/*============================================================================= * COLOR */ static int cmdGColor() { brainC* b = cmdGetBrain(); if(b->Status == BRAIN_INIT) if(game->IsPlayerColorAvailable(colorGet(arg1.s))) b->Color = colorGet(arg1.s); }
/*============================================================================= * DISPLAY */ static void BLODisplay(fleshC *flesh, double time, int colorID) { double angles[SKE_TOTAL]; int k; animationC* ani = animationC::Get("walk"); glColor4d(1.,1.,1.,1.); for(k = 0; k < SKE_TOTAL; k++) angles[k] = ani->Status(skeParms, time, k); fleshDraw(flesh, angles, colorGet(colorID)); }
void cHouse::palletePrep() { SDL_Palette *palette = g_DuneEngine->resourcesGet()->paletteGet(); _palette = new SDL_Palette(); _palette->colors = new SDL_Color[palette->ncolors]; _palette->ncolors = palette->ncolors; memcpy( _palette->colors, palette->colors, _palette->ncolors * sizeof(SDL_Color) ); size_t color = colorGet(); for(size_t i = 0; i < 0x10; ++i) { _palette->colors[ 0x90 + i ].b = _palette->colors[ color + i].b; _palette->colors[ 0x90 + i ].g = _palette->colors[ color + i].g; _palette->colors[ 0x90 + i ].r = _palette->colors[ color + i].r; } }
void city_displayRebel(cityC* city) { city_displayPop(city, &city->Race->Rebel, colorGet(8)); }
void city_displayWorker(cityC* city) { colorC* c = city->Owner ? city->Owner->Color : colorGet(8); city_displayPop(city, &city->Race->Worker, c); }