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engines/ags/engine/ac/global_palette.cpp
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78
engines/ags/engine/ac/global_palette.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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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. See the
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* GNU General Public License for more details.
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*
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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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "ags/shared/ac/common.h"
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#include "ags/engine/ac/draw.h"
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#include "ags/shared/ac/game_setup_struct.h"
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#include "ags/engine/ac/game_state.h"
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#include "ags/engine/ac/global_palette.h"
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#include "ags/shared/util/wgt2_allg.h"
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namespace AGS3 {
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void CyclePalette(int strt, int eend) {
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// hi-color game must invalidate screen since the palette changes
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// the effect of the drawing operations
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if (_GP(game).color_depth > 1)
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invalidate_screen();
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if ((strt < 0) || (strt > 255) || (eend < 0) || (eend > 255))
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quit("!CyclePalette: start and end must be 0-255");
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if (eend > strt) {
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// forwards
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wcolrotate(strt, eend, 0, _G(palette));
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set_palette_range(_G(palette), strt, eend, 0);
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} else {
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// backwards
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wcolrotate(eend, strt, 1, _G(palette));
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set_palette_range(_G(palette), eend, strt, 0);
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}
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}
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void SetPalRGB(int inndx, int rr, int gg, int bb) {
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if (_GP(game).color_depth > 1)
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invalidate_screen();
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wsetrgb(inndx, rr, gg, bb, _G(palette));
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set_palette_range(_G(palette), inndx, inndx, 0);
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}
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/*void scSetPal(color*pptr) {
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wsetpalette(0,255,pptr);
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}
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void scGetPal(color*pptr) {
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get_palette(pptr);
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}*/
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void UpdatePalette() {
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if (_GP(game).color_depth > 1)
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invalidate_screen();
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if (!_GP(play).fast_forward)
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setpal();
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}
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} // namespace AGS3
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