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SpriteColors.cpp
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SpriteColors.cpp
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#include "SpriteColors.h"
#include "common.h"
#include "GUI.h"
#include "SpriteMaps.h"
#include "GameBuildings.h"
#include "Creatures.h"
#include "WorldSegment.h"
#include "ContentLoader.h"
ALLEGRO_COLOR operator*(const ALLEGRO_COLOR &color1, const ALLEGRO_COLOR &color2)
{
ALLEGRO_COLOR temp;
temp.r=color1.r*color2.r;
temp.g=color1.g*color2.g;
temp.b=color1.b*color2.b;
temp.a=color1.a*color2.a;
return temp;
}
ALLEGRO_COLOR operator+(const ALLEGRO_COLOR &color1, const ALLEGRO_COLOR &color2)
{
ALLEGRO_COLOR temp;
temp.r=color1.r+(color2.r*(1-color1.r));
temp.g=color1.g+(color2.g*(1-color1.g));
temp.b=color1.b+(color2.b*(1-color1.b));
temp.a=color1.a+(color2.a*(1-color1.a));
return temp;
}
/*
int getJobColor(unsigned char job)
{
switch (job) {
case 0:
return 7;
case 1:
case 2:
case 3:
case 4:
return 14;
case 5:
case 6:
case 7:
return 15;
case 8:
case 9:
case 10:
case 11:
case 12:
case 13:
return 2;
case 14:
case 15:
case 16:
case 17:
case 18:
case 19:
return 8;
case 20:
case 21:
case 22:
return 10;
case 23:
case 24:
case 25:
case 26:
case 27:
case 28:
case 29:
case 30:
case 31:
return 9;
case 32:
case 33:
case 34:
case 35:
return 1;
case 36:
case 37:
case 38:
case 39:
case 40:
case 41:
case 42:
case 43:
case 44:
case 45:
case 46:
case 47:
case 48:
case 49:
case 50:
case 51:
return 6;
case 52:
case 53:
case 54:
case 55:
case 56:
return 12;
case 57:
case 58:
case 59:
case 60:
case 61:
case 62:
case 63:
case 64:
case 65:
case 66:
case 67:
return 5;
case 68:
return 5;
case 69:
return 13;
case 70:
return 6;
case 71:
return 14;
case 72:
return 2;
case 73:
return 10;
case 74:
return 7;
case 75:
return 15;
case 76:
return 1;
case 77:
return 9;
case 78:
return 3;
case 79:
return 11;
case 80:
return 4;
case 81:
return 12;
case 82:
return 6;
case 83:
return 14;
case 84:
return 2;
case 85:
return 10;
case 86:
return 2;
case 87:
return 10;
case 88:
case 89:
return 8;
case 90:
case 91:
case 92:
case 93:
case 94:
case 95:
return 3;
case 96:
case 97:
return 4;
case 98:
return 3;
}
return 3;
}
*/
ALLEGRO_COLOR premultiply(ALLEGRO_COLOR input)
{
ALLEGRO_COLOR out;
out.a = input.a;
out.r = input.r * input.a;
out.g = input.g * input.a;
out.b = input.b * input.a;
return out;
}
ALLEGRO_COLOR shadeAdventureMode(ALLEGRO_COLOR color, bool foggy, bool outside)
{
if(!contentLoader->gameMode.g_mode == GAMEMODE_ADVENTURE) {
return color;
}
if(foggy && ssConfig.fog_of_war) {
color.r *= 0.25f;
color.g *= 0.25f;
color.b *= 0.25f;
}
if(ssConfig.dayNightCycle) {
if(outside) {
color = color*getDayShade(contentLoader->currentHour, contentLoader->currentTickRel);
} else {
color.r *= 0.5f;
color.g *= 0.5f;
color.b *= 0.5f;
}
}
return color;
}
ALLEGRO_COLOR partialBlend(const ALLEGRO_COLOR & color2, const ALLEGRO_COLOR & color1, int percent)
{
float blend = percent/100.0;
ALLEGRO_COLOR result;
result.r=(blend*color1.r)+((1.0-blend)*color2.r);
result.g=(blend*color1.g)+((1.0-blend)*color2.g);
result.b=(blend*color1.b)+((1.0-blend)*color2.b);
if(color1.a > color2.a) {
result.a = color1.a;
} else {
result.a = color2.a;
}
return result;
}
ALLEGRO_COLOR getDayShade(int hour, int tick)
{
ALLEGRO_COLOR nightShade = al_map_rgb(158,155,255);
ALLEGRO_COLOR dawnShade = al_map_rgb(254,172,142);
if(hour < 6) {
return nightShade;
} else if((hour < 7) && (tick < 25)) {
return partialBlend(nightShade, dawnShade, (tick * 4));
} else if(hour < 7) {
return partialBlend(dawnShade, al_map_rgb(255,255,255), ((tick-25) * 4));
} else if((hour > 20) && (hour <= 21) && (tick < 25)) {
return partialBlend(al_map_rgb(255,255,255), dawnShade, (tick * 4));
} else if((hour > 20) && (hour <= 21)) {
return partialBlend(dawnShade, nightShade, ((tick-25) * 4));
} else if(hour > 21) {
return nightShade;
}
return al_map_rgb(255,255,255);
}
ALLEGRO_COLOR blink(ALLEGRO_COLOR c1, ALLEGRO_COLOR c2)
{
if((currentAnimationFrame>>2)&0x01) {
return c2;
}
return c1;
}
ALLEGRO_COLOR blinkTechnicolor()
{
switch(currentAnimationFrame & 0x07){
case 0x00:
//yellow;
return ssConfig.colors.getDfColor(dfColors::yellow);
case 0x01:
//blue
return ssConfig.colors.getDfColor(dfColors::blue);
case 0x02:
//red
return ssConfig.colors.getDfColor(dfColors::red);
case 0x03:
//magenta
return ssConfig.colors.getDfColor(dfColors::magenta);
case 0x04:
//lred
return ssConfig.colors.getDfColor(dfColors::lred);
case 0x05:
//green
return ssConfig.colors.getDfColor(dfColors::green);
case 0x06:
//brown
return ssConfig.colors.getDfColor(dfColors::brown);
default:
//lime
return ssConfig.colors.getDfColor(dfColors::lgreen);
}
}
// Meant to unify the different UI coloring techniques used.
ALLEGRO_COLOR uiColor(int32_t index)
{
switch(index)
{
case 0:
//black;
return ssConfig.colors.getDfColor(dfColors::black);
case 1:
//white
return ssConfig.colors.getDfColor(dfColors::white);
case 2:
//yellow;
return ssConfig.colors.getDfColor(dfColors::yellow);
case 3:
//lime
return ssConfig.colors.getDfColor(dfColors::lgreen);
default:
//white
return ssConfig.colors.getDfColor(dfColors::white);
}
}