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palette.cpp

/* ScummVM - Graphic Adventure Engine
 *
 * ScummVM is the legal property of its developers, whose names
 * are too numerous to list here. Please refer to the COPYRIGHT
 * file distributed with this source distribution.
 *
 * 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: https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/tags/release-0-13-0/engines/drascula/palette.cpp $
 * $Id: palette.cpp 34479 2008-09-10 12:03:42Z thebluegr $
 *
 */

#include "drascula/drascula.h"

namespace Drascula {

const char colorTable[][3] = {
      {    0,    0,    0 }, { 0x10, 0x3E, 0x28 },
      {    0,    0,    0 },   // unused
      { 0x16, 0x3F, 0x16 }, { 0x09, 0x3F, 0x12 },
      { 0x3F, 0x3F, 0x15 },
      {    0,    0,    0 },   // unused
      { 0x38,    0,    0 }, { 0x3F, 0x27, 0x0B },
      { 0x2A,    0, 0x2A }, { 0x30, 0x30, 0x30 },
      {   98,   91,  100 }
};

void DrasculaEngine::setRGB(byte *pal, int colorCount) {
      int x, cnt = 0;

      for (x = 0; x < colorCount; x++) {
            gamePalette[x][0] = pal[cnt++] / 4;
            gamePalette[x][1] = pal[cnt++] / 4;
            gamePalette[x][2] = pal[cnt++] / 4;
      }
      setPalette((byte *)&gamePalette);
}

void DrasculaEngine::black() {
      int color, component;
      DacPalette256 blackPalette;

      for (color = 0; color < 256; color++)
            for (component = 0; component < 3; component++)
                  blackPalette[color][component] = 0;

      blackPalette[254][0] = 0x3F;
      blackPalette[254][1] = 0x3F;
      blackPalette[254][2] = 0x15;

      setPalette((byte *)&blackPalette);
}

void DrasculaEngine::setPalette(byte *PalBuf) {
      byte pal[256 * 4];
      int i;

      for (i = 0; i < 256; i++) {
            pal[i * 4 + 0] = PalBuf[i * 3 + 0] * 4;
            pal[i * 4 + 1] = PalBuf[i * 3 + 1] * 4;
            pal[i * 4 + 2] = PalBuf[i * 3 + 2] * 4;
            pal[i * 4 + 3] = 0;
      }
      _system->setPalette(pal, 0, 256);
      _system->updateScreen();
}

void DrasculaEngine::color_abc(int cl) {
      _color = cl;

      for (int i = 0; i <= 2; i++)
            gamePalette[254][i] = colorTable[cl][i];

      setPalette((byte *)&gamePalette);
}

signed char DrasculaEngine::adjustToVGA(signed char value) {
      return (value & 0x3F) * (value > 0);
}

void DrasculaEngine::fadeToBlack(int fadeSpeed) {
      signed char fade;
      unsigned int color, component;

      DacPalette256 palFade;

      for (fade = 63; fade >= 0; fade--) {
            for (color = 0; color < 256; color++) {
                  for (component = 0; component < 3; component++) {
                        palFade[color][component] = adjustToVGA(gamePalette[color][component] - 63 + fade);
                  }
            }
            pause(fadeSpeed);

            setPalette((byte *)&palFade);
      }
}

void DrasculaEngine::fadeFromBlack(int fadeSpeed) {
      signed char fade;
      unsigned int color, component;

      DacPalette256 palFade;

      for (fade = 0; fade < 64; fade++) {
            for (color = 0; color < 256; color++) {
                  for (component = 0; component < 3; component++) {
                        palFade[color][component] = adjustToVGA(gamePalette[color][component] - 63 + fade);
                  }
            }
            pause(fadeSpeed);

            setPalette((byte *)&palFade);
      }
}

void DrasculaEngine::assignPalette(DacPalette256 pal) {
      int color, component;

      for (color = 235; color < 253; color++)
            for (component = 0; component < 3; component++)
                  pal[color][component] = gamePalette[color][component];
}

void DrasculaEngine::setDefaultPalette(DacPalette256 pal) {
      int color, component;

      for (color = 235; color < 253; color++) {
            for (component = 0; component < 3; component++) {
                  gamePalette[color][component] = pal[color][component];
            }
      }
      setPalette((byte *)&gamePalette);
}

void DrasculaEngine::setPaletteBase(int darkness) {
      signed char fade;
      unsigned int color, component;

      for (fade = darkness; fade >= 0; fade--) {
            for (color = 235; color < 253; color++) {
                  for (component = 0; component < 3; component++)
                        gamePalette[color][component] = adjustToVGA(gamePalette[color][component] - 8 + fade);
            }
      }

      setPalette((byte *)&gamePalette);
}

} // End of namespace Drascula

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