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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.
*
* $Header$
*/
#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];
static uint8 fadePalette[256][4];
static uint8 paletteMatch[PALTABLESIZE];
static 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) {
for (i = 1; i < 256; i++) {
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;
}
}
}
// 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 the 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;
for (int 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
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