/* Copyright (C) 1994-2003 Revolution Software Ltd * * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * $Header$ */ #include "stdafx.h" #include "common/util.h" #include "base/engine.h" #include "bs2/driver/d_draw.h" #include "bs2/driver/driver96.h" #include "bs2/sword2.h" namespace Sword2 { #define PALTABLESIZE 64 * 64 * 64 uint8 palCopy[256][4]; uint8 fadePalette[256][4]; uint8 paletteMatch[PALTABLESIZE]; uint8 fadeStatus = RDFADE_NONE; static int32 fadeStartTime; static int32 fadeTotalTime; // -------------------------------------------------------------------------- // int32 RestorePalette(void) // // This function restores the palette, and should be called whenever the // screen mode changes, or something like that. // -------------------------------------------------------------------------- int32 RestorePalette(void) { g_system->set_palette((const byte *) palCopy, 0, 256); return RD_OK; } uint8 GetMatch(uint8 r, uint8 g, uint8 b) { int32 diff; int32 min; int16 diffred, diffgreen, diffblue; int16 i; uint8 minIndex; diffred = palCopy[0][0] - r; diffgreen = palCopy[0][1] - g; diffblue = palCopy[0][2] - b; diff = diffred * diffred + diffgreen * diffgreen + diffblue * diffblue; min = diff; minIndex = 0; if (diff > 0) { i = 1; while (i < 256) { diffred = palCopy[i][0] - r; diffgreen = palCopy[i][1] - g; diffblue = palCopy[i][2] - b; diff = diffred * diffred + diffgreen * diffgreen + diffblue * diffblue; if (diff < min) { min = diff; minIndex = (uint8) i; if (min == 0) break; } i++; } } // Here, minIndex is the index of the matchpalette which is closest. return minIndex; } /** * Sets or creates a table of palette indices which will be searched later for * a quick palette match. * @param data either the palette match table, or NULL to create a new table * from the current palCopy */ int32 UpdatePaletteMatchTable(uint8 *data) { if (!data) { int16 red, green, blue; uint8 *p; // Create palette match table // FIXME: Does this case ever happen? p = &paletteMatch[0]; for (red = 0; red < 256; red += 4) { for (green = 0; green < 256; green += 4) { for (blue = 0; blue < 256; blue += 4) { *p++ = GetMatch((uint8) red, (uint8) green, (uint8) blue); } } } } else { // The provided data is th new palette match table memcpy(paletteMatch, data, PALTABLESIZE); } return RD_OK; } /** * Matches a colour triplet to a palette index. * @param r red colour component * @param g green colour component * @param b blue colour component * @return the palette index of the closest matching colour in the palette */ // FIXME: This used to be inlined - probably a good idea - but the // linker complained when I tried to use it in sprite.cpp. uint8 QuickMatch(uint8 r, uint8 g, uint8 b) { return paletteMatch[((int32) (r >> 2) << 12) + ((int32) (g >> 2) << 6) + (b >> 2)]; } /** * Sets the palette. * @param startEntry the first colour entry to set * @param noEntries the number of colour entries to set * @param colourTable the new colour entries */ int32 BS2_SetPalette(int16 startEntry, int16 noEntries, uint8 *colourTable, uint8 fadeNow) { if (noEntries == 0) { RestorePalette(); return RD_OK; } memcpy(&palCopy[startEntry][0], colourTable, noEntries * 4); if (fadeNow == RDPAL_INSTANT) g_system->set_palette((byte *) palCopy, startEntry, noEntries); return RD_OK; } int32 DimPalette(void) { byte *p = (byte *) palCopy; uint32 i; for (i = 0; i < 256 * 4; i++) p[i] /= 2; g_system->set_palette(p, 0, 256); return RD_OK; } /** * Fades the palette up from black to the current palette. * @param time the time it will take the palette to fade up */ int32 FadeUp(float time) { if (fadeStatus != RDFADE_BLACK && fadeStatus != RDFADE_NONE) return RDERR_FADEINCOMPLETE; fadeTotalTime = (int32) (time * 1000); fadeStatus = RDFADE_UP; fadeStartTime = SVM_timeGetTime(); return RD_OK; } /** * Fades the palette down to black from the current palette. * @param time the time it will take the palette to fade down */ int32 FadeDown(float time) { if (fadeStatus != RDFADE_BLACK && fadeStatus != RDFADE_NONE) return RDERR_FADEINCOMPLETE; fadeTotalTime = (int32) (time * 1000); fadeStatus = RDFADE_DOWN; fadeStartTime = SVM_timeGetTime(); return RD_OK; } /** * Get the current fade status * @return RDFADE_UP (fading up), RDFADE_DOWN (fading down), RDFADE_NONE * (not faded), or RDFADE_BLACK (completely faded down) */ uint8 GetFadeStatus(void) { return fadeStatus; } void WaitForFade(void) { while (GetFadeStatus() != RDFADE_NONE && GetFadeStatus() != RDFADE_BLACK) { ServiceWindows(); g_system->delay_msecs(20); } } void FadeServer() { static int32 previousTime = 0; const byte *newPalette = (const byte *) fadePalette; int32 currentTime; int16 fadeMultiplier; int16 i; // This used to be called through a timer, but is now called from // ServiceWindows() instead, since that's the only place where we // actually update the screen. // If we're not in the process of fading, do nothing. if (fadeStatus != RDFADE_UP && fadeStatus != RDFADE_DOWN) return; // I don't know if this is necessary, but let's limit how often the // palette is updated, just to be safe. currentTime = SVM_timeGetTime(); if (currentTime - previousTime <= 25) return; previousTime = currentTime; if (fadeStatus == RDFADE_UP) { if (currentTime >= fadeStartTime + fadeTotalTime) { fadeStatus = RDFADE_NONE; newPalette = (const byte *) palCopy; } else { fadeMultiplier = (int16) (((int32) (currentTime - fadeStartTime) * 256) / fadeTotalTime); for (i = 0; i < 256; i++) { fadePalette[i][0] = (palCopy[i][0] * fadeMultiplier) >> 8; fadePalette[i][1] = (palCopy[i][1] * fadeMultiplier) >> 8; fadePalette[i][2] = (palCopy[i][2] * fadeMultiplier) >> 8; } } } else { if (currentTime >= fadeStartTime + fadeTotalTime) { fadeStatus = RDFADE_BLACK; memset(fadePalette, 0, sizeof(fadePalette)); } else { fadeMultiplier = (int16) (((int32) (fadeTotalTime - (currentTime - fadeStartTime)) * 256) / fadeTotalTime); for (i = 0; i < 256; i++) { fadePalette[i][0] = (palCopy[i][0] * fadeMultiplier) >> 8; fadePalette[i][1] = (palCopy[i][1] * fadeMultiplier) >> 8; fadePalette[i][2] = (palCopy[i][2] * fadeMultiplier) >> 8; } } } g_system->set_palette(newPalette, 0, 256); } } // End of namespace Sword2