gzdoom-last-svn/src/r_translate.cpp

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/*
** 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 "m_alloc.h"
#include "r_draw.h"
#include "r_translate.h"
#include "v_video.h"
#include "g_game.h"
#include "gi.h"
#include "stats.h"
TAutoGrowArray<FRemapTablePtr, FRemapTable *> translationtables[NUM_TRANSLATION_TABLES];
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
const BYTE IcePalette[16][3] =
{
{ 10, 8, 18 },
{ 15, 15, 26 },
{ 20, 16, 36 },
{ 30, 26, 46 },
{ 40, 36, 57 },
{ 50, 46, 67 },
{ 59, 57, 78 },
{ 69, 67, 88 },
{ 79, 77, 99 },
{ 89, 87,109 },
{ 99, 97,120 },
{ 109,107,130 },
{ 118,118,141 },
{ 128,128,151 },
{ 138,138,162 },
{ 148,148,172 }
};
/****************************************************/
/****************************************************/
FRemapTable::FRemapTable(int count)
{
assert(count <= 256);
Alloc(count);
// Note that the tables are left uninitialized. It is assumed that
// the caller will do that next, if only by calling MakeIdentity().
}
FRemapTable::~FRemapTable()
{
Free();
}
void FRemapTable::Alloc(int count)
{
Remap = (BYTE *)M_Malloc(count*sizeof(*Remap) + count*sizeof(*Palette));
assert (Remap != NULL);
Palette = (PalEntry *)(Remap + count*(sizeof(*Remap)));
Native = NULL;
NumEntries = count;
}
void FRemapTable::Free()
{
KillNative();
if (Remap != NULL)
{
M_Free(Remap);
Remap = NULL;
Palette = NULL;
NumEntries = 0;
}
}
FRemapTable::FRemapTable(const FRemapTable &o)
{
Remap = NULL;
Native = NULL;
NumEntries = 0;
operator= (o);
}
FRemapTable &FRemapTable::operator=(const FRemapTable &o)
{
if (&o == this)
{
return *this;
}
if (o.NumEntries != NumEntries)
{
Free();
}
if (Remap == NULL)
{
Alloc(o.NumEntries);
}
memcpy(Remap, o.Remap, NumEntries*sizeof(*Remap) + NumEntries*sizeof(*Palette));
return *this;
}
bool FRemapTable::operator==(const FRemapTable &o)
{
// Two translations are identical when they have the same amount of colors
// and the palette values for both are identical.
if (&o == this) return true;
if (o.NumEntries != NumEntries) return false;
return !memcmp(o.Palette, Palette, NumEntries * sizeof(*Palette));
}
void FRemapTable::Serialize(FArchive &arc)
{
int n = NumEntries;
arc << NumEntries;
if (arc.IsStoring())
{
arc.Write (Remap, NumEntries);
}
else
{
if (n != NumEntries)
{
Free();
Alloc(NumEntries);
}
arc.Read (Remap, NumEntries);
}
for (int j = 0; j < NumEntries; ++j)
{
- 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
arc << Palette[j];
}
}
void FRemapTable::MakeIdentity()
{
int i;
for (i = 0; i < NumEntries; ++i)
{
Remap[i] = i;
}
for (i = 0; i < NumEntries; ++i)
{
Palette[i] = GPalette.BaseColors[i];
}
- 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
for (i = 1; i < NumEntries; ++i)
{
Palette[i].a = 255;
}
}
bool FRemapTable::IsIdentity() const
{
for (int j = 0; j < 256; ++j)
{
if (Remap[j] != j)
{
return false;
}
}
return true;
}
void FRemapTable::KillNative()
{
if (Native != NULL)
{
delete Native;
Native = NULL;
}
}
void FRemapTable::UpdateNative()
{
if (Native != NULL)
{
Native->Update();
}
}
FNativePalette *FRemapTable::GetNative()
{
if (Native == NULL)
{
Native = screen->CreatePalette(this);
}
return Native;
}
void FRemapTable::AddIndexRange(int start, int end, int pal1, int pal2)
{
fixed_t palcol, palstep;
if (start > end)
{
swap (start, end);
swap (pal1, pal2);
}
else if (start == end)
{
Remap[start] = pal1;
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;
return;
}
palcol = pal1 << FRACBITS;
palstep = ((pal2 << FRACBITS) - palcol) / (end - start);
for (int i = start; i <= end; palcol += palstep, ++i)
{
Remap[i] = palcol >> FRACBITS;
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;
}
}
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;
}
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);
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)
{
ShadeFakeColormap[i].Color = -1;
ShadeFakeColormap[i].Desaturate = -1;
ShadeFakeColormap[i].Next = NULL;
ShadeFakeColormap[i].Maps = table;
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;
}
}
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;
}
}
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);
}