mirror of
https://git.do.srb2.org/KartKrew/Kart-Public.git
synced 2024-12-26 12:21:19 +00:00
make console back color use just one section of memory
let's be honest, it's pretty dumb to have every single possible back colormap in memory when only one is being used at a time
This commit is contained in:
parent
51cb45cd4b
commit
8107765677
5 changed files with 68 additions and 79 deletions
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@ -97,6 +97,7 @@ static void CON_InputInit(void);
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static void CON_RecalcSize(void);
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static void CONS_hudlines_Change(void);
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static void CONS_backcolor_Change(void);
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static void CON_DrawBackpic(patch_t *pic, INT32 startx, INT32 destwidth);
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//static void CON_DrawBackpic2(pic_t *pic, INT32 startx, INT32 destwidth);
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@ -129,10 +130,11 @@ static CV_PossibleValue_t backpic_cons_t[] = {{0, "translucent"}, {1, "picture"}
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// whether to use console background picture, or translucent mode
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static consvar_t cons_backpic = {"con_backpic", "translucent", CV_SAVE, backpic_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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static CV_PossibleValue_t backcolor_cons_t[] = {{0, "White"}, {1, "Orange"},
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{2, "Blue"}, {3, "Green"}, {4, "Gray"},
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{5, "Red"}, {0, NULL}};
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consvar_t cons_backcolor = {"con_backcolor", "3", CV_SAVE, backcolor_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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static CV_PossibleValue_t backcolor_cons_t[] = {{0, "White"}, {1, "Gray"}, {2, "Brown"},
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{3, "Red"}, {4, "Orange"}, {5, "Yellow"},
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{6, "Green"}, {7, "Blue"}, {8, "Cyan"},
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{0, NULL}};
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consvar_t cons_backcolor = {"con_backcolor", "Green", CV_CALL|CV_SAVE, backcolor_cons_t, CONS_backcolor_Change, 0, NULL, NULL, 0, 0, NULL};
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static void CON_Print(char *msg);
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@ -219,8 +221,9 @@ static void CONS_Bind_f(void)
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// CONSOLE SETUP
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//======================================================================
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// Prepare a colormap for GREEN ONLY translucency over background
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//
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// Font colormap colors
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// TODO: This could probably be improved somehow...
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// These colormaps are 99% identical, with just a few changed bytes
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UINT8 *yellowmap;
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UINT8 *purplemap;
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UINT8 *lgreenmap;
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@ -229,44 +232,49 @@ UINT8 *graymap;
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UINT8 *redmap;
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UINT8 *orangemap;
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// Console BG colors
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UINT8 *cwhitemap;
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UINT8 *corangemap;
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UINT8 *cbluemap;
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UINT8 *cgreenmap;
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UINT8 *cgraymap;
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UINT8 *credmap;
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// Console BG color
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UINT8 *consolebgmap = NULL;
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void CON_ReSetupBackColormap(UINT16 num)
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void CON_SetupBackColormap(void)
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{
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UINT16 i, j;
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UINT8 k;
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UINT8 *pal = W_CacheLumpName(R_GetPalname(num), PU_CACHE);
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UINT16 i, palsum;
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UINT8 j, palindex;
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UINT8 *pal = W_CacheLumpName(GetPalette(), PU_CACHE);
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// setup the green translucent background colormaps
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for (i = 0, k = 0; i < 768; i += 3, k++)
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if (!consolebgmap)
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consolebgmap = (UINT8 *)Z_Malloc(256, PU_STATIC, NULL);
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switch (cons_backcolor.value)
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{
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j = pal[i] + pal[i+1] + pal[i+2];
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cwhitemap[k] = (UINT8)(15 - (j>>6));
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corangemap[k] = (UINT8)(95 - (j>>6));
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cbluemap[k] = (UINT8)(239 - (j>>6));
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cgreenmap[k] = (UINT8)(175 - (j>>6));
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cgraymap[k] = (UINT8)(31 - (j>>6));
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credmap[k] = (UINT8)(143 - (j>>6));
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case 0: palindex = 15; break; // White
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case 1: palindex = 31; break; // Gray
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case 2: palindex = 63; break; // Brown
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case 3: palindex = 143; break; // Red
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case 4: palindex = 95; break; // Orange
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case 5: palindex = 111; break; // Yellow
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case 6: palindex = 175; break; // Green
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case 7: palindex = 239; break; // Blue
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case 8: palindex = 219; break; // Cyan
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// Default green
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default: palindex = 175; break;
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}
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// setup background colormap
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for (i = 0, j = 0; i < 768; i += 3, j++)
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{
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palsum = (pal[i] + pal[i+1] + pal[i+2]) >> 6;
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consolebgmap[j] = (UINT8)(palindex - palsum);
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}
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}
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static void CON_SetupBackColormap(void)
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static void CONS_backcolor_Change(void)
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{
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INT32 i, j, k;
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UINT8 *pal;
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CON_SetupBackColormap();
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}
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cwhitemap = (UINT8 *)Z_Malloc(256, PU_STATIC, NULL);
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corangemap = (UINT8 *)Z_Malloc(256, PU_STATIC, NULL);
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cbluemap = (UINT8 *)Z_Malloc(256, PU_STATIC, NULL);
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cgreenmap = (UINT8 *)Z_Malloc(256, PU_STATIC, NULL);
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cgraymap = (UINT8 *)Z_Malloc(256, PU_STATIC, NULL);
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credmap = (UINT8 *)Z_Malloc(256, PU_STATIC, NULL);
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static void CON_SetupColormaps(void)
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{
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INT32 i;
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yellowmap = (UINT8 *)Z_Malloc(256, PU_STATIC, NULL);
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graymap = (UINT8 *)Z_Malloc(256, PU_STATIC, NULL);
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@ -276,20 +284,6 @@ static void CON_SetupBackColormap(void)
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redmap = (UINT8 *)Z_Malloc(256, PU_STATIC, NULL);
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orangemap = (UINT8 *)Z_Malloc(256, PU_STATIC, NULL);
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pal = W_CacheLumpName("PLAYPAL", PU_CACHE);
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// setup the green translucent background colormaps
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for (i = 0, k = 0; i < 768; i += 3, k++)
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{
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j = pal[i] + pal[i+1] + pal[i+2];
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cwhitemap[k] = (UINT8)(15 - (j>>6));
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corangemap[k] = (UINT8)(95 - (j>>6));
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cbluemap[k] = (UINT8)(239 - (j>>6));
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cgreenmap[k] = (UINT8)(175 - (j>>6));
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cgraymap[k] = (UINT8)(31 - (j>>6));
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credmap[k] = (UINT8)(143 - (j>>6));
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}
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// setup the other colormaps, for console text
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// these don't need to be aligned, unless you convert the
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@ -320,6 +314,9 @@ static void CON_SetupBackColormap(void)
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redmap[9] = (UINT8)127;
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orangemap[3] = (UINT8)85;
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orangemap[9] = (UINT8)90;
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// Init back colormap
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CON_SetupBackColormap();
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}
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// Setup the console text buffer
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@ -343,7 +340,7 @@ void CON_Init(void)
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con_width = 0;
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CON_RecalcSize();
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CON_SetupBackColormap();
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CON_SetupColormaps();
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//note: CON_Ticker should always execute at least once before D_Display()
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con_clipviewtop = -1; // -1 does not clip
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@ -1417,7 +1414,7 @@ static void CON_DrawConsole(void)
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{
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// inu: no more width (was always 0 and vid.width)
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if (rendermode != render_none)
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V_DrawFadeConsBack(con_curlines, cons_backcolor.value); // translucent background
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V_DrawFadeConsBack(con_curlines); // translucent background
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}
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// draw console text lines from top to bottom
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@ -40,11 +40,10 @@ extern consvar_t cons_backcolor;
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extern UINT8 *yellowmap, *purplemap, *lgreenmap, *bluemap, *graymap, *redmap, *orangemap;
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// Console bg colors:
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extern UINT8 *cwhitemap, *corangemap, *cbluemap, *cgreenmap, *cgraymap,
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*credmap;
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// Console bg color (auto updated to match)
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extern UINT8 *consolebgmap;
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void CON_ReSetupBackColormap(UINT16 num);
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void CON_SetupBackColormap(void);
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void CON_ClearHUD(void); // clear heads up messages
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void CON_Ticker(void);
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@ -2585,7 +2585,7 @@ boolean P_SetupLevel(boolean skipprecip)
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lastloadedmaplumpnum = W_GetNumForName(maplumpname = G_BuildMapName(gamemap));
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R_ReInitColormaps(mapheaderinfo[gamemap-1]->palette);
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CON_ReSetupBackColormap(mapheaderinfo[gamemap-1]->palette);
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CON_SetupBackColormap();
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// now part of level loading since in future each level may have
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// its own anim texture sequences, switches etc.
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@ -968,45 +968,38 @@ void V_DrawFadeScreen(void)
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}
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// Simple translucency with one color, over a set number of lines starting from the top.
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void V_DrawFadeConsBack(INT32 plines, INT32 pcolor)
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void V_DrawFadeConsBack(INT32 plines)
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{
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UINT8 *deststop, *colormap, *buf;
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UINT8 *deststop, *buf;
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#ifdef HWRENDER // not win32 only 19990829 by Kin
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if (rendermode != render_soft && rendermode != render_none)
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{
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UINT32 hwcolor;
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switch (pcolor)
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switch (cons_backcolor.value)
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{
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case 0: hwcolor = 0xffffff00; break; //white
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case 1: hwcolor = 0xff800000; break; //orange
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case 2: hwcolor = 0x0000ff00; break; //blue
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case 3: hwcolor = 0x00800000; break; //green
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case 4: hwcolor = 0x80808000; break; //gray
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case 5: hwcolor = 0xff000000; break; //red
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default: hwcolor = 0x00800000; break; //green
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case 0: hwcolor = 0xffffff00; break; // White
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case 1: hwcolor = 0x80808000; break; // Gray
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case 2: hwcolor = 0x40201000; break; // Brown
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case 3: hwcolor = 0xff000000; break; // Red
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case 4: hwcolor = 0xff800000; break; // Orange
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case 5: hwcolor = 0x80800000; break; // Yellow
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case 6: hwcolor = 0x00800000; break; // Green
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case 7: hwcolor = 0x0000ff00; break; // Blue
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case 8: hwcolor = 0x4080ff00; break; // Cyan
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// Default green
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default: hwcolor = 0x00800000; break;
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}
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HWR_DrawConsoleBack(hwcolor, plines);
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return;
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}
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#endif
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switch (pcolor)
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{
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case 0: colormap = cwhitemap; break;
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case 1: colormap = corangemap; break;
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case 2: colormap = cbluemap; break;
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case 3: colormap = cgreenmap; break;
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case 4: colormap = cgraymap; break;
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case 5: colormap = credmap; break;
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default: colormap = cgreenmap; break;
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}
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// heavily simplified -- we don't need to know x or y position,
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// just the stop position
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deststop = screens[0] + vid.rowbytes * min(plines, vid.height);
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for (buf = screens[0]; buf < deststop; ++buf)
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*buf = colormap[*buf];
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*buf = consolebgmap[*buf];
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}
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// Gets string colormap, used for 0x80 color codes
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@ -145,7 +145,7 @@ void V_DrawFlatFill(INT32 x, INT32 y, INT32 w, INT32 h, lumpnum_t flatnum);
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// fade down the screen buffer before drawing the menu over
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void V_DrawFadeScreen(void);
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void V_DrawFadeConsBack(INT32 plines, INT32 pcolor);
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void V_DrawFadeConsBack(INT32 plines);
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// draw a single character
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void V_DrawCharacter(INT32 x, INT32 y, INT32 c, boolean lowercaseallowed);
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