mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-23 02:11:38 +00:00
19d2310b71
svn-id: r25846
1017 lines
26 KiB
C++
1017 lines
26 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2001 Ludvig Strigeus
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* Copyright (C) 2001-2006 The ScummVM project
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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 "common/stdafx.h"
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#include "common/system.h"
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#include "common/util.h"
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#include "scumm/scumm.h"
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#include "scumm/intern.h"
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#include "scumm/resource.h"
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#include "scumm/util.h"
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namespace Scumm {
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void ScummEngine::resetPalette() {
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if (_game.version <= 1) {
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if (_game.platform == Common::kPlatformApple2GS) {
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// TODO: unique palette?
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setC64Palette();
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} else if (_game.platform == Common::kPlatformC64) {
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setC64Palette();
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} else if (_game.platform == Common::kPlatformNES) {
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setNESPalette();
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} else {
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setV1Palette();
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}
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} else if (_game.features & GF_16COLOR) {
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switch (_renderMode) {
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case Common::kRenderEGA:
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setEGAPalette();
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break;
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case Common::kRenderAmiga:
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setAmigaPalette();
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break;
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case Common::kRenderCGA:
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setCGAPalette();
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break;
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case Common::kRenderHercA:
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case Common::kRenderHercG:
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setHercPalette();
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break;
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default:
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if ((_game.platform == Common::kPlatformAmiga) || (_game.platform == Common::kPlatformAtariST))
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setAmigaPalette();
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else
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setEGAPalette();
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}
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} else
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setDirtyColors(0, 255);
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}
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void ScummEngine::setC64Palette() {
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setPalColor( 0, 0x00, 0x00, 0x00);
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setPalColor( 1, 0xFD, 0xFE, 0xFC);
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setPalColor( 2, 0xBE, 0x1A, 0x24);
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setPalColor( 3, 0x30, 0xE6, 0xC6);
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setPalColor( 4, 0xB4, 0x1A, 0xE2);
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setPalColor( 5, 0x1F, 0xD2, 0x1E);
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setPalColor( 6, 0x21, 0x1B, 0xAE);
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setPalColor( 7, 0xDF, 0xF6, 0x0A);
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setPalColor( 8, 0xB8, 0x41, 0x04);
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setPalColor( 9, 0x6A, 0x33, 0x04);
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setPalColor(10, 0xFE, 0x4A, 0x57);
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setPalColor(11, 0x42, 0x45, 0x40);
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setPalColor(12, 0x70, 0x74, 0x6F);
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setPalColor(13, 0x59, 0xFE, 0x59);
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setPalColor(14, 0x5F, 0x53, 0xFE);
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setPalColor(15, 0xA4, 0xA7, 0xA2);
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// Use 17 color table for v1 games to allow correct color for inventory and
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// sentence line. Original games used some kind of dynamic color table
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// remapping between rooms.
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setPalColor(16, 255, 85, 255);
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}
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void ScummEngine::setNESPalette() {
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setPalColor(0x00,0x00,0x00,0x00); // 0x1D
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setPalColor(0x01,0x00,0x24,0x92);
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setPalColor(0x02,0x00,0x00,0xDB);
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setPalColor(0x03,0x6D,0x49,0xDB);
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setPalColor(0x04,0x92,0x00,0x6D);
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setPalColor(0x05,0xB6,0x00,0x6D);
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setPalColor(0x06,0xB6,0x24,0x00);
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setPalColor(0x07,0x92,0x49,0x00);
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setPalColor(0x08,0x6D,0x49,0x00);
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setPalColor(0x09,0x24,0x49,0x00);
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setPalColor(0x0A,0x00,0x6D,0x24);
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setPalColor(0x0B,0x00,0x92,0x00);
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setPalColor(0x0C,0x00,0x49,0x49);
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setPalColor(0x0D,0x00,0x00,0x00);
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setPalColor(0x0E,0x00,0x00,0x00);
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setPalColor(0x0F,0x00,0x00,0x00);
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setPalColor(0x10,0xB6,0xB6,0xB6);
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setPalColor(0x11,0x00,0x6D,0xDB);
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setPalColor(0x12,0x00,0x49,0xFF);
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setPalColor(0x13,0x92,0x00,0xFF);
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setPalColor(0x14,0xB6,0x00,0xFF);
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setPalColor(0x15,0xFF,0x00,0x92);
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setPalColor(0x16,0xFF,0x00,0x00);
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setPalColor(0x17,0xDB,0x6D,0x00);
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setPalColor(0x18,0x92,0x6D,0x00);
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setPalColor(0x19,0x24,0x92,0x00);
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setPalColor(0x1A,0x00,0x92,0x00);
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setPalColor(0x1B,0x00,0xB6,0x6D);
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setPalColor(0x1C,0x00,0x92,0x92);
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setPalColor(0x1D,0x6D,0x6D,0x6D); // 0x00
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setPalColor(0x1E,0x00,0x00,0x00);
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setPalColor(0x1F,0x00,0x00,0x00);
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setPalColor(0x20,0xFF,0xFF,0xFF);
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setPalColor(0x21,0x6D,0xB6,0xFF);
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setPalColor(0x22,0x92,0x92,0xFF);
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setPalColor(0x23,0xDB,0x6D,0xFF);
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setPalColor(0x24,0xFF,0x00,0xFF);
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setPalColor(0x25,0xFF,0x6D,0xFF);
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setPalColor(0x26,0xFF,0x92,0x00);
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setPalColor(0x27,0xFF,0xB6,0x00);
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setPalColor(0x28,0xDB,0xDB,0x00);
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setPalColor(0x29,0x6D,0xDB,0x00);
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setPalColor(0x2A,0x00,0xFF,0x00);
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setPalColor(0x2B,0x49,0xFF,0xDB);
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setPalColor(0x2C,0x00,0xFF,0xFF);
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setPalColor(0x2D,0x49,0x49,0x49);
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setPalColor(0x2E,0x00,0x00,0x00);
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setPalColor(0x2F,0x00,0x00,0x00);
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setPalColor(0x30,0xFF,0xFF,0xFF);
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setPalColor(0x31,0xB6,0xDB,0xFF);
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setPalColor(0x32,0xDB,0xB6,0xFF);
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setPalColor(0x33,0xFF,0xB6,0xFF);
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setPalColor(0x34,0xFF,0x92,0xFF);
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setPalColor(0x35,0xFF,0xB6,0xB6);
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setPalColor(0x36,0xFF,0xDB,0x92);
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setPalColor(0x37,0xFF,0xFF,0x49);
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setPalColor(0x38,0xFF,0xFF,0x6D);
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setPalColor(0x39,0xB6,0xFF,0x49);
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setPalColor(0x3A,0x92,0xFF,0x6D);
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setPalColor(0x3B,0x49,0xFF,0xDB);
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setPalColor(0x3C,0x92,0xDB,0xFF);
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setPalColor(0x3D,0x92,0x92,0x92);
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setPalColor(0x3E,0x00,0x00,0x00);
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setPalColor(0x3F,0x00,0x00,0x00);
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}
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void ScummEngine::setAmigaPalette() {
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setPalColor( 0, 0, 0, 0);
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setPalColor( 1, 0, 0, 187);
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setPalColor( 2, 0, 187, 0);
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setPalColor( 3, 0, 187, 187);
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setPalColor( 4, 187, 0, 0);
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setPalColor( 5, 187, 0, 187);
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setPalColor( 6, 187, 119, 0);
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setPalColor( 7, 187, 187, 187);
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setPalColor( 8, 119, 119, 119);
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setPalColor( 9, 119, 119, 255);
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setPalColor(10, 0, 255, 0);
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setPalColor(11, 0, 255, 255);
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setPalColor(12, 255, 136, 136);
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setPalColor(13, 255, 0, 255);
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setPalColor(14, 255, 255, 0);
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setPalColor(15, 255, 255, 255);
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}
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void ScummEngine::setHercPalette() {
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setPalColor( 0, 0, 0, 0);
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if (_renderMode == Common::kRenderHercA)
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setPalColor( 1, 0xAE, 0x69, 0x38);
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else
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setPalColor( 1, 0x00, 0xFF, 0x00);
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// Setup cursor palette
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setPalColor( 7, 170, 170, 170);
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setPalColor( 8, 85, 85, 85);
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setPalColor(15, 255, 255, 255);
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}
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void ScummEngine::setCGAPalette() {
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setPalColor( 0, 0, 0, 0);
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setPalColor( 1, 0, 168, 168);
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setPalColor( 2, 168, 0, 168);
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setPalColor( 3, 168, 168, 168);
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// Setup cursor palette
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setPalColor( 7, 170, 170, 170);
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setPalColor( 8, 85, 85, 85);
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setPalColor(15, 255, 255, 255);
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}
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void ScummEngine::setEGAPalette() {
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setPalColor( 0, 0, 0, 0);
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setPalColor( 1, 0, 0, 170);
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setPalColor( 2, 0, 170, 0);
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setPalColor( 3, 0, 170, 170);
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setPalColor( 4, 170, 0, 0);
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setPalColor( 5, 170, 0, 170);
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setPalColor( 6, 170, 85, 0);
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setPalColor( 7, 170, 170, 170);
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setPalColor( 8, 85, 85, 85);
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setPalColor( 9, 85, 85, 255);
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setPalColor(10, 85, 255, 85);
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setPalColor(11, 85, 255, 255);
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setPalColor(12, 255, 85, 85);
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setPalColor(13, 255, 85, 255);
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setPalColor(14, 255, 255, 85);
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setPalColor(15, 255, 255, 255);
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}
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void ScummEngine::setV1Palette() {
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setPalColor( 0, 0, 0, 0);
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setPalColor( 1, 255, 255, 255);
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setPalColor( 2, 170, 0, 0);
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setPalColor( 3, 0, 170, 170);
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setPalColor( 4, 170, 0, 170);
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setPalColor( 5, 0, 170, 0);
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setPalColor( 6, 0, 0, 170);
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setPalColor( 7, 255, 255, 85);
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setPalColor( 8, 255, 85, 85);
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setPalColor( 9, 170, 85, 0);
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setPalColor(10, 255, 85, 85);
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setPalColor(11, 85, 85, 85);
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setPalColor(12, 170, 170, 170);
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setPalColor(13, 85, 255, 85);
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setPalColor(14, 85, 85, 255);
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if (_game.id == GID_ZAK)
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setPalColor(15, 170, 170, 170);
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else
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setPalColor(15, 85, 85, 85);
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setPalColor(16, 255, 85, 255);
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}
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void ScummEngine::setPaletteFromPtr(const byte *ptr, int numcolor) {
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int i;
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byte *dest, r, g, b;
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if (numcolor < 0) {
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if (_game.features & GF_SMALL_HEADER) {
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if (_game.features & GF_OLD256)
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numcolor = READ_LE_UINT16(ptr);
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else
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numcolor = READ_LE_UINT16(ptr) / 3;
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ptr += 2;
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} else {
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numcolor = getResourceDataSize(ptr) / 3;
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}
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}
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assertRange(0, numcolor, 256, "setPaletteFromPtr: numcolor");
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dest = _currentPalette;
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for (i = 0; i < numcolor; i++) {
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r = *ptr++;
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g = *ptr++;
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b = *ptr++;
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// Only SCUMM 5/6 games use 6/6/6 style palettes
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if (_game.version >= 5 && _game.version <= 6) {
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if ((_game.heversion <= 73 && i < 15) || i == 15 || r < 252 || g < 252 || b < 252) {
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*dest++ = r;
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*dest++ = g;
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*dest++ = b;
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} else {
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dest += 3;
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}
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} else {
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*dest++ = r;
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*dest++ = g;
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*dest++ = b;
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}
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}
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if (_game.heversion >= 90 || _game.version == 8) {
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memcpy(_darkenPalette, _currentPalette, 768);
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}
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setDirtyColors(0, numcolor - 1);
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}
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void ScummEngine::setDirtyColors(int min, int max) {
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if (_palDirtyMin > min)
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_palDirtyMin = min;
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if (_palDirtyMax < max)
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_palDirtyMax = max;
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}
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void ScummEngine::initCycl(const byte *ptr) {
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int j;
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ColorCycle *cycl;
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memset(_colorCycle, 0, sizeof(_colorCycle));
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if (_game.features & GF_SMALL_HEADER) {
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cycl = _colorCycle;
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for (j = 0; j < 16; ++j, ++cycl) {
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uint16 delay = READ_BE_UINT16(ptr);
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ptr += 2;
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byte start = *ptr++;
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byte end = *ptr++;
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if (!delay || delay == 0x0aaa || start >= end)
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continue;
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cycl->counter = 0;
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cycl->delay = 16384 / delay;
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cycl->flags = 2;
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cycl->start = start;
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cycl->end = end;
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}
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} else {
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memset(_colorUsedByCycle, 0, sizeof(_colorUsedByCycle));
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while ((j = *ptr++) != 0) {
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if (j < 1 || j > 16) {
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error("Invalid color cycle index %d", j);
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}
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cycl = &_colorCycle[j - 1];
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ptr += 2;
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cycl->counter = 0;
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cycl->delay = 16384 / READ_BE_UINT16(ptr);
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ptr += 2;
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cycl->flags = READ_BE_UINT16(ptr);
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ptr += 2;
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cycl->start = *ptr++;
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cycl->end = *ptr++;
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for (int i = cycl->start; i <= cycl->end; ++i) {
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_colorUsedByCycle[i] = 1;
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}
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}
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}
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}
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void ScummEngine::stopCycle(int i) {
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ColorCycle *cycl;
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assertRange(0, i, 16, "stopCycle: cycle");
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if (i != 0) {
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_colorCycle[i - 1].delay = 0;
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return;
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}
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for (i = 0, cycl = _colorCycle; i < 16; i++, cycl++)
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cycl->delay = 0;
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}
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/**
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* Cycle the colors in the given palette in the intervael [cycleStart, cycleEnd]
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* either one step forward or backward.
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*/
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static void doCyclePalette(byte *palette, int cycleStart, int cycleEnd, int size, bool forward) {
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byte *start = palette + cycleStart * size;
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byte *end = palette + cycleEnd * size;
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int num = cycleEnd - cycleStart;
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byte tmp[6];
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assert(size <= 6);
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if (forward) {
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memmove(tmp, end, size);
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memmove(start + size, start, num * size);
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memmove(start, tmp, size);
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} else {
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memmove(tmp, start, size);
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memmove(start, start + size, num * size);
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memmove(end, tmp, size);
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}
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}
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/**
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* Adjust an 'indirect' color palette for the color cycling performed on its
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* master palette. An indirect palette is a palette which contains indices
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* pointing into another palette - it provides a level of indirection to map
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* palette colors to other colors. Now when the target palette is cycled, the
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* indirect palette suddenly point at the wrong color(s). This function takes
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* care of adjusting an indirect palette by searching through it and replacing
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* all indices that are in the cycle range by the new (cycled) index.
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*
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* Finally, the palette entries still have to be cycled normally.
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*/
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static void doCycleIndirectPalette(byte *palette, int cycleStart, int cycleEnd, bool forward) {
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int num = cycleEnd - cycleStart + 1;
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int i;
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int offset = forward ? 1 : num - 1;
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for (i = 0; i < 256; i++) {
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if (cycleStart <= palette[i] && palette[i] <= cycleEnd) {
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palette[i] = (palette[i] - cycleStart + offset) % num + cycleStart;
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}
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}
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doCyclePalette(palette, cycleStart, cycleEnd, 1, forward);
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}
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void ScummEngine::cyclePalette() {
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ColorCycle *cycl;
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int valueToAdd;
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int i, j;
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valueToAdd = VAR(VAR_TIMER);
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if (valueToAdd < VAR(VAR_TIMER_NEXT))
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valueToAdd = VAR(VAR_TIMER_NEXT);
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for (i = 0, cycl = _colorCycle; i < 16; i++, cycl++) {
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if (!cycl->delay || cycl->start > cycl->end)
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continue;
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cycl->counter += valueToAdd;
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if (cycl->counter >= cycl->delay) {
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cycl->counter %= cycl->delay;
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setDirtyColors(cycl->start, cycl->end);
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moveMemInPalRes(cycl->start, cycl->end, cycl->flags & 2);
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doCyclePalette(_currentPalette, cycl->start, cycl->end, 3, !(cycl->flags & 2));
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if (_shadowPalette) {
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if (_game.version >= 7) {
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for (j = 0; j < NUM_SHADOW_PALETTE; j++)
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doCycleIndirectPalette(_shadowPalette + j * 256, cycl->start, cycl->end, !(cycl->flags & 2));
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} else {
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doCycleIndirectPalette(_shadowPalette, cycl->start, cycl->end, !(cycl->flags & 2));
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}
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}
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}
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}
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}
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/**
|
|
* 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
|