gzdoom-gles/src/r_data/r_translate.cpp

778 lines
22 KiB
C++

/*
** r_translate.cpp
** Translatioo table handling
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include <stddef.h>
#include "templates.h"
#include "r_data/r_translate.h"
#include "v_video.h"
#include "g_game.h"
#include "d_netinf.h"
#include "sc_man.h"
#include "engineerrors.h"
#include "filesystem.h"
#include "serializer.h"
#include "d_player.h"
#include "r_data/sprites.h"
#include "r_state.h"
#include "vm.h"
#include "v_text.h"
#include "m_crc32.h"
#include "g_levellocals.h"
#include "palutil.h"
#include "gi.h"
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
static void SerializeRemap(FSerializer &arc, FRemapTable &remap)
{
arc("numentries", remap.NumEntries);
arc.Array("remap", remap.Remap, remap.NumEntries);
arc.Array("palette", remap.Palette, remap.NumEntries);
}
void StaticSerializeTranslations(FSerializer &arc)
{
if (arc.BeginArray("translations"))
{
// Does this level have custom translations?
FRemapTable *trans;
int w;
if (arc.isWriting())
{
auto size = GPalette.NumTranslations(TRANSLATION_LevelScripted);
for (unsigned int i = 0; i < size; ++i)
{
trans = GPalette.TranslationToTable(TRANSLATION(TRANSLATION_LevelScripted, i));
if (trans != NULL && !trans->IsIdentity())
{
if (arc.BeginObject(nullptr))
{
arc("index", i);
SerializeRemap(arc, *trans);
arc.EndObject();
}
}
}
}
else
{
while (arc.BeginObject(nullptr))
{
arc("index", w);
FRemapTable remap;
SerializeRemap(arc, remap);
GPalette.UpdateTranslation(TRANSLATION(TRANSLATION_LevelScripted, w), &remap);
arc.EndObject();
}
}
arc.EndArray();
}
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
static TArray<PalEntry> BloodTranslationColors;
int CreateBloodTranslation(PalEntry color)
{
unsigned int i;
if (BloodTranslationColors.Size() == 0)
{
// Don't use the first slot.
GPalette.PushIdentityTable(TRANSLATION_Blood);
BloodTranslationColors.Push(0);
}
for (i = 1; i < BloodTranslationColors.Size(); i++)
{
if (color.r == BloodTranslationColors[i].r &&
color.g == BloodTranslationColors[i].g &&
color.b == BloodTranslationColors[i].b)
{
// A duplicate of this translation already exists
return i;
}
}
if (BloodTranslationColors.Size() >= MAX_DECORATE_TRANSLATIONS)
{
I_Error("Too many blood colors");
}
FRemapTable trans;
trans.Palette[0] = 0;
trans.Remap[0] = 0;
for (i = 1; i < 256; i++)
{
int bright = std::max(std::max(GPalette.BaseColors[i].r, GPalette.BaseColors[i].g), GPalette.BaseColors[i].b);
PalEntry pe = PalEntry(255, color.r*bright/255, color.g*bright/255, color.b*bright/255);
int entry = ColorMatcher.Pick(pe.r, pe.g, pe.b);
trans.Palette[i] = pe;
trans.Remap[i] = entry;
}
GPalette.AddTranslation(TRANSLATION_Blood, &trans);
return BloodTranslationColors.Push(color);
}
//----------------------------------------------------------------------------
//
// R_InitTranslationTables
// Creates the translation tables to map the green color ramp to gray,
// brown, red. Assumes a given structure of the PLAYPAL.
//
//----------------------------------------------------------------------------
void R_InitTranslationTables ()
{
int i;
// Each player gets two translations. Doom and Strife don't use the
// extra ones, but Heretic and Hexen do. These are set up during
// netgame arbitration and as-needed, so they just get to be identity
// maps until then so they won't be invalid.
for (i = 0; i < MAXPLAYERS; ++i)
{
GPalette.PushIdentityTable(TRANSLATION_Players);
GPalette.PushIdentityTable(TRANSLATION_PlayersExtra);
GPalette.PushIdentityTable(TRANSLATION_RainPillar);
}
// The menu player also gets a separate translation table
GPalette.PushIdentityTable(TRANSLATION_Players);
// The three standard translations from Doom or Heretic (seven for Strife),
// plus the generic ice translation.
FRemapTable stdremaps[8];
for (i = 0; i < 8; ++i)
{
stdremaps[i].MakeIdentity();
}
// Each player corpse has its own translation so they won't change
// color if the player who created them changes theirs.
for (i = 0; i < FLevelLocals::BODYQUESIZE; ++i)
{
GPalette.PushIdentityTable(TRANSLATION_PlayerCorpses);
}
// Create the standard translation tables
if (gameinfo.gametype & GAME_DoomChex)
{
for (i = 0x70; i < 0x80; i++)
{ // map green ramp to gray, brown, red
stdremaps[0].Remap[i] = 0x60 + (i&0xf);
stdremaps[1].Remap[i] = 0x40 + (i&0xf);
stdremaps[2].Remap[i] = 0x20 + (i&0xf);
stdremaps[0].Palette[i] = GPalette.BaseColors[0x60 + (i&0xf)] | MAKEARGB(255,0,0,0);
stdremaps[1].Palette[i] = GPalette.BaseColors[0x40 + (i&0xf)] | MAKEARGB(255,0,0,0);
stdremaps[2].Palette[i] = GPalette.BaseColors[0x20 + (i&0xf)] | MAKEARGB(255,0,0,0);
}
}
else if (gameinfo.gametype == GAME_Heretic)
{
for (i = 225; i <= 240; i++)
{
stdremaps[0].Remap[i] = 114+(i-225); // yellow
stdremaps[1].Remap[i] = 145+(i-225); // red
stdremaps[2].Remap[i] = 190+(i-225); // blue
stdremaps[0].Palette[i] = GPalette.BaseColors[114+(i-225)] | MAKEARGB(255,0,0,0);
stdremaps[1].Palette[i] = GPalette.BaseColors[145+(i-225)] | MAKEARGB(255,0,0,0);
stdremaps[2].Palette[i] = GPalette.BaseColors[190+(i-225)] | MAKEARGB(255,0,0,0);
}
}
else if (gameinfo.gametype == GAME_Strife)
{
for (i = 0x20; i <= 0x3F; ++i)
{
stdremaps[0].Remap[i] = i - 0x20;
stdremaps[1].Remap[i] = i - 0x20;
stdremaps[2].Remap[i] = 0xD0 + (i&0xf);
stdremaps[3].Remap[i] = 0xD0 + (i&0xf);
stdremaps[4].Remap[i] = i - 0x20;
stdremaps[5].Remap[i] = i - 0x20;
stdremaps[6].Remap[i] = i - 0x20;
}
for (i = 0x50; i <= 0x5F; ++i)
{
// Merchant hair
stdremaps[4].Remap[i] = 0x80 + (i&0xf);
stdremaps[5].Remap[i] = 0x10 + (i&0xf);
stdremaps[6].Remap[i] = 0x40 + (i&0xf);
}
for (i = 0x80; i <= 0x8F; ++i)
{
stdremaps[0].Remap[i] = 0x40 + (i&0xf); // red
stdremaps[1].Remap[i] = 0xB0 + (i&0xf); // rust
stdremaps[2].Remap[i] = 0x10 + (i&0xf); // gray
stdremaps[3].Remap[i] = 0x30 + (i&0xf); // dark green
stdremaps[4].Remap[i] = 0x50 + (i&0xf); // gold
stdremaps[5].Remap[i] = 0x60 + (i&0xf); // bright green
stdremaps[6].Remap[i] = 0x90 + (i&0xf); // blue
}
for (i = 0xC0; i <= 0xCF; ++i)
{
stdremaps[4].Remap[i] = 0xA0 + (i&0xf);
stdremaps[5].Remap[i] = 0x20 + (i&0xf);
stdremaps[6].Remap[i] = (i&0xf);
}
stdremaps[6].Remap[0xC0] = 1;
for (i = 0xD0; i <= 0xDF; ++i)
{
stdremaps[4].Remap[i] = 0xB0 + (i&0xf);
stdremaps[5].Remap[i] = 0x30 + (i&0xf);
stdremaps[6].Remap[i] = 0x10 + (i&0xf);
}
for (i = 0xF1; i <= 0xF6; ++i)
{
stdremaps[0].Remap[i] = 0xDF + (i&0xf);
}
for (i = 0xF7; i <= 0xFB; ++i)
{
stdremaps[0].Remap[i] = i - 6;
}
for (i = 0; i < 7; ++i)
{
for (int j = 0x20; j <= 0xFB; ++j)
{
stdremaps[i].Palette[j] =
GPalette.BaseColors[stdremaps[i].Remap[j]] | MAKEARGB(255,0,0,0);
}
}
}
stdremaps[7] = GPalette.IceMap; // this must also be inserted into the translation manager to be usable by sprites.
GPalette.AddTranslation(TRANSLATION_Standard, stdremaps, 8);
}
//----------------------------------------------------------------------------
//
// [RH] Create a player's translation table based on a given mid-range color.
// [GRB] Split to 2 functions (because of player setup menu)
//
//----------------------------------------------------------------------------
static void SetRemap(FRemapTable *table, int i, float r, float g, float b)
{
int ir = clamp (int(r * 255.f), 0, 255);
int ig = clamp (int(g * 255.f), 0, 255);
int ib = clamp (int(b * 255.f), 0, 255);
table->Remap[i] = ColorMatcher.Pick (ir, ig, ib);
table->Palette[i] = PalEntry(255, ir, ig, ib);
}
//----------------------------------------------------------------------------
//
// Sets the translation for Heretic's rain pillar
// This tries to create a translation that preserves the brightness of
// the rain projectiles so that their effect isn't ruined.
//
//----------------------------------------------------------------------------
static void SetPillarRemap(FRemapTable *table, int i, float h, float s, float v)
{
float ph, ps, pv;
float fr = GPalette.BaseColors[i].r / 255.f;
float fg = GPalette.BaseColors[i].g / 255.f;
float fb = GPalette.BaseColors[i].b / 255.f;
RGBtoHSV(fr, fg, fb, &ph, &ps, &pv);
HSVtoRGB(&fr, &fg, &fb, h, s, (v*0.2f + pv*0.8f));
int ir = clamp (int(fr * 255.f), 0, 255);
int ig = clamp (int(fg * 255.f), 0, 255);
int ib = clamp (int(fb * 255.f), 0, 255);
table->Remap[i] = ColorMatcher.Pick (ir, ig, ib);
table->Palette[i] = PalEntry(255, ir, ig, ib);
}
//----------------------------------------------------------------------------
static bool SetRange(FRemapTable *table, int start, int end, int first, int last)
{
bool identity = true;
if (start == end)
{
int pi = (first + last) / 2;
table->Remap[start] = GPalette.Remap[pi];
identity &= (pi == start);
table->Palette[start] = GPalette.BaseColors[table->Remap[start]];
table->Palette[start].a = 255;
}
else
{
int palrange = last - first;
for (int i = start; i <= end; ++i)
{
int pi = first + palrange * (i - start) / (end - start);
table->Remap[i] = GPalette.Remap[pi];
identity &= (pi == i);
table->Palette[i] = GPalette.BaseColors[table->Remap[i]];
table->Palette[i].a = 255;
}
}
return identity;
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
static void R_CreatePlayerTranslation (float h, float s, float v, const FPlayerColorSet *colorset,
FPlayerSkin *skin, FRemapTable *table, FRemapTable *alttable, FRemapTable *pillartable)
{
int i;
uint8_t start = skin->range0start;
uint8_t end = skin->range0end;
float r, g, b;
float bases, basev;
float sdelta, vdelta;
float range;
// Set up the base translation for this skin. If the skin was created
// for the current game, then this is just an identity translation.
// Otherwise, it remaps the colors from the skin's original palette to
// the current one.
if (skin->othergame)
{
memcpy (table->Remap, OtherGameSkinRemap, table->NumEntries);
memcpy (table->Palette, OtherGameSkinPalette, sizeof(*table->Palette) * table->NumEntries);
}
else
{
for (i = 0; i < table->NumEntries; ++i)
{
table->Remap[i] = i;
}
memcpy(table->Palette, GPalette.BaseColors, sizeof(*table->Palette) * table->NumEntries);
}
for (i = 1; i < table->NumEntries; ++i)
{
table->Palette[i].a = 255;
}
// [GRB] Don't translate skins with color range 0-0 (PlayerPawn default)
if (start == 0 && end == 0)
{
table->Inactive = true;
return;
}
table->Inactive = false;
range = (float)(end-start+1);
bases = s;
basev = v;
if (colorset != NULL && colorset->Lump >= 0 && fileSystem.FileLength(colorset->Lump) < 256)
{ // Bad table length. Ignore it.
colorset = NULL;
}
if (colorset != NULL)
{
bool identity = true;
// Use the pre-defined range instead of a custom one.
if (colorset->Lump < 0)
{
identity &= SetRange(table, start, end, colorset->FirstColor, colorset->LastColor);
for (i = 0; i < colorset->NumExtraRanges; ++i)
{
identity &= SetRange(table,
colorset->Extra[i].RangeStart, colorset->Extra[i].RangeEnd,
colorset->Extra[i].FirstColor, colorset->Extra[i].LastColor);
}
}
else
{
FileData translump = fileSystem.ReadFile(colorset->Lump);
const uint8_t *trans = (const uint8_t *)translump.GetMem();
for (i = start; i <= end; ++i)
{
table->Remap[i] = GPalette.Remap[trans[i]];
identity &= (trans[i] == i);
table->Palette[i] = GPalette.BaseColors[table->Remap[i]];
table->Palette[i].a = 255;
}
}
// If the colorset created an identity translation mark it as inactive
table->Inactive = identity;
}
else if (gameinfo.gametype & GAME_DoomStrifeChex)
{
// Build player sprite translation
s -= 0.23f;
v += 0.1f;
sdelta = 0.23f / range;
vdelta = -0.94112f / range;
for (i = start; i <= end; i++)
{
float uses, usev;
uses = clamp (s, 0.f, 1.f);
usev = clamp (v, 0.f, 1.f);
HSVtoRGB (&r, &g, &b, h, uses, usev);
SetRemap(table, i, r, g, b);
s += sdelta;
v += vdelta;
}
}
else if (gameinfo.gametype == GAME_Heretic)
{
float vdelta = 0.418916f / range;
// Build player sprite translation
for (i = start; i <= end; i++)
{
v = vdelta * (float)(i - start) + basev - 0.2352937f;
v = clamp (v, 0.f, 1.f);
HSVtoRGB (&r, &g, &b, h, s, v);
SetRemap(table, i, r, g, b);
}
// Build rain/lifegem translation
if (alttable)
{
bases = MIN (bases*1.3f, 1.f);
basev = MIN (basev*1.3f, 1.f);
for (i = 145; i <= 168; i++)
{
s = MIN (bases, 0.8965f - 0.0962f*(float)(i - 161));
v = MIN (1.f, (0.2102f + 0.0489f*(float)(i - 144)) * basev);
HSVtoRGB (&r, &g, &b, h, s, v);
SetRemap(alttable, i, r, g, b);
SetPillarRemap(pillartable, i, h, s, v);
}
}
}
else if (gameinfo.gametype == GAME_Hexen)
{
if (memcmp (sprites[skin->sprite].name, "PLAY", 4) == 0)
{ // The fighter is different! He gets a brown hairy loincloth, but the other
// two have blue capes.
float vs[9] = { .28f, .32f, .38f, .42f, .47f, .5f, .58f, .71f, .83f };
// Build player sprite translation
//h = 45.f;
v = MAX (0.1f, v);
for (i = start; i <= end; i++)
{
HSVtoRGB (&r, &g, &b, h, s, vs[(i-start)*9/(int)range]*basev);
SetRemap(table, i, r, g, b);
}
}
else
{
float ms[18] = { .95f, .96f, .89f, .97f, .97f, 1.f, 1.f, 1.f, .97f, .99f, .87f, .77f, .69f, .62f, .57f, .47f, .43f };
float mv[18] = { .16f, .19f, .22f, .25f, .31f, .35f, .38f, .41f, .47f, .54f, .60f, .65f, .71f, .77f, .83f, .89f, .94f, 1.f };
// Build player sprite translation
v = MAX (0.1f, v);
for (i = start; i <= end; i++)
{
HSVtoRGB (&r, &g, &b, h, ms[(i-start)*18/(int)range]*bases, mv[(i-start)*18/(int)range]*basev);
SetRemap(table, i, r, g, b);
}
}
}
if (gameinfo.gametype == GAME_Hexen && alttable != NULL)
{
// Build Hexen's lifegem translation.
// Is the player's translation range the same as the gem's and we are using a
// predefined translation? If so, then use the same one for the gem. Otherwise,
// build one as per usual.
if (colorset != NULL && start == 164 && end == 185)
{
*alttable = *table;
}
else
{
for (i = 164; i <= 185; ++i)
{
const PalEntry *base = &GPalette.BaseColors[i];
float dummy;
RGBtoHSV (base->r/255.f, base->g/255.f, base->b/255.f, &dummy, &s, &v);
HSVtoRGB (&r, &g, &b, h, s*bases, v*basev);
SetRemap(alttable, i, r, g, b);
}
}
}
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
void R_BuildPlayerTranslation (int player)
{
float h, s, v;
FPlayerColorSet *colorset;
D_GetPlayerColor (player, &h, &s, &v, &colorset);
FRemapTable remaps[3];
R_CreatePlayerTranslation (h, s, v, colorset, &Skins[players[player].userinfo.GetSkin()], &remaps[0], &remaps[1], &remaps[2]);
GPalette.UpdateTranslation(TRANSLATION(TRANSLATION_Players, player), &remaps[0]);
GPalette.UpdateTranslation(TRANSLATION(TRANSLATION_PlayersExtra, player), &remaps[1]);
GPalette.UpdateTranslation(TRANSLATION(TRANSLATION_RainPillar, player), &remaps[2]);
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
void R_GetPlayerTranslation (int color, const FPlayerColorSet *colorset, FPlayerSkin *skin, FRemapTable *table)
{
float h, s, v;
if (colorset != NULL)
{
color = colorset->RepresentativeColor;
}
RGBtoHSV (RPART(color)/255.f, GPART(color)/255.f, BPART(color)/255.f,
&h, &s, &v);
R_CreatePlayerTranslation (h, s, v, colorset, skin, table, NULL, NULL);
}
DEFINE_ACTION_FUNCTION(_Translation, SetPlayerTranslation)
{
PARAM_PROLOGUE;
PARAM_UINT(tgroup);
PARAM_UINT(tnum);
PARAM_UINT(pnum);
PARAM_POINTER(cls, FPlayerClass);
if (pnum >= MAXPLAYERS || tgroup >= NUM_TRANSLATION_TABLES)
{
ACTION_RETURN_BOOL(false);
}
auto self = &players[pnum];
int PlayerColor = self->userinfo.GetColor();
int PlayerSkin = self->userinfo.GetSkin();
int PlayerColorset = self->userinfo.GetColorSet();
if (cls != nullptr)
{
PlayerSkin = R_FindSkin(Skins[PlayerSkin].Name, int(cls - &PlayerClasses[0]));
FRemapTable remap;
R_GetPlayerTranslation(PlayerColor, GetColorSet(cls->Type, PlayerColorset),
&Skins[PlayerSkin], &remap);
GPalette.UpdateTranslation(TRANSLATION(tgroup, tnum), &remap);
}
ACTION_RETURN_BOOL(true);
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
static TMap<FName, int> customTranslationMap;
int R_FindCustomTranslation(FName name)
{
switch (name.GetIndex())
{
case NAME_Ice:
// Ice is a special case which will remain in its original slot.
return TRANSLATION(TRANSLATION_Standard, 7);
case NAME_None:
return 0;
case NAME_RainPillar1:
case NAME_RainPillar2:
case NAME_RainPillar3:
case NAME_RainPillar4:
case NAME_RainPillar5:
case NAME_RainPillar6:
case NAME_RainPillar7:
case NAME_RainPillar8:
return TRANSLATION(TRANSLATION_RainPillar, name.GetIndex() - NAME_RainPillar1);
case NAME_Player1:
case NAME_Player2:
case NAME_Player3:
case NAME_Player4:
case NAME_Player5:
case NAME_Player6:
case NAME_Player7:
case NAME_Player8:
return TRANSLATION(TRANSLATION_Players, name.GetIndex() - NAME_Player1);
}
int *t = customTranslationMap.CheckKey(name);
return (t != nullptr)? *t : -1;
}
DEFINE_ACTION_FUNCTION(_Translation, GetID)
{
PARAM_PROLOGUE;
PARAM_NAME(t);
ACTION_RETURN_INT(R_FindCustomTranslation(t));
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
void R_ParseTrnslate()
{
customTranslationMap.Clear();
GPalette.ClearTranslationSlot(TRANSLATION_Custom);
int lump;
int lastlump = 0;
while (-1 != (lump = fileSystem.FindLump("TRNSLATE", &lastlump)))
{
FScanner sc(lump);
while (sc.GetToken())
{
sc.TokenMustBe(TK_Identifier);
FName newtrans = sc.String;
FRemapTable NewTranslation;
if (sc.CheckToken(':'))
{
sc.MustGetAnyToken();
if (sc.TokenType == TK_IntConst)
{
int max = 6;
if (sc.Number < 0 || sc.Number > max)
{
sc.ScriptError("Translation must be in the range [0,%d]", max);
}
NewTranslation = *GPalette.TranslationToTable(TRANSLATION(TRANSLATION_Standard, sc.Number));
}
else if (sc.TokenType == TK_Identifier)
{
int tnum = R_FindCustomTranslation(sc.String);
if (tnum == -1)
{
sc.ScriptError("Base translation '%s' not found in '%s'", sc.String, newtrans.GetChars());
}
NewTranslation = *GPalette.TranslationToTable(tnum);
}
else
{
// error out.
sc.TokenMustBe(TK_Identifier);
}
}
else NewTranslation.MakeIdentity();
sc.MustGetToken('=');
do
{
sc.MustGetToken(TK_StringConst);
int pallump = fileSystem.CheckNumForFullName(sc.String, true, ns_global);
if (pallump >= 0) //
{
int start = 0;
if (sc.CheckToken(','))
{
sc.MustGetValue(false);
start = sc.Number;
}
uint8_t palette[768];
int numcolors = ReadPalette(pallump, palette);
NewTranslation.AddColors(start, numcolors, palette);
}
else
{
try
{
NewTranslation.AddToTranslation(sc.String);
}
catch (CRecoverableError & err)
{
sc.ScriptMessage("Error in translation '%s':\n" TEXTCOLOR_YELLOW "%s\n", sc.String, err.GetMessage());
}
}
} while (sc.CheckToken(','));
int trans = GPalette.StoreTranslation(TRANSLATION_Custom, &NewTranslation);
customTranslationMap[newtrans] = trans;
}
}
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
struct FTranslation
{
PalEntry colors[256];
};
DEFINE_ACTION_FUNCTION(_Translation, AddTranslation)
{
PARAM_SELF_STRUCT_PROLOGUE(FTranslation);
FRemapTable NewTranslation;
memcpy(&NewTranslation.Palette[0], self->colors, 256 * sizeof(PalEntry));
for (int i = 0; i < 256; i++)
{
NewTranslation.Remap[i] = ColorMatcher.Pick(self->colors[i]);
}
int trans = GPalette.StoreTranslation(TRANSLATION_Custom, &NewTranslation);
ACTION_RETURN_INT(trans);
}