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palette.cpp

/* ScummVM - Scumm Interpreter
 * Copyright (C) 2001  Ludvig Strigeus
 * Copyright (C) 2001-2004 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., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 *
 * $Header: /cvsroot/scummvm/scummvm/scumm/palette.cpp,v 2.20 2004/10/04 04:04:36 kirben Exp $
 *
 */

#include "stdafx.h"
#include "common/util.h"
#include "scumm/scumm.h"
#include "scumm/intern.h"
#include "scumm/resource.h"


namespace Scumm {

void ScummEngine::setupAmigaPalette() {
      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::setupEGAPalette() {
      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::setupV1ManiacPalette() {
      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);
      setPalColor(15,  85,  85,  85);
      setPalColor(16, 255,  85, 255);
}

void ScummEngine::setupV1ZakPalette() {
      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);
      setPalColor(15, 170, 170, 170);
      setPalColor(16, 255,  85, 255);
}

void ScummEngine::setPaletteFromPtr(const byte *ptr, int numcolor) {
      int i;
      byte *dest, r, g, b;

      if (numcolor < 0) {
            if (_features & GF_SMALL_HEADER) {
                  if (_features & GF_OLD256)
                        numcolor = 256;
                  else
                        numcolor = READ_LE_UINT16(ptr + 6) / 3;
                  ptr += 8;
            } else {
                  numcolor = getResourceDataSize(ptr) / 3;
            }
      }

      checkRange(256, 0, numcolor, "Too many colors (%d) in Palette");

      dest = _currentPalette;

      for (i = 0; i < numcolor; i++) {
            r = *ptr++;
            g = *ptr++;
            b = *ptr++;

            // This comparison might look weird, but it's what the disassembly (DOTT) says!
            // FIXME: Fingolfin still thinks it looks weird: the value 252 = 4*63 clearly comes from
            // the days 6/6/6 palettes were used, OK. But it breaks MonkeyVGA, so I had to add a
            // check for that. And somebody before me added a check for V7 games, turning this
            // off there, too... I wonder if it hurts other games, too? What exactly is broken
            // if we remove this patch?
            // Since it also causes problems in Zak256, I am turning it off for all V4 games and older.
            if ((_version <= 4) || (_version >= 7) || (i <= 15 || r < 252 || g < 252 || b < 252)) {
                  *dest++ = r;
                  *dest++ = g;
                  *dest++ = b;
            } else {
                  dest += 3;
            }
      }
      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 (_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 {
            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++;
            }
      }
}

void ScummEngine::stopCycle(int i) {
      ColorCycle *cycl;

      checkRange(16, 0, i, "Stop Cycle %d Out Of Range");
      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 (_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) {
            warning("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::setupShadowPalette(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("setupShadowPalette: invalid slot %d", slot);

      if (startColor < 0 || startColor > 255 || endColor < 0 || startColor > 255 || endColor < startColor)
            error("setupShadowPalette: 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::setupShadowPalette(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 a correction of the patch supplied for BUG #588501.
      // It has been tested in all four known rooms where unkRoomFunc3 is used:
      //
      // 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
      //
      // The implementation behaves well in all tests.
      // Pixel comparisons show that the resulting palette entries being
      // derived from the shadow palette generated here occassionally differ
      // slightly from the ones derived in the LEC executable.
      // Not sure yet why, but the differences are VERY minor.
      //
      // 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 (_gameId == GID_SAMNMAX) {
            for (i = 0; i < 256; i++)
                  _shadowPalette[i] = i;
      }

      for (i = start; i < end; i++) {
            int r = (int) (*pal++ * redScale) >> 8;
            int g = (int) (*pal++ * greenScale) >> 8;
            int b = (int) (*pal++ * blueScale) >> 8;

            // The following functionality is similar to remapPaletteColor, except
            // 1) we have to work off the original CLUT rather than the current palette, and
            // 2) the target shadow palette entries must be bounded to the upper and lower
            //    bounds provided by the opcode. (This becomes significant in Room 48, but
            //    is not an issue in all other known case studies.)
            int j;
            int ar, ag, ab;
            uint sum, bestsum, bestitem = 0;

            if (r > 255)
                  r = 255;
            if (g > 255)
                  g = 255;
            if (b > 255)
                  b = 255;

            bestsum = 32000;

            r &= ~3;
            g &= ~3;
            b &= ~3;

            compareptr = basepal + startColor * 3;
            for (j = startColor; j <= endColor; j++, compareptr += 3) {
                  ar = compareptr[0] & ~3;
                  ag = compareptr[1] & ~3;
                  ab = compareptr[2] & ~3;
                  if (ar == r && ag == g && ab == b) {
                        bestitem = j;
                        break;
                  }

                  sum = colorWeight(ar - r, ag - g, ab - b);

                  if (sum < bestsum) {
                        bestsum = sum;
                        bestitem = j;
                  }
            }
            *table++ = bestitem;
      }
}

void ScummEngine::darkenPalette(int redScale, int greenScale, int blueScale, int startColor, int endColor) {
      if (_roomResource == 0) // FIXME - HACK to get COMI demo working
            return;

      if (startColor <= endColor) {
            const byte *cptr;
            const byte *palptr;
            int color, idx, j;

            palptr = getPalettePtr(_curPalIndex, _roomResource);
            for (j = startColor; j <= endColor; j++) {
                  idx = (_heversion == 70) ? _HEV7ActorPalette[j] : j;
                  cptr = palptr + idx * 3;

                  if (_heversion == 70)
                        setDirtyColors(idx, idx);

                  color = *cptr++;
                  color = color * redScale / 0xFF;
                  if (color > 255)
                        color = 255;
                  _currentPalette[idx * 3 + 0] = color;

                  color = *cptr++;
                  color = color * greenScale / 0xFF;
                  if (color > 255)
                        color = 255;
                  _currentPalette[idx * 3 + 1] = color;

                  color = *cptr++;
                  color = color * blueScale / 0xFF;
                  if (color > 255)
                        color = 255;
                  _currentPalette[idx * 3 + 2] = color;
            }
            if (_heversion != 70)
                  setDirtyColors(startColor, endColor);
      }
}

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::desaturatePalette(int hueScale, int satScale, int lightScale, int startColor, int endColor) {

      if (startColor <= endColor) {
            const byte *cptr;
            byte *cur;
            int j;

            cptr = getPalettePtr(_curPalIndex, _roomResource) + 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);
      }
}


int ScummEngine::remapPaletteColor(int r, int g, int b, int threshold) {
      int i;
      int ar, ag, ab;
      uint sum, bestsum, bestitem = 0;
      byte *pal = _currentPalette;

      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 = 0; i < 256; i++, pal += 3) {
            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 (_heversion == 70)
            idx = _HEV7ActorPalette[idx];

      _currentPalette[idx * 3 + 0] = r;
      _currentPalette[idx * 3 + 1] = g;
      _currentPalette[idx * 3 + 2] = b;
      setDirtyColors(idx, idx);
}

void ScummEngine::setPalette(int palindex, int room) {
      const byte *pals;

      _curPalIndex = palindex;
      pals = getPalettePtr(_curPalIndex, room);
      setPaletteFromPtr(pals);
}

const byte *ScummEngine::findPalInPals(const byte *pal, int idx) {
      const byte *offs;
      uint32 size;

      pal = findResource(MKID('WRAP'), pal);
      if (pal == NULL)
            return NULL;

      offs = findResourceData(MKID('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 = (_gameId == 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 (_features & GF_SMALL_HEADER && _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

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