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557bd201fb
- Shadow Warrior updates from SWP.
475 lines
12 KiB
C++
475 lines
12 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "build.h"
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#include "keys.h"
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#include "pal.h"
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#include "game.h"
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#include "common_game.h"
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BEGIN_SW_NS
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short f_c = 3;
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static char tempbuf[256];
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unsigned char DefaultPalette[256 * 32];
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#if 1
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void
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MapColors(short num, COLOR_MAP cm, short create)
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{
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int i;
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float inc;
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if (create)
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{
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for (i = 0; i < 256; i++)
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tempbuf[i] = i;
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}
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if (cm.FromRange == 0 || num <= 0 || num >= 256)
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{
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return;
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}
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inc = cm.ToRange/((float)cm.FromRange);
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for (i = 0; i < cm.FromRange; i++)
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tempbuf[i + cm.FromColor] = (i*inc) + cm.ToColor;
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}
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#else
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void
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MapColors(short num, COLOR_MAP cm, short create)
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{
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int i;
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if (create)
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{
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for (i = 0; i < 256; i++)
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tempbuf[i] = i;
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}
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if (cm.FromRange == 0 || num <= 0 || num >= 256)
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{
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return;
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}
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// from 32 to 32 || 16 to 16
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if (cm.ToRange == cm.FromRange)
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{
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for (i = 0; i < cm.FromRange; i++)
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tempbuf[i + cm.FromColor] = i + cm.ToColor;
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// Quick fix for grey
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if (cm.ToColor == LT_GREY)
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tempbuf[cm.FromColor+31] = 0; // Set to black
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}
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else
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// from 32 to 16
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if (cm.ToRange == DIV2(cm.FromRange))
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{
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for (i = 0; i < cm.FromRange; i++)
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tempbuf[cm.FromColor + i] = cm.ToColor + DIV2(i);
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}
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else
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// from 16 to 32
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if (DIV2(cm.ToRange) == cm.FromRange)
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{
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for (i = 0; i < cm.FromRange; i++)
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tempbuf[cm.FromColor + DIV2(i)] = cm.ToColor;
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// Quick fix for grey
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if (cm.ToColor == LT_GREY)
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tempbuf[cm.FromColor+31] = 0; // Set to black
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}
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}
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#endif
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#define PLAYER_COLOR_MAPS 15
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static COLOR_MAP PlayerColorMap[PLAYER_COLOR_MAPS][1] =
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{
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{
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{32, 32, LT_BLUE, LT_BROWN},
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},
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{
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{32, 31, LT_BLUE, LT_GREY},
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},
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{
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{32, 16, LT_BLUE, PURPLE}
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},
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{
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{32, 16, LT_BLUE, RUST_RED},
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},
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{
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{32, 16, LT_BLUE, YELLOW},
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},
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{
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{32, 16, LT_BLUE, DK_GREEN},
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},
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{
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{32, 16, LT_BLUE, GREEN},
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},
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{
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{32, 32, LT_BLUE, LT_BLUE}, // Redundant, but has to be here for position
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},
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{
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{32, 32, LT_BLUE, LT_TAN},
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},
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{
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{32, 16, LT_BLUE, RED},
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},
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{
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{32, 16, LT_BLUE, DK_GREY},
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},
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{
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{32, 16, LT_BLUE, BRIGHT_GREEN},
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},
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{
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{32, 16, LT_BLUE, DK_BLUE},
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},
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{
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{32, 16, LT_BLUE, FIRE},
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},
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{
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{32, 16, LT_BLUE, FIRE},
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}
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};
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void
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InitPalette(void)
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{
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static COLOR_MAP AllToRed[] =
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{
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{31, 16, LT_GREY, RED},
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{32, 16, LT_BROWN, RED},
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{32, 16, LT_TAN, RED},
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{16, 16, RUST_RED, RED},
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{16, 16, YELLOW, RED},
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{16, 16, BRIGHT_GREEN, RED},
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{16, 16, DK_GREEN, RED},
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{16, 16, GREEN, RED},
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{32, 16, LT_BLUE, RED},
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{16, 16, PURPLE, RED},
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{16, 16, FIRE, RED}
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};
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static COLOR_MAP AllToBlue[] =
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{
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{31, 32, LT_GREY, LT_BLUE},
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{32, 32, LT_BROWN, LT_BLUE},
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{32, 32, LT_TAN, LT_BLUE},
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{16, 32, RUST_RED, LT_BLUE},
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{16, 32, YELLOW, LT_BLUE},
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{16, 32, BRIGHT_GREEN, LT_BLUE},
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{16, 32, DK_GREEN, LT_BLUE},
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{16, 32, GREEN, LT_BLUE},
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{16, 32, RED, LT_BLUE},
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{16, 32, PURPLE, LT_BLUE},
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{16, 32, FIRE, LT_BLUE}
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};
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static COLOR_MAP AllToGreen[] =
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{
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{31, 16, LT_GREY, GREEN},
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{32, 16, LT_BROWN, GREEN},
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{32, 16, LT_TAN, GREEN},
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{16, 16, RUST_RED, GREEN},
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{16, 16, YELLOW, GREEN},
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{16, 16, BRIGHT_GREEN, GREEN},
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{16, 16, DK_GREEN, GREEN},
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{16, 16, GREEN, GREEN},
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{32, 16, LT_BLUE, GREEN},
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{16, 16, RED, GREEN},
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{16, 16, PURPLE, GREEN},
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{16, 16, FIRE, GREEN}
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};
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static COLOR_MAP NinjaBasic[] =
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{
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{32, 16, LT_TAN, DK_GREY},
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{32, 16, LT_BROWN,DK_GREY},
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{32, 31, LT_BLUE,LT_GREY},
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{16, 16, DK_GREEN,DK_GREY},
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{16, 16, GREEN, DK_GREY},
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{16, 16, YELLOW, DK_GREY}
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};
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static COLOR_MAP NinjaRed[] =
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{
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{16, 16, DK_TAN, DK_GREY},
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{16, 16, GREEN, DK_TAN},
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{16, 8, DK_BROWN, RED + 8},
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{32, 16, LT_BLUE, RED}
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};
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static COLOR_MAP NinjaGreen[] =
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{
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{16, 16, DK_TAN, DK_GREY},
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{16, 16, GREEN, DK_TAN},
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{16, 8, DK_BROWN, GREEN + 6},
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{32, 16, LT_BLUE, GREEN}
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};
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static COLOR_MAP Illuminate[] =
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{
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{16, 8, LT_GREY, BRIGHT_GREEN},
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{16, 8, DK_GREY, BRIGHT_GREEN},
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{16, 8, LT_BROWN, BRIGHT_GREEN},
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{16, 8, DK_BROWN, BRIGHT_GREEN},
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{16, 8, LT_TAN, BRIGHT_GREEN},
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{16, 8, DK_TAN, BRIGHT_GREEN},
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{16, 8, RUST_RED, BRIGHT_GREEN},
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{16, 8, YELLOW, BRIGHT_GREEN},
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{16, 8, DK_GREEN, BRIGHT_GREEN},
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{16, 8, GREEN, BRIGHT_GREEN},
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{32, 8, LT_BLUE, BRIGHT_GREEN},
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{16, 8, RED, BRIGHT_GREEN},
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{16, 8, PURPLE, BRIGHT_GREEN},
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{16, 8, FIRE, BRIGHT_GREEN}
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};
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static COLOR_MAP BrownRipper = {31, 32, LT_GREY, LT_TAN};
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static COLOR_MAP SkelGore = {16, 16, RED, BRIGHT_GREEN};
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static COLOR_MAP ElectroGore = {16, 16, RED, DK_BLUE};
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static COLOR_MAP MenuHighlight = {16, 16, RED, FIRE};
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unsigned int i;
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short play;
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#if 0
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// I need this for doing fog... Not sure why it wasn't already here.
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initfastcolorlookup(1,1,1);
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#endif
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//
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// Save default palette
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//
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memcpy(DefaultPalette, palookup[PALETTE_DEFAULT], 256 * 32);
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//
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// Dive palettes
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//
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#define FOG_AMT 60 // is 15 in SWP.
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#define LAVA_AMT 44 // is 11 in SWP.
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for (i = 0; i < 256; i++)
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tempbuf[i] = i;
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// palette for underwater
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paletteMakeLookupTable(PALETTE_DIVE, tempbuf, 0, 0, FOG_AMT, TRUE);
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for (i = 0; i < 256; i++)
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tempbuf[i] = i;
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paletteMakeLookupTable(PALETTE_FOG, tempbuf, FOG_AMT, FOG_AMT, FOG_AMT, TRUE);
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for (i = 0; i < 256; i++)
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tempbuf[i] = i;
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paletteMakeLookupTable(PALETTE_DIVE_LAVA, tempbuf, LAVA_AMT, 0, 0, TRUE);
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//
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// 1 Range changes
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//
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MapColors(PALETTE_BROWN_RIPPER, BrownRipper, TRUE);
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paletteMakeLookupTable(PALETTE_BROWN_RIPPER, tempbuf, 0, 0, 0, TRUE);
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MapColors(PALETTE_SKEL_GORE, SkelGore, TRUE);
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paletteMakeLookupTable(PALETTE_SKEL_GORE, tempbuf, 0, 0, 0, TRUE);
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MapColors(PALETTE_ELECTRO_GORE, ElectroGore, TRUE);
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paletteMakeLookupTable(PALETTE_ELECTRO_GORE, tempbuf, 0, 0, 0, TRUE);
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MapColors(PALETTE_MENU_HIGHLIGHT, MenuHighlight, TRUE);
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paletteMakeLookupTable(PALETTE_MENU_HIGHLIGHT, tempbuf, 0, 0, 0, TRUE);
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//
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// Multiple range changes
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//
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MapColors(PALETTE_BASIC_NINJA, NinjaBasic[0], TRUE);
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for (i = 1; i < SIZ(NinjaBasic); i++)
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MapColors(PALETTE_BASIC_NINJA, NinjaBasic[i], FALSE);
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paletteMakeLookupTable(PALETTE_BASIC_NINJA, tempbuf, 0, 0, 0, TRUE);
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MapColors(PALETTE_RED_NINJA, NinjaRed[0], TRUE);
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for (i = 1; i < SIZ(NinjaRed); i++)
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MapColors(PALETTE_RED_NINJA, NinjaRed[i], FALSE);
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paletteMakeLookupTable(PALETTE_RED_NINJA, tempbuf, 0, 0, 0, TRUE);
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MapColors(PALETTE_GREEN_NINJA, NinjaGreen[0], TRUE);
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for (i = 1; i < SIZ(NinjaGreen); i++)
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MapColors(PALETTE_GREEN_NINJA, NinjaGreen[i], FALSE);
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paletteMakeLookupTable(PALETTE_GREEN_NINJA, tempbuf, 0, 0, 0, TRUE);
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MapColors(PALETTE_GREEN_LIGHTING, AllToGreen[0], TRUE);
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for (i = 1; i < SIZ(AllToGreen); i++)
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MapColors(PALETTE_GREEN_LIGHTING, AllToGreen[i], FALSE);
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paletteMakeLookupTable(PALETTE_GREEN_LIGHTING, tempbuf, 0, 0, 0, TRUE);
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MapColors(PALETTE_RED_LIGHTING, AllToRed[0], TRUE);
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for (i = 1; i < SIZ(AllToRed); i++)
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MapColors(PALETTE_RED_LIGHTING, AllToRed[i], FALSE);
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paletteMakeLookupTable(PALETTE_RED_LIGHTING, tempbuf, 0, 0, 0, TRUE);
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MapColors(PALETTE_BLUE_LIGHTING, AllToBlue[0], TRUE);
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for (i = 1; i < SIZ(AllToBlue); i++)
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MapColors(PALETTE_BLUE_LIGHTING, AllToBlue[i], FALSE);
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paletteMakeLookupTable(PALETTE_BLUE_LIGHTING, tempbuf, 0, 0, 0, TRUE);
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MapColors(PALETTE_ILLUMINATE, Illuminate[0], TRUE);
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for (i = 1; i < SIZ(Illuminate); i++)
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MapColors(PALETTE_ILLUMINATE, Illuminate[i], FALSE);
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paletteMakeLookupTable(PALETTE_ILLUMINATE, tempbuf, 0, 0, 0, TRUE);
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// PLAYER COLORS - ALSO USED FOR OTHER THINGS
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for (play = 0; play < PLAYER_COLOR_MAPS; play++)
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{
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MapColors(PALETTE_PLAYER0 + play, PlayerColorMap[play][0], TRUE);
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MapColors(PALETTE_PLAYER0 + play, PlayerColorMap[play][0], FALSE);
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paletteMakeLookupTable(PALETTE_PLAYER0 + play, tempbuf, 0, 0, 0, TRUE);
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}
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//
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// Special Brown sludge
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//
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for (i = 0; i < 256; i++)
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tempbuf[i] = i;
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// invert the brown palette
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for (i = 0; i < 32; i++)
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tempbuf[LT_BROWN + i] = (LT_BROWN + 32) - i;
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paletteMakeLookupTable(PALETTE_SLUDGE, tempbuf, 0, 0, 0, TRUE);
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}
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/*
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2. You must now use my function to set or get any palette
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registers.This means that the keywords "3c7", "3c8", and "3c9" should not even exist in your code.I really
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didn 't want to force you to use my palette functions, but
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since VESA 2.0 supports non VGA compatible cards, you must
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do
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it this way.If you use setbrightness for all of your
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palette setting, then you can ignore this.Note that the
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palette format here is VESA 's palette format, which is
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different than my other palette control functions.It 's
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4 bytes and RGB are backwards.Here are the function
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prototypes:
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VBE_setPalette(int palstart, int palnum, char *dapal);
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VBE_getPalette(int palstart, int palnum, char *dapal);
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palstart is the offset of the first palette to set
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palnum is the number of the palette entries to set
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dapal is a pointer to the palette buffer.The palette
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buffer must be in this format:
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char Blue, Green, Red, reserved;
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I think this format stinks, but since VESA 2.0 uses
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it, the code will run fastest if the buffer is not
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copied.You can make your own cover up function if
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you don 't like this format.
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This example sets up a wasteful gray scale palette:
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char mypalette[1024];
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for (i = 0; i < 256; i++)
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{
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mypalette[i * 4 + 0] = (i >> 2); // Blue
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mypalette[i * 4 + 1] = (i >> 2); // Green
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mypalette[i * 4 + 2] = (i >> 2); // Red
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mypalette[i * 4 + 3] = 0; // reserved
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}
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VBE_setPalette(0, 256, mypalette);
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*/
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#define ORED 0
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#define OGREEN 1
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#define OBLUE 2
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#define NBLUE 0
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#define NGREEN 1
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#define NRED 2
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#define NRESERVED 3
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void SetPaletteToVESA(unsigned char *pal)
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{
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/*
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char pal_buff[1024];
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short i;
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for (i = 0; i < 256; i++)
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{
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pal_buff[i * 4 + NRED] = pal[i * 3 + ORED];
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pal_buff[i * 4 + NGREEN] = pal[i * 3 + OGREEN];
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pal_buff[i * 4 + NBLUE] = pal[i * 3 + OBLUE];
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pal_buff[i * 4 + NRESERVED] = 0;
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}
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VBE_setPalette(0, 256, pal_buff);
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*/
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paletteSetColorTable(BASEPAL, pal);
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videoSetPalette(0, BASEPAL, 4|2);
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// fprintf(stderr,"SetPaletteToVESA() called\n");
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}
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void set_pal(unsigned char *pal)
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{
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SetPaletteToVESA(pal);
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}
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void GetPaletteFromVESA(unsigned char *pal)
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{
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/*
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char pal_buff[1024];
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short i;
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VBE_getPalette(0, 256, pal_buff);
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for (i = 0; i < 256; i++)
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{
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pal[i * 3 + ORED] = pal_buff[i * 4 + NRED];
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pal[i * 3 + OGREEN] = pal_buff[i * 4 + NGREEN];
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pal[i * 3 + OBLUE] = pal_buff[i * 4 + NBLUE];
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}
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*/
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int i;
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for (i=0; i<256; i++)
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{
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pal[i*3+0] = curpalette[i].r;
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pal[i*3+1] = curpalette[i].g;
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pal[i*3+2] = curpalette[i].b;
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}
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// fprintf(stderr,"GetPaletteFromVESA() called\n");
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}
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END_SW_NS
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