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