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
|
/* 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 ¶ms);
void GetFlashlightTintRed(ScriptMethodParams ¶ms);
void GetFlashlightTintGreen(ScriptMethodParams ¶ms);
void GetFlashlightTintBlue(ScriptMethodParams ¶ms);
void GetFlashlightMinLightLevel(ScriptMethodParams ¶ms);
void GetFlashlightMaxLightLevel(ScriptMethodParams ¶ms);
void SetFlashlightDarkness(ScriptMethodParams ¶ms);
void GetFlashlightDarkness(ScriptMethodParams ¶ms);
void SetFlashlightDarknessSize(ScriptMethodParams ¶ms);
void GetFlashlightDarknessSize(ScriptMethodParams ¶ms);
void SetFlashlightBrightness(ScriptMethodParams ¶ms);
void GetFlashlightBrightness(ScriptMethodParams ¶ms);
void SetFlashlightBrightnessSize(ScriptMethodParams ¶ms);
void GetFlashlightBrightnessSize(ScriptMethodParams ¶ms);
void SetFlashlightPosition(ScriptMethodParams ¶ms);
void GetFlashlightPositionX(ScriptMethodParams ¶ms);
void GetFlashlightPositionY(ScriptMethodParams ¶ms);
void SetFlashlightFollowMouse(ScriptMethodParams ¶ms);
void GetFlashlightFollowMouse(ScriptMethodParams ¶ms);
void SetFlashlightFollowCharacter(ScriptMethodParams ¶ms);
void GetFlashlightFollowCharacter(ScriptMethodParams ¶ms);
void GetFlashlightCharacterDX(ScriptMethodParams ¶ms);
void GetFlashlightCharacterDY(ScriptMethodParams ¶ms);
void GetFlashlightCharacterHorz(ScriptMethodParams ¶ms);
void GetFlashlightCharacterVert(ScriptMethodParams ¶ms);
void SetFlashlightMask(ScriptMethodParams ¶ms);
void GetFlashlightMask(ScriptMethodParams ¶ms);
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
|