_BitmapMustBeUpdated = false;
}
if (g_FlashlightFollowMouse) {
_engine->GetMousePosition(&g_FlashlightX, &g_FlashlightY);
} else if (g_FollowCharacter != nullptr) {
g_FlashlightX = g_FollowCharacter->x + g_FollowCharacterDx;
g_FlashlightY = g_FollowCharacter->y + g_FollowCharacterDy;
if ((g_FollowCharacterHorz != 0) || (g_FollowCharacterVert != 0)) {
switch (g_FollowCharacter->loop) {
// Down
case 0:
case 4:
case 6:
g_FlashlightY += g_FollowCharacterVert;
break;
// Up
case 3:
case 5:
case 7:
g_FlashlightY -= g_FollowCharacterVert;
break;
// Left
case 1:
g_FlashlightX -= g_FollowCharacterHorz;
break;
// Right:
case 2:
g_FlashlightX += g_FollowCharacterHorz;
break;
}
}
}
g_FlashlightDrawAtX = g_FlashlightX - g_DarknessSize;
g_FlashlightDrawAtY = g_FlashlightY - g_DarknessSize;
if ((g_GreenTint != 0) || (g_RedTint != 0) || (g_BlueTint != 0))
DrawTint();
if (g_DarknessSize > 0)
AlphaBlendBitmap();
if (g_DarknessLightLevel != 100)
DrawDarkness();
_engine->MarkRegionDirty(0, 0, screen_width, screen_height);
}
} // namespace AGSFlashlight
} // namespace Plugins
} // namespace AGS3