2008-01-27 11:25:03 +00:00
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/*
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** r_translate.cpp
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** Translatioo table handling
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include <stddef.h>
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#include "templates.h"
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#include "m_alloc.h"
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#include "r_draw.h"
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#include "r_translate.h"
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#include "v_video.h"
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#include "g_game.h"
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#include "gi.h"
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#include "stats.h"
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TAutoGrowArray<FRemapTablePtr, FRemapTable *> translationtables[NUM_TRANSLATION_TABLES];
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2008-04-17 20:58:50 +00:00
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const BYTE IcePalette[16][3] =
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{
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{ 10, 8, 18 },
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{ 15, 15, 26 },
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{ 20, 16, 36 },
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{ 30, 26, 46 },
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{ 40, 36, 57 },
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{ 50, 46, 67 },
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{ 59, 57, 78 },
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{ 69, 67, 88 },
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{ 79, 77, 99 },
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{ 89, 87,109 },
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{ 99, 97,120 },
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{ 109,107,130 },
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{ 118,118,141 },
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{ 128,128,151 },
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{ 138,138,162 },
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{ 148,148,172 }
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};
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2008-01-27 11:25:03 +00:00
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/****************************************************/
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/****************************************************/
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FRemapTable::FRemapTable(int count)
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{
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assert(count <= 256);
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Alloc(count);
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// Note that the tables are left uninitialized. It is assumed that
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// the caller will do that next, if only by calling MakeIdentity().
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}
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FRemapTable::~FRemapTable()
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{
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Free();
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}
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void FRemapTable::Alloc(int count)
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{
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Remap = (BYTE *)M_Malloc(count*sizeof(*Remap) + count*sizeof(*Palette));
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assert (Remap != NULL);
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Palette = (PalEntry *)(Remap + count*(sizeof(*Remap)));
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Native = NULL;
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NumEntries = count;
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}
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void FRemapTable::Free()
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{
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KillNative();
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if (Remap != NULL)
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{
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2008-02-20 16:51:40 +00:00
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M_Free(Remap);
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2008-01-27 11:25:03 +00:00
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Remap = NULL;
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Palette = NULL;
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NumEntries = 0;
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}
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}
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FRemapTable::FRemapTable(const FRemapTable &o)
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{
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Remap = NULL;
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Native = NULL;
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NumEntries = 0;
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operator= (o);
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}
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FRemapTable &FRemapTable::operator=(const FRemapTable &o)
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{
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if (&o == this)
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{
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return *this;
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}
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if (o.NumEntries != NumEntries)
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{
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Free();
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}
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if (Remap == NULL)
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{
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Alloc(o.NumEntries);
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}
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memcpy(Remap, o.Remap, NumEntries*sizeof(*Remap) + NumEntries*sizeof(*Palette));
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return *this;
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}
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bool FRemapTable::operator==(const FRemapTable &o)
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{
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// Two translations are identical when they have the same amount of colors
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// and the palette values for both are identical.
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if (&o == this) return true;
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if (o.NumEntries != NumEntries) return false;
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return !memcmp(o.Palette, Palette, NumEntries * sizeof(*Palette));
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}
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void FRemapTable::Serialize(FArchive &arc)
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{
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int n = NumEntries;
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arc << NumEntries;
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if (arc.IsStoring())
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{
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arc.Write (Remap, NumEntries);
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}
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else
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{
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if (n != NumEntries)
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{
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Free();
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Alloc(NumEntries);
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}
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arc.Read (Remap, NumEntries);
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}
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for (int j = 0; j < NumEntries; ++j)
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{
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- Fixed: Fog for flooding floor textures into gaps created by missing wall textures
didn't work since a parameter changes necessitated by ZDoom's render style 'enhancement'.
Update to ZDoom r940:
SBarInfo Update #18:
- Simplified the DrawGraphic function in sbarinfo_display.cpp
- Added xOffset, yOffset, and alpha to every drawing function in
sbarinfo_display.cpp. So Strife popups can be handeled better and allow for
other effects (translucent bars?). I'm thinking about making a struct for
these five (also x and y) arguments so that the argument lists don't become a
mess.
- Changed DRAWIMAGE in sbarinfo_display.cpp to not use so many calls to
DrawGraphic.
- DrawKeyBar wasn't using screen->DrawTexture.
- Added a Fade transition for popups. It takes two args fade in rate and fade
out rate. Both are floats (1.0 = 1 tic to complete 0.5 = 2 tics to complete
and so on).
- Added a translucency arg to statusbars. 1.0 = opaque and 0.0 = invisible.
- Fixed: When an instrument's envelope runs out, it does not immediately ramp
to zero. Rather, it lets the remainder of the sample finish playing.
- Fixed: When playing a MIDI file with EMIDI track designations to turn a
track off, any ticks that had only events on the disabled track would cause
the delay for that track to be thrown away, and the following notes on
enabled tracks would play too soon. This could be heard quite clearly in
xplasma.mid, where track 4 (FMGlass Drone 1) would interfere with the timing
of tracks 13 and 14 (EP1 Melody and EP1 Echo).
- Fixed: DFlashFader did some operations in its destructor that had to be moved
to its Destroy method.
- Fixed: Dropped weapons from dying players should not double ammo.
- Fixed: When note_on() is called and another copy of the same note is
already playing on the channel, it should stop it with finish_note(), not
kill_note(). This can be clearly heard in the final cymbal crashes of
D_DM2TTL where TiMidity cuts them off because the final cymbals are played
with a velocity of 1 before the preceding cymbals have finished. (I wonder
if I should be setting the self_nonexclusive flag for GUS patches to
disable even this behavior, though, since gf1note.c doesn't turn off
duplicate notes.)
- Changed envelope handling to hopefully match the GUS player's. The most
egregious mistake TiMidity makes is to treat bit 6 as an envelope enable
bit. This is not what it does; every sample has an envelope. Rather, this
is a "no sampled release" flag. Also, despite fiddling with the
PATCH_SUSTAIN flag during instrument loading, TiMidity never actually
used it. Nor did it do anything at all with the PATCH_FAST_REL flag.
- Fixed: wbstartstruct's lump name fields were only 8 characters long
and not properly zero-terminated when all 8 characters were used.
- Fixed: Local sound sequence definitions caused a crash because a proper
NULL check was missing.
- Added translucent blending modes to FMultipatchTexture (not tested yet!)
- Also changed all true color texture creation functions to use proper alpha
values instead of inverted ones.
- Changed FRemapTable so that all palette entries must contain proper alpha
values.
- Fixed: The F1 screen check in m_menu.cpp was missing a NULL pointer check.
- Changed: The boss brain's explosions play weapons/rocklx which is an
unlimited sound. This can become extremely loud. Replaced with a new
sound which is just an alias to weapons/rocklx but has a limit of 4.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@98 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-25 10:00:54 +00:00
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arc << Palette[j];
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2008-01-27 11:25:03 +00:00
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}
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}
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void FRemapTable::MakeIdentity()
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{
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int i;
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for (i = 0; i < NumEntries; ++i)
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{
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Remap[i] = i;
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}
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for (i = 0; i < NumEntries; ++i)
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{
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Palette[i] = GPalette.BaseColors[i];
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}
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- Fixed: Fog for flooding floor textures into gaps created by missing wall textures
didn't work since a parameter changes necessitated by ZDoom's render style 'enhancement'.
Update to ZDoom r940:
SBarInfo Update #18:
- Simplified the DrawGraphic function in sbarinfo_display.cpp
- Added xOffset, yOffset, and alpha to every drawing function in
sbarinfo_display.cpp. So Strife popups can be handeled better and allow for
other effects (translucent bars?). I'm thinking about making a struct for
these five (also x and y) arguments so that the argument lists don't become a
mess.
- Changed DRAWIMAGE in sbarinfo_display.cpp to not use so many calls to
DrawGraphic.
- DrawKeyBar wasn't using screen->DrawTexture.
- Added a Fade transition for popups. It takes two args fade in rate and fade
out rate. Both are floats (1.0 = 1 tic to complete 0.5 = 2 tics to complete
and so on).
- Added a translucency arg to statusbars. 1.0 = opaque and 0.0 = invisible.
- Fixed: When an instrument's envelope runs out, it does not immediately ramp
to zero. Rather, it lets the remainder of the sample finish playing.
- Fixed: When playing a MIDI file with EMIDI track designations to turn a
track off, any ticks that had only events on the disabled track would cause
the delay for that track to be thrown away, and the following notes on
enabled tracks would play too soon. This could be heard quite clearly in
xplasma.mid, where track 4 (FMGlass Drone 1) would interfere with the timing
of tracks 13 and 14 (EP1 Melody and EP1 Echo).
- Fixed: DFlashFader did some operations in its destructor that had to be moved
to its Destroy method.
- Fixed: Dropped weapons from dying players should not double ammo.
- Fixed: When note_on() is called and another copy of the same note is
already playing on the channel, it should stop it with finish_note(), not
kill_note(). This can be clearly heard in the final cymbal crashes of
D_DM2TTL where TiMidity cuts them off because the final cymbals are played
with a velocity of 1 before the preceding cymbals have finished. (I wonder
if I should be setting the self_nonexclusive flag for GUS patches to
disable even this behavior, though, since gf1note.c doesn't turn off
duplicate notes.)
- Changed envelope handling to hopefully match the GUS player's. The most
egregious mistake TiMidity makes is to treat bit 6 as an envelope enable
bit. This is not what it does; every sample has an envelope. Rather, this
is a "no sampled release" flag. Also, despite fiddling with the
PATCH_SUSTAIN flag during instrument loading, TiMidity never actually
used it. Nor did it do anything at all with the PATCH_FAST_REL flag.
- Fixed: wbstartstruct's lump name fields were only 8 characters long
and not properly zero-terminated when all 8 characters were used.
- Fixed: Local sound sequence definitions caused a crash because a proper
NULL check was missing.
- Added translucent blending modes to FMultipatchTexture (not tested yet!)
- Also changed all true color texture creation functions to use proper alpha
values instead of inverted ones.
- Changed FRemapTable so that all palette entries must contain proper alpha
values.
- Fixed: The F1 screen check in m_menu.cpp was missing a NULL pointer check.
- Changed: The boss brain's explosions play weapons/rocklx which is an
unlimited sound. This can become extremely loud. Replaced with a new
sound which is just an alias to weapons/rocklx but has a limit of 4.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@98 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-25 10:00:54 +00:00
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for (i = 1; i < NumEntries; ++i)
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{
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Palette[i].a = 255;
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}
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2008-01-27 11:25:03 +00:00
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}
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bool FRemapTable::IsIdentity() const
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{
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for (int j = 0; j < 256; ++j)
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{
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if (Remap[j] != j)
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{
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return false;
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}
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}
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return true;
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}
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void FRemapTable::KillNative()
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{
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if (Native != NULL)
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{
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delete Native;
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Native = NULL;
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}
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}
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void FRemapTable::UpdateNative()
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{
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if (Native != NULL)
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{
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Native->Update();
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}
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}
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FNativePalette *FRemapTable::GetNative()
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{
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if (Native == NULL)
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{
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Native = screen->CreatePalette(this);
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}
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return Native;
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}
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void FRemapTable::AddIndexRange(int start, int end, int pal1, int pal2)
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{
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fixed_t palcol, palstep;
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if (start > end)
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{
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swap (start, end);
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swap (pal1, pal2);
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}
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else if (start == end)
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{
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Remap[start] = pal1;
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Palette[start] = GPalette.BaseColors[pal1];
|
- Fixed: Fog for flooding floor textures into gaps created by missing wall textures
didn't work since a parameter changes necessitated by ZDoom's render style 'enhancement'.
Update to ZDoom r940:
SBarInfo Update #18:
- Simplified the DrawGraphic function in sbarinfo_display.cpp
- Added xOffset, yOffset, and alpha to every drawing function in
sbarinfo_display.cpp. So Strife popups can be handeled better and allow for
other effects (translucent bars?). I'm thinking about making a struct for
these five (also x and y) arguments so that the argument lists don't become a
mess.
- Changed DRAWIMAGE in sbarinfo_display.cpp to not use so many calls to
DrawGraphic.
- DrawKeyBar wasn't using screen->DrawTexture.
- Added a Fade transition for popups. It takes two args fade in rate and fade
out rate. Both are floats (1.0 = 1 tic to complete 0.5 = 2 tics to complete
and so on).
- Added a translucency arg to statusbars. 1.0 = opaque and 0.0 = invisible.
- Fixed: When an instrument's envelope runs out, it does not immediately ramp
to zero. Rather, it lets the remainder of the sample finish playing.
- Fixed: When playing a MIDI file with EMIDI track designations to turn a
track off, any ticks that had only events on the disabled track would cause
the delay for that track to be thrown away, and the following notes on
enabled tracks would play too soon. This could be heard quite clearly in
xplasma.mid, where track 4 (FMGlass Drone 1) would interfere with the timing
of tracks 13 and 14 (EP1 Melody and EP1 Echo).
- Fixed: DFlashFader did some operations in its destructor that had to be moved
to its Destroy method.
- Fixed: Dropped weapons from dying players should not double ammo.
- Fixed: When note_on() is called and another copy of the same note is
already playing on the channel, it should stop it with finish_note(), not
kill_note(). This can be clearly heard in the final cymbal crashes of
D_DM2TTL where TiMidity cuts them off because the final cymbals are played
with a velocity of 1 before the preceding cymbals have finished. (I wonder
if I should be setting the self_nonexclusive flag for GUS patches to
disable even this behavior, though, since gf1note.c doesn't turn off
duplicate notes.)
- Changed envelope handling to hopefully match the GUS player's. The most
egregious mistake TiMidity makes is to treat bit 6 as an envelope enable
bit. This is not what it does; every sample has an envelope. Rather, this
is a "no sampled release" flag. Also, despite fiddling with the
PATCH_SUSTAIN flag during instrument loading, TiMidity never actually
used it. Nor did it do anything at all with the PATCH_FAST_REL flag.
- Fixed: wbstartstruct's lump name fields were only 8 characters long
and not properly zero-terminated when all 8 characters were used.
- Fixed: Local sound sequence definitions caused a crash because a proper
NULL check was missing.
- Added translucent blending modes to FMultipatchTexture (not tested yet!)
- Also changed all true color texture creation functions to use proper alpha
values instead of inverted ones.
- Changed FRemapTable so that all palette entries must contain proper alpha
values.
- Fixed: The F1 screen check in m_menu.cpp was missing a NULL pointer check.
- Changed: The boss brain's explosions play weapons/rocklx which is an
unlimited sound. This can become extremely loud. Replaced with a new
sound which is just an alias to weapons/rocklx but has a limit of 4.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@98 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-25 10:00:54 +00:00
|
|
|
Palette[start].a = start==0? 0:255;
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2008-01-27 11:25:03 +00:00
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|
|
return;
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}
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palcol = pal1 << FRACBITS;
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palstep = ((pal2 << FRACBITS) - palcol) / (end - start);
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for (int i = start; i <= end; palcol += palstep, ++i)
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{
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Remap[i] = palcol >> FRACBITS;
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Palette[i] = GPalette.BaseColors[palcol >> FRACBITS];
|
- Fixed: Fog for flooding floor textures into gaps created by missing wall textures
didn't work since a parameter changes necessitated by ZDoom's render style 'enhancement'.
Update to ZDoom r940:
SBarInfo Update #18:
- Simplified the DrawGraphic function in sbarinfo_display.cpp
- Added xOffset, yOffset, and alpha to every drawing function in
sbarinfo_display.cpp. So Strife popups can be handeled better and allow for
other effects (translucent bars?). I'm thinking about making a struct for
these five (also x and y) arguments so that the argument lists don't become a
mess.
- Changed DRAWIMAGE in sbarinfo_display.cpp to not use so many calls to
DrawGraphic.
- DrawKeyBar wasn't using screen->DrawTexture.
- Added a Fade transition for popups. It takes two args fade in rate and fade
out rate. Both are floats (1.0 = 1 tic to complete 0.5 = 2 tics to complete
and so on).
- Added a translucency arg to statusbars. 1.0 = opaque and 0.0 = invisible.
- Fixed: When an instrument's envelope runs out, it does not immediately ramp
to zero. Rather, it lets the remainder of the sample finish playing.
- Fixed: When playing a MIDI file with EMIDI track designations to turn a
track off, any ticks that had only events on the disabled track would cause
the delay for that track to be thrown away, and the following notes on
enabled tracks would play too soon. This could be heard quite clearly in
xplasma.mid, where track 4 (FMGlass Drone 1) would interfere with the timing
of tracks 13 and 14 (EP1 Melody and EP1 Echo).
- Fixed: DFlashFader did some operations in its destructor that had to be moved
to its Destroy method.
- Fixed: Dropped weapons from dying players should not double ammo.
- Fixed: When note_on() is called and another copy of the same note is
already playing on the channel, it should stop it with finish_note(), not
kill_note(). This can be clearly heard in the final cymbal crashes of
D_DM2TTL where TiMidity cuts them off because the final cymbals are played
with a velocity of 1 before the preceding cymbals have finished. (I wonder
if I should be setting the self_nonexclusive flag for GUS patches to
disable even this behavior, though, since gf1note.c doesn't turn off
duplicate notes.)
- Changed envelope handling to hopefully match the GUS player's. The most
egregious mistake TiMidity makes is to treat bit 6 as an envelope enable
bit. This is not what it does; every sample has an envelope. Rather, this
is a "no sampled release" flag. Also, despite fiddling with the
PATCH_SUSTAIN flag during instrument loading, TiMidity never actually
used it. Nor did it do anything at all with the PATCH_FAST_REL flag.
- Fixed: wbstartstruct's lump name fields were only 8 characters long
and not properly zero-terminated when all 8 characters were used.
- Fixed: Local sound sequence definitions caused a crash because a proper
NULL check was missing.
- Added translucent blending modes to FMultipatchTexture (not tested yet!)
- Also changed all true color texture creation functions to use proper alpha
values instead of inverted ones.
- Changed FRemapTable so that all palette entries must contain proper alpha
values.
- Fixed: The F1 screen check in m_menu.cpp was missing a NULL pointer check.
- Changed: The boss brain's explosions play weapons/rocklx which is an
unlimited sound. This can become extremely loud. Replaced with a new
sound which is just an alias to weapons/rocklx but has a limit of 4.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@98 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-25 10:00:54 +00:00
|
|
|
Palette[i].a = i==0? 0:255;
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void FRemapTable::AddColorRange(int start, int end, int _r1,int _g1, int _b1, int _r2, int _g2, int _b2)
|
|
|
|
{
|
|
|
|
fixed_t r1 = _r1 << FRACBITS;
|
|
|
|
fixed_t g1 = _g1 << FRACBITS;
|
|
|
|
fixed_t b1 = _b1 << FRACBITS;
|
|
|
|
fixed_t r2 = _r2 << FRACBITS;
|
|
|
|
fixed_t g2 = _g2 << FRACBITS;
|
|
|
|
fixed_t b2 = _b2 << FRACBITS;
|
|
|
|
fixed_t r, g, b;
|
|
|
|
fixed_t rs, gs, bs;
|
|
|
|
|
|
|
|
if (start > end)
|
|
|
|
{
|
|
|
|
swap (start, end);
|
|
|
|
r = r2;
|
|
|
|
g = g2;
|
|
|
|
b = b2;
|
|
|
|
rs = r1 - r2;
|
|
|
|
gs = g1 - g2;
|
|
|
|
bs = b1 - b2;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
r = r1;
|
|
|
|
g = g1;
|
|
|
|
b = b1;
|
|
|
|
rs = r2 - r1;
|
|
|
|
gs = g2 - g1;
|
|
|
|
bs = b2 - b1;
|
|
|
|
}
|
|
|
|
if (start == end)
|
|
|
|
{
|
|
|
|
Remap[start] = ColorMatcher.Pick
|
|
|
|
(r >> FRACBITS, g >> FRACBITS, b >> FRACBITS);
|
|
|
|
Palette[start] = PalEntry(r >> FRACBITS, g >> FRACBITS, b >> FRACBITS);
|
- Fixed: Fog for flooding floor textures into gaps created by missing wall textures
didn't work since a parameter changes necessitated by ZDoom's render style 'enhancement'.
Update to ZDoom r940:
SBarInfo Update #18:
- Simplified the DrawGraphic function in sbarinfo_display.cpp
- Added xOffset, yOffset, and alpha to every drawing function in
sbarinfo_display.cpp. So Strife popups can be handeled better and allow for
other effects (translucent bars?). I'm thinking about making a struct for
these five (also x and y) arguments so that the argument lists don't become a
mess.
- Changed DRAWIMAGE in sbarinfo_display.cpp to not use so many calls to
DrawGraphic.
- DrawKeyBar wasn't using screen->DrawTexture.
- Added a Fade transition for popups. It takes two args fade in rate and fade
out rate. Both are floats (1.0 = 1 tic to complete 0.5 = 2 tics to complete
and so on).
- Added a translucency arg to statusbars. 1.0 = opaque and 0.0 = invisible.
- Fixed: When an instrument's envelope runs out, it does not immediately ramp
to zero. Rather, it lets the remainder of the sample finish playing.
- Fixed: When playing a MIDI file with EMIDI track designations to turn a
track off, any ticks that had only events on the disabled track would cause
the delay for that track to be thrown away, and the following notes on
enabled tracks would play too soon. This could be heard quite clearly in
xplasma.mid, where track 4 (FMGlass Drone 1) would interfere with the timing
of tracks 13 and 14 (EP1 Melody and EP1 Echo).
- Fixed: DFlashFader did some operations in its destructor that had to be moved
to its Destroy method.
- Fixed: Dropped weapons from dying players should not double ammo.
- Fixed: When note_on() is called and another copy of the same note is
already playing on the channel, it should stop it with finish_note(), not
kill_note(). This can be clearly heard in the final cymbal crashes of
D_DM2TTL where TiMidity cuts them off because the final cymbals are played
with a velocity of 1 before the preceding cymbals have finished. (I wonder
if I should be setting the self_nonexclusive flag for GUS patches to
disable even this behavior, though, since gf1note.c doesn't turn off
duplicate notes.)
- Changed envelope handling to hopefully match the GUS player's. The most
egregious mistake TiMidity makes is to treat bit 6 as an envelope enable
bit. This is not what it does; every sample has an envelope. Rather, this
is a "no sampled release" flag. Also, despite fiddling with the
PATCH_SUSTAIN flag during instrument loading, TiMidity never actually
used it. Nor did it do anything at all with the PATCH_FAST_REL flag.
- Fixed: wbstartstruct's lump name fields were only 8 characters long
and not properly zero-terminated when all 8 characters were used.
- Fixed: Local sound sequence definitions caused a crash because a proper
NULL check was missing.
- Added translucent blending modes to FMultipatchTexture (not tested yet!)
- Also changed all true color texture creation functions to use proper alpha
values instead of inverted ones.
- Changed FRemapTable so that all palette entries must contain proper alpha
values.
- Fixed: The F1 screen check in m_menu.cpp was missing a NULL pointer check.
- Changed: The boss brain's explosions play weapons/rocklx which is an
unlimited sound. This can become extremely loud. Replaced with a new
sound which is just an alias to weapons/rocklx but has a limit of 4.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@98 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-25 10:00:54 +00:00
|
|
|
Palette[start].a = start==0? 0:255;
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
rs /= (end - start);
|
|
|
|
gs /= (end - start);
|
|
|
|
bs /= (end - start);
|
|
|
|
for (int i = start; i <= end; ++i)
|
|
|
|
{
|
|
|
|
Remap[i] = ColorMatcher.Pick
|
|
|
|
(r >> FRACBITS, g >> FRACBITS, b >> FRACBITS);
|
- Fixed: Fog for flooding floor textures into gaps created by missing wall textures
didn't work since a parameter changes necessitated by ZDoom's render style 'enhancement'.
Update to ZDoom r940:
SBarInfo Update #18:
- Simplified the DrawGraphic function in sbarinfo_display.cpp
- Added xOffset, yOffset, and alpha to every drawing function in
sbarinfo_display.cpp. So Strife popups can be handeled better and allow for
other effects (translucent bars?). I'm thinking about making a struct for
these five (also x and y) arguments so that the argument lists don't become a
mess.
- Changed DRAWIMAGE in sbarinfo_display.cpp to not use so many calls to
DrawGraphic.
- DrawKeyBar wasn't using screen->DrawTexture.
- Added a Fade transition for popups. It takes two args fade in rate and fade
out rate. Both are floats (1.0 = 1 tic to complete 0.5 = 2 tics to complete
and so on).
- Added a translucency arg to statusbars. 1.0 = opaque and 0.0 = invisible.
- Fixed: When an instrument's envelope runs out, it does not immediately ramp
to zero. Rather, it lets the remainder of the sample finish playing.
- Fixed: When playing a MIDI file with EMIDI track designations to turn a
track off, any ticks that had only events on the disabled track would cause
the delay for that track to be thrown away, and the following notes on
enabled tracks would play too soon. This could be heard quite clearly in
xplasma.mid, where track 4 (FMGlass Drone 1) would interfere with the timing
of tracks 13 and 14 (EP1 Melody and EP1 Echo).
- Fixed: DFlashFader did some operations in its destructor that had to be moved
to its Destroy method.
- Fixed: Dropped weapons from dying players should not double ammo.
- Fixed: When note_on() is called and another copy of the same note is
already playing on the channel, it should stop it with finish_note(), not
kill_note(). This can be clearly heard in the final cymbal crashes of
D_DM2TTL where TiMidity cuts them off because the final cymbals are played
with a velocity of 1 before the preceding cymbals have finished. (I wonder
if I should be setting the self_nonexclusive flag for GUS patches to
disable even this behavior, though, since gf1note.c doesn't turn off
duplicate notes.)
- Changed envelope handling to hopefully match the GUS player's. The most
egregious mistake TiMidity makes is to treat bit 6 as an envelope enable
bit. This is not what it does; every sample has an envelope. Rather, this
is a "no sampled release" flag. Also, despite fiddling with the
PATCH_SUSTAIN flag during instrument loading, TiMidity never actually
used it. Nor did it do anything at all with the PATCH_FAST_REL flag.
- Fixed: wbstartstruct's lump name fields were only 8 characters long
and not properly zero-terminated when all 8 characters were used.
- Fixed: Local sound sequence definitions caused a crash because a proper
NULL check was missing.
- Added translucent blending modes to FMultipatchTexture (not tested yet!)
- Also changed all true color texture creation functions to use proper alpha
values instead of inverted ones.
- Changed FRemapTable so that all palette entries must contain proper alpha
values.
- Fixed: The F1 screen check in m_menu.cpp was missing a NULL pointer check.
- Changed: The boss brain's explosions play weapons/rocklx which is an
unlimited sound. This can become extremely loud. Replaced with a new
sound which is just an alias to weapons/rocklx but has a limit of 4.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@98 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-25 10:00:54 +00:00
|
|
|
Palette[i] = PalEntry(start==0? 0:255, r >> FRACBITS, g >> FRACBITS, b >> FRACBITS);
|
2008-01-27 11:25:03 +00:00
|
|
|
r += rs;
|
|
|
|
g += gs;
|
|
|
|
b += bs;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
FRemapTable *TranslationToTable(int translation)
|
|
|
|
{
|
|
|
|
unsigned int type = GetTranslationType(translation);
|
|
|
|
unsigned int index = GetTranslationIndex(translation);
|
|
|
|
TAutoGrowArray<FRemapTablePtr, FRemapTable *> *slots;
|
|
|
|
|
|
|
|
if (type <= 0 || type >= NUM_TRANSLATION_TABLES)
|
|
|
|
{
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
slots = &translationtables[type];
|
|
|
|
if (index >= slots->Size())
|
|
|
|
{
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
return slots->operator[](index);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void PushIdentityTable(int slot)
|
|
|
|
{
|
|
|
|
FRemapTable *table = new FRemapTable;
|
|
|
|
table->MakeIdentity();
|
|
|
|
translationtables[slot].Push(table);
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// 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, j;
|
|
|
|
|
|
|
|
// 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)
|
|
|
|
{
|
|
|
|
PushIdentityTable(TRANSLATION_Players);
|
|
|
|
PushIdentityTable(TRANSLATION_PlayersExtra);
|
|
|
|
}
|
|
|
|
// The menu player also gets a separate translation table
|
|
|
|
PushIdentityTable(TRANSLATION_Players);
|
|
|
|
|
|
|
|
// The three standard translations from Doom or Heretic (seven for Strife),
|
|
|
|
// plus the generic ice translation.
|
|
|
|
for (i = 0; i < 8; ++i)
|
|
|
|
{
|
|
|
|
PushIdentityTable(TRANSLATION_Standard);
|
|
|
|
}
|
|
|
|
|
|
|
|
// 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 < BODYQUESIZE; ++i)
|
|
|
|
{
|
|
|
|
PushIdentityTable(TRANSLATION_PlayerCorpses);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Create the standard translation tables
|
|
|
|
if (gameinfo.gametype == GAME_Doom)
|
|
|
|
{
|
|
|
|
for (i = 0x70; i < 0x80; i++)
|
|
|
|
{ // map green ramp to gray, brown, red
|
|
|
|
translationtables[TRANSLATION_Standard][0]->Remap[i] = 0x60 + (i&0xf);
|
|
|
|
translationtables[TRANSLATION_Standard][1]->Remap[i] = 0x40 + (i&0xf);
|
|
|
|
translationtables[TRANSLATION_Standard][2]->Remap[i] = 0x20 + (i&0xf);
|
|
|
|
|
|
|
|
translationtables[TRANSLATION_Standard][0]->Palette[i] = GPalette.BaseColors[0x60 + (i&0xf)];
|
|
|
|
translationtables[TRANSLATION_Standard][1]->Palette[i] = GPalette.BaseColors[0x40 + (i&0xf)];
|
|
|
|
translationtables[TRANSLATION_Standard][2]->Palette[i] = GPalette.BaseColors[0x20 + (i&0xf)];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (gameinfo.gametype == GAME_Heretic)
|
|
|
|
{
|
|
|
|
for (i = 225; i <= 240; i++)
|
|
|
|
{
|
|
|
|
translationtables[TRANSLATION_Standard][0]->Remap[i] = 114+(i-225); // yellow
|
|
|
|
translationtables[TRANSLATION_Standard][1]->Remap[i] = 145+(i-225); // red
|
|
|
|
translationtables[TRANSLATION_Standard][2]->Remap[i] = 190+(i-225); // blue
|
|
|
|
|
|
|
|
translationtables[TRANSLATION_Standard][0]->Palette[i] = GPalette.BaseColors[114+(i-225)];
|
|
|
|
translationtables[TRANSLATION_Standard][1]->Palette[i] = GPalette.BaseColors[145+(i-225)];
|
|
|
|
translationtables[TRANSLATION_Standard][2]->Palette[i] = GPalette.BaseColors[190+(i-225)];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (gameinfo.gametype == GAME_Strife)
|
|
|
|
{
|
|
|
|
for (i = 0x20; i <= 0x3F; ++i)
|
|
|
|
{
|
|
|
|
translationtables[TRANSLATION_Standard][0]->Remap[i] = i - 0x20;
|
|
|
|
translationtables[TRANSLATION_Standard][1]->Remap[i] = i - 0x20;
|
|
|
|
translationtables[TRANSLATION_Standard][2]->Remap[i] = 0xD0 + (i&0xf);
|
|
|
|
translationtables[TRANSLATION_Standard][3]->Remap[i] = 0xD0 + (i&0xf);
|
|
|
|
translationtables[TRANSLATION_Standard][4]->Remap[i] = i - 0x20;
|
|
|
|
translationtables[TRANSLATION_Standard][5]->Remap[i] = i - 0x20;
|
|
|
|
translationtables[TRANSLATION_Standard][6]->Remap[i] = i - 0x20;
|
|
|
|
}
|
|
|
|
for (i = 0x50; i <= 0x5F; ++i)
|
|
|
|
{
|
|
|
|
// Merchant hair
|
|
|
|
translationtables[TRANSLATION_Standard][4]->Remap[i] = 0x80 + (i&0xf);
|
|
|
|
translationtables[TRANSLATION_Standard][5]->Remap[i] = 0x10 + (i&0xf);
|
|
|
|
translationtables[TRANSLATION_Standard][6]->Remap[i] = 0x40 + (i&0xf);
|
|
|
|
}
|
|
|
|
for (i = 0x80; i <= 0x8F; ++i)
|
|
|
|
{
|
|
|
|
translationtables[TRANSLATION_Standard][0]->Remap[i] = 0x40 + (i&0xf); // red
|
|
|
|
translationtables[TRANSLATION_Standard][1]->Remap[i] = 0xB0 + (i&0xf); // rust
|
|
|
|
translationtables[TRANSLATION_Standard][2]->Remap[i] = 0x10 + (i&0xf); // gray
|
|
|
|
translationtables[TRANSLATION_Standard][3]->Remap[i] = 0x30 + (i&0xf); // dark green
|
|
|
|
translationtables[TRANSLATION_Standard][4]->Remap[i] = 0x50 + (i&0xf); // gold
|
|
|
|
translationtables[TRANSLATION_Standard][5]->Remap[i] = 0x60 + (i&0xf); // bright green
|
|
|
|
translationtables[TRANSLATION_Standard][6]->Remap[i] = 0x90 + (i&0xf); // blue
|
|
|
|
}
|
|
|
|
for (i = 0xC0; i <= 0xCF; ++i)
|
|
|
|
{
|
|
|
|
translationtables[TRANSLATION_Standard][4]->Remap[i] = 0xA0 + (i&0xf);
|
|
|
|
translationtables[TRANSLATION_Standard][5]->Remap[i] = 0x20 + (i&0xf);
|
|
|
|
translationtables[TRANSLATION_Standard][6]->Remap[i] = (i&0xf);
|
|
|
|
}
|
|
|
|
translationtables[TRANSLATION_Standard][6]->Remap[0xC0] = 1;
|
|
|
|
for (i = 0xD0; i <= 0xDF; ++i)
|
|
|
|
{
|
|
|
|
translationtables[TRANSLATION_Standard][4]->Remap[i] = 0xB0 + (i&0xf);
|
|
|
|
translationtables[TRANSLATION_Standard][5]->Remap[i] = 0x30 + (i&0xf);
|
|
|
|
translationtables[TRANSLATION_Standard][6]->Remap[i] = 0x10 + (i&0xf);
|
|
|
|
}
|
|
|
|
for (i = 0xF1; i <= 0xF6; ++i)
|
|
|
|
{
|
|
|
|
translationtables[TRANSLATION_Standard][0]->Remap[i] = 0xDF + (i&0xf);
|
|
|
|
}
|
|
|
|
for (i = 0xF7; i <= 0xFB; ++i)
|
|
|
|
{
|
|
|
|
translationtables[TRANSLATION_Standard][0]->Remap[i] = i - 6;
|
|
|
|
}
|
|
|
|
for (i = 0; i < 7; ++i)
|
|
|
|
{
|
|
|
|
for (int j = 0x20; j <= 0xFB; ++j)
|
|
|
|
{
|
|
|
|
translationtables[TRANSLATION_Standard][i]->Palette[j] =
|
|
|
|
GPalette.BaseColors[translationtables[TRANSLATION_Standard][i]->Remap[j]];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Create the ice translation table, based on Hexen's. Alas, the standard
|
|
|
|
// Doom palette has no good substitutes for these bluish-tinted grays, so
|
|
|
|
// they will just look gray unless you use a different PLAYPAL with Doom.
|
|
|
|
|
|
|
|
BYTE IcePaletteRemap[16];
|
|
|
|
for (i = 0; i < 16; ++i)
|
|
|
|
{
|
|
|
|
IcePaletteRemap[i] = ColorMatcher.Pick (IcePalette[i][0], IcePalette[i][1], IcePalette[i][2]);
|
|
|
|
}
|
|
|
|
FRemapTable *remap = translationtables[TRANSLATION_Standard][7];
|
|
|
|
for (i = 0; i < 256; ++i)
|
|
|
|
{
|
|
|
|
int r = GPalette.BaseColors[i].r;
|
|
|
|
int g = GPalette.BaseColors[i].g;
|
|
|
|
int b = GPalette.BaseColors[i].b;
|
|
|
|
int v = (r*77 + g*143 + b*37) >> 12;
|
|
|
|
remap->Remap[i] = IcePaletteRemap[v];
|
|
|
|
remap->Palette[i] = PalEntry(IcePalette[v][0], IcePalette[v][1], IcePalette[v][2]);
|
|
|
|
}
|
|
|
|
|
|
|
|
// set up shading tables for shaded columns
|
|
|
|
// 16 colormap sets, progressing from full alpha to minimum visible alpha
|
|
|
|
|
|
|
|
BYTE *table = shadetables;
|
|
|
|
|
|
|
|
// Full alpha
|
|
|
|
for (i = 0; i < 16; ++i)
|
|
|
|
{
|
2008-01-27 15:34:47 +00:00
|
|
|
ShadeFakeColormap[i].Color = -1;
|
|
|
|
ShadeFakeColormap[i].Desaturate = -1;
|
|
|
|
ShadeFakeColormap[i].Next = NULL;
|
|
|
|
ShadeFakeColormap[i].Maps = table;
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
for (j = 0; j < NUMCOLORMAPS; ++j)
|
|
|
|
{
|
|
|
|
int a = (NUMCOLORMAPS - j) * 256 / NUMCOLORMAPS * (16-i);
|
|
|
|
for (int k = 0; k < 256; ++k)
|
|
|
|
{
|
|
|
|
BYTE v = (((k+2) * a) + 256) >> 14;
|
|
|
|
table[k] = MIN<BYTE> (v, 64);
|
|
|
|
}
|
|
|
|
table += 256;
|
|
|
|
}
|
|
|
|
}
|
2008-01-27 15:34:47 +00:00
|
|
|
for (i = 0; i < NUMCOLORMAPS*16*256; ++i)
|
|
|
|
{
|
|
|
|
assert(shadetables[i] <= 64);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Set up a guaranteed identity map
|
|
|
|
for (i = 0; i < 256; ++i)
|
|
|
|
{
|
|
|
|
identitymap[i] = i;
|
|
|
|
}
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void R_DeinitTranslationTables()
|
|
|
|
{
|
|
|
|
for (int i = 0; i < NUM_TRANSLATION_TABLES; ++i)
|
|
|
|
{
|
|
|
|
for (unsigned int j = 0; j < translationtables[i].Size(); ++j)
|
|
|
|
{
|
|
|
|
if (translationtables[i][j] != NULL)
|
|
|
|
{
|
|
|
|
delete translationtables[i][j];
|
|
|
|
translationtables[i][j] = NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// [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(ir, ig, ib);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void R_CreatePlayerTranslation (float h, float s, float v, FPlayerSkin *skin, FRemapTable *table, FRemapTable *alttable)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
BYTE start = skin->range0start;
|
|
|
|
BYTE 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, 256);
|
|
|
|
memcpy (table->Palette, OtherGameSkinPalette, sizeof(table->Palette));
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
for (i = 0; i < 256; ++i)
|
|
|
|
{
|
|
|
|
table->Remap[i] = i;
|
|
|
|
}
|
|
|
|
memcpy(table->Palette, GPalette.BaseColors, sizeof(table->Palette));
|
|
|
|
}
|
|
|
|
|
|
|
|
// [GRB] Don't translate skins with color range 0-0 (APlayerPawn default)
|
|
|
|
if (start == 0 && end == 0)
|
|
|
|
{
|
|
|
|
table->UpdateNative();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
range = (float)(end-start+1);
|
|
|
|
|
|
|
|
bases = s;
|
|
|
|
basev = v;
|
|
|
|
|
|
|
|
if (gameinfo.gametype == GAME_Doom || gameinfo.gametype == GAME_Strife)
|
|
|
|
{
|
|
|
|
// 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);
|
|
|
|
}
|
|
|
|
alttable->UpdateNative();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
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);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Build lifegem translation
|
|
|
|
if (alttable)
|
|
|
|
{
|
|
|
|
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);
|
|
|
|
}
|
|
|
|
alttable->UpdateNative();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
table->UpdateNative();
|
|
|
|
}
|
|
|
|
|
|
|
|
void R_BuildPlayerTranslation (int player)
|
|
|
|
{
|
|
|
|
float h, s, v;
|
|
|
|
|
|
|
|
D_GetPlayerColor (player, &h, &s, &v);
|
|
|
|
|
|
|
|
R_CreatePlayerTranslation (h, s, v,
|
|
|
|
&skins[players[player].userinfo.skin],
|
|
|
|
translationtables[TRANSLATION_Players][player],
|
|
|
|
translationtables[TRANSLATION_PlayersExtra][player]);
|
|
|
|
}
|
|
|
|
|
|
|
|
void R_GetPlayerTranslation (int color, FPlayerSkin *skin, FRemapTable *table)
|
|
|
|
{
|
|
|
|
float h, s, v;
|
|
|
|
|
|
|
|
RGBtoHSV (RPART(color)/255.f, GPART(color)/255.f, BPART(color)/255.f,
|
|
|
|
&h, &s, &v);
|
|
|
|
|
|
|
|
R_CreatePlayerTranslation (h, s, v, skin, table, NULL);
|
|
|
|
}
|