Example #1
0
/* calculate table to translate d1 bitmaps to current palette,
 * return -1 on error
 */
CPalette* CPaletteManager::LoadD1 (void)
{
	CPalette	palette;
	CFile 	cf;
	
if (!cf.Open (D1_PALETTE, gameFolders.szDataDir, "rb", 1) || (cf.Length () != 9472))
	return NULL;
palette.Read (cf);
cf.Close ();
palette.Raw () [254] = SUPER_TRANSP_COLOR;
palette.Raw () [255] = TRANSPARENCY_COLOR;
SetD1 (Add (palette));
return D1 ();
}
Example #2
0
CPalette *CPaletteManager::Load (const char *pszFile, const char *pszLevel)
{
	CFile		cf;
	int		i = 0, fsize;
	CPalette	palette;
#ifdef SWAP_0_255
	ubyte		c;
#endif

if (pszLevel) {
	char ifile_name [FILENAME_LEN];

	CFile::ChangeFilenameExtension (ifile_name, pszLevel, ".pal");
	i = cf.Open (ifile_name, gameFolders.szDataDir, "rb", 0);
	}
if (!i)
	i = cf.Open (pszFile, gameFolders.szDataDir, "rb", 0);
	// the following is a hack to enable the loading of d2 levels
	// even if only the d2 mac shareware datafiles are present.
	// However, if the pig file is present but the palette file isn't,
	// the textures in the level will look wierd...
if (!i)
	i = cf.Open (DEFAULT_LEVEL_PALETTE, gameFolders.szDataDir, "rb", 0);
if (!i) {
	Error(TXT_PAL_FILES, pszFile, DEFAULT_LEVEL_PALETTE);
	return NULL;
	}
fsize	= cf.Length ();
Assert (fsize == 9472);
palette.Read (cf);
cf.Read (m_data.fadeTable, sizeof (m_data.fadeTable), 1);
cf.Close ();
// This is the TRANSPARENCY COLOR
for (i = 0; i < MAX_FADE_LEVELS; i++)
	m_data.fadeTable [i * 256 + 255] = 255;
// swap colors 0 and 255 of the palette along with fade table entries
#ifdef SWAP_0_255
palette.SwapTransparency ();
for (i = 0; i < MAX_FADE_LEVELS * 256; i++)
	if (m_fadeTable [i] == 0)
		m_fadeTable [i] = 255;
for (i = 0; i < MAX_FADE_LEVELS; i++)
	m_fadeTable [i * 256] = TRANSPARENCY_COLOR;
#endif
ClearEffect (&palette);
return Add (palette);
}