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-rw-r--r--engines/drascula/palette.cpp202
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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 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.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+#include "drascula/drascula.h"
+
+namespace Drascula {
+
+void DrasculaEngine::setRGB(byte *pal, int colorCount) {
+ int x, cnt = 0;
+
+ for (x = 0; x < colorCount; x++) {
+ gamePalette[x][0] = pal[cnt++] / 4;
+ gamePalette[x][1] = pal[cnt++] / 4;
+ gamePalette[x][2] = pal[cnt++] / 4;
+ }
+ setPalette((byte *)&gamePalette);
+}
+
+void DrasculaEngine::black() {
+ int color, component;
+ DacPalette256 blackPalette;
+
+ for (color = 0; color < 256; color++)
+ for (component = 0; component < 3; component++)
+ blackPalette[color][component] = 0;
+
+ blackPalette[254][0] = 0x3F;
+ blackPalette[254][1] = 0x3F;
+ blackPalette[254][2] = 0x15;
+
+ setPalette((byte *)&blackPalette);
+}
+
+void DrasculaEngine::setPalette(byte *PalBuf) {
+ byte pal[256 * 4];
+ int i;
+
+ for (i = 0; i < 256; i++) {
+ pal[i * 4 + 0] = PalBuf[i * 3 + 0] * 4;
+ pal[i * 4 + 1] = PalBuf[i * 3 + 1] * 4;
+ pal[i * 4 + 2] = PalBuf[i * 3 + 2] * 4;
+ pal[i * 4 + 3] = 0;
+ }
+ _system->setPalette(pal, 0, 256);
+ _system->updateScreen();
+}
+
+void DrasculaEngine::color_abc(int cl) {
+ _color = cl;
+
+ char colorTable[][3] = {
+ { 0, 0, 0 }, { 0x10, 0x3E, 0x28 },
+ { 0, 0, 0 }, // unused
+ { 0x16, 0x3F, 0x16 }, { 0x09, 0x3F, 0x12 },
+ { 0x3F, 0x3F, 0x15 },
+ { 0, 0, 0 }, // unused
+ { 0x38, 0, 0 }, { 0x3F, 0x27, 0x0B },
+ { 0x2A, 0, 0x2A }, { 0x30, 0x30, 0x30 },
+ { 98, 91, 100 }
+ };
+
+ for (int i = 0; i <= 2; i++)
+ gamePalette[254][i] = colorTable[cl][i];
+
+ setPalette((byte *)&gamePalette);
+}
+
+char DrasculaEngine::adjustToVGA(char value) {
+ return (value & 0x3F) * (value > 0);
+}
+
+void DrasculaEngine::fadeToBlack(int fadeSpeed) {
+ char fade;
+ unsigned int color, component;
+
+ DacPalette256 palFade;
+
+ for (fade = 63; fade >= 0; fade--) {
+ for (color = 0; color < 256; color++) {
+ for (component = 0; component < 3; component++) {
+ palFade[color][component] = adjustToVGA(gamePalette[color][component] - 63 + fade);
+ }
+ }
+ pause(fadeSpeed);
+
+ setPalette((byte *)&palFade);
+ }
+}
+
+void DrasculaEngine::fadeFromBlack(int fadeSpeed) {
+ char fade;
+ unsigned int color, component;
+
+ DacPalette256 palFade;
+
+ for (fade = 0; fade < 64; fade++) {
+ for (color = 0; color < 256; color++) {
+ for (component = 0; component < 3; component++) {
+ palFade[color][component] = adjustToVGA(gamePalette[color][component] - 63 + fade);
+ }
+ }
+ pause(fadeSpeed);
+
+ setPalette((byte *)&palFade);
+ }
+}
+
+void DrasculaEngine::assignDefaultPalette() {
+ int color, component;
+
+ for (color = 235; color < 253; color++)
+ for (component = 0; component < 3; component++)
+ defaultPalette[color][component] = gamePalette[color][component];
+}
+
+void DrasculaEngine::assignBrightPalette() {
+ int color, component;
+
+ for (color = 235; color < 253; color++) {
+ for (component = 0; component < 3; component++)
+ brightPalette[color][component] = gamePalette[color][component];
+ }
+}
+
+void DrasculaEngine::assignDarkPalette() {
+ int color, component;
+
+ for (color = 235; color < 253; color++) {
+ for (component = 0; component < 3; component++)
+ darkPalette[color][component] = gamePalette[color][component];
+ }
+}
+
+void DrasculaEngine::setDefaultPalette() {
+ int color, component;
+
+ for (color = 235; color < 253; color++) {
+ for (component = 0; component < 3; component++) {
+ gamePalette[color][component] = defaultPalette[color][component];
+ }
+ }
+ setPalette((byte *)&gamePalette);
+}
+
+void DrasculaEngine::setBrightPalette() {
+ int color, component;
+
+ for (color = 235; color < 253; color++) {
+ for (component = 0; component < 3; component++)
+ gamePalette[color][component] = brightPalette[color][component];
+ }
+
+ setPalette((byte *)&gamePalette);
+}
+
+void DrasculaEngine::setDarkPalette() {
+ int color, component;
+
+ for (color = 235; color < 253; color++ )
+ for (component = 0; component < 3; component++)
+ gamePalette[color][component] = darkPalette[color][component];
+
+ setPalette((byte *)&gamePalette);
+}
+
+void DrasculaEngine::setPaletteBase(int darkness) {
+ char fade;
+ unsigned int color, component;
+
+ for (fade = darkness; fade >= 0; fade--) {
+ for (color = 235; color < 253; color++) {
+ for (component = 0; component < 3; component++)
+ gamePalette[color][component] = adjustToVGA(gamePalette[color][component] - 8 + fade);
+ }
+ }
+
+ setPalette((byte *)&gamePalette);
+}
+
+} // End of namespace Drascula