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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.
*
* Additional copyright for this file:
* Copyright (C) 1994-1998 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*/
#include "common/system.h"
#include "sword2/sword2.h"
#include "sword2/defs.h"
#include "sword2/header.h"
#include "sword2/logic.h"
#include "sword2/resman.h"
#include "sword2/screen.h"
namespace Sword2 {
/**
* Start layer palette fading up
*/
void Screen::startNewPalette() {
// If the screen is still fading down then wait for black - could
// happen when everythings cached into a large memory model
waitForFade();
byte *screenFile = _vm->_resman->openResource(_thisScreen.background_layer_id);
// Don't fetch palette match table while using PSX version,
// because it is not present.
if(!Sword2Engine::isPsx())
memcpy(_paletteMatch, _vm->fetchPaletteMatchTable(screenFile), PALTABLESIZE);
setPalette(0, 256, _vm->fetchPalette(screenFile), RDPAL_FADE);
// Indicating that it's a screen palette
_lastPaletteRes = 0;
_vm->_resman->closeResource(_thisScreen.background_layer_id);
fadeUp();
_thisScreen.new_palette = 0;
}
void Screen::setFullPalette(int32 palRes) {
// fudge for hut interior
// - unpausing should restore last palette as normal (could be screen
// palette or 'dark_palette_13')
// - but restoring the screen palette after 'dark_palette_13' should
// now work properly too!
// "Hut interior" refers to the watchman's hut in Marseille, and this
// is apparently needed for the palette to be restored properly when
// you turn the light off. (I didn't even notice the light switch!)
if (_vm->_logic->readVar(LOCATION) == 13) {
// unpausing
if (palRes == -1) {
// restore whatever palette was last set (screen
// palette or 'dark_palette_13')
palRes = _lastPaletteRes;
}
} else {
// check if we're just restoring the current screen palette
// because we might actually need to use a separate palette
// file anyway eg. for pausing & unpausing during the eclipse
// unpausing (fudged for location 13)
if (palRes == -1) {
// we really meant '0'
palRes = 0;
}
if (palRes == 0 && _lastPaletteRes)
palRes = _lastPaletteRes;
}
// If non-zero, set palette to this separate palette file. Otherwise,
// set palette to current screen palette.
if (palRes) {
byte *pal = _vm->_resman->openResource(palRes);
assert(_vm->_resman->fetchType(pal) == PALETTE_FILE);
pal += ResHeader::size();
// always set colour 0 to black because most background screen
// palettes have a bright colour 0 although it should come out
// as black in the game!
pal[0] = 0;
pal[1] = 0;
pal[2] = 0;
pal[3] = 0;
setPalette(0, 256, pal, RDPAL_INSTANT);
_vm->_resman->closeResource(palRes);
} else {
if (_thisScreen.background_layer_id) {
byte *data = _vm->_resman->openResource(_thisScreen.background_layer_id);
// Do not fetch palette match table when using PSX version,
// because it is not present.
if (!Sword2Engine::isPsx())
memcpy(_paletteMatch, _vm->fetchPaletteMatchTable(data), PALTABLESIZE);
setPalette(0, 256, _vm->fetchPalette(data), RDPAL_INSTANT);
_vm->_resman->closeResource(_thisScreen.background_layer_id);
} else
error("setFullPalette(0) called, but no current screen available");
}
if (palRes != CONTROL_PANEL_PALETTE)
_lastPaletteRes = palRes;
}
/**
* 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 Screen::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
* @param fadeNow whether to perform the change immediately or delayed
*/
void Screen::setPalette(int16 startEntry, int16 noEntries, byte *colourTable, uint8 fadeNow) {
assert(noEntries > 0);
memcpy(&_palette[4 * startEntry], colourTable, noEntries * 4);
if (fadeNow == RDPAL_INSTANT) {
setSystemPalette(_palette, startEntry, noEntries);
setNeedFullRedraw();
}
}
void Screen::dimPalette(bool dim) {
if (dim != _dimPalette) {
_dimPalette = dim;
setSystemPalette(_palette, 0, 256);
setNeedFullRedraw();
}
}
/**
* Fades the palette up from black to the current palette.
* @param time the time it will take the palette to fade up
*/
int32 Screen::fadeUp(float time) {
if (getFadeStatus() != RDFADE_BLACK && getFadeStatus() != RDFADE_NONE)
return RDERR_FADEINCOMPLETE;
_fadeTotalTime = (int32)(time * 1000);
_fadeStatus = RDFADE_UP;
_fadeStartTime = getTick();
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 Screen::fadeDown(float time) {
if (getFadeStatus() != RDFADE_BLACK && getFadeStatus() != RDFADE_NONE)
return RDERR_FADEINCOMPLETE;
_fadeTotalTime = (int32)(time * 1000);
_fadeStatus = RDFADE_DOWN;
_fadeStartTime = getTick();
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 Screen::getFadeStatus() {
return _fadeStatus;
}
void Screen::waitForFade() {
while (getFadeStatus() != RDFADE_NONE && getFadeStatus() != RDFADE_BLACK && !_vm->shouldQuit()) {
updateDisplay();
_vm->_system->delayMillis(20);
}
}
void Screen::fadeServer() {
static int32 previousTime = 0;
byte fadePalette[256 * 4];
byte *newPalette = fadePalette;
int32 currentTime;
int16 fadeMultiplier;
int16 i;
// If we're not in the process of fading, do nothing.
if (getFadeStatus() != RDFADE_UP && getFadeStatus() != 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 = getTick();
if (currentTime - previousTime <= 25)
return;
previousTime = currentTime;
if (getFadeStatus() == RDFADE_UP) {
if (currentTime >= _fadeStartTime + _fadeTotalTime) {
_fadeStatus = RDFADE_NONE;
newPalette = _palette;
} else {
fadeMultiplier = (int16)(((int32)(currentTime - _fadeStartTime) * 256) / _fadeTotalTime);
for (i = 0; i < 256; i++) {
newPalette[i * 4 + 0] = (_palette[i * 4 + 0] * fadeMultiplier) >> 8;
newPalette[i * 4 + 1] = (_palette[i * 4 + 1] * fadeMultiplier) >> 8;
newPalette[i * 4 + 2] = (_palette[i * 4 + 2] * fadeMultiplier) >> 8;
}
}
} else {
if (currentTime >= _fadeStartTime + _fadeTotalTime) {
_fadeStatus = RDFADE_BLACK;
memset(newPalette, 0, sizeof(fadePalette));
} else {
fadeMultiplier = (int16)(((int32)(_fadeTotalTime - (currentTime - _fadeStartTime)) * 256) / _fadeTotalTime);
for (i = 0; i < 256; i++) {
newPalette[i * 4 + 0] = (_palette[i * 4 + 0] * fadeMultiplier) >> 8;
newPalette[i * 4 + 1] = (_palette[i * 4 + 1] * fadeMultiplier) >> 8;
newPalette[i * 4 + 2] = (_palette[i * 4 + 2] * fadeMultiplier) >> 8;
}
}
}
setSystemPalette(newPalette, 0, 256);
setNeedFullRedraw();
}
void Screen::setSystemPalette(const byte *colors, uint start, uint num) {
const byte *palette;
if (_dimPalette) {
byte pal[256 * 4];
for (uint i = start * 4; i < 4 * (start + num); i++)
pal[i] = colors[i] / 2;
palette = pal;
} else
palette = colors;
_vm->_system->setPalette(palette, start, num);
}
} // End of namespace Sword2
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