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engines/bladerunner/screen_effects.cpp
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186
engines/bladerunner/screen_effects.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "bladerunner/bladerunner.h" // For BLADERUNNER_ORIGINAL_BUGS symbol
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#include "bladerunner/screen_effects.h"
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#include "common/stream.h"
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namespace BladeRunner {
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ScreenEffects::ScreenEffects(BladeRunnerEngine *vm, int size) {
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_vm = vm;
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_dataSize = size;
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_data = new uint8[size];
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_entries.reserve(kMaxEffectsInScene + 1);
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}
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ScreenEffects::~ScreenEffects() {
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delete[] _data;
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#if BLADERUNNER_ORIGINAL_BUGS
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#else
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if (!_skipEntries.empty()) {
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_skipEntries.clear();
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}
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#endif // BLADERUNNER_ORIGINAL_BUGS
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}
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#if BLADERUNNER_ORIGINAL_BUGS
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#else
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void ScreenEffects::toggleEntry(int effectId, bool skip) {
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if (effectId >= 0 && effectId < kMaxEffectsInScene) {
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int foundAt = -1;
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for (int i = 0; i < (int)_skipEntries.size(); ++i) {
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if (_skipEntries[i] == effectId) {
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foundAt = i;
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break;
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}
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}
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if (skip && foundAt < 0) {
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int newSlot = 0;
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// keep the array sorted (from greater values to lower values)
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for (int i = 0; i < (int)_skipEntries.size(); ++i) {
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if (effectId > _skipEntries[i]) {
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newSlot = i;
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break;
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}
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}
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_skipEntries.insert_at(newSlot, effectId);
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} else if (!skip && foundAt >= 0 ) {
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_skipEntries.remove_at(foundAt);
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}
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} else if (effectId == -1 && !skip) {
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_skipEntries.clear();
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}
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}
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#endif // BLADERUNNER_ORIGINAL_BUGS
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void ScreenEffects::readVqa(Common::SeekableReadStream *stream) {
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uint8 *dataPtr = _data;
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int dataSize = _dataSize;
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int entryCount = stream->readUint32LE();
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if (entryCount == 0) {
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return;
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}
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entryCount = MIN(entryCount, kMaxEffectsInScene);
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_entries.resize(entryCount);
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for (Common::Array<Entry>::iterator entry = _entries.begin(); entry != _entries.end(); ++entry) {
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stream->read(&entry->palette, sizeof(Color256) * 16);
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entry->x = stream->readUint16LE();
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entry->y = stream->readUint16LE();
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entry->width = stream->readUint16LE();
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entry->height = stream->readUint16LE();
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entry->z = stream->readUint16LE();
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int entryDataSize = stream->readUint16LE();
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int pixelCount = entry->width * entry->height;
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if (pixelCount > dataSize) { // too big to fit
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entry->width = 0;
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entry->height = 0;
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entry->data = _data;
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continue;
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// TODO a bug? there is a issue in the game code, because it's not skipping data of entry in this case
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}
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int pos = stream->pos();
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dataSize -= pixelCount;
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entry->data = dataPtr;
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do {
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uint8 count = stream->readByte();
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if (count & 0x80) { // repeat same data
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uint8 colors = stream->readByte();
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for (uint8 j = 0; j < (count & 0x7F) + 1; ++j) {
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*(dataPtr++) = colors >> 4; // upper 4 bit
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*(dataPtr++) = colors & 0xF; // lower 4 bit
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pixelCount -= 2;
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}
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} else { // copy data
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for (uint8 j = 0; j < count + 1; ++j) {
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uint8 colors = stream->readByte();
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*(dataPtr++) = colors >> 4; // upper 4 bit
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*(dataPtr++) = colors & 0xF; // lower 4 bit
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pixelCount -= 2;
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}
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}
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} while (pixelCount > 0);
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stream->seek(pos + entryDataSize, SEEK_SET);
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}
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#if BLADERUNNER_ORIGINAL_BUGS
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#else
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// added code to allow skipping specific effects
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for (int i = 0; i < (int)_skipEntries.size(); ++i) {
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_entries.remove_at(_skipEntries[i]);
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}
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#endif // BLADERUNNER_ORIGINAL_BUGS
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}
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//TODO:
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//bool ScreenEffects::isAffectingArea(int x, int y, int width, int height, int z) {
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// int xx = x >> 1;
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// int yy = y >> 1;
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// if (_entries.empty()) {
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// return false;
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// }
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//
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// for(int i = 0; i < _entries.size(); ++i) {
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// Entry &entry = _entries[i];
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// if (entry.z < z) {
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// if (entry.width < (width >> 1) + xx) {
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// if (entry.width + entry.x > xx) {
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// if (entry.height < (height >> 1) + yy) {
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// if (entry.height + entry.y > yy) {
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// return true;
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// }
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// }
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// }
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// }
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// }
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// }
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// return false;
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//}
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void ScreenEffects::getColor(Color256 *outColor, uint16 x, uint16 y, uint16 z) const {
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Color256 color = { 0, 0, 0 };
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for (Common::Array<const Entry>::iterator entry = _entries.begin(); entry != _entries.end(); ++entry) {
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uint16 x1 = (x / 2) - entry->x;
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uint16 y1 = (y / 2) - entry->y;
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if (x1 < entry->width && y1 < entry->height && z > entry->z) {
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int colorIndex = entry->data[y1 * entry->width + x1];
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Color256 entryColor = entry->palette[colorIndex];
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color.r += entryColor.r;
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color.g += entryColor.g;
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color.b += entryColor.b;
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}
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}
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*outColor = color;
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}
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} // End of namespace BladeRunner
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