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/* 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.
*
* $Header$
*/
//=============================================================================
//
// Filename : palette.c
// Created : 22nd August 1996
// By : P.R.Porter
//
// Summary : This module holds the palette functions and the interface
// to the directDraw palette.
//
// Version Date By Description
// ------- --------- --- -----------------------------------------------
// 1.0 16-Sep-96 PRP Currently holds the palette setting code. Will
// be modified so that the calling functions have
// to use the correct palette format, and the
// fading code will be added.
//
// 1.1 17-Sep-96 PRP Removed utypes.h from include list.
//
// 1.2 03-Oct-96 PRP Changed the palette format to RGBA 0-255.
//
// 1.3 04-Oct-96 PRP No changes
//
// 1.4 04-Oct-96 PRP Put direct path in for ddraw.h
//
// 1.5 08-Nov-96 PRP Created a drivers copy of the palette so that
// it can be restored at any time without the
// game engine having to worry about things.
// Currently, there is different code for setting
// the palette in full screen and windowed mode
// until I can get windowed mode working.
//
// 1.6 09-Nov-96 PRP More work to get the palette to work propery
// in windowed mode.
//
// 1.7 22-Nov-96 PRP Made the whole of the palette available to
// the rest of the driver96 code.
//
// 1.8 25-Nov-96 PRP Added a function to create a palette match
// table from the current palette.
//
// 1.9 29-Nov-96 PRP Made the QuickMatch function __inline for
// speed - but didn't work. Added functions
// to fade the palette up and down.
//
// 1.10 05-Dec-96 PRP Added a flag to BS2_SetPalette so that the palette
// can be set immediately or later by the fade.
//
// 1.11 06-Dec-96 JEL fadeStatus now initialised to 0
//
// 1.12 09-Dec-96 PRP Function UpdatePaletteMatchTable() changed so
// that the data can be part of another file.
//
// 1.13 10-Feb-97 PRP Changed the direct draw error reporting calls.
//
// 1.14 11-Feb-97 PRP Suspended the fade server if the direct draw
// palette object does not exist.
//
// 1.15 17-Mar-97 PRP Added RDFADE_BLACK as a return value so the
// engine knows the state of the palette when
// there is no fade.
//
// 1.16 17-Mar-97 PRP Fixed driver bug which caused FadeUp to fail
// becuase of the introduction of RDFADE_BLACK.
//
// 1.17 26-Jun-97 PRP Added a function to darken the palette for pausing.
//
// 1.18 26-Jun-97 PRP Forgot to return a value.
//
// 1.19 26-Jun-97 PRP Forgot to set the palette - DOH!
//
// 1.20 26-Jun-97 PRP Fixed undefined symbols bugs.
//
// 1.21 09-Jul-97 JEL Fixed palette dimming - to unsigned rather than signed RGB values!
//
// 1.22 26-Jun-97 JEL BS2_SetPalette now always sets colour 0 to black so doesn't need setting to black from game engine
//
// 1.23 10-Jul-97 JEL Nothing changed but new version had to be booked in anyway.
//
// 1.24 10-Jul-97 JEL BS2_SetPalette doesn't do that any more (see above)!
//
// Functions
// ---------
//
// --------------------------------------------------------------------------
//
// void BS2_SetPalette(int32 startEntry, int32 noEntries, uint8 *colourTable)
//
// Sets the palette from position startEntry for noEntries, to the data
// pointed to by colourTable.
//
// --------------------------------------------------------------------------
//
// void UpdatePaletteMatchTable(uint8 *data)
//
// Uses the current palCopy to create a table of palette indeces which will
// be searched later for a quick palette match, if data is NULL. Otherwise
// it uses the table passed in.
//
// --------------------------------------------------------------------------
//
// uint8 QuickMatch(uint8 r, uint8 g, uint8 b)
//
// Returns the palette index of the closest matching colour in the palette
// to these RGB values.
//
// --------------------------------------------------------------------------
//
// int32 FadeUp(float time)
//
// Fades the palette up from black to the current palette in time.
//
// --------------------------------------------------------------------------
//
// int32 FadeDown(float time)
//
// Fades the palette down to black from the current palette in time.
//
// --------------------------------------------------------------------------
//
// uint8 GetFadeStatus(void)
//
// Returns the fade status which can be one of RDFADE_UP, RDFADE_DOWN or
// RDFADE_NONE.
//
//=============================================================================
#include "stdafx.h"
#include <stdio.h>
#include "common/util.h"
#include "common/engine.h"
#include "d_draw.h"
#include "driver96.h"
#include "../sword2.h"
#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);
}
// FIXME: Does this function really need to write to file?
int32 UpdatePaletteMatchTable(uint8 *data) {
if (!data) {
FILE *fp;
int16 red, green, blue;
uint8 *p;
// Create palette match table
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);
}
}
}
// Write out palette match table
fp = fopen("r11.rgb", "wb");
if (fp == NULL)
return(RDERR_INVALIDFILENAME);
if (fwrite(paletteMatch, 1, 64*64*64, fp) != 64*64*64)
return(RDERR_WRITEERROR);
fclose(fp);
} else {
// Read table from file
memcpy(paletteMatch, data, PALTABLESIZE);
/*
FILE *fp;
fp = fopen(filename, "rb");
if (fp == NULL)
return(RDERR_INVALIDFILENAME);
if (fread(paletteMatch, 1, 64*64*64, fp) != 64*64*64)
return(RDERR_READERROR);
fclose(fp);
return(RD_OK);
*/
}
return RD_OK;
}
// 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)];
}
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;
}
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;
}
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;
}
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);
}
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