Remove another dependency on the VGA palette index in COLOR.

git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@3365 8092fc87-c524-0410-9efc-e669fe64eaf9
This commit is contained in:
Meep-Eep
2009-11-28 20:43:08 +00:00
parent cf6a9378ef
commit 7405dbcf55
2 changed files with 84 additions and 81 deletions
+79 -76
View File
@@ -311,46 +311,38 @@ orz_intelligence (ELEMENT *ShipPtr, EVALUATE_DESC *ObjectsOfConcern,
#define START_ION_COLOR BUILD_COLOR (MAKE_RGB15 (0x1F, 0x15, 0x00), 0x7A)
void
static void
ion_preprocess (ELEMENT *ElementPtr)
{
static const COLOR color_tab[] =
/* Originally, this table also contained the now commented out
* entries. It then used some if statements to skip over these.
* The current behaviour is the same as the old behavior.
*/
static const COLOR colorTable[] =
{
BUILD_COLOR (MAKE_RGB15 (0x1F, 0x00, 0x00), 0x2a),
BUILD_COLOR (MAKE_RGB15 (0x1B, 0x00, 0x00), 0x2b),
BUILD_COLOR (MAKE_RGB15 (0x17, 0x00, 0x00), 0x2c),
BUILD_COLOR (MAKE_RGB15 (0x13, 0x00, 0x00), 0x2d),
BUILD_COLOR (MAKE_RGB15 (0x0F, 0x00, 0x00), 0x2e),
BUILD_COLOR (MAKE_RGB15 (0x0B, 0x00, 0x00), 0x2f),
BUILD_COLOR (MAKE_RGB15 (0x1F, 0x15, 0x00), 0x7a),
BUILD_COLOR (MAKE_RGB15 (0x1F, 0x11, 0x00), 0x7b),
//BUILD_COLOR (MAKE_RGB15 (0x1F, 0x11, 0x00), 0x7b),
BUILD_COLOR (MAKE_RGB15 (0x1F, 0x0E, 0x00), 0x7c),
BUILD_COLOR (MAKE_RGB15 (0x1F, 0x0A, 0x00), 0x7d),
BUILD_COLOR (MAKE_RGB15 (0x1F, 0x07, 0x00), 0x7e),
//BUILD_COLOR (MAKE_RGB15 (0x1F, 0x0A, 0x00), 0x7d),
//BUILD_COLOR (MAKE_RGB15 (0x1F, 0x07, 0x00), 0x7e),
BUILD_COLOR (MAKE_RGB15 (0x1F, 0x03, 0x00), 0x7f),
//BUILD_COLOR (MAKE_RGB15 (0x1F, 0x00, 0x00), 0x2a),
BUILD_COLOR (MAKE_RGB15 (0x1B, 0x00, 0x00), 0x2b),
//BUILD_COLOR (MAKE_RGB15 (0x17, 0x00, 0x00), 0x2c),
BUILD_COLOR (MAKE_RGB15 (0x13, 0x00, 0x00), 0x2d),
//BUILD_COLOR (MAKE_RGB15 (0x0F, 0x00, 0x00), 0x2e),
//BUILD_COLOR (MAKE_RGB15 (0x0B, 0x00, 0x00), 0x2f),
};
#define NUM_TAB_COLORS (sizeof (color_tab) / sizeof (color_tab[0]))
const size_t colorTabCount = sizeof colorTable / sizeof colorTable[0];
COUNT color_index = 0;
COLOR Color;
Color = COLOR_256 (GetPrimColor (&(GLOBAL (DisplayArray))[
ElementPtr->PrimIndex]));
if (Color != 0x2D)
ElementPtr->colorCycleIndex++;
if (ElementPtr->colorCycleIndex != colorTabCount)
{
ElementPtr->life_span = ElementPtr->thrust_wait;
Color += 2;
if (Color > 0x7F)
Color = 0x2B;
else if (Color == 0x7E)
Color = 0x7F;
if (Color <= 0x2f && Color >= 0x2a)
color_index = (COUNT)Color - 0x2a;
else /* color is between 0x7a and 0x7f */
color_index = (COUNT)(Color - 0x7a) + (NUM_TAB_COLORS >> 1);
SetPrimColor (&(GLOBAL (DisplayArray))[
ElementPtr->PrimIndex], color_tab[color_index]);
SetPrimColor (&(GLOBAL (DisplayArray))[ElementPtr->PrimIndex],
colorTable[ElementPtr->colorCycleIndex]);
ElementPtr->state_flags &= ~DISAPPEARING;
ElementPtr->state_flags |= CHANGING;
@@ -472,6 +464,59 @@ LeftShip:
}
}
// XXX: merge this with spawn_ion_trail from tactrans.c?
static void
spawn_marine_ion_trail (ELEMENT *ElementPtr, STARSHIP *StarShipPtr,
COUNT facing)
{
HELEMENT hIonElement;
hIonElement = AllocElement ();
if (hIonElement)
{
#define ION_LIFE 1
COUNT angle;
ELEMENT *IonElementPtr;
angle = FACING_TO_ANGLE (facing) + HALF_CIRCLE;
InsertElement (hIonElement, GetHeadElement ());
LockElement (hIonElement, &IonElementPtr);
IonElementPtr->playerNr = NEUTRAL_PLAYER_NUM;
IonElementPtr->state_flags = APPEARING | FINITE_LIFE | NONSOLID;
IonElementPtr->thrust_wait = ION_LIFE;
IonElementPtr->life_span = IonElementPtr->thrust_wait;
// When the element "dies", in the death_func
// 'cycle_ion_trail', it is given new life a number of
// times, by setting life_span to thrust_wait.
SetPrimType (&(GLOBAL (DisplayArray))[IonElementPtr->PrimIndex],
POINT_PRIM);
SetPrimColor (&(GLOBAL (DisplayArray))[IonElementPtr->PrimIndex],
START_ION_COLOR);
IonElementPtr->colorCycleIndex = 0;
IonElementPtr->current.location = ElementPtr->current.location;
IonElementPtr->current.location.x +=
(COORD)COSINE (angle, DISPLAY_TO_WORLD (2));
IonElementPtr->current.location.y +=
(COORD)SINE (angle, DISPLAY_TO_WORLD (2));
IonElementPtr->death_func = ion_preprocess;
SetElementStarShip (IonElementPtr, StarShipPtr);
{
/* normally done during preprocess, but because
* object is being inserted at head rather than
* appended after tail it may never get preprocessed.
*/
IonElementPtr->next = IonElementPtr->current;
--IonElementPtr->life_span;
IonElementPtr->state_flags |= PRE_PROCESS;
}
UnlockElement (hIonElement);
}
}
static void
marine_preprocess (ELEMENT *ElementPtr)
{
@@ -668,50 +713,7 @@ marine_preprocess (ELEMENT *ElementPtr)
|| !(thrust_status
& (SHIP_AT_MAX_SPEED | SHIP_BEYOND_MAX_SPEED)))
{
HELEMENT hIonElement;
hIonElement = AllocElement ();
if (hIonElement)
{
#define ION_LIFE 1
COUNT angle;
ELEMENT *IonElementPtr;
angle = FACING_TO_ANGLE (facing) + HALF_CIRCLE;
InsertElement (hIonElement, GetHeadElement ());
LockElement (hIonElement, &IonElementPtr);
IonElementPtr->playerNr = NEUTRAL_PLAYER_NUM;
IonElementPtr->state_flags =
APPEARING | FINITE_LIFE | NONSOLID;
IonElementPtr->life_span =
IonElementPtr->thrust_wait = ION_LIFE;
SetPrimType (&(GLOBAL (DisplayArray))[
IonElementPtr->PrimIndex], POINT_PRIM);
SetPrimColor (&(GLOBAL (DisplayArray))[
IonElementPtr->PrimIndex], START_ION_COLOR);
IonElementPtr->current.location =
ElementPtr->current.location;
IonElementPtr->current.location.x +=
(COORD)COSINE (angle, DISPLAY_TO_WORLD (2));
IonElementPtr->current.location.y +=
(COORD)SINE (angle, DISPLAY_TO_WORLD (2));
IonElementPtr->death_func = ion_preprocess;
SetElementStarShip (IonElementPtr, StarShipPtr);
{
/* normally done during preprocess, but because
* object is being inserted at head rather than
* appended after tail it may never get preprocessed.
*/
IonElementPtr->next = IonElementPtr->current;
--IonElementPtr->life_span;
IonElementPtr->state_flags |= PRE_PROCESS;
}
UnlockElement (hIonElement);
}
spawn_marine_ion_trail (ElementPtr, StarShipPtr, facing);
}
// XXX: thrust_wait is abused to store marine speed and
@@ -1041,9 +1043,10 @@ orz_preprocess (ELEMENT *ElementPtr)
TurretPtr->playerNr = ElementPtr->playerNr;
TurretPtr->state_flags = FINITE_LIFE | NONSOLID | IGNORE_SIMILAR;
TurretPtr->life_span = 1;
TurretPtr->current.image.farray = StarShipPtr->RaceDescPtr->ship_data.special;
TurretPtr->current.image.frame =
SetAbsFrameIndex (StarShipPtr->RaceDescPtr->ship_data.special[0],
TurretPtr->current.image.farray =
StarShipPtr->RaceDescPtr->ship_data.special;
TurretPtr->current.image.frame = SetAbsFrameIndex (
StarShipPtr->RaceDescPtr->ship_data.special[0],
StarShipPtr->ShipFacing);
TurretPtr->postprocess_func = turret_postprocess;
+4 -4
View File
@@ -663,10 +663,10 @@ spawn_ion_trail (ELEMENT *ElementPtr)
SetElementStarShip (IonElementPtr, StarShipPtr);
{
/* normally done during preprocess, but because
* object is being inserted at head rather than
* appended after tail it may never get preprocessed.
*/
/* normally done during preprocess, but because
* object is being inserted at head rather than
* appended after tail it may never get preprocessed.
*/
IonElementPtr->next = IonElementPtr->current;
--IonElementPtr->life_span;
IonElementPtr->state_flags |= PRE_PROCESS;