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- //
- // Copyright 2020 Electronic Arts Inc.
- //
- // TiberianDawn.DLL and RedAlert.dll and corresponding source code 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 3 of the License, or (at your option) any later version.
- // TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
- // in the hope that it will be useful, but with permitted additional restrictions
- // under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
- // distributed with this program. You should have received a copy of the
- // GNU General Public License along with permitted additional restrictions
- // with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
- /* $Header: /CounterStrike/palette.cpp 2 9/23/97 11:00p Steve_t $ */
- /***********************************************************************************************
- *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
- ***********************************************************************************************
- * *
- * Project Name : Command & Conquer *
- * *
- * File Name : PALETTE.CPP *
- * *
- * Programmer : Joe L. Bostic *
- * *
- * Start Date : 12/02/95 *
- * *
- * Last Update : February 5, 1996 [JLB] *
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * PaletteClass::Adjust -- Adjusts the palette toward another palette. *
- * PaletteClass::Adjust -- Adjusts this palette toward black. *
- * PaletteClass::Closest_Color -- Finds closest match to color specified. *
- * PaletteClass::Set -- Fade the display palette to this palette. *
- * PaletteClass::PaletteClass -- Constructor that fills palette with color specified. *
- * PaletteClass::operator = -- Assignment operator for palette objects. *
- * PaletteClass::operator == -- Equality operator for palette objects. *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #ifndef NOINITCLASS
- #define NOINITCLASS
- struct NoInitClass {
- public:
- void operator () (void) const {};
- };
- #endif
- void __cdecl Set_Palette(void * palette);
- #ifndef BITMAPCLASS
- #define BITMAPCLASS
- class BitmapClass
- {
- public:
- BitmapClass(int w, int h, unsigned char * data) :
- Width(w), Height(h), Data(data) {};
- int Width;
- int Height;
- unsigned char * Data;
- };
- class TPoint2D
- {
- public:
- TPoint2D(int xx, int yy) : x(xx), y(yy) {};
- TPoint2D(void) : x(0), y(0) {};
- int x;
- int y;
- };
- #endif
- #include "function.h"
- #include "watcom.h"
- #include "palette.h"
- #include "palettec.h"
- #include "ftimer.h"
- //#define TIMER_H
- #include "wwlib32.h"
- //#include "timer.h"
- #include <string.h>
- #ifndef SYSTEM_TIMER_CLASS
- #define SYSTEM_TIMER_CLASS
- #ifdef WIN32
- extern WinTimerClass * WindowsTimer;
- #endif
- class SystemTimerClass
- {
- public:
- #ifdef WIN32
- long operator () (void) const {if (!WindowsTimer) return(0);return(WindowsTimer->Get_System_Tick_Count());};
- operator long (void) const {if (!WindowsTimer) return(0);return(WindowsTimer->Get_System_Tick_Count());};
- #else
- long operator () (void) const {return(Get_System_Tick_Count());};
- operator long (void) const {return(Get_System_Tick_Count());};
- #endif
- };
- #endif
- //PaletteClass const PaletteClass::CurrentPalette;
- extern "C" unsigned char CurrentPalette[];
- PaletteClass const & PaletteClass::CurrentPalette = *(PaletteClass *)&::CurrentPalette[0];
- /***********************************************************************************************
- * PaletteClass::PaletteClass -- Constructor that fills palette with color specified. *
- * *
- * This constructor will fill the palette with the color specified. *
- * *
- * INPUT: rgb -- Reference to the color to fill the entire palette with. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 12/02/1995 JLB : Created. *
- *=============================================================================================*/
- PaletteClass::PaletteClass(RGBClass const & rgb)
- {
- for (int index = 0; index < COLOR_COUNT; index++) {
- Palette[index] = rgb;
- }
- }
- /***********************************************************************************************
- * PaletteClass::operator == -- Equality operator for palette objects. *
- * *
- * This is the comparison for equality operator. It will compare palette objects to *
- * determine if they are identical. *
- * *
- * INPUT: palette -- Reference to the palette to compare to this palette. *
- * *
- * OUTPUT: Are the two palettes identical? *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 12/02/1995 JLB : Created. *
- *=============================================================================================*/
- int PaletteClass::operator == (PaletteClass const & palette) const
- {
- if (this == &palette) return(true);
- return(memcmp(&Palette[0], &palette.Palette[0], sizeof(Palette)) == 0);
- }
- /***********************************************************************************************
- * PaletteClass::operator = -- Assignment operator for palette objects. *
- * *
- * This is the assignment operator for palette objects. Although the default C++ generated *
- * assignment operator would function correctly, it would not check for self-assignment *
- * and thus this routine can be faster. *
- * *
- * INPUT: palette -- Reference to that palette that will be copied into this palette. *
- * *
- * OUTPUT: Returns with a reference to the newly copied to palette. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 12/02/1995 JLB : Created. *
- *=============================================================================================*/
- PaletteClass & PaletteClass::operator = (PaletteClass const & palette)
- {
- if (this == &palette) return(*this);
- memcpy(&Palette[0], &palette.Palette[0], sizeof(Palette));
- return(*this);
- }
- /***********************************************************************************************
- * PaletteClass::Adjust -- Adjusts this palette toward black. *
- * *
- * This routine is used to adjust this palette toward black. Typical use of this routine *
- * is when fading the palette to black. *
- * *
- * INPUT: ratio -- The ratio to fade this palette to black. 0 means no fading at all. 255 *
- * means 100% faded to black. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: This routine doesn't actually set the palette to the video card. Use the Set() *
- * function to achieve that purpose. *
- * *
- * HISTORY: *
- * 12/02/1995 JLB : Created. *
- *=============================================================================================*/
- void PaletteClass::Adjust(int ratio)
- {
- for (int index = 0; index < COLOR_COUNT; index++) {
- Palette[index].Adjust(ratio, BlackColor);
- }
- }
- /***********************************************************************************************
- * PaletteClass::Adjust -- Adjusts the palette toward another palette. *
- * *
- * This routine is used to adjust a palette toward a destination palette by the ratio *
- * specified. This is primarily used by the palette fading routines. *
- * *
- * INPUT: palette -- Reference to the destination palette. *
- * *
- * ratio -- The ratio to adjust this palette toward the destination palette. A *
- * value of 0 means no adjustment at all. A value of 255 means 100% *
- * adjustment. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 12/02/1995 JLB : Created. *
- *=============================================================================================*/
- void PaletteClass::Adjust(int ratio, PaletteClass const & palette)
- {
- for (int index = 0; index < COLOR_COUNT; index++) {
- //if (index == 1) {
- // Mono_Printf("From R=%d,G=%d,B=%d ", Palette[index].Red_Component(), Palette[index].Green_Component(), Palette[index].Blue_Component());
- // Mono_Printf("To R=%d,G=%d,B=%d [%d] ", palette[index].Red_Component(), palette[index].Green_Component(), palette[index].Blue_Component(), ratio);
- //}
- Palette[index].Adjust(ratio, palette[index]);
- //if (index == 1) {
- // Mono_Printf("Equals R=%d,G=%d,B=%d.\n", Palette[index].Red_Component(), Palette[index].Green_Component(), Palette[index].Blue_Component());
- //}
- }
- }
- /***********************************************************************************************
- * PaletteClass::Partial_Adjust -- Adjusts the specified parts of this palette toward black. *
- * *
- * This routine is used to adjust this palette toward black. Typical use of this routine *
- * is when fading the palette to black. The input lookup table is used to determine *
- * which entries should fade and which should stay the same *
- * *
- * INPUT: ratio -- The ratio to fade this palette to black. 0 means no fading at all. 255 *
- * means 100% faded to black. *
- * *
- * lookup -- ptr to lookup table *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: This routine doesn't actually set the palette to the video card. Use the Set() *
- * function to achieve that purpose. *
- * *
- * HISTORY: *
- * 12/02/1995 JLB : Created. *
- *=============================================================================================*/
- void PaletteClass::Partial_Adjust(int ratio, char *lut)
- {
- for (int index = 0; index < COLOR_COUNT; index++) {
- if (lut[index]) {
- Palette[index].Adjust(ratio, BlackColor);
- }
- }
- }
- /***********************************************************************************************
- * PaletteClass::Partial_Adjust -- Adjusts the palette toward another palette. *
- * *
- * This routine is used to adjust a palette toward a destination palette by the ratio *
- * specified. This is primarily used by the palette fading routines. The input lookup *
- * table is used to determine which entries should fade and which should stay the same *
- * *
- * *
- * INPUT: palette -- Reference to the destination palette. *
- * *
- * ratio -- The ratio to adjust this palette toward the destination palette. A *
- * value of 0 means no adjustment at all. A value of 255 means 100% *
- * adjustment. *
- * *
- * lookup -- ptr to lookup table *
- * *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 12/02/1995 JLB : Created. *
- *=============================================================================================*/
- void PaletteClass::Partial_Adjust(int ratio, PaletteClass const & palette, char *lut)
- {
- for (int index = 0; index < COLOR_COUNT; index++) {
- if (lut[index]) {
- Palette[index].Adjust(ratio, palette[index]);
- }
- }
- }
- /***********************************************************************************************
- * PaletteClass::Closest_Color -- Finds closest match to color specified. *
- * *
- * This routine will examine the palette and return with the color index number for the *
- * color that most closely matches the color specified. Remap operations rely heavily on *
- * this routine to allow working with a constant palette. *
- * *
- * INPUT: rgb -- Reference to a color to search for in the current palette. *
- * *
- * OUTPUT: Returns with a color index value to most closely matches the specified color. *
- * *
- * WARNINGS: This routine will quite likely not find an exact match. *
- * *
- * HISTORY: *
- * 12/02/1995 JLB : Created. *
- *=============================================================================================*/
- int PaletteClass::Closest_Color(RGBClass const & rgb) const
- {
- int closest = 0;
- int value = -1;
- RGBClass const * ptr = &Palette[0];
- for (int index = 0; index < COLOR_COUNT; index++) {
- int difference = rgb.Difference(*ptr++);
- if (value == -1 || difference < value) {
- value = difference;
- closest = index;
- }
- }
- return(closest);
- }
- #ifndef WIN32
- extern void Vsync(void);
- #pragma aux Vsync modify [edx ebx eax] = \
- "mov edx,03DAh" \
- "mov ebx,[VertBlank]" \
- "and bl,001h" \
- "shl bl,3" \
- "in_vbi:" \
- "in al,dx" \
- "and al,008h" \
- "xor al,bl" \
- "je in_vbi" \
- "out_vbi:" \
- "in al,dx" \
- "and al,008h" \
- "xor al,bl" \
- "jne out_vbi"
- #endif //WIN32
- /***********************************************************************************************
- * PaletteClass::Set -- Fade the display palette to this palette. *
- * *
- * This routine will fade the display palette to match this palette over the time period *
- * specified. For smooth palette transitions, this is the routine to call. *
- * *
- * INPUT: time -- The time period (in system tick increments) to fade the display palette *
- * to match this palette. *
- * *
- * callback -- Optional pointer to callback function that, if non-null, will be *
- * called as often as possible during the fading process. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: This routine will not return until the palette is completely faded to the *
- * destination palette. *
- * *
- * HISTORY: *
- * 12/02/1995 JLB : Created. *
- * 02/05/1996 JLB : Uses new timer system. *
- *=============================================================================================*/
- void PaletteClass::Set(int time, void (* callback)(void)) const
- {
- CDTimerClass<SystemTimerClass> timer = time;
- PaletteClass original = CurrentPalette;
- while (timer) {
- /*
- ** Build an intermediate palette that is as close to the destination palette
- ** as the current time is proportional to the ending time.
- */
- PaletteClass palette = original;
- int adjust = ((time - timer) * 256) / time;
- palette.Adjust(adjust, *this);
- /*
- ** Remember the current time so that multiple palette sets within the same game
- ** time tick won't occur. This is probably unnecessary since the palette setting
- ** code, at the time of this writing, delays at least one game tick in the process
- ** of setting the palette.
- */
- long holdtime = timer;
- /*
- ** Set the palette to this intermediate palette and then loop back
- ** to calculate and set a new intermediate palette.
- */
- #ifdef WIN32
- Set_Palette((void*)&palette[0]);
- #else
- palette.Set();
- #endif //WIN32
- /*
- ** If the callback routine was specified, then call it once per palette
- ** setting loop.
- */
- if (callback) {
- callback();
- }
- /*
- ** This loop ensures that the palette won't be set more than once per game tick. Setting
- ** the palette more than once per game tick will have no effect since the calculation will
- ** result in the same intermediate palette that was previously calculated.
- */
- while (timer == holdtime && holdtime != 0) {
- if (callback) callback();
- }
- }
- /*
- ** Ensure that the final palette exactly matches the requested
- ** palette before exiting the fading routine.
- */
- #ifndef WIN32
- Vsync();
- RGBClass const * rgbptr = &Palette[0];
- RGBClass::Raw_Color_Prep(0);
- for (int index = 0; index < COLOR_COUNT; index++) {
- rgbptr->Raw_Set();
- rgbptr++;
- }
- ((PaletteClass &)CurrentPalette) = *this;
- #else //WIN32
- Set_Palette((void*)&Palette[0]);
- #endif
- }
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