mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-22 18:02:05 +00:00
2e20a48f90
svn-id: r49722
168 lines
4.2 KiB
C++
168 lines
4.2 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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#include "drascula/drascula.h"
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namespace Drascula {
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static const char colorTable[][3] = {
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{ 0, 0, 0 }, { 0x10, 0x3E, 0x28 },
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{ 0, 0, 0 }, // unused
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{ 0x16, 0x3F, 0x16 }, { 0x09, 0x3F, 0x12 },
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{ 0x3F, 0x3F, 0x15 },
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{ 0, 0, 0 }, // unused
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{ 0x38, 0, 0 }, { 0x3F, 0x27, 0x0B },
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{ 0x2A, 0, 0x2A }, { 0x30, 0x30, 0x30 },
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{ 98, 91, 100 }
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};
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void DrasculaEngine::setRGB(byte *pal, int colorCount) {
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int x, cnt = 0;
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for (x = 0; x < colorCount; x++) {
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gamePalette[x][0] = pal[cnt++] / 4;
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gamePalette[x][1] = pal[cnt++] / 4;
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gamePalette[x][2] = pal[cnt++] / 4;
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}
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setPalette((byte *)&gamePalette);
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}
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void DrasculaEngine::black() {
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int color, component;
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DacPalette256 blackPalette;
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for (color = 0; color < 256; color++)
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for (component = 0; component < 3; component++)
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blackPalette[color][component] = 0;
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blackPalette[254][0] = 0x3F;
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blackPalette[254][1] = 0x3F;
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blackPalette[254][2] = 0x15;
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setPalette((byte *)&blackPalette);
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}
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void DrasculaEngine::setPalette(byte *PalBuf) {
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byte pal[256 * 4];
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int i;
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for (i = 0; i < 256; i++) {
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pal[i * 4 + 0] = PalBuf[i * 3 + 0] * 4;
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pal[i * 4 + 1] = PalBuf[i * 3 + 1] * 4;
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pal[i * 4 + 2] = PalBuf[i * 3 + 2] * 4;
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pal[i * 4 + 3] = 0;
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}
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_system->setPalette(pal, 0, 256);
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_system->updateScreen();
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}
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void DrasculaEngine::color_abc(int cl) {
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_color = cl;
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for (int i = 0; i <= 2; i++)
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gamePalette[254][i] = colorTable[cl][i];
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setPalette((byte *)&gamePalette);
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}
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signed char DrasculaEngine::adjustToVGA(signed char value) {
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return (value & 0x3F) * (value > 0);
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}
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void DrasculaEngine::fadeToBlack(int fadeSpeed) {
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signed char fade;
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unsigned int color, component;
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DacPalette256 palFade;
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for (fade = 63; fade >= 0; fade--) {
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for (color = 0; color < 256; color++) {
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for (component = 0; component < 3; component++) {
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palFade[color][component] = adjustToVGA(gamePalette[color][component] - 63 + fade);
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}
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}
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pause(fadeSpeed);
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setPalette((byte *)&palFade);
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updateEvents();
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}
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}
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void DrasculaEngine::fadeFromBlack(int fadeSpeed) {
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signed char fade;
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unsigned int color, component;
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DacPalette256 palFade;
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for (fade = 0; fade < 64; fade++) {
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for (color = 0; color < 256; color++) {
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for (component = 0; component < 3; component++) {
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palFade[color][component] = adjustToVGA(gamePalette[color][component] - 63 + fade);
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}
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}
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pause(fadeSpeed);
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setPalette((byte *)&palFade);
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updateEvents();
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}
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}
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void DrasculaEngine::assignPalette(DacPalette256 pal) {
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int color, component;
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for (color = 235; color < 253; color++)
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for (component = 0; component < 3; component++)
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pal[color][component] = gamePalette[color][component];
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}
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void DrasculaEngine::setDefaultPalette(DacPalette256 pal) {
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int color, component;
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for (color = 235; color < 253; color++) {
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for (component = 0; component < 3; component++) {
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gamePalette[color][component] = pal[color][component];
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}
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}
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setPalette((byte *)&gamePalette);
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}
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void DrasculaEngine::setPaletteBase(int darkness) {
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signed char fade;
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unsigned int color, component;
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for (fade = darkness; fade >= 0; fade--) {
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for (color = 235; color < 253; color++) {
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for (component = 0; component < 3; component++)
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gamePalette[color][component] = adjustToVGA(gamePalette[color][component] - 8 + fade);
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}
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}
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setPalette((byte *)&gamePalette);
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}
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} // End of namespace Drascula
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