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+// Copyright (C) 2018 Jakob L. Kreuze, All Rights Reserved.
+//
+// This file is part of rebuild.
+//
+// rebuild is free software: you can redistribute it and/or modify it under the
+// terms of the GNU General Public License as published by the Free Software
+// Foundation, either version 3 of the License, or (at your option) any later
+// version.
+//
+// rebuild is distributed in the hope that it will be useful, but WITHOUT ANY
+// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR
+// A PARTICULAR PURPOSE. See the GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License along with
+// rebuild. If not, see <http://www.gnu.org/licenses/>.
+
+extern crate simple_error;
+
+use std::error::Error;
+
+// What's the PALETTE.DAT format?
+//
+// char palette[768], palookup[numpalookups][256], transluc[256][256];
+// short numpalookups;
+//
+// fil = open("PALETTE.DAT",...);
+// read(fil,palette,768);
+// read(fil,&numpalookups,2);
+// read(fil,palookup,numpalookups*256);
+// read(fil,transluc,65536);
+// close(fil);
+//
+// PALETTE: This 768 byte array is exactly the palette you want. The format is:
+// Red0, Green0, Blue0, Red1, Green1, Blue1, ..., Blue255
+// The colors are based on the VGA 262,144 color palette. The values range from
+// 0-63, so if you want to convert it to a windows palette you will have to
+// multiply each byte by 4.
+//
+// NUMPALOOKUPS: The number of shading tables used. Usually this number is 32,
+// but 16 or 64 have also been used. Each of the 256 colors of the VGA palette
+// can take on any of "numpalookups" number of shades.
+//
+// PALOOKUP: The shading table. If numpalookups = 32, then this table is:
+// (32 shades) * (256 colors) = 8192 bytes (8K). The shade tables are often made
+// to go from normal brightness (shade #0) down to pitch black (shade #31) So
+// the first 256 bytes of the table would be for shade #0, etc...
+//
+// TRANSLUC: 64K translucent lookup table. Given any 2 colors of the palette,
+// this lookup table gives the best match of the 2 colors when mixed together.
+//
+// Here's a funny story: I noticed that Duke3D's PALETTE.DAT file is 8K longer
+// than it should be. Any PALETTE.DAT file with 32 shades and translucent table
+// should be 74,498 bytes. Duke3D's palette is 82,690 bytes, but it only has 32
+// shades! The reason is that at one time, Duke3D had 64 shades in their
+// "palookup" table. Then when we noticed that this extra memory overhead slowed
+// down the frame rate of the game noticably, it was converted back to 32
+// shades. The problem is that my palette conversion program never truncated off
+// the end of the file. So the last 8K of Duke3D's PALETTE.DAT is the last 8K of
+// a translucent table that was based on an older version of their palette.
+//
+//
+// For canonical parsers, see:
+// - 'paletteLoadFromDisk' in EDuke's 'build/src/palette.cpp'
+// - 'loadpalette' in Build's 'ENGINE.C'
+
+/// Parser for PALETTE.DAT, the file specifying the color format.
+pub struct Palette {
+ colors: Vec<u8>,
+}
+
+impl Palette {
+ /// Parse the contents of a PALETTE.DAT
+ pub fn new(data: &[u8]) -> Result<Palette, Box<Error>> {
+ let len = data.len();
+
+ // FIXME: This only takes into account the actual palette. PALETTE.DAT
+ // should also contain some lookup tables.
+ if len < 770 {
+ bail!("Too small to contain palette.");
+ }
+
+ let colors = data[0..768].to_vec();
+
+ // FIXME: Not loading the lookup table yet because.. well, I don't know
+ // if we really need it yet? I suppose we'll need to get the values for
+ // TRANSLUC, but we're not on DOS anymore and I think a lookup table
+ // would be overkill. My plan is to convert ART files into bitmaps ahead
+ // of time, anyway.
+
+ // let _lookup_count = LittleEndian::read_u16(size) as usize;
+
+ Ok(Palette { colors })
+ }
+}
+
+#[cfg(test)]
+mod palette_tests {
+ use super::*;
+
+ #[test]
+ fn test_load_slice() {
+ // Considering the size of PALETTE.DAT, it would be absurd embed as a
+ // blob in this file. We'll just generate dummy data. I'm leaving the
+ // number of 'pa' lookups as 0 intentionally.
+ let data = [0; 0x10301];
+
+ if let Err(e) = Palette::new(&data) {
+ panic!("Valid PALETTE errored out with '{}'", e);
+ }
+ }
+
+ #[test]
+ fn test_not_enough_data() {
+ let data = [0; 1];
+
+ if let Ok(_) = Palette::new(&data) {
+ panic!("Accepted incomplete header.");
+ }
+ }
+}