#include "version.h" #ifdef USE_SHADING #include "wl_def.h" #include "wl_shade.h" typedef struct { uint8_t destRed, destGreen, destBlue; // values between 0 and 255 uint8_t fogStrength; } shadedef_t; shadedef_t shadeDefs[] = { { 0, 0, 0, LSHADE_NOSHADING }, { 0, 0, 0, LSHADE_NORMAL }, { 0, 0, 0, LSHADE_FOG }, { 40, 40, 40, LSHADE_NORMAL }, { 60, 60, 60, LSHADE_FOG } }; uint8_t shadetable[SHADE_COUNT][256]; int LSHADE_flag; #ifdef USE_FEATUREFLAGS // The lower 8-bit of the upper left tile of every map determine // the used shading definition of shadeDefs. static int GetShadeDefID() { int shadeID = ffDataTopLeft & 0x00ff; assert(shadeID >= 0 && shadeID < lengthof(shadeDefs)); return shadeID; } #else static int GetShadeDefID() { int shadeID; switch(gamestate.episode * 10 + mapon) { case 0: shadeID = 4; break; case 1: case 2: case 6: shadeID = 1; break; case 3: shadeID = 0; break; case 5: shadeID = 2; break; default: shadeID = 3; break; } assert(shadeID >= 0 && shadeID < lengthof(shadeDefs)); return shadeID; } #endif // Returns the palette index of the nearest matching color of the // given RGB color in given palette byte GetColor(byte red, byte green, byte blue, SDL_Color *palette) { byte mincol = 0; double mindist = 200000.F, curdist, DRed, DGreen, DBlue; SDL_Color *palPtr = palette; for(int col = 0; col < 256; col++, palPtr++) { DRed = (double) (red - palPtr->r); DGreen = (double) (green - palPtr->g); DBlue = (double) (blue - palPtr->b); curdist = DRed * DRed + DGreen * DGreen + DBlue * DBlue; if(curdist < mindist) { mindist = curdist; mincol = (byte) col; } } return mincol; } // Fade all colors in 32 steps down to the destination-RGB // (use gray for fogging, black for standard shading) void GenerateShadeTable(byte destRed, byte destGreen, byte destBlue, SDL_Color *palette, int fog) { double curRed, curGreen, curBlue, redStep, greenStep, blueStep; SDL_Color *palPtr = palette; // Set the fog-flag LSHADE_flag=fog; // Color loop for(int i = 0; i < 256; i++, palPtr++) { // Get original palette color curRed = palPtr->r; curGreen = palPtr->g; curBlue = palPtr->b; // Calculate increment per step redStep = ((double) destRed - curRed) / (SHADE_COUNT + 8); greenStep = ((double) destGreen - curGreen) / (SHADE_COUNT + 8); blueStep = ((double) destBlue - curBlue) / (SHADE_COUNT + 8); // Calc color for each shade of the current color for (int shade = 0; shade < SHADE_COUNT; shade++) { shadetable[shade][i] = GetColor((byte) curRed, (byte) curGreen, (byte) curBlue, palette); // Inc to next shade curRed += redStep; curGreen += greenStep; curBlue += blueStep; } } } void NoShading() { for(int shade = 0; shade < SHADE_COUNT; shade++) for(int i = 0; i < 256; i++) shadetable[shade][i] = i; } void InitLevelShadeTable() { shadedef_t *shadeDef = &shadeDefs[GetShadeDefID()]; if(shadeDef->fogStrength == LSHADE_NOSHADING) NoShading(); else GenerateShadeTable(shadeDef->destRed, shadeDef->destGreen, shadeDef->destBlue, gamepal, shadeDef->fogStrength); } int GetShade(int scale) { int shade = (scale >> 1) / (((viewwidth * 3) >> 8) + 1 + LSHADE_flag); // TODO: reconsider this... if(shade > 32) shade = 32; else if(shade < 1) shade = 1; shade = 32 - shade; return shade; } #endif