for the making it a timer handler. This should eliminate the occasional glitches I've been seeing with fades not being completed. I'm also hoping that it will fix the problem where the game would sometimes hang when moving between rooms. I know that at least once when I had that happen to me the game was busy-waiting for the palette to fade. At the very least, it's one place less to worry about thread-safety in. svn-id: r9854
473 lines
12 KiB
C++
473 lines
12 KiB
C++
/* 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.
|
|
//
|
|
//=============================================================================
|
|
|
|
|
|
#define WIN32_LEAN_AND_MEAN
|
|
|
|
#include "stdafx.h"
|
|
//#include <windows.h>
|
|
//#include <windowsx.h>
|
|
#include <stdio.h>
|
|
//#include <mmsystem.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=0;
|
|
|
|
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)
|
|
|
|
{
|
|
warning("stub RestorePalette");
|
|
/*
|
|
int32 hr;
|
|
|
|
|
|
if (bFullScreen)
|
|
hr = IDirectDrawPalette_SetEntries(lpPalette, 0, 0, 256, (LPPALETTEENTRY) &palCopy[0][0]);
|
|
else
|
|
hr = IDirectDrawPalette_SetEntries(lpPalette, 0, 10, 236, (LPPALETTEENTRY) &palCopy[10][0]);
|
|
|
|
if (hr != DD_OK)
|
|
{
|
|
DirectDrawError("Unable to restore palette", hr);
|
|
return(hr);
|
|
}
|
|
|
|
*/
|
|
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 += 1;
|
|
}
|
|
}
|
|
|
|
// Here, minIndex is the index of the matchpalette which is closest.
|
|
return(minIndex);
|
|
|
|
}
|
|
|
|
|
|
|
|
int32 UpdatePaletteMatchTable(uint8 *data)
|
|
|
|
{
|
|
|
|
if (data == NULL)
|
|
|
|
// Create palette match table
|
|
{
|
|
FILE *fp;
|
|
int16 red, green, blue;
|
|
uint8 *p;
|
|
|
|
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)
|
|
|
|
{
|
|
debug(0, "BS2_SetPalette(%d, %d, %d)", startEntry, noEntries, fadeNow);
|
|
|
|
if (noEntries == 0) {
|
|
RestorePalette();
|
|
return RD_OK;
|
|
}
|
|
|
|
// FIXME: Handle the fadeNow parameter
|
|
|
|
memcpy(&palCopy[startEntry][0], colourTable, noEntries * 4);
|
|
g_sword2->_system->set_palette((byte *) palCopy, startEntry, noEntries);
|
|
|
|
/*
|
|
|
|
int32 hr;
|
|
|
|
if (noEntries == 0)
|
|
{
|
|
RestorePalette();
|
|
return(RD_OK);
|
|
}
|
|
|
|
|
|
memcpy(&palCopy[startEntry][0], colourTable, noEntries * 4);
|
|
|
|
if ((lpPalette) && (fadeNow == RDPAL_INSTANT))
|
|
{
|
|
if (bFullScreen)
|
|
hr = IDirectDrawPalette_SetEntries(lpPalette, 0, startEntry, noEntries, (LPPALETTEENTRY) &palCopy[startEntry][0]);
|
|
else
|
|
hr = IDirectDrawPalette_SetEntries(lpPalette, 0, 10, 236, (LPPALETTEENTRY) &palCopy[10][0]);
|
|
if (hr != DD_OK)
|
|
{
|
|
DirectDrawError("Unable to set palette entries", hr);
|
|
return(hr);
|
|
}
|
|
}
|
|
*/
|
|
return(RD_OK);
|
|
|
|
}
|
|
|
|
|
|
int32 DimPalette(void)
|
|
{
|
|
warning("stub DimPalette");
|
|
/*
|
|
uint8 *p;
|
|
uint32 i;
|
|
|
|
p = (uint8*) &palCopy[0][0];
|
|
for (i=0; i<256*4; i++)
|
|
{
|
|
*p++ /= 2;
|
|
}
|
|
if (lpPalette)
|
|
IDirectDrawPalette_SetEntries(lpPalette, 0, 0, 256, (LPPALETTEENTRY) &palCopy[0][0]);
|
|
*/
|
|
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 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);
|
|
}
|
|
|