diff --git a/src/gfx.cpp b/src/gfx.cpp --- a/src/gfx.cpp +++ b/src/gfx.cpp @@ -49,7 +49,6 @@ Colour _cur_palette[256]; byte _stringwidth_table[FS_END][224]; ///< Cache containing width of often used characters. @see GetCharacterWidth() DrawPixelInfo *_cur_dpi; byte _colour_gradient[COLOUR_END][8]; -bool _use_dos_palette; static void GfxMainBlitter(const Sprite *sprite, int x, int y, BlitterMode mode, const SubSprite *sub = NULL); @@ -756,11 +755,10 @@ void DrawCharCentered(WChar c, int x, in { FontSize size = FS_NORMAL; byte color = real_color & 0xFF; - uint palette = _use_dos_palette ? 1 : 0; int w = GetCharacterWidth(size, c); - _string_colorremap[1] = _string_colormap[palette][color].text; - _string_colorremap[2] = _string_colormap[palette][color].shadow; + _string_colorremap[1] = _string_colormap[_use_palette][color].text; + _string_colorremap[2] = _string_colormap[_use_palette][color].shadow; _color_remap_ptr = _string_colorremap; GfxMainBlitter(GetGlyph(size, c), x - w / 2, y, BM_COLOUR_REMAP); @@ -802,11 +800,10 @@ int DoDrawString(const char *string, int switch_colour:; if (real_colour & IS_PALETTE_COLOR) { _string_colorremap[1] = colour; - _string_colorremap[2] = _use_dos_palette ? 1 : 215; + _string_colorremap[2] = (_use_palette == PAL_DOS) ? 1 : 215; } else { - uint palette = _use_dos_palette ? 1 : 0; - _string_colorremap[1] = _string_colormap[palette][colour].text; - _string_colorremap[2] = _string_colormap[palette][colour].shadow; + _string_colorremap[1] = _string_colormap[_use_palette][colour].text; + _string_colorremap[2] = _string_colormap[_use_palette][colour].shadow; } _color_remap_ptr = _string_colorremap; } @@ -989,7 +986,7 @@ void DoPaletteAnimations(); void GfxInitPalettes() { - memcpy(_cur_palette, _palettes[_use_dos_palette ? 1 : 0], sizeof(_cur_palette)); + memcpy(_cur_palette, _palettes[_use_palette], sizeof(_cur_palette)); DoPaletteAnimations(); _pal_first_dirty = 0; @@ -1007,7 +1004,7 @@ void DoPaletteAnimations() /* Amount of colors to be rotated. * A few more for the DOS palette, because the water colors are * 245-254 for DOS and 217-226 for Windows. */ - const int colour_rotation_amount = _use_dos_palette ? PALETTE_ANIM_SIZE_DOS : PALETTE_ANIM_SIZE_WIN; + 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); const uint old_tc = _palette_animation_counter; @@ -1092,7 +1089,7 @@ void DoPaletteAnimations() } /* Animate water for old DOS graphics */ - if (_use_dos_palette) { + if (_use_palette == PAL_DOS) { /* Dark blue water DOS */ s = (_settings_game.game_creation.landscape == LT_TOYLAND) ? ev->dark_water_TOY : ev->dark_water; j = EXTR(320, 5);