/* ** palette.cpp ** Palette and color utility functions ** **--------------------------------------------------------------------------- ** Copyright 1998-2006 Randy Heit ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include #include "palutil.h" #include "palentry.h" #include "sc_man.h" #include "files.h" #include "filesystem.h" #include "printf.h" #include "m_swap.h" #include "cmdlib.h" #include "m_png.h" /****************************/ /* Palette management stuff */ /****************************/ int BestColor (const uint32_t *pal_in, int r, int g, int b, int first, int num, const uint8_t* indexmap) { const PalEntry *pal = (const PalEntry *)pal_in; int bestcolor = first; int bestdist = 257 * 257 + 257 * 257 + 257 * 257; for (int color = first; color < num; color++) { int co = indexmap ? indexmap[color] : color; int x = r - pal[co].r; int y = g - pal[co].g; int z = b - pal[co].b; int dist = x*x + y*y + z*z; if (dist < bestdist) { if (dist == 0) return co; bestdist = dist; bestcolor = co; } } return bestcolor; } // [SP] Re-implemented BestColor for more precision rather than speed. This function is only ever called once until the game palette is changed. int PTM_BestColor (const uint32_t *pal_in, int r, int g, int b, bool reverselookup, float powtable_val, int first, int num) { const PalEntry *pal = (const PalEntry *)pal_in; static double powtable[256]; static bool firstTime = true; static float trackpowtable = 0.; double fbestdist = DBL_MAX, fdist; int bestcolor = 0; if (firstTime || trackpowtable != powtable_val) { auto pt = powtable_val; trackpowtable = pt; firstTime = false; for (int x = 0; x < 256; x++) powtable[x] = pow((double)x/255, (double)pt); } for (int color = first; color < num; color++) { double x = powtable[abs(r-pal[color].r)]; double y = powtable[abs(g-pal[color].g)]; double z = powtable[abs(b-pal[color].b)]; fdist = x + y + z; if (color == first || (reverselookup?(fdist <= fbestdist):(fdist < fbestdist))) { if (fdist == 0 && !reverselookup) return color; fbestdist = fdist; bestcolor = color; } } return bestcolor; } #if defined(_M_X64) || defined(_M_IX86) || defined(__i386__) || defined(__amd64__) #ifdef _MSC_VER #include #endif #include static void DoBlending_SSE2(const PalEntry *from, PalEntry *to, int count, int r, int g, int b, int a) { __m128i blendcolor; __m128i blendalpha; __m128i zero; __m128i blending256; __m128i color1; __m128i color2; size_t unaligned; unaligned = ((size_t)from | (size_t)to) & 0xF; #if defined(__amd64__) || defined(_M_X64) int64_t color; blending256 = _mm_set_epi64x(0x10001000100ll, 0x10001000100ll); color = ((int64_t)r << 32) | (g << 16) | b; blendcolor = _mm_set_epi64x(color, color); color = ((int64_t)a << 32) | (a << 16) | a; blendalpha = _mm_set_epi64x(color, color); #else int color; blending256 = _mm_set_epi32(0x100, 0x1000100, 0x100, 0x1000100); color = (g << 16) | b; blendcolor = _mm_set_epi32(r, color, r, color); color = (a << 16) | a; blendalpha = _mm_set_epi32(a, color, a, color); #endif blendcolor = _mm_mullo_epi16(blendcolor, blendalpha); // premultiply blend by alpha blendalpha = _mm_subs_epu16(blending256, blendalpha); // one minus alpha zero = _mm_setzero_si128(); if (unaligned) { for (count >>= 2; count > 0; --count) { color1 = _mm_loadu_si128((__m128i *)from); from += 4; color2 = _mm_unpackhi_epi8(color1, zero); color1 = _mm_unpacklo_epi8(color1, zero); color1 = _mm_mullo_epi16(blendalpha, color1); color2 = _mm_mullo_epi16(blendalpha, color2); color1 = _mm_adds_epu16(blendcolor, color1); color2 = _mm_adds_epu16(blendcolor, color2); color1 = _mm_srli_epi16(color1, 8); color2 = _mm_srli_epi16(color2, 8); _mm_storeu_si128((__m128i *)to, _mm_packus_epi16(color1, color2)); to += 4; } } else { for (count >>= 2; count > 0; --count) { color1 = _mm_load_si128((__m128i *)from); from += 4; color2 = _mm_unpackhi_epi8(color1, zero); color1 = _mm_unpacklo_epi8(color1, zero); color1 = _mm_mullo_epi16(blendalpha, color1); color2 = _mm_mullo_epi16(blendalpha, color2); color1 = _mm_adds_epu16(blendcolor, color1); color2 = _mm_adds_epu16(blendcolor, color2); color1 = _mm_srli_epi16(color1, 8); color2 = _mm_srli_epi16(color2, 8); _mm_store_si128((__m128i *)to, _mm_packus_epi16(color1, color2)); to += 4; } } } #endif void DoBlending (const PalEntry *from, PalEntry *to, int count, int r, int g, int b, int a) { if (a == 0) { if (from != to) { memcpy (to, from, count * sizeof(uint32_t)); } return; } else if (a == 256) { uint32_t t = MAKERGB(r,g,b); int i; for (i = 0; i < count; i++) { to[i] = t; } return; } #if defined(_M_X64) || defined(_M_IX86) || defined(__i386__) || defined(__amd64__) else if (count >= 4) { int not3count = count & ~3; DoBlending_SSE2 (from, to, not3count, r, g, b, a); count &= 3; if (count <= 0) { return; } from += not3count; to += not3count; } #endif int i, ia; ia = 256 - a; r *= a; g *= a; b *= a; for (i = count; i > 0; i--, to++, from++) { to->r = (r + from->r * ia) >> 8; to->g = (g + from->g * ia) >> 8; to->b = (b + from->b * ia) >> 8; } } /****** Colorspace Conversion Functions ******/ // Code from http://www.cs.rit.edu/~yxv4997/t_convert.html // r,g,b values are from 0 to 1 // h = [0,360], s = [0,1], v = [0,1] // if s == 0, then h = -1 (undefined) // Green Doom guy colors: // RGB - 0: { .46 1 .429 } 7: { .254 .571 .206 } 15: { .0317 .0794 .0159 } // HSV - 0: { 116.743 .571 1 } 7: { 112.110 .639 .571 } 15: { 105.071 .800 .0794 } void RGBtoHSV (float r, float g, float b, float *h, float *s, float *v) { float min, max, delta, foo; if (r == g && g == b) { *h = 0; *s = 0; *v = r; return; } foo = r < g ? r : g; min = (foo < b) ? foo : b; foo = r > g ? r : g; max = (foo > b) ? foo : b; *v = max; // v delta = max - min; *s = delta / max; // s if (r == max) *h = (g - b) / delta; // between yellow & magenta else if (g == max) *h = 2 + (b - r) / delta; // between cyan & yellow else *h = 4 + (r - g) / delta; // between magenta & cyan *h *= 60; // degrees if (*h < 0) *h += 360; } void HSVtoRGB (float *r, float *g, float *b, float h, float s, float v) { int i; float f, p, q, t; if (s == 0) { // achromatic (grey) *r = *g = *b = v; return; } h /= 60; // sector 0 to 5 i = (int)floor (h); f = h - i; // factorial part of h p = v * (1 - s); q = v * (1 - s * f); t = v * (1 - s * (1 - f)); switch (i) { case 0: *r = v; *g = t; *b = p; break; case 1: *r = q; *g = v; *b = p; break; case 2: *r = p; *g = v; *b = t; break; case 3: *r = p; *g = q; *b = v; break; case 4: *r = t; *g = p; *b = v; break; default: *r = v; *g = p; *b = q; break; } } struct RemappingWork { uint32_t Color; uint8_t Foreign; // 0 = local palette, 1 = foreign palette uint8_t PalEntry; // Entry # in the palette uint8_t Pad[2]; }; static int sortforremap(const void* a, const void* b) { return (*(const uint32_t*)a & 0xFFFFFF) - (*(const uint32_t*)b & 0xFFFFFF); } static int sortforremap2(const void* a, const void* b) { const RemappingWork* ap = (const RemappingWork*)a; const RemappingWork* bp = (const RemappingWork*)b; if (ap->Color == bp->Color) { return bp->Foreign - ap->Foreign; } else { return ap->Color - bp->Color; } } void MakeRemap(uint32_t* BaseColors, const uint32_t* colors, uint8_t* remap, const uint8_t* useful, int numcolors) { RemappingWork workspace[255 + 256]; int i, j, k; // Fill in workspace with the colors from the passed palette and this palette. // By sorting this array, we can quickly find exact matches so that we can // minimize the time spent calling BestColor for near matches. for (i = 1; i < 256; ++i) { workspace[i - 1].Color = uint32_t(BaseColors[i]) & 0xFFFFFF; workspace[i - 1].Foreign = 0; workspace[i - 1].PalEntry = i; } for (i = k = 0, j = 255; i < numcolors; ++i) { if (useful == NULL || useful[i] != 0) { workspace[j].Color = colors[i] & 0xFFFFFF; workspace[j].Foreign = 1; workspace[j].PalEntry = i; ++j; ++k; } else { remap[i] = 0; } } qsort(workspace, j, sizeof(RemappingWork), sortforremap2); // Find exact matches --j; for (i = 0; i < j; ++i) { if (workspace[i].Foreign) { if (!workspace[i + 1].Foreign && workspace[i].Color == workspace[i + 1].Color) { remap[workspace[i].PalEntry] = workspace[i + 1].PalEntry; workspace[i].Foreign = 2; ++i; --k; } } } // Find near matches if (k > 0) { for (i = 0; i <= j; ++i) { if (workspace[i].Foreign == 1) { remap[workspace[i].PalEntry] = BestColor((uint32_t*)BaseColors, RPART(workspace[i].Color), GPART(workspace[i].Color), BPART(workspace[i].Color), 1, 255); } } } } // In ZDoom's new texture system, color 0 is used as the transparent color. // But color 0 is also a valid color for Doom engine graphics. What to do? // Simple. The default palette for every game has at least one duplicate // color, so find a duplicate pair of palette entries, make one of them a // duplicate of color 0, and remap every graphic so that it uses that entry // instead of entry 0. void MakeGoodRemap(uint32_t* BaseColors, uint8_t* Remap, const uint8_t* lastcolormap) { for (int i = 0; i < 256; i++) Remap[i] = i; PalEntry color0 = BaseColors[0]; int i; // First try for an exact match of color 0. Only Hexen does not have one. if (!lastcolormap) { for (i = 1; i < 256; ++i) { if (BaseColors[i] == color0) { Remap[0] = i; break; } } } else { for (i = 1; i < 256; ++i) { if ((BaseColors[i] == color0) && (lastcolormap[i] == lastcolormap[0])) { Remap[0] = i; break; } } } // If there is no duplicate of color 0, find the first set of duplicate // colors and make one of them a duplicate of color 0. In Hexen's PLAYPAL // colors 209 and 229 are the only duplicates, but we cannot assume // anything because the player might be using a custom PLAYPAL where those // entries are not duplicates. if (Remap[0] == 0) { PalEntry sortcopy[256]; for (i = 0; i < 256; ++i) { sortcopy[i] = (BaseColors[i] & 0xffffff) | (i << 24); } qsort(sortcopy, 256, 4, sortforremap); if (!lastcolormap) { for (i = 255; i > 0; --i) { if ((sortcopy[i] & 0xFFFFFF) == (sortcopy[i - 1] & 0xFFFFFF)) { int new0 = sortcopy[i].a; int dup = sortcopy[i - 1].a; if (new0 > dup) { // Make the lower-numbered entry a copy of color 0. (Just because.) std::swap(new0, dup); } Remap[0] = new0; Remap[new0] = dup; BaseColors[new0] = color0; break; } } } else { for (i = 255; i > 0; --i) { if (((sortcopy[i] & 0xFFFFFF) == (sortcopy[i - 1] & 0xFFFFFF)) && (lastcolormap[sortcopy[i].a] == lastcolormap[sortcopy[i - 1].a])) { int new0 = sortcopy[i].a; int dup = sortcopy[i - 1].a; if (new0 > dup) { // Make the lower-numbered entry a copy of color 0. (Just because.) std::swap(new0, dup); } Remap[0] = new0; Remap[new0] = dup; BaseColors[new0] = color0; break; } } } } // If there were no duplicates, InitPalette() will remap color 0 to the // closest matching color. Hopefully nobody will use a palette where all // 256 entries are different. :-) } //=========================================================================== // // Gets the average color of a texture for use as a sky cap color // //=========================================================================== PalEntry averageColor(const uint32_t* data, int size, int maxout) { int i; unsigned int r, g, b; // First clear them. r = g = b = 0; if (size == 0) { return PalEntry(255, 255, 255); } for (i = 0; i < size; i++) { b += BPART(data[i]); g += GPART(data[i]); r += RPART(data[i]); } r = r / size; g = g / size; b = b / size; int maxv = max(max(r, g), b); if (maxv && maxout) { r = ::Scale(r, maxout, maxv); g = ::Scale(g, maxout, maxv); b = ::Scale(b, maxout, maxv); } return PalEntry(255, r, g, b); } //========================================================================== // // V_GetColorFromString // // Passed a string of the form "#RGB", "#RRGGBB", "R G B", or "RR GG BB", // returns a number representing that color. If palette is non-NULL, the // index of the best match in the palette is returned, otherwise the // RRGGBB value is returned directly. // //========================================================================== int V_GetColorFromString(const char* cstr, FScriptPosition* sc) { int c[3], i, p; char val[3]; val[2] = '\0'; // Check for HTML-style #RRGGBB or #RGB color string if (cstr[0] == '#') { size_t len = strlen(cstr); if (len == 7) { // Extract each eight-bit component into c[]. for (i = 0; i < 3; ++i) { val[0] = cstr[1 + i * 2]; val[1] = cstr[2 + i * 2]; c[i] = ParseHex(val, sc); } } else if (len == 4) { // Extract each four-bit component into c[], expanding to eight bits. for (i = 0; i < 3; ++i) { val[1] = val[0] = cstr[1 + i]; c[i] = ParseHex(val, sc); } } else { // Bad HTML-style; pretend it's black. c[2] = c[1] = c[0] = 0; } } else { if (strlen(cstr) == 6) { char* endp; int color = strtol(cstr, &endp, 16); if (*endp == 0) { // RRGGBB string c[0] = (color & 0xff0000) >> 16; c[1] = (color & 0xff00) >> 8; c[2] = (color & 0xff); } else goto normal; } else { normal: // Treat it as a space-delimited hexadecimal string for (i = 0; i < 3; ++i) { // Skip leading whitespace while (*cstr <= ' ' && *cstr != '\0') { cstr++; } // Extract a component and convert it to eight-bit for (p = 0; *cstr > ' '; ++p, ++cstr) { if (p < 2) { val[p] = *cstr; } } if (p == 0) { c[i] = 0; } else { if (p == 1) { val[1] = val[0]; } c[i] = ParseHex(val, sc); } } } } return MAKERGB(c[0], c[1], c[2]); } //========================================================================== // // V_GetColorStringByName // // Searches for the given color name in x11r6rgb.txt and returns an // HTML-ish "#RRGGBB" string for it if found or the empty string if not. // //========================================================================== FString V_GetColorStringByName(const char* name, FScriptPosition* sc) { const char* rgbEnd; const char* rgb, * endp; int rgblump; int c[3], step; size_t namelen; if (fileSystem.GetNumEntries() == 0) return FString(); rgblump = fileSystem.CheckNumForName("X11R6RGB"); if (rgblump == -1) { if (!sc) Printf("X11R6RGB lump not found\n"); else sc->Message(MSG_WARNING, "X11R6RGB lump not found"); return FString(); } auto rgbNames = fileSystem.ReadFile(rgblump); rgb = rgbNames.GetString(); rgbEnd = rgb + rgbNames.GetSize(); step = 0; namelen = strlen(name); while (rgb < rgbEnd) { // Skip white space if (*rgb <= ' ') { do { rgb++; } while (rgb < rgbEnd && *rgb <= ' '); } else if (step == 0 && *rgb == '!') { // skip comment lines do { rgb++; } while (rgb < rgbEnd && *rgb != '\n'); } else if (step < 3) { // collect RGB values c[step++] = strtoul(rgb, (char**)&endp, 10); if (endp == rgb) { break; } rgb = endp; } else { // Check color name endp = rgb; // Find the end of the line while (endp < rgbEnd && *endp != '\n') endp++; // Back up over any whitespace while (endp > rgb && *endp <= ' ') endp--; if (endp == rgb) { break; } size_t checklen = ++endp - rgb; if (checklen == namelen && strnicmp(rgb, name, checklen) == 0) { FString descr; descr.Format("#%02x%02x%02x", c[0], c[1], c[2]); return descr; } rgb = endp; step = 0; } } if (rgb < rgbEnd) { if (!sc) Printf("X11R6RGB lump is corrupt\n"); else sc->Message(MSG_WARNING, "X11R6RGB lump is corrupt"); } return FString(); } //========================================================================== // // V_GetColor // // Works like V_GetColorFromString(), but also understands X11 color names. // //========================================================================== int V_GetColor(const char* str, FScriptPosition* sc) { FString string = V_GetColorStringByName(str, sc); int res; if (!string.IsEmpty()) { res = V_GetColorFromString(string.GetChars(), sc); } else { res = V_GetColorFromString(str, sc); } return res; } int V_GetColor(FScanner& sc) { FScriptPosition scc = sc; return V_GetColor(sc.String, &scc); } //========================================================================== // // Special colormaps // //========================================================================== TArray SpecialColormaps; uint8_t DesaturateColormap[31][256]; // These default tables are needed for texture composition. static FSpecialColormapParameters SpecialColormapParms[] = { // Doom invulnerability is an inverted grayscale. // Strife uses it when firing the Sigil { { 1, 1, 1 }, { 0, 0, 0 } }, // Heretic invulnerability is a golden shade. { { 0, 0, 0 }, { 1.5, 0.75, 0 }, }, // [BC] Build the Doomsphere colormap. It is red! { { 0, 0, 0 }, { 1.5, 0, 0 } }, // [BC] Build the Guardsphere colormap. It's a greenish-white kind of thing. { { 0, 0, 0 }, { 1.25, 1.5, 1 } }, // Build a blue colormap. { { 0, 0, 0 }, { 0, 0, 1.5 } }, // Repeated to get around the overridability of the other one { { 1, 1, 1 }, { 0, 0, 0 } }, }; //========================================================================== // // // //========================================================================== void UpdateSpecialColormap(PalEntry* BaseColors, unsigned int index, float r1, float g1, float b1, float r2, float g2, float b2) { assert(index < SpecialColormaps.Size()); FSpecialColormap* cm = &SpecialColormaps[index]; cm->ColorizeStart[0] = float(r1); cm->ColorizeStart[1] = float(g1); cm->ColorizeStart[2] = float(b1); cm->ColorizeEnd[0] = float(r2); cm->ColorizeEnd[1] = float(g2); cm->ColorizeEnd[2] = float(b2); r2 -= r1; g2 -= g1; b2 -= b1; r1 *= 255; g1 *= 255; b1 *= 255; if (BaseColors) // only create this table if needed { for (int c = 0; c < 256; c++) { double intensity = (BaseColors[c].r * 77 + BaseColors[c].g * 143 + BaseColors[c].b * 37) / 256.0; PalEntry pe = PalEntry(min(255, int(r1 + intensity * r2)), min(255, int(g1 + intensity * g2)), min(255, int(b1 + intensity * b2))); cm->Colormap[c] = BestColor((uint32_t*)BaseColors, pe.r, pe.g, pe.b); } } // This table is used by the texture composition code for (int i = 0; i < 256; i++) { cm->GrayscaleToColor[i] = PalEntry(min(255, int(r1 + i * r2)), min(255, int(g1 + i * g2)), min(255, int(b1 + i * b2))); } } //========================================================================== // // // //========================================================================== int AddSpecialColormap(PalEntry *BaseColors, float r1, float g1, float b1, float r2, float g2, float b2) { // Clamp these in range for the hardware shader. r1 = clamp(r1, 0.0f, 2.0f); g1 = clamp(g1, 0.0f, 2.0f); b1 = clamp(b1, 0.0f, 2.0f); r2 = clamp(r2, 0.0f, 2.0f); g2 = clamp(g2, 0.0f, 2.0f); b2 = clamp(b2, 0.0f, 2.0f); for (unsigned i = 1; i < SpecialColormaps.Size(); i++) { // Avoid precision issues here when trying to find a proper match. if (fabs(SpecialColormaps[i].ColorizeStart[0] - r1) < FLT_EPSILON && fabs(SpecialColormaps[i].ColorizeStart[1] - g1) < FLT_EPSILON && fabs(SpecialColormaps[i].ColorizeStart[2] - b1) < FLT_EPSILON && fabs(SpecialColormaps[i].ColorizeEnd[0] - r2) < FLT_EPSILON && fabs(SpecialColormaps[i].ColorizeEnd[1] - g2) < FLT_EPSILON && fabs(SpecialColormaps[i].ColorizeEnd[2] - b2) < FLT_EPSILON) { return i; // The map already exists } } UpdateSpecialColormap(BaseColors, SpecialColormaps.Reserve(1), r1, g1, b1, r2, g2, b2); return SpecialColormaps.Size() - 1; } void InitSpecialColormaps(PalEntry *pe) { for (unsigned i = 0; i < countof(SpecialColormapParms); ++i) { AddSpecialColormap(pe, SpecialColormapParms[i].Start[0], SpecialColormapParms[i].Start[1], SpecialColormapParms[i].Start[2], SpecialColormapParms[i].End[0], SpecialColormapParms[i].End[1], SpecialColormapParms[i].End[2]); } // desaturated colormaps. These are used for texture composition for (int m = 0; m < 31; m++) { uint8_t* shade = DesaturateColormap[m]; for (int c = 0; c < 256; c++) { int intensity = pe[c].Luminance(); int r = (pe[c].r * (31 - m) + intensity * m) / 31; int g = (pe[c].g * (31 - m) + intensity * m) / 31; int b = (pe[c].b * (31 - m) + intensity * m) / 31; shade[c] = BestColor((uint32_t*)pe, r, g, b); } } } //========================================================================== // // // //========================================================================== int ReadPalette(int lumpnum, uint8_t* buffer) { if (lumpnum < 0) { return 0; } auto lump = fileSystem.ReadFile(lumpnum); auto lumpmem = lump.GetBytes(); memset(buffer, 0, 768); FileReader fr; fr.OpenMemory(lumpmem, lump.GetSize()); auto png = M_VerifyPNG(fr); if (png) { uint32_t id, len; fr.Seek(33, FileReader::SeekSet); fr.Read(&len, 4); fr.Read(&id, 4); while (id != MAKE_ID('I', 'D', 'A', 'T') && id != MAKE_ID('I', 'E', 'N', 'D')) { len = BigLong((unsigned int)len); if (id != MAKE_ID('P', 'L', 'T', 'E')) fr.Seek(len, FileReader::SeekCur); else { int PaletteSize = min(len, 768); fr.Read(buffer, PaletteSize); return PaletteSize / 3; } fr.Seek(4, FileReader::SeekCur); // Skip CRC fr.Read(&len, 4); id = MAKE_ID('I', 'E', 'N', 'D'); fr.Read(&id, 4); } I_Error("%s contains no palette", fileSystem.GetFileFullName(lumpnum)); } if (memcmp(lumpmem, "JASC-PAL", 8) == 0) { FScanner sc; sc.OpenMem(fileSystem.GetFileFullName(lumpnum), (char*)lumpmem, int(lump.GetSize())); sc.MustGetString(); sc.MustGetNumber(); // version - ignore sc.MustGetNumber(); int colors = min(256, sc.Number) * 3; for (int i = 0; i < colors; i++) { sc.MustGetNumber(); if (sc.Number < 0 || sc.Number > 255) { sc.ScriptError("Color %d value out of range.", sc.Number); } buffer[i] = sc.Number; } return colors / 3; } else { memcpy(buffer, lumpmem, min(768, lump.GetSize())); return 256; } }