(svn r22419) -Change: Always use the DOS palette for drawing.

-Remove: the '-i' option for palette selection.
This commit is contained in:
frosch
2011-05-04 17:12:37 +00:00
parent c7a9c7dc92
commit bbcd2bab5d
12 changed files with 52 additions and 230 deletions

View File

@@ -292,8 +292,8 @@ static void SetColourRemap(TextColour colour)
bool raw_colour = (colour & TC_IS_PALETTE_COLOUR) != 0;
colour &= ~(TC_NO_SHADE | TC_IS_PALETTE_COLOUR);
_string_colourremap[1] = raw_colour ? (byte)colour : _string_colourmap[_use_palette][colour];
_string_colourremap[2] = no_shade ? 0 : (_use_palette == PAL_DOS ? 1 : 215);
_string_colourremap[1] = raw_colour ? (byte)colour : _string_colourmap[colour];
_string_colourremap[2] = no_shade ? 0 : 1;
_colour_remap_ptr = _string_colourremap;
}
@@ -1255,7 +1255,7 @@ void DoPaletteAnimations();
void GfxInitPalettes()
{
memcpy(_cur_palette, _palettes[_use_palette], sizeof(_cur_palette));
memcpy(_cur_palette, _palette, sizeof(_cur_palette));
DoPaletteAnimations();
_pal_first_dirty = 0;
@@ -1274,12 +1274,7 @@ void DoPaletteAnimations()
Blitter *blitter = BlitterFactoryBase::GetCurrentBlitter();
const Colour *s;
const ExtraPaletteValues *ev = &_extra_palette_values;
/* Amount of colours to be rotated.
* A few more for the DOS palette, because the water colours are
* 245-254 for DOS and 217-226 for Windows. */
const int colour_rotation_amount = (_use_palette == PAL_DOS) ? PALETTE_ANIM_SIZE_DOS : PALETTE_ANIM_SIZE_WIN;
Colour old_val[PALETTE_ANIM_SIZE_DOS];
const int oldval_size = colour_rotation_amount * sizeof(*old_val);
Colour old_val[PALETTE_ANIM_SIZE];
const uint old_tc = palette_animation_counter;
uint i;
uint j;
@@ -1288,28 +1283,10 @@ void DoPaletteAnimations()
palette_animation_counter = 0;
}
Colour *palette_pos = &_cur_palette[PALETTE_ANIM_SIZE_START]; // Points to where animations are taking place on the palette
Colour *palette_pos = &_cur_palette[PALETTE_ANIM_START]; // Points to where animations are taking place on the palette
/* Makes a copy of the current anmation palette in old_val,
* so the work on the current palette could be compared, see if there has been any changes */
memcpy(old_val, palette_pos, oldval_size);
/* Dark blue water */
s = (_settings_game.game_creation.landscape == LT_TOYLAND) ? ev->dark_water_toyland : ev->dark_water;
j = EXTR(320, EPV_CYCLES_DARK_WATER);
for (i = 0; i != EPV_CYCLES_DARK_WATER; i++) {
*palette_pos++ = s[j];
j++;
if (j == EPV_CYCLES_DARK_WATER) j = 0;
}
/* Glittery water; jumps over 3 colours each cycle! */
s = (_settings_game.game_creation.landscape == LT_TOYLAND) ? ev->glitter_water_toyland : ev->glitter_water;
j = EXTR(128, EPV_CYCLES_GLITTER_WATER);
for (i = 0; i != EPV_CYCLES_GLITTER_WATER / 3; i++) {
*palette_pos++ = s[j];
j += 3;
if (j >= EPV_CYCLES_GLITTER_WATER) j -= EPV_CYCLES_GLITTER_WATER;
}
memcpy(old_val, palette_pos, sizeof(old_val));
/* Fizzy Drink bubbles animation */
s = ev->fizzy_drink;
@@ -1369,34 +1346,31 @@ void DoPaletteAnimations()
if (j == EPV_CYCLES_LIGHTHOUSE) j = 0;
}
/* Animate water for old DOS graphics */
if (_use_palette == PAL_DOS) {
/* Dark blue water DOS */
s = (_settings_game.game_creation.landscape == LT_TOYLAND) ? ev->dark_water_toyland : ev->dark_water;
j = EXTR(320, EPV_CYCLES_DARK_WATER);
for (i = 0; i != EPV_CYCLES_DARK_WATER; i++) {
*palette_pos++ = s[j];
j++;
if (j == EPV_CYCLES_DARK_WATER) j = 0;
}
/* Dark blue water */
s = (_settings_game.game_creation.landscape == LT_TOYLAND) ? ev->dark_water_toyland : ev->dark_water;
j = EXTR(320, EPV_CYCLES_DARK_WATER);
for (i = 0; i != EPV_CYCLES_DARK_WATER; i++) {
*palette_pos++ = s[j];
j++;
if (j == EPV_CYCLES_DARK_WATER) j = 0;
}
/* Glittery water DOS */
s = (_settings_game.game_creation.landscape == LT_TOYLAND) ? ev->glitter_water_toyland : ev->glitter_water;
j = EXTR(128, EPV_CYCLES_GLITTER_WATER);
for (i = 0; i != EPV_CYCLES_GLITTER_WATER / 3; i++) {
*palette_pos++ = s[j];
j += 3;
if (j >= EPV_CYCLES_GLITTER_WATER) j -= EPV_CYCLES_GLITTER_WATER;
}
/* Glittery water */
s = (_settings_game.game_creation.landscape == LT_TOYLAND) ? ev->glitter_water_toyland : ev->glitter_water;
j = EXTR(128, EPV_CYCLES_GLITTER_WATER);
for (i = 0; i != EPV_CYCLES_GLITTER_WATER / 3; i++) {
*palette_pos++ = s[j];
j += 3;
if (j >= EPV_CYCLES_GLITTER_WATER) j -= EPV_CYCLES_GLITTER_WATER;
}
if (blitter != NULL && blitter->UsePaletteAnimation() == Blitter::PALETTE_ANIMATION_NONE) {
palette_animation_counter = old_tc;
} else {
if (memcmp(old_val, &_cur_palette[PALETTE_ANIM_SIZE_START], oldval_size) != 0) {
if (memcmp(old_val, &_cur_palette[PALETTE_ANIM_START], sizeof(old_val)) != 0) {
/* Did we changed anything on the palette? Seems so. Mark it as dirty */
_pal_first_dirty = PALETTE_ANIM_SIZE_START;
_pal_count_dirty = colour_rotation_amount;
_pal_first_dirty = PALETTE_ANIM_START;
_pal_count_dirty = PALETTE_ANIM_SIZE;
}
}
}