/* 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 * (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 . * */ #include "bladerunner/shape.h" #include "bladerunner/bladerunner.h" #include "bladerunner/mouse.h" #include "common/debug.h" #include "common/ptr.h" #include "common/util.h" #include "graphics/surface.h" namespace BladeRunner { bool Shape::load(Common::SeekableReadStream *stream) { _width = stream->readUint32LE(); _height = stream->readUint32LE(); uint32 size = stream->readUint32LE(); if (size != (uint32)(_width * _height * 2)) { warning("Shape::load size mismatch (w %d, h %d, sz %d)", _width, _height, size); return false; } // Enfoce a reasonable size limit if (_width >= 2048 || _height >= 2048) { warning("Shape::load shape too big (%d, %d)", _width, _height); } _data = new byte[size]; if (stream->read(_data, size) != size) { warning("Shape::load error reading shape (w %d, h %d, sz %d)", _width, _height, size); return false; } return true; } Shape::~Shape() { delete[] _data; } void Shape::draw(Graphics::Surface &surface, int x, int y, uint8 drawModeBitFlags) const { int src_x = CLIP(-x, 0, _width); int src_y = CLIP(-y, 0, _height); int dst_x = CLIP(x, 0, surface.w); int dst_y = CLIP(y, 0, surface.h); int rect_w = MIN(CLIP(_width + x, 0, _width), surface.w - x); int rect_h = MIN(CLIP(_height + y, 0, _height), surface.h - y); if (rect_w <= 0 || rect_h <= 0) { // Checking here for negative values also, // prevents segmentation fault (in the for loop below) return; } const uint8 *src_p = _data + 2 * (src_y * _width + src_x); uint16 shpColor = 0; uint32 surfaceColorRGBPrev = 0; uint32 newSurfaceColorRGB = 0; uint8 a, r, g, b; uint8 rPrev, gPrev, bPrev; uint16 rgb16bitPrev = 0; uint16 rgb16bitAdd = 0; for (int yi = 0; yi != rect_h; ++yi) { for (int xi = 0; xi != rect_w; ++xi) { shpColor = READ_LE_UINT16(src_p); src_p += 2; getGameDataColor(shpColor, a, r, g, b); if (!a) { // Ignore the alpha in the output as it is inversed in the input void *dstPtr = surface.getBasePtr(CLIP(dst_x + xi, 0, surface.w - 1), CLIP(dst_y + yi, 0, surface.h - 1)); if (drawModeBitFlags & Mouse::MouseDrawFlags::SPECIAL) { // It seems that the additive mode was supposed to be used only for cursor shapes // From testing, the only cursor shape that seems to work with it is the green rotating cursor // We add extra code here to cover the cases of the beta crosshairs cursor // being drawn a different color based on bullet power // The code for creating the specific color is custom. if (drawModeBitFlags & Mouse::MouseDrawFlags::REDCROSSHAIRS) { newSurfaceColorRGB = surface.format.RGBToColor((b & 0x8B) | (g >> 1), 0, 0); } else if (drawModeBitFlags & Mouse::MouseDrawFlags::YELLOWCROSSHAIRS) { newSurfaceColorRGB = surface.format.RGBToColor(b & 0xDF, (b & 0xA5) | (g >> 1), 0); } else if (drawModeBitFlags & Mouse::MouseDrawFlags::BLUECROSSHAIRS) { newSurfaceColorRGB = surface.format.RGBToColor(r, g, b); } else { // Additive modes getPixel(surface, dstPtr, surfaceColorRGBPrev); if (drawModeBitFlags & Mouse::MouseDrawFlags::ADDITIVE_MODE0) { // This code makes the cursor semi-transparent // but it may not be what the disassembly of the original was going for. newSurfaceColorRGB = surface.format.RGBToColor(r, g, b); newSurfaceColorRGB = (((uint16)surfaceColorRGBPrev >> 1) & 0xFBEF) + (((uint16)newSurfaceColorRGB >> 1) & 0xFBEF); } else if (drawModeBitFlags & Mouse::MouseDrawFlags::ADDITIVE_MODE1) { // This code may be closer to what the disassembly of the original was doing // for additive draw mode but it doesn't look well. surface.format.colorToRGB(surfaceColorRGBPrev, rPrev, gPrev, bPrev); rgb16bitPrev = ( ((uint16)(rPrev >> 3) << 10) | ((uint16)(gPrev >> 3) << 5) | ((uint16)(bPrev >> 3))); rgb16bitAdd = (((uint16)rgb16bitPrev >> 1) & 0xFBEF) + ((shpColor >> 1) & 0xFBEF); getGameDataColor(rgb16bitAdd, a, r, g, b); newSurfaceColorRGB = surface.format.RGBToColor(r, g, b); } } } else { newSurfaceColorRGB = surface.format.RGBToColor(r, g, b); } drawPixel(surface, dstPtr, newSurfaceColorRGB); } } src_p += 2 * (_width - rect_w); } } Shapes::Shapes(BladeRunnerEngine *vm) { _vm = vm; } Shapes::~Shapes() { unload(); } bool Shapes::load(const Common::String &container) { unload(); Common::ScopedPtr stream(_vm->getResourceStream(container)); if (!stream) { warning("Shape::open failed to open '%s'", container.c_str()); return false; } uint32 count = stream->readUint32LE(); _shapes.resize(count); for (uint32 i = 0; i < count; ++i) { if (!_shapes[i].load(stream.get())) { return false; } } return true; } void Shapes::unload() { _shapes.clear(); } } // End of namespace BladeRunner