scummvm/engines/scumm/palette.cpp
2007-02-25 07:23:52 +00:00

1017 lines
26 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
* Copyright (C) 2001-2006 The ScummVM project
*
* 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/stdafx.h"
#include "common/system.h"
#include "common/util.h"
#include "scumm/scumm.h"
#include "scumm/intern.h"
#include "scumm/resource.h"
#include "scumm/util.h"
namespace Scumm {
void ScummEngine::resetPalette() {
if (_game.version <= 1) {
if (_game.platform == Common::kPlatformApple2GS) {
// TODO: unique palette?
setC64Palette();
} else if (_game.platform == Common::kPlatformC64) {
setC64Palette();
} else if (_game.platform == Common::kPlatformNES) {
setNESPalette();
} else {
setV1Palette();
}
} else if (_game.features & GF_16COLOR) {
switch (_renderMode) {
case Common::kRenderEGA:
setEGAPalette();
break;
case Common::kRenderAmiga:
setAmigaPalette();
break;
case Common::kRenderCGA:
setCGAPalette();
break;
case Common::kRenderHercA:
case Common::kRenderHercG:
setHercPalette();
break;
default:
if ((_game.platform == Common::kPlatformAmiga) || (_game.platform == Common::kPlatformAtariST))
setAmigaPalette();
else
setEGAPalette();
}
} else
setDirtyColors(0, 255);
}
void ScummEngine::setC64Palette() {
setPalColor( 0, 0x00, 0x00, 0x00);
setPalColor( 1, 0xFD, 0xFE, 0xFC);
setPalColor( 2, 0xBE, 0x1A, 0x24);
setPalColor( 3, 0x30, 0xE6, 0xC6);
setPalColor( 4, 0xB4, 0x1A, 0xE2);
setPalColor( 5, 0x1F, 0xD2, 0x1E);
setPalColor( 6, 0x21, 0x1B, 0xAE);
setPalColor( 7, 0xDF, 0xF6, 0x0A);
setPalColor( 8, 0xB8, 0x41, 0x04);
setPalColor( 9, 0x6A, 0x33, 0x04);
setPalColor(10, 0xFE, 0x4A, 0x57);
setPalColor(11, 0x42, 0x45, 0x40);
setPalColor(12, 0x70, 0x74, 0x6F);
setPalColor(13, 0x59, 0xFE, 0x59);
setPalColor(14, 0x5F, 0x53, 0xFE);
setPalColor(15, 0xA4, 0xA7, 0xA2);
// Use 17 color table for v1 games to allow correct color for inventory and
// sentence line. Original games used some kind of dynamic color table
// remapping between rooms.
setPalColor(16, 255, 85, 255);
}
void ScummEngine::setNESPalette() {
setPalColor(0x00,0x00,0x00,0x00); // 0x1D
setPalColor(0x01,0x00,0x24,0x92);
setPalColor(0x02,0x00,0x00,0xDB);
setPalColor(0x03,0x6D,0x49,0xDB);
setPalColor(0x04,0x92,0x00,0x6D);
setPalColor(0x05,0xB6,0x00,0x6D);
setPalColor(0x06,0xB6,0x24,0x00);
setPalColor(0x07,0x92,0x49,0x00);
setPalColor(0x08,0x6D,0x49,0x00);
setPalColor(0x09,0x24,0x49,0x00);
setPalColor(0x0A,0x00,0x6D,0x24);
setPalColor(0x0B,0x00,0x92,0x00);
setPalColor(0x0C,0x00,0x49,0x49);
setPalColor(0x0D,0x00,0x00,0x00);
setPalColor(0x0E,0x00,0x00,0x00);
setPalColor(0x0F,0x00,0x00,0x00);
setPalColor(0x10,0xB6,0xB6,0xB6);
setPalColor(0x11,0x00,0x6D,0xDB);
setPalColor(0x12,0x00,0x49,0xFF);
setPalColor(0x13,0x92,0x00,0xFF);
setPalColor(0x14,0xB6,0x00,0xFF);
setPalColor(0x15,0xFF,0x00,0x92);
setPalColor(0x16,0xFF,0x00,0x00);
setPalColor(0x17,0xDB,0x6D,0x00);
setPalColor(0x18,0x92,0x6D,0x00);
setPalColor(0x19,0x24,0x92,0x00);
setPalColor(0x1A,0x00,0x92,0x00);
setPalColor(0x1B,0x00,0xB6,0x6D);
setPalColor(0x1C,0x00,0x92,0x92);
setPalColor(0x1D,0x6D,0x6D,0x6D); // 0x00
setPalColor(0x1E,0x00,0x00,0x00);
setPalColor(0x1F,0x00,0x00,0x00);
setPalColor(0x20,0xFF,0xFF,0xFF);
setPalColor(0x21,0x6D,0xB6,0xFF);
setPalColor(0x22,0x92,0x92,0xFF);
setPalColor(0x23,0xDB,0x6D,0xFF);
setPalColor(0x24,0xFF,0x00,0xFF);
setPalColor(0x25,0xFF,0x6D,0xFF);
setPalColor(0x26,0xFF,0x92,0x00);
setPalColor(0x27,0xFF,0xB6,0x00);
setPalColor(0x28,0xDB,0xDB,0x00);
setPalColor(0x29,0x6D,0xDB,0x00);
setPalColor(0x2A,0x00,0xFF,0x00);
setPalColor(0x2B,0x49,0xFF,0xDB);
setPalColor(0x2C,0x00,0xFF,0xFF);
setPalColor(0x2D,0x49,0x49,0x49);
setPalColor(0x2E,0x00,0x00,0x00);
setPalColor(0x2F,0x00,0x00,0x00);
setPalColor(0x30,0xFF,0xFF,0xFF);
setPalColor(0x31,0xB6,0xDB,0xFF);
setPalColor(0x32,0xDB,0xB6,0xFF);
setPalColor(0x33,0xFF,0xB6,0xFF);
setPalColor(0x34,0xFF,0x92,0xFF);
setPalColor(0x35,0xFF,0xB6,0xB6);
setPalColor(0x36,0xFF,0xDB,0x92);
setPalColor(0x37,0xFF,0xFF,0x49);
setPalColor(0x38,0xFF,0xFF,0x6D);
setPalColor(0x39,0xB6,0xFF,0x49);
setPalColor(0x3A,0x92,0xFF,0x6D);
setPalColor(0x3B,0x49,0xFF,0xDB);
setPalColor(0x3C,0x92,0xDB,0xFF);
setPalColor(0x3D,0x92,0x92,0x92);
setPalColor(0x3E,0x00,0x00,0x00);
setPalColor(0x3F,0x00,0x00,0x00);
}
void ScummEngine::setAmigaPalette() {
setPalColor( 0, 0, 0, 0);
setPalColor( 1, 0, 0, 187);
setPalColor( 2, 0, 187, 0);
setPalColor( 3, 0, 187, 187);
setPalColor( 4, 187, 0, 0);
setPalColor( 5, 187, 0, 187);
setPalColor( 6, 187, 119, 0);
setPalColor( 7, 187, 187, 187);
setPalColor( 8, 119, 119, 119);
setPalColor( 9, 119, 119, 255);
setPalColor(10, 0, 255, 0);
setPalColor(11, 0, 255, 255);
setPalColor(12, 255, 136, 136);
setPalColor(13, 255, 0, 255);
setPalColor(14, 255, 255, 0);
setPalColor(15, 255, 255, 255);
}
void ScummEngine::setHercPalette() {
setPalColor( 0, 0, 0, 0);
if (_renderMode == Common::kRenderHercA)
setPalColor( 1, 0xAE, 0x69, 0x38);
else
setPalColor( 1, 0x00, 0xFF, 0x00);
// Setup cursor palette
setPalColor( 7, 170, 170, 170);
setPalColor( 8, 85, 85, 85);
setPalColor(15, 255, 255, 255);
}
void ScummEngine::setCGAPalette() {
setPalColor( 0, 0, 0, 0);
setPalColor( 1, 0, 168, 168);
setPalColor( 2, 168, 0, 168);
setPalColor( 3, 168, 168, 168);
// Setup cursor palette
setPalColor( 7, 170, 170, 170);
setPalColor( 8, 85, 85, 85);
setPalColor(15, 255, 255, 255);
}
void ScummEngine::setEGAPalette() {
setPalColor( 0, 0, 0, 0);
setPalColor( 1, 0, 0, 170);
setPalColor( 2, 0, 170, 0);
setPalColor( 3, 0, 170, 170);
setPalColor( 4, 170, 0, 0);
setPalColor( 5, 170, 0, 170);
setPalColor( 6, 170, 85, 0);
setPalColor( 7, 170, 170, 170);
setPalColor( 8, 85, 85, 85);
setPalColor( 9, 85, 85, 255);
setPalColor(10, 85, 255, 85);
setPalColor(11, 85, 255, 255);
setPalColor(12, 255, 85, 85);
setPalColor(13, 255, 85, 255);
setPalColor(14, 255, 255, 85);
setPalColor(15, 255, 255, 255);
}
void ScummEngine::setV1Palette() {
setPalColor( 0, 0, 0, 0);
setPalColor( 1, 255, 255, 255);
setPalColor( 2, 170, 0, 0);
setPalColor( 3, 0, 170, 170);
setPalColor( 4, 170, 0, 170);
setPalColor( 5, 0, 170, 0);
setPalColor( 6, 0, 0, 170);
setPalColor( 7, 255, 255, 85);
setPalColor( 8, 255, 85, 85);
setPalColor( 9, 170, 85, 0);
setPalColor(10, 255, 85, 85);
setPalColor(11, 85, 85, 85);
setPalColor(12, 170, 170, 170);
setPalColor(13, 85, 255, 85);
setPalColor(14, 85, 85, 255);
if (_game.id == GID_ZAK)
setPalColor(15, 170, 170, 170);
else
setPalColor(15, 85, 85, 85);
setPalColor(16, 255, 85, 255);
}
void ScummEngine::setPaletteFromPtr(const byte *ptr, int numcolor) {
int i;
byte *dest, r, g, b;
if (numcolor < 0) {
if (_game.features & GF_SMALL_HEADER) {
if (_game.features & GF_OLD256)
numcolor = READ_LE_UINT16(ptr);
else
numcolor = READ_LE_UINT16(ptr) / 3;
ptr += 2;
} else {
numcolor = getResourceDataSize(ptr) / 3;
}
}
assertRange(0, numcolor, 256, "setPaletteFromPtr: numcolor");
dest = _currentPalette;
for (i = 0; i < numcolor; i++) {
r = *ptr++;
g = *ptr++;
b = *ptr++;
// Only SCUMM 5/6 games use 6/6/6 style palettes
if (_game.version >= 5 && _game.version <= 6) {
if ((_game.heversion <= 73 && i < 15) || i == 15 || r < 252 || g < 252 || b < 252) {
*dest++ = r;
*dest++ = g;
*dest++ = b;
} else {
dest += 3;
}
} else {
*dest++ = r;
*dest++ = g;
*dest++ = b;
}
}
if (_game.heversion >= 90 || _game.version == 8) {
memcpy(_darkenPalette, _currentPalette, 768);
}
setDirtyColors(0, numcolor - 1);
}
void ScummEngine::setDirtyColors(int min, int max) {
if (_palDirtyMin > min)
_palDirtyMin = min;
if (_palDirtyMax < max)
_palDirtyMax = max;
}
void ScummEngine::initCycl(const byte *ptr) {
int j;
ColorCycle *cycl;
memset(_colorCycle, 0, sizeof(_colorCycle));
if (_game.features & GF_SMALL_HEADER) {
cycl = _colorCycle;
for (j = 0; j < 16; ++j, ++cycl) {
uint16 delay = READ_BE_UINT16(ptr);
ptr += 2;
byte start = *ptr++;
byte end = *ptr++;
if (!delay || delay == 0x0aaa || start >= end)
continue;
cycl->counter = 0;
cycl->delay = 16384 / delay;
cycl->flags = 2;
cycl->start = start;
cycl->end = end;
}
} else {
memset(_colorUsedByCycle, 0, sizeof(_colorUsedByCycle));
while ((j = *ptr++) != 0) {
if (j < 1 || j > 16) {
error("Invalid color cycle index %d", j);
}
cycl = &_colorCycle[j - 1];
ptr += 2;
cycl->counter = 0;
cycl->delay = 16384 / READ_BE_UINT16(ptr);
ptr += 2;
cycl->flags = READ_BE_UINT16(ptr);
ptr += 2;
cycl->start = *ptr++;
cycl->end = *ptr++;
for (int i = cycl->start; i <= cycl->end; ++i) {
_colorUsedByCycle[i] = 1;
}
}
}
}
void ScummEngine::stopCycle(int i) {
ColorCycle *cycl;
assertRange(0, i, 16, "stopCycle: cycle");
if (i != 0) {
_colorCycle[i - 1].delay = 0;
return;
}
for (i = 0, cycl = _colorCycle; i < 16; i++, cycl++)
cycl->delay = 0;
}
/**
* Cycle the colors in the given palette in the intervael [cycleStart, cycleEnd]
* either one step forward or backward.
*/
static void doCyclePalette(byte *palette, int cycleStart, int cycleEnd, int size, bool forward) {
byte *start = palette + cycleStart * size;
byte *end = palette + cycleEnd * size;
int num = cycleEnd - cycleStart;
byte tmp[6];
assert(size <= 6);
if (forward) {
memmove(tmp, end, size);
memmove(start + size, start, num * size);
memmove(start, tmp, size);
} else {
memmove(tmp, start, size);
memmove(start, start + size, num * size);
memmove(end, tmp, size);
}
}
/**
* Adjust an 'indirect' color palette for the color cycling performed on its
* master palette. An indirect palette is a palette which contains indices
* pointing into another palette - it provides a level of indirection to map
* palette colors to other colors. Now when the target palette is cycled, the
* indirect palette suddenly point at the wrong color(s). This function takes
* care of adjusting an indirect palette by searching through it and replacing
* all indices that are in the cycle range by the new (cycled) index.
*
* Finally, the palette entries still have to be cycled normally.
*/
static void doCycleIndirectPalette(byte *palette, int cycleStart, int cycleEnd, bool forward) {
int num = cycleEnd - cycleStart + 1;
int i;
int offset = forward ? 1 : num - 1;
for (i = 0; i < 256; i++) {
if (cycleStart <= palette[i] && palette[i] <= cycleEnd) {
palette[i] = (palette[i] - cycleStart + offset) % num + cycleStart;
}
}
doCyclePalette(palette, cycleStart, cycleEnd, 1, forward);
}
void ScummEngine::cyclePalette() {
ColorCycle *cycl;
int valueToAdd;
int i, j;
valueToAdd = VAR(VAR_TIMER);
if (valueToAdd < VAR(VAR_TIMER_NEXT))
valueToAdd = VAR(VAR_TIMER_NEXT);
for (i = 0, cycl = _colorCycle; i < 16; i++, cycl++) {
if (!cycl->delay || cycl->start > cycl->end)
continue;
cycl->counter += valueToAdd;
if (cycl->counter >= cycl->delay) {
cycl->counter %= cycl->delay;
setDirtyColors(cycl->start, cycl->end);
moveMemInPalRes(cycl->start, cycl->end, cycl->flags & 2);
doCyclePalette(_currentPalette, cycl->start, cycl->end, 3, !(cycl->flags & 2));
if (_shadowPalette) {
if (_game.version >= 7) {
for (j = 0; j < NUM_SHADOW_PALETTE; j++)
doCycleIndirectPalette(_shadowPalette + j * 256, cycl->start, cycl->end, !(cycl->flags & 2));
} else {
doCycleIndirectPalette(_shadowPalette, cycl->start, cycl->end, !(cycl->flags & 2));
}
}
}
}
}
/**
* Perform color cycling on the palManipulate data, too, otherwise
* color cycling will be disturbed by the palette fade.
*/
void ScummEngine::moveMemInPalRes(int start, int end, byte direction) {
if (!_palManipCounter)
return;
doCyclePalette(_palManipPalette, start, end, 3, !direction);
doCyclePalette(_palManipIntermediatePal, start, end, 6, !direction);
}
void ScummEngine::palManipulateInit(int resID, int start, int end, int time) {
byte *pal, *target, *between;
byte *string1, *string2, *string3;
int i;
string1 = getStringAddress(resID);
string2 = getStringAddress(resID + 1);
string3 = getStringAddress(resID + 2);
if (!string1 || !string2 || !string3) {
error("palManipulateInit(%d,%d,%d,%d): Cannot obtain string resources %d, %d and %d",
resID, start, end, time, resID, resID + 1, resID + 2);
return;
}
string1 += start;
string2 += start;
string3 += start;
_palManipStart = start;
_palManipEnd = end;
_palManipCounter = 0;
if (!_palManipPalette)
_palManipPalette = (byte *)calloc(0x300, 1);
if (!_palManipIntermediatePal)
_palManipIntermediatePal = (byte *)calloc(0x600, 1);
pal = _currentPalette + start * 3;
target = _palManipPalette + start * 3;
between = _palManipIntermediatePal + start * 6;
for (i = start; i < end; ++i) {
*target++ = *string1++;
*target++ = *string2++;
*target++ = *string3++;
*(uint16 *)between = ((uint16) *pal++) << 8;
between += 2;
*(uint16 *)between = ((uint16) *pal++) << 8;
between += 2;
*(uint16 *)between = ((uint16) *pal++) << 8;
between += 2;
}
_palManipCounter = time;
}
void ScummEngine_v6::palManipulateInit(int resID, int start, int end, int time) {
byte *pal, *target, *between;
const byte *new_pal;
int i;
new_pal = getPalettePtr(resID, _roomResource);
new_pal += start*3;
_palManipStart = start;
_palManipEnd = end;
_palManipCounter = 0;
if (!_palManipPalette)
_palManipPalette = (byte *)calloc(0x300, 1);
if (!_palManipIntermediatePal)
_palManipIntermediatePal = (byte *)calloc(0x600, 1);
pal = _currentPalette + start * 3;
target = _palManipPalette + start * 3;
between = _palManipIntermediatePal + start * 6;
for (i = start; i < end; ++i) {
*target++ = *new_pal++;
*target++ = *new_pal++;
*target++ = *new_pal++;
*(uint16 *)between = ((uint16) *pal++) << 8;
between += 2;
*(uint16 *)between = ((uint16) *pal++) << 8;
between += 2;
*(uint16 *)between = ((uint16) *pal++) << 8;
between += 2;
}
_palManipCounter = time;
}
void ScummEngine::palManipulate() {
byte *target, *pal, *between;
int i, j;
if (!_palManipCounter || !_palManipPalette || !_palManipIntermediatePal)
return;
target = _palManipPalette + _palManipStart * 3;
pal = _currentPalette + _palManipStart * 3;
between = _palManipIntermediatePal + _palManipStart * 6;
for (i = _palManipStart; i < _palManipEnd; ++i) {
j = (*((uint16 *)between) += ((*target++ << 8) - *((uint16 *)between)) / _palManipCounter);
*pal++ = j >> 8;
between += 2;
j = (*((uint16 *)between) += ((*target++ << 8) - *((uint16 *)between)) / _palManipCounter);
*pal++ = j >> 8;
between += 2;
j = (*((uint16 *)between) += ((*target++ << 8) - *((uint16 *)between)) / _palManipCounter);
*pal++ = j >> 8;
between += 2;
}
setDirtyColors(_palManipStart, _palManipEnd);
_palManipCounter--;
}
void ScummEngine::setShadowPalette(int slot, int redScale, int greenScale, int blueScale, int startColor, int endColor) {
byte *table;
int i;
byte *curpal;
if (slot < 0 || slot >= NUM_SHADOW_PALETTE)
error("setShadowPalette: invalid slot %d", slot);
if (startColor < 0 || startColor > 255 || endColor < 0 || startColor > 255 || endColor < startColor)
error("setShadowPalette: invalid range from %d to %d", startColor, endColor);
table = _shadowPalette + slot * 256;
for (i = 0; i < 256; i++)
table[i] = i;
table += startColor;
curpal = _currentPalette + startColor * 3;
for (i = startColor; i <= endColor; i++) {
*table++ = remapPaletteColor((curpal[0] * redScale) >> 8,
(curpal[1] * greenScale) >> 8,
(curpal[2] * blueScale) >> 8,
-1);
curpal += 3;
}
}
static inline uint colorWeight(int red, int green, int blue) {
return 3 * red * red + 6 * green * green + 2 * blue * blue;
}
void ScummEngine::setShadowPalette(int redScale, int greenScale, int blueScale, int startColor, int endColor, int start, int end) {
const byte *basepal = getPalettePtr(_curPalIndex, _roomResource);
const byte *compareptr;
const byte *pal = basepal + start * 3;
byte *table = _shadowPalette + start;
int i;
// This is an implementation based on the original games code.
//
// The four known rooms where setShadowPalette is used in atlantis are:
//
// 1) FOA Room 53: subway departing Knossos for Atlantis.
// 2) FOA Room 48: subway crashing into the Atlantis entrance area
// 3) FOA Room 82: boat/sub shadows while diving near Thera
// 4) FOA Room 23: the big machine room inside Atlantis
//
// There seems to be no explanation for why this function is called
// from within Room 23 (the big machine), as it has no shadow effects
// and thus doesn't result in any visual differences.
if (_game.id == GID_SAMNMAX) {
for (i = 0; i < 256; i++)
_shadowPalette[i] = i;
}
for (i = start; i < end; i++) {
int r = (int) ((pal[0] >> 2) * redScale) >> 8;
int g = (int) ((pal[1] >> 2) * greenScale) >> 8;
int b = (int) ((pal[2] >> 2) * blueScale) >> 8;
pal += 3;
uint8 bestitem = 0;
uint bestsum = 32000;
compareptr = basepal + startColor * 3;
for (int j = startColor; j <= endColor; j++, compareptr += 3) {
int ar = compareptr[0] >> 2;
int ag = compareptr[1] >> 2;
int ab = compareptr[2] >> 2;
uint sum = ABS(ar - r) + ABS(ag - g) + ABS(ab - b);
if (sum < bestsum) {
bestsum = sum;
bestitem = j;
}
}
*table++ = bestitem;
}
}
void ScummEngine::darkenPalette(int redScale, int greenScale, int blueScale, int startColor, int endColor) {
int max;
if (_game.version >= 5 && _game.version <= 6 && _game.heversion <= 60) {
max = 252;
} else {
max = 255;
}
if (startColor <= endColor) {
const byte *cptr;
const byte *palptr;
int color, idx, j;
if (_game.heversion >= 90 || _game.version == 8) {
palptr = _darkenPalette;
} else {
palptr = getPalettePtr(_curPalIndex, _roomResource);
}
for (j = startColor; j <= endColor; j++) {
idx = (_game.heversion == 70) ? _HEV7ActorPalette[j] : j;
cptr = palptr + idx * 3;
if (_game.heversion == 70)
setDirtyColors(idx, idx);
color = *cptr++;
color = color * redScale / 0xFF;
if (color > max)
color = max;
_currentPalette[idx * 3 + 0] = color;
color = *cptr++;
color = color * greenScale / 0xFF;
if (color > max)
color = max;
_currentPalette[idx * 3 + 1] = color;
color = *cptr++;
color = color * blueScale / 0xFF;
if (color > max)
color = max;
_currentPalette[idx * 3 + 2] = color;
}
if (_game.heversion != 70)
setDirtyColors(startColor, endColor);
}
}
#ifndef DISABLE_SCUMM_7_8
static int HSL2RGBHelper(int n1, int n2, int hue) {
if (hue > 360)
hue = hue - 360;
else if (hue < 0)
hue = hue + 360;
if (hue < 60)
return n1 + (n2 - n1) * hue / 60;
if (hue < 180)
return n2;
if (hue < 240)
return n1 + (n2 - n1) * (240 - hue) / 60;
return n1;
}
/**
* This function scales the HSL (Hue, Saturation and Lightness)
* components of the palette colors. It's used in CMI when Guybrush
* walks from the beach towards the swamp.
*/
void ScummEngine_v8::desaturatePalette(int hueScale, int satScale, int lightScale, int startColor, int endColor) {
if (startColor <= endColor) {
const byte *cptr;
byte *cur;
int j;
cptr = _darkenPalette + startColor * 3;
cur = _currentPalette + startColor * 3;
for (j = startColor; j <= endColor; j++) {
int R = *cptr++;
int G = *cptr++;
int B = *cptr++;
// RGB to HLS (Foley and VanDam)
const int min = MIN(R, MIN(G, B));
const int max = MAX(R, MAX(G, B));
const int diff = (max - min);
const int sum = (max + min);
if (diff != 0) {
int H, S, L;
if (sum <= 255)
S = 255 * diff / sum;
else
S = 255 * diff / (255 * 2 - sum);
if (R == max)
H = 60 * (G - B) / diff;
else if (G == max)
H = 120 + 60 * (B - R) / diff;
else
H = 240 + 60 * (R - G) / diff;
if (H < 0)
H = H + 360;
// Scale the result
H = (H * hueScale) / 255;
S = (S * satScale) / 255;
L = (sum * lightScale) / 255;
// HLS to RGB (Foley and VanDam)
int m1, m2;
if (L <= 255)
m2 = L * (255 + S) / (255 * 2);
else
m2 = L * (255 - S) / (255 * 2) + S;
m1 = L - m2;
R = HSL2RGBHelper(m1, m2, H + 120);
G = HSL2RGBHelper(m1, m2, H);
B = HSL2RGBHelper(m1, m2, H - 120);
} else {
// Maximal color = minimal color -> R=G=B -> it's a grayscale.
R = G = B = (R * lightScale) / 255;
}
*cur++ = R;
*cur++ = G;
*cur++ = B;
}
setDirtyColors(startColor, endColor);
}
}
#endif
int ScummEngine::remapPaletteColor(int r, int g, int b, int threshold) {
int i;
int ar, ag, ab;
uint sum, bestsum, bestitem = 0;
int startColor = (_game.version == 8) ? 24 : 1;
byte *pal = _currentPalette + startColor * 3;
if (r > 255)
r = 255;
if (g > 255)
g = 255;
if (b > 255)
b = 255;
bestsum = 0x7FFFFFFF;
r &= ~3;
g &= ~3;
b &= ~3;
for (i = startColor; i < 255; i++, pal += 3) {
if (_game.version == 7 && _colorUsedByCycle[i])
continue;
ar = pal[0] & ~3;
ag = pal[1] & ~3;
ab = pal[2] & ~3;
if (ar == r && ag == g && ab == b)
return i;
sum = colorWeight(ar - r, ag - g, ab - b);
if (sum < bestsum) {
bestsum = sum;
bestitem = i;
}
}
if (threshold != -1 && bestsum > colorWeight(threshold, threshold, threshold)) {
// Best match exceeded threshold. Try to find an unused palette entry and
// use it for our purpose.
pal = _currentPalette + (256 - 2) * 3;
for (i = 254; i > 48; i--, pal -= 3) {
if (pal[0] >= 252 && pal[1] >= 252 && pal[2] >= 252) {
setPalColor(i, r, g, b);
return i;
}
}
}
return bestitem;
}
void ScummEngine::swapPalColors(int a, int b) {
byte *ap, *bp;
byte t;
if ((uint) a >= 256 || (uint) b >= 256)
error("swapPalColors: invalid values, %d, %d", a, b);
ap = &_currentPalette[a * 3];
bp = &_currentPalette[b * 3];
t = ap[0];
ap[0] = bp[0];
bp[0] = t;
t = ap[1];
ap[1] = bp[1];
bp[1] = t;
t = ap[2];
ap[2] = bp[2];
bp[2] = t;
setDirtyColors(a, a);
setDirtyColors(b, b);
}
void ScummEngine::copyPalColor(int dst, int src) {
byte *dp, *sp;
if ((uint) dst >= 256 || (uint) src >= 256)
error("copyPalColor: invalid values, %d, %d", dst, src);
dp = &_currentPalette[dst * 3];
sp = &_currentPalette[src * 3];
dp[0] = sp[0];
dp[1] = sp[1];
dp[2] = sp[2];
setDirtyColors(dst, dst);
}
void ScummEngine::setPalColor(int idx, int r, int g, int b) {
if (_game.heversion == 70)
idx = _HEV7ActorPalette[idx];
_currentPalette[idx * 3 + 0] = r;
_currentPalette[idx * 3 + 1] = g;
_currentPalette[idx * 3 + 2] = b;
if (_game.version == 8) {
_darkenPalette[idx * 3 + 0] = r;
_darkenPalette[idx * 3 + 1] = g;
_darkenPalette[idx * 3 + 2] = b;
}
setDirtyColors(idx, idx);
}
void ScummEngine::setCurrentPalette(int palindex) {
// TODO: This method could almost be moved to ScummEngin_v6, the only
// problem is that it is called by ScummEngine::resetRoomSubBlocks().
// But it should be possible to get rid of that, too (with some care).
const byte *pals;
_curPalIndex = palindex;
pals = getPalettePtr(_curPalIndex, _roomResource);
setPaletteFromPtr(pals);
}
void ScummEngine::setRoomPalette(int palindex, int room) {
const byte *roomptr = getResourceAddress(rtRoom, room);
assert(roomptr);
const byte *pals = findResource(MKID_BE('PALS'), roomptr);
assert(pals);
const byte *rgbs = findPalInPals(pals, palindex);
assert(rgbs);
setPaletteFromPtr(rgbs);
}
const byte *ScummEngine::findPalInPals(const byte *pal, int idx) {
const byte *offs;
uint32 size;
pal = findResource(MKID_BE('WRAP'), pal);
if (pal == NULL)
return NULL;
offs = findResourceData(MKID_BE('OFFS'), pal);
if (offs == NULL)
return NULL;
size = getResourceDataSize(offs) / 4;
if ((uint32)idx >= (uint32)size)
return NULL;
return offs + READ_LE_UINT32(offs + idx * sizeof(uint32));
}
const byte *ScummEngine::getPalettePtr(int palindex, int room) {
const byte *cptr;
cptr = getResourceAddress(rtRoom, room);
assert(cptr);
if (_CLUT_offs) {
cptr += _CLUT_offs;
} else {
cptr = findPalInPals(cptr + _PALS_offs, palindex);
assert(cptr);
}
return cptr;
}
void ScummEngine::updatePalette() {
if (_palDirtyMax == -1)
return;
bool noir_mode = (_game.id == GID_SAMNMAX && readVar(0x8000));
int first = _palDirtyMin;
int num = _palDirtyMax - first + 1;
int i;
byte palette_colors[1024];
byte *p = palette_colors;
for (i = _palDirtyMin; i <= _palDirtyMax; i++) {
byte *data;
if (_game.features & GF_SMALL_HEADER && _game.version > 2)
data = _currentPalette + _shadowPalette[i] * 3;
else
data = _currentPalette + i * 3;
// Sam & Max film noir mode. Convert the colours to grayscale
// before uploading them to the backend.
if (noir_mode) {
int r, g, b;
byte brightness;
r = data[0];
g = data[1];
b = data[2];
brightness = (byte)((0.299 * r + 0.587 * g + 0.114 * b) + 0.5);
*p++ = brightness;
*p++ = brightness;
*p++ = brightness;
*p++ = 0;
} else {
*p++ = data[0];
*p++ = data[1];
*p++ = data[2];
*p++ = 0;
}
}
_system->setPalette(palette_colors, first, num);
_palDirtyMax = -1;
_palDirtyMin = 256;
}
} // End of namespace Scumm