palette.c 13 KB

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  1. //
  2. // Copyright (c) 2009, Wei Mingzhi <whistler_wmz@users.sf.net>.
  3. // All rights reserved.
  4. //
  5. // This file is part of SDLPAL.
  6. //
  7. // SDLPAL is free software: you can redistribute it and/or modify
  8. // it under the terms of the GNU General Public License as published by
  9. // the Free Software Foundation, either version 3 of the License, or
  10. // (at your option) any later version.
  11. //
  12. // This program is distributed in the hope that it will be useful,
  13. // but WITHOUT ANY WARRANTY; without even the implied warranty of
  14. // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  15. // GNU General Public License for more details.
  16. //
  17. // You should have received a copy of the GNU General Public License
  18. // along with this program. If not, see <http://www.gnu.org/licenses/>.
  19. //
  20. #include "main.h"
  21. SDL_Color *
  22. PAL_GetPalette(
  23. INT iPaletteNum,
  24. BOOL fNight
  25. )
  26. /*++
  27. Purpose:
  28. Get the specified palette in pat.mkf file.
  29. Parameters:
  30. [IN] iPaletteNum - number of the palette.
  31. [IN] fNight - whether use the night palette or not.
  32. Return value:
  33. Pointer to the palette. NULL if failed.
  34. --*/
  35. {
  36. static SDL_Color palette[256];
  37. PAL_LARGE BYTE buf[1536];
  38. INT i;
  39. FILE *fp;
  40. fp = UTIL_OpenRequiredFile("pat.mkf");
  41. //
  42. // Read the palette data from the pat.mkf file
  43. //
  44. i = PAL_MKFReadChunk(buf, 1536, iPaletteNum, fp);
  45. fclose(fp);
  46. if (i < 0)
  47. {
  48. //
  49. // Read failed
  50. //
  51. return NULL;
  52. }
  53. else if (i <= 256 * 3)
  54. {
  55. //
  56. // There is no night colors in the palette
  57. //
  58. fNight = FALSE;
  59. }
  60. for (i = 0; i < 256; i++)
  61. {
  62. palette[i].r = buf[(fNight ? 256 * 3 : 0) + i * 3] << 2;
  63. palette[i].g = buf[(fNight ? 256 * 3 : 0) + i * 3 + 1] << 2;
  64. palette[i].b = buf[(fNight ? 256 * 3 : 0) + i * 3 + 2] << 2;
  65. #if 0
  66. palette[i].r += (255 - palette[i].r) / 5;
  67. palette[i].g += (255 - palette[i].g) / 5;
  68. palette[i].b += (255 - palette[i].b) / 5;
  69. #endif
  70. }
  71. return palette;
  72. }
  73. VOID
  74. PAL_SetPalette(
  75. INT iPaletteNum,
  76. BOOL fNight
  77. )
  78. /*++
  79. Purpose:
  80. Set the screen palette to the specified one.
  81. Parameters:
  82. [IN] iPaletteNum - number of the palette.
  83. [IN] fNight - whether use the night palette or not.
  84. Return value:
  85. None.
  86. --*/
  87. {
  88. SDL_Color *p = PAL_GetPalette(iPaletteNum, fNight);
  89. if (p != NULL)
  90. {
  91. VIDEO_SetPalette(p);
  92. }
  93. }
  94. VOID
  95. PAL_FadeOut(
  96. INT iDelay
  97. )
  98. /*++
  99. Purpose:
  100. Fadeout screen to black from the specified palette.
  101. Parameters:
  102. [IN] iPaletteNum - number of the palette.
  103. [IN] fNight - whether use the night palette or not.
  104. [IN] iDelay - delay time for each step.
  105. Return value:
  106. None.
  107. --*/
  108. {
  109. int i, j;
  110. UINT time;
  111. PAL_LARGE SDL_Color palette[256];
  112. PAL_LARGE SDL_Color newpalette[256];
  113. //
  114. // Get the original palette...
  115. //
  116. for (i = 0; i < 256; i++)
  117. {
  118. palette[i] = VIDEO_GetPalette()[i];
  119. }
  120. //
  121. // Start fading out...
  122. //
  123. time = SDL_GetTicks() + iDelay * 10 * 60;
  124. while (TRUE)
  125. {
  126. //
  127. // Set the current palette...
  128. //
  129. j = (int)(time - SDL_GetTicks()) / iDelay / 10;
  130. if (j < 0)
  131. {
  132. break;
  133. }
  134. for (i = 0; i < 256; i++)
  135. {
  136. newpalette[i].r = (palette[i].r * j) >> 6;
  137. newpalette[i].g = (palette[i].g * j) >> 6;
  138. newpalette[i].b = (palette[i].b * j) >> 6;
  139. }
  140. VIDEO_SetPalette(newpalette);
  141. UTIL_Delay(10);
  142. }
  143. memset(newpalette, 0, sizeof(newpalette));
  144. VIDEO_SetPalette(newpalette);
  145. }
  146. VOID
  147. PAL_FadeIn(
  148. INT iPaletteNum,
  149. BOOL fNight,
  150. INT iDelay
  151. )
  152. /*++
  153. Purpose:
  154. Fade in the screen to the specified palette.
  155. Parameters:
  156. [IN] iPaletteNum - number of the palette.
  157. [IN] fNight - whether use the night palette or not.
  158. [IN] iDelay - delay time for each step.
  159. Return value:
  160. None.
  161. --*/
  162. {
  163. int i, j;
  164. UINT time;
  165. SDL_Color *palette;
  166. PAL_LARGE SDL_Color newpalette[256];
  167. //
  168. // Get the new palette...
  169. //
  170. palette = PAL_GetPalette(iPaletteNum, fNight);
  171. //
  172. // Start fading in...
  173. //
  174. time = SDL_GetTicks() + iDelay * 10 * 60;
  175. while (TRUE)
  176. {
  177. //
  178. // Set the current palette...
  179. //
  180. j = (int)(time - SDL_GetTicks()) / iDelay / 10;
  181. if (j < 0)
  182. {
  183. break;
  184. }
  185. j = 60 - j;
  186. for (i = 0; i < 256; i++)
  187. {
  188. newpalette[i].r = (palette[i].r * j) >> 6;
  189. newpalette[i].g = (palette[i].g * j) >> 6;
  190. newpalette[i].b = (palette[i].b * j) >> 6;
  191. }
  192. VIDEO_SetPalette(newpalette);
  193. UTIL_Delay(10);
  194. }
  195. VIDEO_SetPalette(palette);
  196. }
  197. VOID
  198. PAL_SceneFade(
  199. INT iPaletteNum,
  200. BOOL fNight,
  201. INT iStep
  202. )
  203. /*++
  204. Purpose:
  205. Fade in or fade out the screen. Update the scene during the process.
  206. Parameters:
  207. [IN] iPaletteNum - number of the palette.
  208. [IN] fNight - whether use the night palette or not.
  209. [IN] iStep - positive to fade in, nagative to fade out.
  210. Return value:
  211. None.
  212. --*/
  213. {
  214. SDL_Color *palette, newpalette[256];
  215. int i, j;
  216. DWORD time;
  217. palette = PAL_GetPalette(iPaletteNum, fNight);
  218. if (palette == NULL)
  219. {
  220. return;
  221. }
  222. if (iStep == 0)
  223. {
  224. iStep = 1;
  225. }
  226. gpGlobals->fNeedToFadeIn = FALSE;
  227. if (iStep > 0)
  228. {
  229. for (i = 0; i < 64; i += iStep)
  230. {
  231. time = SDL_GetTicks() + 100;
  232. //
  233. // Generate the scene
  234. //
  235. PAL_ClearKeyState();
  236. g_InputState.dir = kDirUnknown;
  237. g_InputState.prevdir = kDirUnknown;
  238. PAL_GameUpdate(FALSE);
  239. PAL_MakeScene();
  240. VIDEO_UpdateScreen(NULL);
  241. //
  242. // Calculate the current palette...
  243. //
  244. for (j = 0; j < 256; j++)
  245. {
  246. newpalette[j].r = (palette[j].r * i) >> 6;
  247. newpalette[j].g = (palette[j].g * i) >> 6;
  248. newpalette[j].b = (palette[j].b * i) >> 6;
  249. }
  250. VIDEO_SetPalette(newpalette);
  251. while (SDL_PollEvent(NULL));
  252. while (SDL_GetTicks() < time)
  253. {
  254. while (SDL_PollEvent(NULL));
  255. SDL_Delay(5);
  256. }
  257. }
  258. }
  259. else
  260. {
  261. for (i = 63; i >= 0; i += iStep)
  262. {
  263. time = SDL_GetTicks() + 100;
  264. //
  265. // Generate the scene
  266. //
  267. PAL_ClearKeyState();
  268. g_InputState.dir = kDirUnknown;
  269. g_InputState.prevdir = kDirUnknown;
  270. PAL_GameUpdate(FALSE);
  271. PAL_MakeScene();
  272. VIDEO_UpdateScreen(NULL);
  273. //
  274. // Calculate the current palette...
  275. //
  276. for (j = 0; j < 256; j++)
  277. {
  278. newpalette[j].r = (palette[j].r * i) >> 6;
  279. newpalette[j].g = (palette[j].g * i) >> 6;
  280. newpalette[j].b = (palette[j].b * i) >> 6;
  281. }
  282. VIDEO_SetPalette(newpalette);
  283. while (SDL_PollEvent(NULL));
  284. while (SDL_GetTicks() < time)
  285. {
  286. while (SDL_PollEvent(NULL));
  287. SDL_Delay(5);
  288. }
  289. }
  290. }
  291. }
  292. VOID
  293. PAL_PaletteFade(
  294. INT iPaletteNum,
  295. BOOL fNight,
  296. BOOL fUpdateScene
  297. )
  298. /*++
  299. Purpose:
  300. Fade from the current palette to the specified one.
  301. Parameters:
  302. [IN] iPaletteNum - number of the palette.
  303. [IN] fNight - whether use the night palette or not.
  304. [IN] fUpdateScene - TRUE if update the scene in the progress.
  305. Return value:
  306. None.
  307. --*/
  308. {
  309. int i, j;
  310. UINT time;
  311. SDL_Color *newpalette = PAL_GetPalette(iPaletteNum, fNight);
  312. PAL_LARGE SDL_Color palette[256];
  313. PAL_LARGE SDL_Color t[256];
  314. if (newpalette == NULL)
  315. {
  316. return;
  317. }
  318. for (i = 0; i < 256; i++)
  319. {
  320. palette[i] = VIDEO_GetPalette()[i];
  321. }
  322. //
  323. // Start fading...
  324. //
  325. for (i = 0; i < 32; i++)
  326. {
  327. time = SDL_GetTicks() + (fUpdateScene ? FRAME_TIME : FRAME_TIME / 4);
  328. for (j = 0; j < 256; j++)
  329. {
  330. t[j].r =
  331. (BYTE)(((INT)(palette[j].r) * (31 - i) + (INT)(newpalette[j].r) * i) / 31);
  332. t[j].g =
  333. (BYTE)(((INT)(palette[j].g) * (31 - i) + (INT)(newpalette[j].g) * i) / 31);
  334. t[j].b =
  335. (BYTE)(((INT)(palette[j].b) * (31 - i) + (INT)(newpalette[j].b) * i) / 31);
  336. }
  337. VIDEO_SetPalette(t);
  338. if (fUpdateScene)
  339. {
  340. PAL_ClearKeyState();
  341. g_InputState.dir = kDirUnknown;
  342. g_InputState.prevdir = kDirUnknown;
  343. PAL_GameUpdate(FALSE);
  344. PAL_MakeScene();
  345. VIDEO_UpdateScreen(NULL);
  346. }
  347. while (SDL_PollEvent(NULL));
  348. while (SDL_GetTicks() < time)
  349. {
  350. while (SDL_PollEvent(NULL));
  351. SDL_Delay(5);
  352. }
  353. }
  354. }
  355. VOID
  356. PAL_ColorFade(
  357. INT iDelay,
  358. BYTE bColor,
  359. BOOL fFrom
  360. )
  361. /*++
  362. Purpose:
  363. Fade the palette from/to the specified color.
  364. Parameters:
  365. [IN] iDelay - the delay time of each step.
  366. [IN] bColor - the color to fade from/to.
  367. [IN] fFrom - if TRUE then fade from bColor, else fade to bColor.
  368. Return value:
  369. None.
  370. --*/
  371. {
  372. SDL_Color *palette;
  373. PAL_LARGE SDL_Color newpalette[256];
  374. int i, j;
  375. palette = PAL_GetPalette(gpGlobals->wNumPalette, gpGlobals->fNightPalette);
  376. iDelay *= 10;
  377. if (iDelay == 0)
  378. {
  379. iDelay = 10;
  380. }
  381. if (fFrom)
  382. {
  383. for (i = 0; i < 256; i++)
  384. {
  385. newpalette[i] = palette[bColor];
  386. }
  387. for (i = 0; i < 64; i++)
  388. {
  389. for (j = 0; j < 256; j++)
  390. {
  391. if (newpalette[j].r > palette[j].r)
  392. {
  393. newpalette[j].r -= 4;
  394. }
  395. else if (newpalette[j].r < palette[j].r)
  396. {
  397. newpalette[j].r += 4;
  398. }
  399. if (newpalette[j].g > palette[j].g)
  400. {
  401. newpalette[j].g -= 4;
  402. }
  403. else if (newpalette[j].g < palette[j].g)
  404. {
  405. newpalette[j].g += 4;
  406. }
  407. if (newpalette[j].b > palette[j].b)
  408. {
  409. newpalette[j].b -= 4;
  410. }
  411. else if (newpalette[j].b < palette[j].b)
  412. {
  413. newpalette[j].b += 4;
  414. }
  415. }
  416. VIDEO_SetPalette(newpalette);
  417. UTIL_Delay(iDelay);
  418. }
  419. VIDEO_SetPalette(palette);
  420. }
  421. else
  422. {
  423. memcpy(newpalette, palette, sizeof(newpalette));
  424. for (i = 0; i < 64; i++)
  425. {
  426. for (j = 0; j < 256; j++)
  427. {
  428. if (newpalette[j].r > palette[bColor].r)
  429. {
  430. newpalette[j].r -= 4;
  431. }
  432. else if (newpalette[j].r < palette[bColor].r)
  433. {
  434. newpalette[j].r += 4;
  435. }
  436. if (newpalette[j].g > palette[bColor].g)
  437. {
  438. newpalette[j].g -= 4;
  439. }
  440. else if (newpalette[j].g < palette[bColor].g)
  441. {
  442. newpalette[j].g += 4;
  443. }
  444. if (newpalette[j].b > palette[bColor].b)
  445. {
  446. newpalette[j].b -= 4;
  447. }
  448. else if (newpalette[j].b < palette[bColor].b)
  449. {
  450. newpalette[j].b += 4;
  451. }
  452. }
  453. VIDEO_SetPalette(newpalette);
  454. UTIL_Delay(iDelay);
  455. }
  456. for (i = 0; i < 256; i++)
  457. {
  458. newpalette[i] = palette[bColor];
  459. }
  460. VIDEO_SetPalette(newpalette);
  461. }
  462. }
  463. VOID
  464. PAL_FadeToRed(
  465. VOID
  466. )
  467. /*++
  468. Purpose:
  469. Fade the whole screen to red color.
  470. Parameters:
  471. None.
  472. Return value:
  473. None.
  474. --*/
  475. {
  476. SDL_Color *palette;
  477. PAL_LARGE SDL_Color newpalette[256];
  478. int i, j;
  479. BYTE color;
  480. palette = PAL_GetPalette(gpGlobals->wNumPalette, gpGlobals->fNightPalette);
  481. memcpy(newpalette, palette, sizeof(newpalette));
  482. for (i = 0; i < gpScreen->pitch * gpScreen->h; i++)
  483. {
  484. if (((LPBYTE)(gpScreen->pixels))[i] == 0x4F)
  485. {
  486. ((LPBYTE)(gpScreen->pixels))[i] = 0x4E; // HACKHACK
  487. }
  488. }
  489. VIDEO_UpdateScreen(NULL);
  490. for (i = 0; i < 32; i++)
  491. {
  492. for (j = 0; j < 256; j++)
  493. {
  494. if (j == 0x4F)
  495. {
  496. continue; // so that texts will not be affected
  497. }
  498. color = ((INT)palette[j].r + (INT)palette[j].g + (INT)palette[j].b) / 4 + 64;
  499. if (newpalette[j].r > color)
  500. {
  501. newpalette[j].r -= (newpalette[j].r - color > 8 ? 8 : newpalette[j].r - color);
  502. }
  503. else if (newpalette[j].r < color)
  504. {
  505. newpalette[j].r += (color - newpalette[j].r > 8 ? 8 : color - newpalette[j].r);
  506. }
  507. if (newpalette[j].g > 0)
  508. {
  509. newpalette[j].g -= (newpalette[j].g > 8 ? 8 : newpalette[j].g);
  510. }
  511. if (newpalette[j].b > 0)
  512. {
  513. newpalette[j].b -= (newpalette[j].b > 8 ? 8 : newpalette[j].b);
  514. }
  515. }
  516. VIDEO_SetPalette(newpalette);
  517. UTIL_Delay(75);
  518. }
  519. }