/* 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. * */ #include "common/scummsys.h" #include "engines/util.h" #include "graphics/palette.h" #include "mads/mads.h" #include "mads/msurface.h" #include "mads/staticres.h" namespace MADS { #define VGA_COLOR_TRANS(x) ((x) * 255 / 63) void RGB6::load(Common::SeekableReadStream *f) { r = VGA_COLOR_TRANS(f->readByte()); g = VGA_COLOR_TRANS(f->readByte()); b = VGA_COLOR_TRANS(f->readByte()); _palIndex = f->readByte(); _u2 = f->readByte(); _flags = f->readByte(); } /*------------------------------------------------------------------------*/ PaletteUsage::PaletteUsage(MADSEngine *vm) { _vm = vm; _data = nullptr; } void PaletteUsage::load(Common::Array *data) { _data = data; } void PaletteUsage::getKeyEntries(Common::Array &palette) { _data->clear(); for (uint i = 0; i < palette.size(); ++i) { byte *uPtr = &palette[i]._flags; if ((*uPtr & 0x10) && _data->size() < 3) { _data->push_back(UsageEntry(i)); } } } static bool sortHelper(const PaletteUsage::UsageEntry &ue1, const PaletteUsage::UsageEntry &ue2) { return ue1._sortValue < ue2._sortValue; } void PaletteUsage::prioritize(Common::Array &palette) { for (uint i = 0; i < _data->size(); ++i) { RGB6 &palEntry = palette[(*_data)[i]._palIndex]; (*_data)[i]._sortValue = _vm->_palette->rgbMerge(palEntry); } Common::sort(_data->begin(), _data->end(), sortHelper); } static bool rangeSorter(const PaletteUsage::UsageRange &ur1, const PaletteUsage::UsageRange &ur2) { return ur1._v2 < ur2._v2; } int PaletteUsage::process(Common::Array &palette, uint flags) { int palLow; int palHigh = (flags & 0x800) ? 0x100 : 0xFC; int palIdx; PaletteUsage tempUsage(_vm); Common::Array tempUsageData; tempUsage.load(&tempUsageData); if (flags & 0x4000) { palLow = 0; palIdx = palHigh; } else { palLow = _vm->_palette->_lowRange; if ((PALETTE_COUNT - _vm->_palette->_highRange) > palHigh) { palIdx = palHigh; } else { palIdx = PALETTE_COUNT - _vm->_palette->_highRange; } } int rgbIndex = _vm->_palette->_rgbList.scan(); uint32 rgbMask = 1 << rgbIndex; bool noUsageFlag = flags & 0x8000; bool hasUsage = _data != nullptr; bool flag1 = false; if (hasUsage) { if (noUsageFlag || _data->size() == 0) hasUsage = false; if (noUsageFlag && _data->size() > 0) flag1 = true; } if (hasUsage) { tempUsage.getKeyEntries(palette); tempUsage.prioritize(palette); } int freeIndex; int palCount = getGamePalFreeIndex(&freeIndex); Common::Array palRange; for (uint palIndex = 0; palIndex < palette.size(); ++palIndex) { byte pal2 = palIndex; byte pal1 = 0; if (!(palette[palIndex]._flags & 0x80)) { pal1 = 0x40; } if (palette[palIndex]._flags & 0x60) { pal1 |= 0x20; } palRange.push_back(UsageRange(pal1, pal2)); } Common::sort(palRange.begin(), palRange.end(), rangeSorter); int var3A = (flags & 0x4000) ? 0xffff : 0xfffe; for (uint palIndex = 0; palIndex < palette.size(); ++palIndex) { bool changed = false; int newPalIndex = 0xFF; int v1 = palRange[palIndex]._v2; if (palette[v1]._flags & 8) { changed = true; newPalIndex = 0xFD; } if (hasUsage && palette[v1]._flags & 0x10) { for (uint usageIndex = 0; usageIndex < tempUsage._data->size() && !changed; ++usageIndex) { if ((*tempUsage._data)[usageIndex]._palIndex == palIndex) { changed = true; int dataIndex = MIN(usageIndex, _data->size() - 1); newPalIndex = (*_data)[dataIndex]._palIndex; } } } if (flag1 && palette[palIndex]._flags & 0x10) { for (uint usageIndex = 0; usageIndex < _data->size() && !changed; ++usageIndex) { if ((*_data)[usageIndex]._palIndex == palIndex) { changed = true; newPalIndex = 0xF0 + usageIndex; // Copy data into the high end of the main palette RGB6 &pSrc = palette[palIndex]; byte *pDest = &_vm->_palette->_mainPalette[newPalIndex * 3]; pDest[0] = pSrc.r; pDest[1] = pSrc.g; pDest[2] = pSrc.b; } } } if (!changed && !noUsageFlag) { int bestHash = (palette[palIndex]._flags & 0x20) || (((flags & 0x2000) || (palette[palIndex]._flags & 0x40)) && ((flags & 0x1000) || (palCount == 0))) ? 0x7fff : 1; int var36 = (palette[palIndex]._flags & 0x80) ? 0 : 2; for (int idx = palLow; idx < palIdx; ++idx) { uint32 v = _vm->_palette->_palFlags[idx]; if ((v & var3A) && !(v & var36)) { int hash; if (bestHash > 1) { hash = rgbFactor(&_vm->_palette->_mainPalette[idx * 3], palette[palIndex]); } else if (_vm->_palette->_mainPalette[idx * 3] != palette[palIndex].r || _vm->_palette->_mainPalette[idx * 3 + 1] != palette[palIndex].g || _vm->_palette->_mainPalette[idx * 3 + 2] != palette[palIndex].b) { hash = 1; } else { hash = 0; } if (bestHash > hash) { changed = true; newPalIndex = idx; bestHash = hash; } } } } if (!changed && (!(flags & 0x1000) || (!(palette[palIndex]._flags & 0x60) && !(flags & 0x2000)))) { for (int idx = freeIndex; idx < palIdx && !changed; ++idx) { if (!_vm->_palette->_palFlags[idx]) { --palCount; ++freeIndex; changed = true; newPalIndex = idx; RGB6 &pSrc = palette[palIndex]; byte *pDest = &_vm->_palette->_mainPalette[idx * 3]; pDest[0] = pSrc.r; pDest[1] = pSrc.g; pDest[2] = pSrc.b; } } } // TODO: Not sure if it's valid or not for changed flag to ever be false. // In at least scene 318, when the doctor knocks you with the blackjack, // the changed flag can be false //assert(changed); // CHECKME: When pressing on F1 in the first screen, newPalIndex is set to 0xFF at this point // which is a valid value for the index. Maybe a better check would be "< 256" ? //assert(newPalIndex != -1); int var52 = (noUsageFlag && palette[palIndex]._u2) ? 2 : 0; _vm->_palette->_palFlags[newPalIndex] |= var52 | rgbMask; palette[palIndex]._palIndex = newPalIndex; } _vm->_palette->_rgbList[rgbIndex] = true; return rgbIndex; } void PaletteUsage::transform(Common::Array &palette) { if (!empty()) { for (uint i = 0; i < _data->size(); ++i) { int palIndex = (*_data)[i]._palIndex; (*_data)[i]._palIndex = palette[palIndex]._palIndex; } } } void PaletteUsage::updateUsage(Common::Array &usageList, int sceneUsageIndex) { uint32 mask1 = 0xFFFFFFFF; uint32 mask2 = 0; for (uint idx = 0; idx < usageList.size(); ++idx) { uint32 bitMask = 1 << usageList[idx]; mask1 ^= bitMask; mask2 |= bitMask; _vm->_palette->_rgbList[usageList[idx]] = false; } uint32 mask3 = 1 << sceneUsageIndex; for (uint idx = 0; idx < PALETTE_COUNT; ++idx) { uint32 mask = mask2 & _vm->_palette->_palFlags[idx]; if (mask) { _vm->_palette->_palFlags[idx] = (_vm->_palette->_palFlags[idx] & mask1) | mask3; } } _vm->_palette->_rgbList[sceneUsageIndex] = true; } void PaletteUsage::resetPalFlags(int idx) { if (idx >= 0 && idx < 32) { uint32 rgbMask = ~(1 << idx); uint32 *flagP = _vm->_palette->_palFlags; for (int i = 0; i < 256; ++i, ++flagP) { *flagP &= rgbMask; if (*flagP == 2) *flagP = 0; } _vm->_palette->_rgbList[idx] = false; } } int PaletteUsage::getGamePalFreeIndex(int *palIndex) { *palIndex = -1; int count = 0; for (int i = 0; i < PALETTE_COUNT; ++i) { if (!_vm->_palette->_palFlags[i]) { ++count; if (*palIndex < 0) *palIndex = i; } } return count; } int PaletteUsage::rgbFactor(byte *palEntry, RGB6 &pal6) { int total = 0; total += (palEntry[0] - pal6.r) * (palEntry[0] - pal6.r); total += (palEntry[1] - pal6.g) * (palEntry[1] - pal6.g); total += (palEntry[2] - pal6.b) * (palEntry[2] - pal6.b); return total; } int PaletteUsage::checkRGB(const byte *rgb, int palStart, bool flag, int *palIndex) { Palette &palette = *_vm->_palette; bool match = false; int result; if (palStart >= 0) { result = palStart; } else { result = -1; for (int i = 0; i < palette._highRange; ++i) { if (!palette._rgbList[i]) { result = i; break; } } } if (result >= 0) { int mask = 1 << result; byte *palP = &palette._mainPalette[0]; uint32 *flagsP = &palette._palFlags[0]; for (; flagsP < &palette._palFlags[PALETTE_COUNT]; ++flagsP, ++result) { if ((!(*flagsP & 1) || flag) && !(*flagsP & 2)) { if (!memcmp(palP, rgb, 3)) { *flagsP |= mask; if (palIndex) *palIndex = result; match = true; break; } } } if (!match) { palP = &palette._mainPalette[0]; flagsP = &palette._palFlags[0]; for (int i = 0; i < PALETTE_COUNT; ++i, palP += 3, ++flagsP) { if (!*flagsP) { Common::copy(rgb, rgb + 3, palP); *flagsP |= mask; if (palIndex) *palIndex = i; match = true; break; } } } } assert(match); return result; } /*------------------------------------------------------------------------*/ void RGBList::clear() { for (int i = 0; i < 32; i++) _data[i] = false; } void RGBList::reset() { for (int i = 2; i < 32; i++) _data[i] = false; } int RGBList::scan() { for (int i = 0; i < 32; ++i) { if (!_data[i]) return i; } error("RGBList was full"); } void RGBList::copy(RGBList &src) { Common::copy(&src._data[0], &src._data[32], &_data[0]); } /*------------------------------------------------------------------------*/ Fader::Fader(MADSEngine *vm) : _vm(vm) { _colorFlags[0] = _colorFlags[1] = _colorFlags[2] = true; _colorFlags[3] = false; _colorValues[0] = _colorValues[1] = 0; _colorValues[2] = _colorValues[3] = 0; // TODO: It would be better if the fader routines could be refactored // to work directly with 8-bit RGB values rather than 6-bit RGB values Common::fill(&_rgb64Map[0], &_rgb64Map[PALETTE_COUNT], 0); for (int i = 0; i < 64; ++i) _rgb64Map[VGA_COLOR_TRANS(i)] = i; byte v = 0; for (int i = 0; i < PALETTE_COUNT; ++i) { if (_rgb64Map[i]) v = _rgb64Map[i]; else _rgb64Map[i] = v; } } void Fader::setPalette(const byte *colors, uint start, uint num) { g_system->getPaletteManager()->setPalette(colors, start, num); } void Fader::grabPalette(byte *colors, uint start, uint num) { g_system->getPaletteManager()->grabPalette(colors, start, num); } void Fader::getFullPalette(byte palette[PALETTE_SIZE]) { grabPalette(&palette[0], 0, PALETTE_COUNT); } void Fader::setFullPalette(byte palette[PALETTE_SIZE]) { setPalette(&palette[0], 0, PALETTE_COUNT); } void Fader::fadeOut(byte palette[PALETTE_SIZE], byte *paletteMap, int baseColor, int numColors, int baseGrey, int numGreys, int tickDelay, int steps) { GreyEntry map[PALETTE_COUNT]; int intensity; byte palIndex[PALETTE_COUNT][3]; int8 signs[PALETTE_COUNT][3]; mapToGreyRamp(palette, baseColor, numColors, baseGrey, numGreys, map); for (int palCtr = baseColor; palCtr < (baseColor + numColors); ++palCtr) { int index = palCtr - baseColor; for (int colorCtr = 0; colorCtr < 3; ++colorCtr) { if (_colorFlags[colorCtr]) { int shiftSign = _colorValues[colorCtr]; if (shiftSign >= 0) { intensity = map[index]._intensity << shiftSign; } else { intensity = map[index]._intensity >> ABS(shiftSign); } } else { intensity = _colorValues[colorCtr]; } int diff = intensity - _rgb64Map[palette[palCtr * 3 + colorCtr]]; palIndex[palCtr][colorCtr] = (byte)ABS(diff); signs[palCtr][colorCtr] = (diff == 0) ? 0 : (diff < 0 ? -1 : 1); } } for (int stepCtr = 0; stepCtr < steps; ++stepCtr) { for (int palCtr = baseColor; palCtr < (baseColor + numColors); ++palCtr) { int index = palCtr - baseColor; for (int colorCtr = 0; colorCtr < 3; ++colorCtr) { map[index]._accum[colorCtr] += palIndex[palCtr][colorCtr]; while (map[index]._accum[colorCtr] >= steps) { map[index]._accum[colorCtr] -= steps; byte rgb63 = _rgb64Map[palette[palCtr * 3 + colorCtr]] + signs[palCtr][colorCtr]; palette[palCtr * 3 + colorCtr] = VGA_COLOR_TRANS(rgb63); } } } setFullPalette(palette); _vm->_events->waitForNextFrame(); } if (paletteMap != nullptr) { for (int palCtr = 0; palCtr < numColors; palCtr++) { paletteMap[palCtr] = map[palCtr]._mapColor; } } } void Fader::fadeIn(byte palette[PALETTE_SIZE], byte destPalette[PALETTE_SIZE], int baseColor, int numColors, int baseGrey, int numGreys, int tickDelay, int steps) { GreyEntry map[PALETTE_COUNT]; byte tempPal[PALETTE_SIZE]; int8 signs[PALETTE_COUNT][3]; byte palIndex[PALETTE_COUNT][3]; int intensity; Common::copy(destPalette, destPalette + PALETTE_SIZE, tempPal); mapToGreyRamp(tempPal, baseColor, numColors, baseGrey, numGreys, map); for (int palCtr = baseColor; palCtr < (baseColor + numColors); ++palCtr) { int index = palCtr - baseColor; for (int colorCtr = 0; colorCtr < 3; ++colorCtr) { if (_colorFlags[colorCtr]) { int shiftSign = _colorValues[colorCtr]; if (shiftSign >= 0) intensity = map[index]._intensity << shiftSign; else intensity = map[index]._intensity >> abs(shiftSign); } else intensity = _colorValues[colorCtr]; int diff = _rgb64Map[destPalette[palCtr * 3 + colorCtr]] - intensity; palIndex[palCtr][colorCtr] = (byte)ABS(diff); signs[palCtr][colorCtr] = (diff == 0) ? 0 : (diff < 0 ? -1 : 1); map[index]._accum[colorCtr] = 0; } } for (int stepCtr = 0; stepCtr < steps; ++stepCtr) { for (int palCtr = baseColor; palCtr < (baseColor + numColors); ++palCtr) { int index = palCtr - baseColor; for (int colorCtr = 0; colorCtr < 3; ++colorCtr) { map[index]._accum[colorCtr] += palIndex[palCtr][colorCtr]; while (map[index]._accum[colorCtr] >= steps) { map[index]._accum[colorCtr] -= steps; byte rgb63 = _rgb64Map[palette[palCtr * 3 + colorCtr]] + signs[palCtr][colorCtr]; palette[palCtr * 3 + colorCtr] = VGA_COLOR_TRANS(rgb63); } } } setFullPalette(palette); _vm->_events->waitForNextFrame(); } } void Fader::mapToGreyRamp(byte palette[PALETTE_SIZE], int baseColor, int numColors, int baseGrey, int numGreys, GreyEntry *map) { byte greyList[PALETTE_COUNT]; byte greyMapping[PALETTE_COUNT]; byte greyTable[64]; byte greyIntensity[64]; int intensity, shiftSign; getGreyValues(palette, greyList, baseColor, numColors); greyPopularity(greyList, greyTable, numColors); for (int idx = 0; idx < numColors; ++idx) { greyMapping[idx] = idx; Common::fill(&map[idx]._accum[0], &map[idx]._accum[3], 0); } for (int idx = 0; idx < PALETTE_COUNT; ++idx) { map[idx]._mapColor = (byte)idx; } // Sort the mapping lists insertionSort(numColors, greyList, greyMapping); // Initialize state variables int greySum = 0; int greyScan = 0; int greyMark = 0; int greyColors = 0; int greyAccum = 0; int firstColor = 0; for (int greyCtr = 0; greyCtr < 64; ++greyCtr) { for (int idx = 0; idx < greyTable[greyCtr]; ++idx) { greySum += greyList[greyScan++]; ++greyColors; greyAccum += numGreys; while (greyAccum >= numColors) { greyAccum -= numColors; if (greyColors > 0) { greyIntensity[greyMark] = (byte)(greySum / greyColors); } for (int rescan = firstColor; rescan < greyScan; ++rescan) { map[greyMapping[rescan]]._intensity = greyIntensity[greyMark]; map[greyMapping[rescan]]._mapColor = (byte)(greyMark + baseGrey); } firstColor = greyScan; greySum = 0; greyColors = 0; ++greyMark; } } } // Set the palette range of greyscale values to be used byte *palP = &palette[baseGrey * 3]; for (int greys = 0; greys < numGreys; ++greys) { for (int color = 0; color < 3; ++color) { if (_colorFlags[color]) { shiftSign = (byte)_colorValues[color]; if (shiftSign >= 0) { intensity = greyIntensity[greys] << shiftSign; } else { intensity = greyIntensity[greys] >> abs(shiftSign); } } else { intensity = _colorValues[color]; } *palP++ = VGA_COLOR_TRANS(intensity); } } } void Fader::getGreyValues(const byte palette[PALETTE_SIZE], byte greyList[PALETTE_COUNT], int baseColor, int numColors) { const byte *palP = &palette[baseColor * 3]; for (int i = 0; i < numColors; ++i, palP += 3) { int v = rgbMerge(palP[0], palP[1], palP[2]); greyList[i] = v >> 7; } } void Fader::greyPopularity(const byte greyList[PALETTE_COUNT], byte greyTable[64], int numColors) { Common::fill(&greyTable[0], &greyTable[64], 0); for (int i = 0; i < numColors; ++i) { int idx = greyList[i]; ++greyTable[idx]; } } void Fader::insertionSort(int size, byte *id, byte *value) { bool restartFlag; int endIndex = size - 1; do { restartFlag = false; if (endIndex <= 0) break; for (int arrIndex = 0; arrIndex < endIndex && !restartFlag; ++arrIndex) { byte *idP = id + arrIndex; byte *valueP = value + arrIndex; // Check whether the next index is out of order with the one following it if (*idP > *(idP + 1)) { // Found an incorrect ordering restartFlag = true; // Save id/value at current index byte savedId = *idP; byte savedValue = *valueP; int moveCount = size - arrIndex - 1; if (moveCount > 0) { Common::copy(idP + 1, idP + moveCount + 1, idP); Common::copy(valueP + 1, valueP + moveCount + 1, valueP); } // Scan for insert spot int idx = 0; if (endIndex > 0) { bool breakFlag = false; for (; idx <= endIndex - 1 && !breakFlag; ++idx) { breakFlag = savedId < id[idx]; } } // Set up an insert point for entry moveCount = size - idx - 1; if (moveCount > 0) { Common::copy_backward(id + idx, id + idx + moveCount, id + idx + moveCount + 1); Common::copy_backward(value + idx, value + idx + moveCount, value + idx + moveCount + 1); } // Set shifted values at the new position id[idx] = savedId; value[idx] = savedValue; } } } while (restartFlag); } int Fader::rgbMerge(RGB6 &palEntry) { return rgbMerge(palEntry.r, palEntry.g, palEntry.b); } int Fader::rgbMerge(byte r, byte g, byte b) { return _rgb64Map[r] * 38 + _rgb64Map[g] * 76 + _rgb64Map[b] * 14; } /*------------------------------------------------------------------------*/ Palette::Palette(MADSEngine *vm) : Fader(vm), _paletteUsage(vm) { _lockFl = false; _lowRange = 0; _highRange = 0; Common::fill(&_mainPalette[0], &_mainPalette[PALETTE_SIZE], 0); Common::fill(&_palFlags[0], &_palFlags[PALETTE_COUNT], 0); } void Palette::setEntry(byte palIndex, byte r, byte g, byte b) { _mainPalette[palIndex * 3] = VGA_COLOR_TRANS(r); _mainPalette[palIndex * 3 + 1] = VGA_COLOR_TRANS(g); _mainPalette[palIndex * 3 + 2] = VGA_COLOR_TRANS(b); setPalette((const byte *)&_mainPalette[palIndex * 3], palIndex, 1); } uint8 Palette::palIndexFromRgb(byte r, byte g, byte b, byte *paletteData) { byte index = 0; int32 minDist = 0x7fffffff; byte palData[PALETTE_SIZE]; if (paletteData == NULL) { g_system->getPaletteManager()->grabPalette(palData, 0, PALETTE_COUNT); paletteData = &palData[0]; } for (int palIndex = 0; palIndex < PALETTE_COUNT; ++palIndex) { int Rdiff = r - paletteData[palIndex * 3]; int Gdiff = g - paletteData[palIndex * 3 + 1]; int Bdiff = b - paletteData[palIndex * 3 + 2]; if (Rdiff * Rdiff + Gdiff * Gdiff + Bdiff * Bdiff < minDist) { minDist = Rdiff * Rdiff + Gdiff * Gdiff + Bdiff * Bdiff; index = (uint8)palIndex; } } return (uint8)index; } void Palette::setGradient(byte *palette, int start, int count, int rgbValue1, int rgbValue2) { int rgbCurrent = rgbValue2; int rgbDiff = -(rgbValue2 - rgbValue1); if (count > 0) { byte *pDest = palette + start * 3; int endVal = count - 1; int numLeft = count; int rgbCtr = 0; do { pDest[0] = pDest[1] = pDest[2] = rgbCurrent; if (numLeft > 1) { rgbCtr += rgbDiff; if (rgbCtr >= endVal) { do { ++rgbCurrent; rgbCtr += 1 - numLeft; } while (rgbCtr >= endVal); } } pDest += 3; } while (--numLeft > 0); } } void Palette::setSystemPalette() { byte palData[4 * 3]; palData[0 * 3] = palData[0 * 3 + 1] = palData[0 * 3 + 2] = 0; palData[1 * 3] = palData[1 * 3 + 1] = palData[1 * 3 + 2] = 0x54; palData[2 * 3] = palData[2 * 3 + 1] = palData[2 * 3 + 2] = 0xb4; palData[3 * 3] = palData[3 * 3 + 1] = palData[3 * 3 + 2] = 0xff; setPalette(palData, 0, 4); } void Palette::resetGamePalette(int lowRange, int highRange) { Common::fill((byte *)&_palFlags[0], (byte *)&_palFlags[PALETTE_COUNT], 0); initVGAPalette(_mainPalette); // Reserve the start of the palette for things like on-screen text if (lowRange) { Common::fill(&_palFlags[0], &_palFlags[lowRange], 1); } // Reserve the high end of the palette for dialog display if (highRange) { Common::fill(&_palFlags[256 - highRange], &_palFlags[256], 1); } _rgbList.clear(); _rgbList[0] = _rgbList[1] = true; _lockFl = false; _lowRange = lowRange; _highRange = highRange; } void Palette::initPalette() { uint32 palMask = 1; if (_vm->_game->_player._spritesLoaded && _vm->_game->_player._numSprites) { for (int idx = 0; idx < _vm->_game->_player._numSprites; ++idx) { SpriteAsset *asset = _vm->_game->_scene._sprites[ _vm->_game->_player._spritesStart + idx]; uint32 mask = 1; if (asset->_usageIndex) mask <<= asset->_usageIndex; palMask = mask; } } for (int idx = 0; idx < PALETTE_COUNT; ++idx) _palFlags[idx] = palMask; _lockFl = false; _rgbList.reset(); } void Palette::initVGAPalette(byte *palette) { byte *destP = palette; for (int palIndex = 0; palIndex < 16; ++palIndex) { for (int byteCtr = 2; byteCtr >= 0; --byteCtr) *destP++ = ((DEFAULT_VGA_LOW_PALETTE[palIndex] >> (8 * byteCtr)) & 0xff) >> 2; } destP = &palette[0xF0 * 3]; for (int palIndex = 0; palIndex < 16; ++palIndex) { for (int byteCtr = 2; byteCtr >= 0; --byteCtr) *destP++ = ((DEFAULT_VGA_HIGH_PALETTE[palIndex] >> (8 * byteCtr)) & 0xff) >> 2; } } void Palette::setLowRange() { _mainPalette[0] = _mainPalette[1] = _mainPalette[2] = VGA_COLOR_TRANS(0); _mainPalette[3] = _mainPalette[4] = _mainPalette[5] = VGA_COLOR_TRANS(0x15); _mainPalette[6] = _mainPalette[7] = _mainPalette[8] = VGA_COLOR_TRANS(0x2A); _mainPalette[9] = _mainPalette[10] = _mainPalette[11] = VGA_COLOR_TRANS(0x3F); _vm->_palette->setPalette(_mainPalette, 0, 4); } void Palette::setColorFlags(byte r, byte g, byte b) { _colorFlags[0] = r; _colorFlags[1] = g; _colorFlags[2] = b; } void Palette::setColorValues(byte r, byte g, byte b) { _colorValues[0] = r; _colorValues[1] = g; _colorValues[2] = b; } void Palette::lock() { if (_rgbList[31] && !_lockFl) error("Palette Lock - Unexpected values"); _lockFl = true; _rgbList[31] = true; for (int i = 0; i < 256; i++) { if (_palFlags[i]) _palFlags[i] |= 0x80000000; } } void Palette::unlock() { if (!_lockFl) return; for (int i = 0; i < 256; i++) _palFlags[i] &= 0x7FFFFFFF; _rgbList[31] = false; _lockFl = false; } void Palette::refreshSceneColors() { int val = 18; if (_vm->_game->_scene._cyclingActive) val += _vm->_game->_scene._totalCycleColors; setPalette(_mainPalette + (val * 3), val, 256 - val); } int Palette::closestColor(const byte *matchColor, const byte *refPalette, int paletteInc, int count) { int bestColor = 0; int bestDistance = 0x7fff; for (int idx = 0; idx < count; ++idx) { // Figure out figure for 'distance' between two colors int distance = 0; for (int rgbIdx = 0; rgbIdx < RGB_SIZE; ++rgbIdx) { int diff = refPalette[rgbIdx] - matchColor[rgbIdx]; distance += diff * diff; } // If the given color is a closer match to our color, store the index if (distance <= bestDistance) { bestDistance = distance; bestColor = idx; } refPalette += paletteInc; } return bestColor; } } // End of namespace MADS