2008-01-27 11:25:03 +00:00
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/*
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** v_font.cpp
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** Font management
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2008 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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2008-01-27 15:34:47 +00:00
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/* Special file formats handled here:
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FON1 "console" fonts have the following header:
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char Magic[4]; -- The characters "FON1"
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uword CharWidth; -- Character cell width
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uword CharHeight; -- Character cell height
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The FON1 header is followed by RLE character data for all 256
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8-bit ASCII characters.
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FON2 "standard" fonts have the following header:
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char Magic[4]; -- The characters "FON2"
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uword FontHeight; -- Every character in a font has the same height
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ubyte FirstChar; -- First character defined by this font.
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ubyte LastChar; -- Last character definde by this font.
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ubyte bConstantWidth;
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ubyte ShadingType;
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ubyte PaletteSize; -- size of palette in entries (not bytes!)
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ubyte Flags;
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There is presently only one flag for FON2:
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FOF_WHOLEFONTKERNING 1 -- The Kerning field is present in the file
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The FON2 header is followed by variable length data:
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word Kerning;
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-- only present if FOF_WHOLEFONTKERNING is set
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ubyte Palette[PaletteSize+1][3];
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-- The last entry is the delimiter color. The delimiter is not used
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-- by the font but is used my imagetool when converting the font
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-- back to an image. Color 0 is the transparent color and is also
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-- used only for converting the font back to an image. The other
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-- entries are all presorted in increasing order of brightness.
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ubyte CharacterData[...];
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-- RLE character data, in order
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*/
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2008-01-27 11:25:03 +00:00
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// HEADER FILES ------------------------------------------------------------
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#include <math.h>
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#include <ctype.h>
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#include "templates.h"
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#include "doomtype.h"
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#include "m_swap.h"
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#include "v_font.h"
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#include "v_video.h"
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#include "w_wad.h"
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#include "r_data.h"
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#include "i_system.h"
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#include "gi.h"
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#include "cmdlib.h"
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#include "sc_man.h"
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#include "hu_stuff.h"
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#include "r_draw.h"
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#include "r_translate.h"
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2008-09-15 23:47:00 +00:00
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#include "colormatcher.h"
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#include "v_palette.h"
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2008-01-27 11:25:03 +00:00
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// MACROS ------------------------------------------------------------------
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#define DEFAULT_LOG_COLOR PalEntry(223,223,223)
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// TYPES -------------------------------------------------------------------
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2008-09-15 23:47:00 +00:00
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void RecordTextureColors (FTexture *pic, BYTE *colorsused);
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2008-01-27 11:25:03 +00:00
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// This structure is used by BuildTranslations() to hold color information.
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struct TranslationParm
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{
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short RangeStart; // First level for this range
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short RangeEnd; // Last level for this range
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BYTE Start[3]; // Start color for this range
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BYTE End[3]; // End color for this range
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};
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struct TranslationMap
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{
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FName Name;
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int Number;
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};
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2008-09-15 23:47:00 +00:00
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class FSingleLumpFont : public FFont
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{
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public:
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FSingleLumpFont (const char *fontname, int lump);
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protected:
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void CheckFON1Chars (int lump, const BYTE *data, double *luminosity);
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void BuildTranslations2 ();
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void FixupPalette (BYTE *identity, double *luminosity, const BYTE *palette,
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bool rescale, PalEntry *out_palette);
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void LoadFON1 (int lump, const BYTE *data);
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void LoadFON2 (int lump, const BYTE *data);
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void CreateFontFromPic (FTextureID picnum);
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};
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class FSinglePicFont : public FFont
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{
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public:
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FSinglePicFont(const char *picname);
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// FFont interface
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FTexture *GetChar (int code, int *const width) const;
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int GetCharWidth (int code) const;
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protected:
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FTextureID PicNum;
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};
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2008-01-27 11:25:03 +00:00
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// This is a font character that loads a texture and recolors it.
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class FFontChar1 : public FTexture
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{
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public:
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FFontChar1 (int sourcelump, const BYTE *sourceremap);
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const BYTE *GetColumn (unsigned int column, const Span **spans_out);
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const BYTE *GetPixels ();
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void Unload ();
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~FFontChar1 ();
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protected:
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void MakeTexture ();
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FTexture *BaseTexture;
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BYTE *Pixels;
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const BYTE *SourceRemap;
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};
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// This is a font character that reads RLE compressed data.
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class FFontChar2 : public FTexture
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{
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public:
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FFontChar2 (int sourcelump, const BYTE *sourceremap, int sourcepos, int width, int height);
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~FFontChar2 ();
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const BYTE *GetColumn (unsigned int column, const Span **spans_out);
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const BYTE *GetPixels ();
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void Unload ();
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protected:
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int SourceLump;
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int SourcePos;
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BYTE *Pixels;
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Span **Spans;
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const BYTE *SourceRemap;
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void MakeTexture ();
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};
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struct TempParmInfo
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{
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unsigned int StartParm[2];
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unsigned int ParmLen[2];
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int Index;
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};
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struct TempColorInfo
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{
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FName Name;
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unsigned int ParmInfo;
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PalEntry LogColor;
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};
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// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
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// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
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// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
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static int STACK_ARGS TranslationMapCompare (const void *a, const void *b);
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// EXTERNAL DATA DECLARATIONS ----------------------------------------------
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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FFont *FFont::FirstFont = NULL;
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int NumTextColors;
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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static const BYTE myislower[256] =
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{
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
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1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
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1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 0
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};
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static TArray<TranslationParm> TranslationParms[2];
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static TArray<TranslationMap> TranslationLookup;
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static TArray<PalEntry> TranslationColors;
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// CODE --------------------------------------------------------------------
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2008-01-27 15:34:47 +00:00
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FFont *V_GetFont(const char *name)
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2008-01-27 11:25:03 +00:00
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{
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FFont *font = FFont::FindFont (name);
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if (font == NULL)
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{
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int lump = -1;
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2008-03-30 08:34:44 +00:00
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lump = Wads.CheckNumForFullName(name, true);
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2008-01-27 11:25:03 +00:00
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if (lump != -1)
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{
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char head[3];
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{
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FWadLump lumpy = Wads.OpenLumpNum (lump);
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lumpy.Read (head, 3);
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}
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if (head[0] == 'F' && head[1] == 'O' && head[2] == 'N')
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{
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font = new FSingleLumpFont (name, lump);
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}
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}
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if (font == NULL)
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{
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2008-06-28 13:29:59 +00:00
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FTextureID picnum = TexMan.CheckForTexture (name, FTexture::TEX_Any);
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if (picnum.isValid())
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2008-01-27 11:25:03 +00:00
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{
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2008-01-27 15:34:47 +00:00
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font = new FSinglePicFont (name);
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2008-01-27 11:25:03 +00:00
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}
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}
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}
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return font;
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}
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//==========================================================================
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//
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// SerializeFFontPtr
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//
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//==========================================================================
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FArchive &SerializeFFontPtr (FArchive &arc, FFont* &font)
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{
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if (arc.IsStoring ())
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{
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arc << font->Name;
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}
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else
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{
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char *name = NULL;
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arc << name;
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font = V_GetFont(name);
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if (font == NULL)
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{
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Printf ("Could not load font %s\n", name);
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font = SmallFont;
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}
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delete[] name;
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}
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return arc;
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}
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//==========================================================================
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//
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// FFont :: FFont
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//
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// Loads a multi-texture font.
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//
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//==========================================================================
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FFont::FFont (const char *name, const char *nametemplate, int first, int count, int start)
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{
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int i, lump;
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char buffer[12];
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int *charlumps;
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BYTE usedcolors[256], identity[256];
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double *luminosity;
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int maxyoffs;
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2008-09-01 19:08:19 +00:00
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bool doomtemplate = gameinfo.gametype & GAME_DoomChex ? strncmp (nametemplate, "STCFN", 5) == 0 : false;
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- Fixed: The players were not added to FS's list of spawned things.
- Update to ZDoom r882
- Added the option to use $ as a prefix to a string table name everywhere in
MAPINFO where 'lookup' could be specified so that there is one consistent
way to do it.
- Externalized all default episode definitions. Added an 'optional' keyword
to handle M4 and 5 in Doom and Heretic.
- Added P_CheckMapData function and replaced all calls to P_OpenMapData that
only checked for a map's presence with it.
- Added Martin Howe's player statusbar face submission.
- Added an 'adddefaultmap' option for MAPINFO. This is the same as 'defaultmap'
but keeps all existing information in the default and just adds to it. This
is needed because Hexen and Strife set some information in their base
MAPINFO and using 'defaultmap' in a PWAD would override that.
- Fixed: Using MAPINFO's f1 option could cause memory leaks.
- Added option to load lumps by full name to several places:
* Finale texts loaded from a text lump
* Demos
* Local SNDINFOs
* Local SNDSEQs
* Image names in FONTDEFS
* intermission script names
- Changed the STCFN121 handling. The character is not an 'I' but a '|' so
instead of discarding it it should be inserted at position 124.
- Renamed indexfont.fon to indexfont so that I could remove a special case
from V_GetFont that was just added for this one font.
- Added a 'dumpspawnedthings' CVAR that enables a listing of all things in
the map and the actor type they spawned.
SBarInfo Update #16
- Added: fillzeros flag for drawnumber. When set the string will always have
a length of the specified size and zeros will fill in for the missing places.
If the number is negative the negative sign will take the place of the last
digit.
- Added: globalarray type to drawnumber which will display the value in a
global array with the index set to the player's number. Untested.
- Added: isselected command to SBarInfo.
- Fixed: Bi and Tri colored numbers didn't work.
- Fixed: Crash when using nullimage as the last image in drawswitchableimage.
- Applied Graf suggestion to include the y coord when calulating heights to fix
most of the gaps caused by round off errors. At least for now anyways and it
is only applied for drawimage.
- SBarInfo inventory bars have been converted to use screen->DrawTexture()
- Increased limit for demon/melee to 4.
- Fixed: P_CheckSwitchRange accessed invalid memory when testing a one-sided
line.
- Fixed: P_SpawnPuff assumed that all melee attacks have the same range
(MELEERANGE) and didn't set the puff to its melee state if the range
was different. Even worse, it checked a global variable for this so
the behavior was undefined when P_SpawnPuff was called from anywhere
else but P_LineAttack. To reduce the amount of parameters I combined
this information with the hitthing and temporary parameters into one
flags parameter. Also changed P_LineAttack so that it gets passed
an additional parameter that specifies whether the attack is a melee
attack or not and set this to true in all calls that are to be considered
melee attacks. I couldn't use the damage type because A_CustomPunch
and A_CustomMeleeAttack allow passing any damage type they want.
- Added a sprite option as an alternative of particles for FX_ROCKET
and FX_GRENADE.
- Fixed: The minimum parameter count for ACS_Execute and ACS_ExecuteAlways for
DECORATE was wrong (2 instead of 1.)
- Changed: Hexen set every cluster to be a hub if it hadn't been defined before
a level using this cluster. Now it will only do that if HexenHack is true,
i.e. when original Hexen format MAPINFOs are parsed. For ZDoom format
MAPINFOs it will now be the same as for the other games which means that
'hub' has to be declared explicitly.
- Added an Idle state that is entered in place of the spawn state if a monster
has to return to its inactive state if it can't find any more targets.
- Added MF5_NOINTERACTION flag which completely disables all physics related
code for any actor with this flag. Mostly useful for particle effects where
the actors just move a certain distance and then disappear.
- Removed the last remains of the antialias precalculation code from
am_map.cpp because it was no longer used.
- Fixed: Two-sided lines bordering a secret sector were not drawn in the
proper color
- Fixed: The automap didn't check ACS_LockedExecuteDoor for its lock color.
- Switched sounds local to the listener from head-relative 3D sounds to 2D
sounds so stereo sounds have full separation. I tried using set3DSpread,
but that still caused some blending of the channels.
- Changed FScanner so that opening a lump gives the complete wad+lump name
rather than a generic one, so identifying errors among files that all have
the same lump name no longer involves any degree of guesswork in
determining exactly which file the error occurred in.
- Added a check to S_ParseSndSeq() for SNDSEQ lumps with unterminated final
sequences.
- Fixed: Parts of s_sndseq.cpp that scan the Sequences array need NULL
pointer checks, in case an improper sequence was encountered during
parsing but not early enough to avoid creating a slot for it in the array.
- Added support for dumping from RAW/DRO/IMF files, so now anything that
can be played as OPL can also be dumped.
- Removed the opl_enable cvar, since OPL playback is now selectable as just
another MIDI device.
- Added support for DRO playback and dual-chip RAW playback.
- Removed MUS support from OPLMUSSong, since using the OPLMIDIDevice with
MUSSong2 works just as well. There are still lots of leftover bits in
the class that should probably be removed at some point, too.
- Added dual-chip dumping support for the RAW format.
- Added DosBox Raw OPL (.DRO) dumping support. For whatever reason,
in_adlib calculates the song length for this format wrong, even though
the exact length is stored right in the header. (But in_adlib seems buggy
in general; too bad it's the only Windows version of Adplug that seems to
exist.)
- Rewrote the OPL dumper to work with MIDI as well as MUS.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@86 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-05 13:28:48 +00:00
|
|
|
bool stcfn121 = false;
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
Chars = new CharData[count];
|
|
|
|
charlumps = new int[count];
|
|
|
|
PatchRemap = new BYTE[256];
|
|
|
|
FirstChar = first;
|
|
|
|
LastChar = first + count - 1;
|
|
|
|
FontHeight = 0;
|
|
|
|
GlobalKerning = false;
|
|
|
|
memset (usedcolors, 0, 256);
|
|
|
|
Name = copystring (name);
|
|
|
|
Next = FirstFont;
|
|
|
|
FirstFont = this;
|
|
|
|
|
|
|
|
maxyoffs = 0;
|
|
|
|
|
|
|
|
for (i = 0; i < count; i++)
|
|
|
|
{
|
2008-04-13 14:34:31 +00:00
|
|
|
charlumps[i] = -1;
|
Update to ZDoom r1083. Not fully tested yet!
- Converted most sprintf (and all wsprintf) calls to either mysnprintf or
FStrings, depending on the situation.
- Changed the strings in the wbstartstruct to be FStrings.
- Changed myvsnprintf() to output nothing if count is greater than INT_MAX.
This is so that I can use a series of mysnprintf() calls and advance the
pointer for each one. Once the pointer goes beyond the end of the buffer,
the count will go negative, but since it's an unsigned type it will be
seen as excessively huge instead. This should not be a problem, as there's
no reason for ZDoom to be using text buffers larger than 2 GB anywhere.
- Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig().
- Changed CalcMapName() to return an FString instead of a pointer to a static
buffer.
- Changed startmap in d_main.cpp into an FString.
- Changed CheckWarpTransMap() to take an FString& as the first argument.
- Changed d_mapname in g_level.cpp into an FString.
- Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an
FString.
- Fixed: The MAPINFO parser wrote into the string buffer to construct a map
name when given a Hexen map number. This was fine with the old scanner
code, but only a happy coincidence prevents it from crashing with the new
code.
- Added the 'B' conversion specifier to StringFormat::VWorker() for printing
binary numbers.
- Added CMake support for building with MinGW, MSYS, and NMake. Linux support
is probably broken until I get around to booting into Linux again. Niceties
provided over the existing Makefiles they're replacing:
* All command-line builds can use the same build system, rather than having
a separate one for MinGW and another for Linux.
* Microsoft's NMake tool is supported as a target.
* Progress meters.
* Parallel makes work from a fresh checkout without needing to be primed
first with a single-threaded make.
* Porting to other architectures should be simplified, whenever that day
comes.
- Replaced the makewad tool with zipdir. This handles the dependency tracking
itself instead of generating an external makefile to do it, since I couldn't
figure out how to generate a makefile with an external tool and include it
with a CMake-generated makefile. Where makewad used a master list of files
to generate the package file, zipdir just zips the entire contents of one or
more directories.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@138 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-23 18:35:55 +00:00
|
|
|
mysnprintf (buffer, countof(buffer), nametemplate, i + start);
|
2008-01-27 11:25:03 +00:00
|
|
|
lump = Wads.CheckNumForName (buffer, ns_graphics);
|
|
|
|
if (doomtemplate && lump >= 0 && i + start == 121)
|
|
|
|
{ // HACKHACK: Don't load STCFN121 in doom(2), because
|
- Fixed: The players were not added to FS's list of spawned things.
- Update to ZDoom r882
- Added the option to use $ as a prefix to a string table name everywhere in
MAPINFO where 'lookup' could be specified so that there is one consistent
way to do it.
- Externalized all default episode definitions. Added an 'optional' keyword
to handle M4 and 5 in Doom and Heretic.
- Added P_CheckMapData function and replaced all calls to P_OpenMapData that
only checked for a map's presence with it.
- Added Martin Howe's player statusbar face submission.
- Added an 'adddefaultmap' option for MAPINFO. This is the same as 'defaultmap'
but keeps all existing information in the default and just adds to it. This
is needed because Hexen and Strife set some information in their base
MAPINFO and using 'defaultmap' in a PWAD would override that.
- Fixed: Using MAPINFO's f1 option could cause memory leaks.
- Added option to load lumps by full name to several places:
* Finale texts loaded from a text lump
* Demos
* Local SNDINFOs
* Local SNDSEQs
* Image names in FONTDEFS
* intermission script names
- Changed the STCFN121 handling. The character is not an 'I' but a '|' so
instead of discarding it it should be inserted at position 124.
- Renamed indexfont.fon to indexfont so that I could remove a special case
from V_GetFont that was just added for this one font.
- Added a 'dumpspawnedthings' CVAR that enables a listing of all things in
the map and the actor type they spawned.
SBarInfo Update #16
- Added: fillzeros flag for drawnumber. When set the string will always have
a length of the specified size and zeros will fill in for the missing places.
If the number is negative the negative sign will take the place of the last
digit.
- Added: globalarray type to drawnumber which will display the value in a
global array with the index set to the player's number. Untested.
- Added: isselected command to SBarInfo.
- Fixed: Bi and Tri colored numbers didn't work.
- Fixed: Crash when using nullimage as the last image in drawswitchableimage.
- Applied Graf suggestion to include the y coord when calulating heights to fix
most of the gaps caused by round off errors. At least for now anyways and it
is only applied for drawimage.
- SBarInfo inventory bars have been converted to use screen->DrawTexture()
- Increased limit for demon/melee to 4.
- Fixed: P_CheckSwitchRange accessed invalid memory when testing a one-sided
line.
- Fixed: P_SpawnPuff assumed that all melee attacks have the same range
(MELEERANGE) and didn't set the puff to its melee state if the range
was different. Even worse, it checked a global variable for this so
the behavior was undefined when P_SpawnPuff was called from anywhere
else but P_LineAttack. To reduce the amount of parameters I combined
this information with the hitthing and temporary parameters into one
flags parameter. Also changed P_LineAttack so that it gets passed
an additional parameter that specifies whether the attack is a melee
attack or not and set this to true in all calls that are to be considered
melee attacks. I couldn't use the damage type because A_CustomPunch
and A_CustomMeleeAttack allow passing any damage type they want.
- Added a sprite option as an alternative of particles for FX_ROCKET
and FX_GRENADE.
- Fixed: The minimum parameter count for ACS_Execute and ACS_ExecuteAlways for
DECORATE was wrong (2 instead of 1.)
- Changed: Hexen set every cluster to be a hub if it hadn't been defined before
a level using this cluster. Now it will only do that if HexenHack is true,
i.e. when original Hexen format MAPINFOs are parsed. For ZDoom format
MAPINFOs it will now be the same as for the other games which means that
'hub' has to be declared explicitly.
- Added an Idle state that is entered in place of the spawn state if a monster
has to return to its inactive state if it can't find any more targets.
- Added MF5_NOINTERACTION flag which completely disables all physics related
code for any actor with this flag. Mostly useful for particle effects where
the actors just move a certain distance and then disappear.
- Removed the last remains of the antialias precalculation code from
am_map.cpp because it was no longer used.
- Fixed: Two-sided lines bordering a secret sector were not drawn in the
proper color
- Fixed: The automap didn't check ACS_LockedExecuteDoor for its lock color.
- Switched sounds local to the listener from head-relative 3D sounds to 2D
sounds so stereo sounds have full separation. I tried using set3DSpread,
but that still caused some blending of the channels.
- Changed FScanner so that opening a lump gives the complete wad+lump name
rather than a generic one, so identifying errors among files that all have
the same lump name no longer involves any degree of guesswork in
determining exactly which file the error occurred in.
- Added a check to S_ParseSndSeq() for SNDSEQ lumps with unterminated final
sequences.
- Fixed: Parts of s_sndseq.cpp that scan the Sequences array need NULL
pointer checks, in case an improper sequence was encountered during
parsing but not early enough to avoid creating a slot for it in the array.
- Added support for dumping from RAW/DRO/IMF files, so now anything that
can be played as OPL can also be dumped.
- Removed the opl_enable cvar, since OPL playback is now selectable as just
another MIDI device.
- Added support for DRO playback and dual-chip RAW playback.
- Removed MUS support from OPLMUSSong, since using the OPLMIDIDevice with
MUSSong2 works just as well. There are still lots of leftover bits in
the class that should probably be removed at some point, too.
- Added dual-chip dumping support for the RAW format.
- Added DosBox Raw OPL (.DRO) dumping support. For whatever reason,
in_adlib calculates the song length for this format wrong, even though
the exact length is stored right in the header. (But in_adlib seems buggy
in general; too bad it's the only Windows version of Adplug that seems to
exist.)
- Rewrote the OPL dumper to work with MIDI as well as MUS.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@86 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-05 13:28:48 +00:00
|
|
|
// it's not really a lower-case 'y' but a '|'.
|
2008-01-27 11:25:03 +00:00
|
|
|
// Because a lot of wads with their own font seem to foolishly
|
- Fixed: The players were not added to FS's list of spawned things.
- Update to ZDoom r882
- Added the option to use $ as a prefix to a string table name everywhere in
MAPINFO where 'lookup' could be specified so that there is one consistent
way to do it.
- Externalized all default episode definitions. Added an 'optional' keyword
to handle M4 and 5 in Doom and Heretic.
- Added P_CheckMapData function and replaced all calls to P_OpenMapData that
only checked for a map's presence with it.
- Added Martin Howe's player statusbar face submission.
- Added an 'adddefaultmap' option for MAPINFO. This is the same as 'defaultmap'
but keeps all existing information in the default and just adds to it. This
is needed because Hexen and Strife set some information in their base
MAPINFO and using 'defaultmap' in a PWAD would override that.
- Fixed: Using MAPINFO's f1 option could cause memory leaks.
- Added option to load lumps by full name to several places:
* Finale texts loaded from a text lump
* Demos
* Local SNDINFOs
* Local SNDSEQs
* Image names in FONTDEFS
* intermission script names
- Changed the STCFN121 handling. The character is not an 'I' but a '|' so
instead of discarding it it should be inserted at position 124.
- Renamed indexfont.fon to indexfont so that I could remove a special case
from V_GetFont that was just added for this one font.
- Added a 'dumpspawnedthings' CVAR that enables a listing of all things in
the map and the actor type they spawned.
SBarInfo Update #16
- Added: fillzeros flag for drawnumber. When set the string will always have
a length of the specified size and zeros will fill in for the missing places.
If the number is negative the negative sign will take the place of the last
digit.
- Added: globalarray type to drawnumber which will display the value in a
global array with the index set to the player's number. Untested.
- Added: isselected command to SBarInfo.
- Fixed: Bi and Tri colored numbers didn't work.
- Fixed: Crash when using nullimage as the last image in drawswitchableimage.
- Applied Graf suggestion to include the y coord when calulating heights to fix
most of the gaps caused by round off errors. At least for now anyways and it
is only applied for drawimage.
- SBarInfo inventory bars have been converted to use screen->DrawTexture()
- Increased limit for demon/melee to 4.
- Fixed: P_CheckSwitchRange accessed invalid memory when testing a one-sided
line.
- Fixed: P_SpawnPuff assumed that all melee attacks have the same range
(MELEERANGE) and didn't set the puff to its melee state if the range
was different. Even worse, it checked a global variable for this so
the behavior was undefined when P_SpawnPuff was called from anywhere
else but P_LineAttack. To reduce the amount of parameters I combined
this information with the hitthing and temporary parameters into one
flags parameter. Also changed P_LineAttack so that it gets passed
an additional parameter that specifies whether the attack is a melee
attack or not and set this to true in all calls that are to be considered
melee attacks. I couldn't use the damage type because A_CustomPunch
and A_CustomMeleeAttack allow passing any damage type they want.
- Added a sprite option as an alternative of particles for FX_ROCKET
and FX_GRENADE.
- Fixed: The minimum parameter count for ACS_Execute and ACS_ExecuteAlways for
DECORATE was wrong (2 instead of 1.)
- Changed: Hexen set every cluster to be a hub if it hadn't been defined before
a level using this cluster. Now it will only do that if HexenHack is true,
i.e. when original Hexen format MAPINFOs are parsed. For ZDoom format
MAPINFOs it will now be the same as for the other games which means that
'hub' has to be declared explicitly.
- Added an Idle state that is entered in place of the spawn state if a monster
has to return to its inactive state if it can't find any more targets.
- Added MF5_NOINTERACTION flag which completely disables all physics related
code for any actor with this flag. Mostly useful for particle effects where
the actors just move a certain distance and then disappear.
- Removed the last remains of the antialias precalculation code from
am_map.cpp because it was no longer used.
- Fixed: Two-sided lines bordering a secret sector were not drawn in the
proper color
- Fixed: The automap didn't check ACS_LockedExecuteDoor for its lock color.
- Switched sounds local to the listener from head-relative 3D sounds to 2D
sounds so stereo sounds have full separation. I tried using set3DSpread,
but that still caused some blending of the channels.
- Changed FScanner so that opening a lump gives the complete wad+lump name
rather than a generic one, so identifying errors among files that all have
the same lump name no longer involves any degree of guesswork in
determining exactly which file the error occurred in.
- Added a check to S_ParseSndSeq() for SNDSEQ lumps with unterminated final
sequences.
- Fixed: Parts of s_sndseq.cpp that scan the Sequences array need NULL
pointer checks, in case an improper sequence was encountered during
parsing but not early enough to avoid creating a slot for it in the array.
- Added support for dumping from RAW/DRO/IMF files, so now anything that
can be played as OPL can also be dumped.
- Removed the opl_enable cvar, since OPL playback is now selectable as just
another MIDI device.
- Added support for DRO playback and dual-chip RAW playback.
- Removed MUS support from OPLMUSSong, since using the OPLMIDIDevice with
MUSSong2 works just as well. There are still lots of leftover bits in
the class that should probably be removed at some point, too.
- Added dual-chip dumping support for the RAW format.
- Added DosBox Raw OPL (.DRO) dumping support. For whatever reason,
in_adlib calculates the song length for this format wrong, even though
the exact length is stored right in the header. (But in_adlib seems buggy
in general; too bad it's the only Windows version of Adplug that seems to
exist.)
- Rewrote the OPL dumper to work with MIDI as well as MUS.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@86 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-05 13:28:48 +00:00
|
|
|
// copy STCFN121 and make it a '|' themselves, wads must
|
2008-01-27 11:25:03 +00:00
|
|
|
// provide STCFN120 (x) and STCFN122 (z) for STCFN121 to load.
|
|
|
|
if (Wads.CheckNumForName ("STCFN120", ns_graphics) == -1 ||
|
|
|
|
Wads.CheckNumForName ("STCFN122", ns_graphics) == -1)
|
|
|
|
{
|
- Fixed: The players were not added to FS's list of spawned things.
- Update to ZDoom r882
- Added the option to use $ as a prefix to a string table name everywhere in
MAPINFO where 'lookup' could be specified so that there is one consistent
way to do it.
- Externalized all default episode definitions. Added an 'optional' keyword
to handle M4 and 5 in Doom and Heretic.
- Added P_CheckMapData function and replaced all calls to P_OpenMapData that
only checked for a map's presence with it.
- Added Martin Howe's player statusbar face submission.
- Added an 'adddefaultmap' option for MAPINFO. This is the same as 'defaultmap'
but keeps all existing information in the default and just adds to it. This
is needed because Hexen and Strife set some information in their base
MAPINFO and using 'defaultmap' in a PWAD would override that.
- Fixed: Using MAPINFO's f1 option could cause memory leaks.
- Added option to load lumps by full name to several places:
* Finale texts loaded from a text lump
* Demos
* Local SNDINFOs
* Local SNDSEQs
* Image names in FONTDEFS
* intermission script names
- Changed the STCFN121 handling. The character is not an 'I' but a '|' so
instead of discarding it it should be inserted at position 124.
- Renamed indexfont.fon to indexfont so that I could remove a special case
from V_GetFont that was just added for this one font.
- Added a 'dumpspawnedthings' CVAR that enables a listing of all things in
the map and the actor type they spawned.
SBarInfo Update #16
- Added: fillzeros flag for drawnumber. When set the string will always have
a length of the specified size and zeros will fill in for the missing places.
If the number is negative the negative sign will take the place of the last
digit.
- Added: globalarray type to drawnumber which will display the value in a
global array with the index set to the player's number. Untested.
- Added: isselected command to SBarInfo.
- Fixed: Bi and Tri colored numbers didn't work.
- Fixed: Crash when using nullimage as the last image in drawswitchableimage.
- Applied Graf suggestion to include the y coord when calulating heights to fix
most of the gaps caused by round off errors. At least for now anyways and it
is only applied for drawimage.
- SBarInfo inventory bars have been converted to use screen->DrawTexture()
- Increased limit for demon/melee to 4.
- Fixed: P_CheckSwitchRange accessed invalid memory when testing a one-sided
line.
- Fixed: P_SpawnPuff assumed that all melee attacks have the same range
(MELEERANGE) and didn't set the puff to its melee state if the range
was different. Even worse, it checked a global variable for this so
the behavior was undefined when P_SpawnPuff was called from anywhere
else but P_LineAttack. To reduce the amount of parameters I combined
this information with the hitthing and temporary parameters into one
flags parameter. Also changed P_LineAttack so that it gets passed
an additional parameter that specifies whether the attack is a melee
attack or not and set this to true in all calls that are to be considered
melee attacks. I couldn't use the damage type because A_CustomPunch
and A_CustomMeleeAttack allow passing any damage type they want.
- Added a sprite option as an alternative of particles for FX_ROCKET
and FX_GRENADE.
- Fixed: The minimum parameter count for ACS_Execute and ACS_ExecuteAlways for
DECORATE was wrong (2 instead of 1.)
- Changed: Hexen set every cluster to be a hub if it hadn't been defined before
a level using this cluster. Now it will only do that if HexenHack is true,
i.e. when original Hexen format MAPINFOs are parsed. For ZDoom format
MAPINFOs it will now be the same as for the other games which means that
'hub' has to be declared explicitly.
- Added an Idle state that is entered in place of the spawn state if a monster
has to return to its inactive state if it can't find any more targets.
- Added MF5_NOINTERACTION flag which completely disables all physics related
code for any actor with this flag. Mostly useful for particle effects where
the actors just move a certain distance and then disappear.
- Removed the last remains of the antialias precalculation code from
am_map.cpp because it was no longer used.
- Fixed: Two-sided lines bordering a secret sector were not drawn in the
proper color
- Fixed: The automap didn't check ACS_LockedExecuteDoor for its lock color.
- Switched sounds local to the listener from head-relative 3D sounds to 2D
sounds so stereo sounds have full separation. I tried using set3DSpread,
but that still caused some blending of the channels.
- Changed FScanner so that opening a lump gives the complete wad+lump name
rather than a generic one, so identifying errors among files that all have
the same lump name no longer involves any degree of guesswork in
determining exactly which file the error occurred in.
- Added a check to S_ParseSndSeq() for SNDSEQ lumps with unterminated final
sequences.
- Fixed: Parts of s_sndseq.cpp that scan the Sequences array need NULL
pointer checks, in case an improper sequence was encountered during
parsing but not early enough to avoid creating a slot for it in the array.
- Added support for dumping from RAW/DRO/IMF files, so now anything that
can be played as OPL can also be dumped.
- Removed the opl_enable cvar, since OPL playback is now selectable as just
another MIDI device.
- Added support for DRO playback and dual-chip RAW playback.
- Removed MUS support from OPLMUSSong, since using the OPLMIDIDevice with
MUSSong2 works just as well. There are still lots of leftover bits in
the class that should probably be removed at some point, too.
- Added dual-chip dumping support for the RAW format.
- Added DosBox Raw OPL (.DRO) dumping support. For whatever reason,
in_adlib calculates the song length for this format wrong, even though
the exact length is stored right in the header. (But in_adlib seems buggy
in general; too bad it's the only Windows version of Adplug that seems to
exist.)
- Rewrote the OPL dumper to work with MIDI as well as MUS.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@86 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-05 13:28:48 +00:00
|
|
|
// insert the incorrectly named '|' graphic in its correct position.
|
|
|
|
if (count > 124-start) charlumps[124-start] = lump;
|
2008-01-27 11:25:03 +00:00
|
|
|
lump = -1;
|
- Fixed: The players were not added to FS's list of spawned things.
- Update to ZDoom r882
- Added the option to use $ as a prefix to a string table name everywhere in
MAPINFO where 'lookup' could be specified so that there is one consistent
way to do it.
- Externalized all default episode definitions. Added an 'optional' keyword
to handle M4 and 5 in Doom and Heretic.
- Added P_CheckMapData function and replaced all calls to P_OpenMapData that
only checked for a map's presence with it.
- Added Martin Howe's player statusbar face submission.
- Added an 'adddefaultmap' option for MAPINFO. This is the same as 'defaultmap'
but keeps all existing information in the default and just adds to it. This
is needed because Hexen and Strife set some information in their base
MAPINFO and using 'defaultmap' in a PWAD would override that.
- Fixed: Using MAPINFO's f1 option could cause memory leaks.
- Added option to load lumps by full name to several places:
* Finale texts loaded from a text lump
* Demos
* Local SNDINFOs
* Local SNDSEQs
* Image names in FONTDEFS
* intermission script names
- Changed the STCFN121 handling. The character is not an 'I' but a '|' so
instead of discarding it it should be inserted at position 124.
- Renamed indexfont.fon to indexfont so that I could remove a special case
from V_GetFont that was just added for this one font.
- Added a 'dumpspawnedthings' CVAR that enables a listing of all things in
the map and the actor type they spawned.
SBarInfo Update #16
- Added: fillzeros flag for drawnumber. When set the string will always have
a length of the specified size and zeros will fill in for the missing places.
If the number is negative the negative sign will take the place of the last
digit.
- Added: globalarray type to drawnumber which will display the value in a
global array with the index set to the player's number. Untested.
- Added: isselected command to SBarInfo.
- Fixed: Bi and Tri colored numbers didn't work.
- Fixed: Crash when using nullimage as the last image in drawswitchableimage.
- Applied Graf suggestion to include the y coord when calulating heights to fix
most of the gaps caused by round off errors. At least for now anyways and it
is only applied for drawimage.
- SBarInfo inventory bars have been converted to use screen->DrawTexture()
- Increased limit for demon/melee to 4.
- Fixed: P_CheckSwitchRange accessed invalid memory when testing a one-sided
line.
- Fixed: P_SpawnPuff assumed that all melee attacks have the same range
(MELEERANGE) and didn't set the puff to its melee state if the range
was different. Even worse, it checked a global variable for this so
the behavior was undefined when P_SpawnPuff was called from anywhere
else but P_LineAttack. To reduce the amount of parameters I combined
this information with the hitthing and temporary parameters into one
flags parameter. Also changed P_LineAttack so that it gets passed
an additional parameter that specifies whether the attack is a melee
attack or not and set this to true in all calls that are to be considered
melee attacks. I couldn't use the damage type because A_CustomPunch
and A_CustomMeleeAttack allow passing any damage type they want.
- Added a sprite option as an alternative of particles for FX_ROCKET
and FX_GRENADE.
- Fixed: The minimum parameter count for ACS_Execute and ACS_ExecuteAlways for
DECORATE was wrong (2 instead of 1.)
- Changed: Hexen set every cluster to be a hub if it hadn't been defined before
a level using this cluster. Now it will only do that if HexenHack is true,
i.e. when original Hexen format MAPINFOs are parsed. For ZDoom format
MAPINFOs it will now be the same as for the other games which means that
'hub' has to be declared explicitly.
- Added an Idle state that is entered in place of the spawn state if a monster
has to return to its inactive state if it can't find any more targets.
- Added MF5_NOINTERACTION flag which completely disables all physics related
code for any actor with this flag. Mostly useful for particle effects where
the actors just move a certain distance and then disappear.
- Removed the last remains of the antialias precalculation code from
am_map.cpp because it was no longer used.
- Fixed: Two-sided lines bordering a secret sector were not drawn in the
proper color
- Fixed: The automap didn't check ACS_LockedExecuteDoor for its lock color.
- Switched sounds local to the listener from head-relative 3D sounds to 2D
sounds so stereo sounds have full separation. I tried using set3DSpread,
but that still caused some blending of the channels.
- Changed FScanner so that opening a lump gives the complete wad+lump name
rather than a generic one, so identifying errors among files that all have
the same lump name no longer involves any degree of guesswork in
determining exactly which file the error occurred in.
- Added a check to S_ParseSndSeq() for SNDSEQ lumps with unterminated final
sequences.
- Fixed: Parts of s_sndseq.cpp that scan the Sequences array need NULL
pointer checks, in case an improper sequence was encountered during
parsing but not early enough to avoid creating a slot for it in the array.
- Added support for dumping from RAW/DRO/IMF files, so now anything that
can be played as OPL can also be dumped.
- Removed the opl_enable cvar, since OPL playback is now selectable as just
another MIDI device.
- Added support for DRO playback and dual-chip RAW playback.
- Removed MUS support from OPLMUSSong, since using the OPLMIDIDevice with
MUSSong2 works just as well. There are still lots of leftover bits in
the class that should probably be removed at some point, too.
- Added dual-chip dumping support for the RAW format.
- Added DosBox Raw OPL (.DRO) dumping support. For whatever reason,
in_adlib calculates the song length for this format wrong, even though
the exact length is stored right in the header. (But in_adlib seems buggy
in general; too bad it's the only Windows version of Adplug that seems to
exist.)
- Rewrote the OPL dumper to work with MIDI as well as MUS.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@86 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-05 13:28:48 +00:00
|
|
|
stcfn121 = true;
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
- Fixed: The players were not added to FS's list of spawned things.
- Update to ZDoom r882
- Added the option to use $ as a prefix to a string table name everywhere in
MAPINFO where 'lookup' could be specified so that there is one consistent
way to do it.
- Externalized all default episode definitions. Added an 'optional' keyword
to handle M4 and 5 in Doom and Heretic.
- Added P_CheckMapData function and replaced all calls to P_OpenMapData that
only checked for a map's presence with it.
- Added Martin Howe's player statusbar face submission.
- Added an 'adddefaultmap' option for MAPINFO. This is the same as 'defaultmap'
but keeps all existing information in the default and just adds to it. This
is needed because Hexen and Strife set some information in their base
MAPINFO and using 'defaultmap' in a PWAD would override that.
- Fixed: Using MAPINFO's f1 option could cause memory leaks.
- Added option to load lumps by full name to several places:
* Finale texts loaded from a text lump
* Demos
* Local SNDINFOs
* Local SNDSEQs
* Image names in FONTDEFS
* intermission script names
- Changed the STCFN121 handling. The character is not an 'I' but a '|' so
instead of discarding it it should be inserted at position 124.
- Renamed indexfont.fon to indexfont so that I could remove a special case
from V_GetFont that was just added for this one font.
- Added a 'dumpspawnedthings' CVAR that enables a listing of all things in
the map and the actor type they spawned.
SBarInfo Update #16
- Added: fillzeros flag for drawnumber. When set the string will always have
a length of the specified size and zeros will fill in for the missing places.
If the number is negative the negative sign will take the place of the last
digit.
- Added: globalarray type to drawnumber which will display the value in a
global array with the index set to the player's number. Untested.
- Added: isselected command to SBarInfo.
- Fixed: Bi and Tri colored numbers didn't work.
- Fixed: Crash when using nullimage as the last image in drawswitchableimage.
- Applied Graf suggestion to include the y coord when calulating heights to fix
most of the gaps caused by round off errors. At least for now anyways and it
is only applied for drawimage.
- SBarInfo inventory bars have been converted to use screen->DrawTexture()
- Increased limit for demon/melee to 4.
- Fixed: P_CheckSwitchRange accessed invalid memory when testing a one-sided
line.
- Fixed: P_SpawnPuff assumed that all melee attacks have the same range
(MELEERANGE) and didn't set the puff to its melee state if the range
was different. Even worse, it checked a global variable for this so
the behavior was undefined when P_SpawnPuff was called from anywhere
else but P_LineAttack. To reduce the amount of parameters I combined
this information with the hitthing and temporary parameters into one
flags parameter. Also changed P_LineAttack so that it gets passed
an additional parameter that specifies whether the attack is a melee
attack or not and set this to true in all calls that are to be considered
melee attacks. I couldn't use the damage type because A_CustomPunch
and A_CustomMeleeAttack allow passing any damage type they want.
- Added a sprite option as an alternative of particles for FX_ROCKET
and FX_GRENADE.
- Fixed: The minimum parameter count for ACS_Execute and ACS_ExecuteAlways for
DECORATE was wrong (2 instead of 1.)
- Changed: Hexen set every cluster to be a hub if it hadn't been defined before
a level using this cluster. Now it will only do that if HexenHack is true,
i.e. when original Hexen format MAPINFOs are parsed. For ZDoom format
MAPINFOs it will now be the same as for the other games which means that
'hub' has to be declared explicitly.
- Added an Idle state that is entered in place of the spawn state if a monster
has to return to its inactive state if it can't find any more targets.
- Added MF5_NOINTERACTION flag which completely disables all physics related
code for any actor with this flag. Mostly useful for particle effects where
the actors just move a certain distance and then disappear.
- Removed the last remains of the antialias precalculation code from
am_map.cpp because it was no longer used.
- Fixed: Two-sided lines bordering a secret sector were not drawn in the
proper color
- Fixed: The automap didn't check ACS_LockedExecuteDoor for its lock color.
- Switched sounds local to the listener from head-relative 3D sounds to 2D
sounds so stereo sounds have full separation. I tried using set3DSpread,
but that still caused some blending of the channels.
- Changed FScanner so that opening a lump gives the complete wad+lump name
rather than a generic one, so identifying errors among files that all have
the same lump name no longer involves any degree of guesswork in
determining exactly which file the error occurred in.
- Added a check to S_ParseSndSeq() for SNDSEQ lumps with unterminated final
sequences.
- Fixed: Parts of s_sndseq.cpp that scan the Sequences array need NULL
pointer checks, in case an improper sequence was encountered during
parsing but not early enough to avoid creating a slot for it in the array.
- Added support for dumping from RAW/DRO/IMF files, so now anything that
can be played as OPL can also be dumped.
- Removed the opl_enable cvar, since OPL playback is now selectable as just
another MIDI device.
- Added support for DRO playback and dual-chip RAW playback.
- Removed MUS support from OPLMUSSong, since using the OPLMIDIDevice with
MUSSong2 works just as well. There are still lots of leftover bits in
the class that should probably be removed at some point, too.
- Added dual-chip dumping support for the RAW format.
- Added DosBox Raw OPL (.DRO) dumping support. For whatever reason,
in_adlib calculates the song length for this format wrong, even though
the exact length is stored right in the header. (But in_adlib seems buggy
in general; too bad it's the only Windows version of Adplug that seems to
exist.)
- Rewrote the OPL dumper to work with MIDI as well as MUS.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@86 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-05 13:28:48 +00:00
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
if (lump >= 0)
|
|
|
|
{
|
2008-01-27 15:34:47 +00:00
|
|
|
FTexture *pic = TexMan[buffer];
|
2008-01-27 11:25:03 +00:00
|
|
|
if (pic != NULL)
|
|
|
|
{
|
Update to ZDoom r905:
- Added Martin Howe's morph system update.
- Added support for defining composite textures in HIRESTEX. It is not fully tested
and right now can't do much more than the old TEXTUREx method.
- Added a few NULL pointer checks to the texture code.
- Made duplicate class names in DECORATE non-fatal. There is really no stability
concern here and the worst that can happen is that the wrong actor is spawned.
This was a constant hassle when testing with WADs that contain duplicate resources.
- Removed some GCC warnings.
- Fixed: MinGW doesn't have _get_pgmptr(), so it couldn't compile i_main.cpp.
- Fixed: MOD_WAVETABLE and MOD_SWSYNTH are not defined by w32api, so MinGW
failed compiling the new MIDI code.
- Fixed: LocalSndInfo and LocalSndSeq in S_Start() need to be const char
pointers, since "" is a constant.
- Fixed: parsecontext.h was missing a newline at the end of the file.
- Fixed: Timidity::Channel::mono, rpn, and nrpn were not initialized. In
particular, this meant that every channel was almost certainly in mono mode,
which can sound pretty bad if the song isn't meant to be played that way.
- Added bank numbers to the MIDI precaching for Timidity, since I guess I do
need to care about banks, if even the Duke MIDIs use various banks.
- Fixed: snd_midiprecache only exists in Win32 builds, so gameconfigfile.cpp
shouldn't unconditionally link against it.
- Fixed: pre_resample() was still disabled, and it left two samples at the end
of the new wave data uninitialized.
- Moved the xmap table from timidity/tables.cpp to playmidi.cpp. Now I can get
rid of timidity/tables.cpp, which conflicts in name with the main Doom
tables.cpp. (And interestingly, VC++ automatically renamed the object file,
so I wasn't aware of the problem with GCC.)
- Added a Gets function to the FileReader class which I planned to use
to enable Timidity to read its config and sound patches from Zips.
I put this on hold though after finding out that the sound quality
isn't even near that of Timidity++.
- GCC-Fixes (FString::GetChars() for Printf calls)
- Added a dummy Weapon.NOLMS flag so that Skulltag weapons using this flag
can be loaded
- Changed the MIDIStreamer to send the all notes off controller to each
channel when restarting the song, rather than emitting a single note off
event which only has 1 in 127 chance of being for a note that's playing
on that channel. Then I decided it would probably be a good idea to reset
all the controllers as well.
- Increasing the size of the internal Timidity stream buffer from 1/14 sec
(copied from the OPL player) improved its sound dramatically, so apparently
Timidity has issues with short stream buffers. It's now at 1/2 sec in
length. However, there seems to be something weird going on with
corazonazul_ff6boss.mid near the beginning where it stops and immediately
restarts a guitar on the exact same note.
- Added a new sound debugging cvar: snd_drawoutput, which can show various
oscilloscopes and spectrums.
- Eliminated some more global variables (onmobj, DoRipping, LastRipped,
MissileActor, bulletpitch and linetarget.)
- Internal TiMidity now plays music. Unfortunately, it doesn't sound right. :(
- Changed the progdir global variable into an FString.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@90 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-12 18:59:23 +00:00
|
|
|
// set the lump here only if it represents a valid texture
|
|
|
|
if (i != 124-start || !stcfn121)
|
|
|
|
charlumps[i] = lump;
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
int height = pic->GetScaledHeight();
|
|
|
|
int yoffs = pic->GetScaledTopOffset();
|
|
|
|
|
|
|
|
if (yoffs > maxyoffs)
|
|
|
|
{
|
|
|
|
maxyoffs = yoffs;
|
|
|
|
}
|
|
|
|
height += abs (yoffs);
|
|
|
|
if (height > FontHeight)
|
|
|
|
{
|
|
|
|
FontHeight = height;
|
|
|
|
}
|
|
|
|
RecordTextureColors (pic, usedcolors);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
ActiveColors = SimpleTranslation (usedcolors, PatchRemap, identity, &luminosity);
|
|
|
|
|
|
|
|
for (i = 0; i < count; i++)
|
|
|
|
{
|
|
|
|
if (charlumps[i] >= 0)
|
|
|
|
{
|
|
|
|
Chars[i].Pic = new FFontChar1 (charlumps[i], PatchRemap);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
Chars[i].Pic = NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if ('N'-first>=0 && 'N'-first<count && Chars['N' - first].Pic)
|
|
|
|
{
|
|
|
|
SpaceWidth = (Chars['N' - first].Pic->GetScaledWidth() + 1) / 2;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
SpaceWidth = 4;
|
|
|
|
}
|
2008-01-27 15:34:47 +00:00
|
|
|
BuildTranslations (luminosity, identity, &TranslationParms[0][0], ActiveColors, NULL);
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
delete[] luminosity;
|
|
|
|
delete[] charlumps;
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// FFont :: ~FFont
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
FFont::~FFont ()
|
|
|
|
{
|
|
|
|
if (Chars)
|
|
|
|
{
|
|
|
|
int count = LastChar - FirstChar + 1;
|
|
|
|
|
|
|
|
for (int i = 0; i < count; ++i)
|
|
|
|
{
|
|
|
|
if (Chars[i].Pic != NULL && Chars[i].Pic->Name[0] == 0)
|
|
|
|
{
|
|
|
|
delete Chars[i].Pic;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
delete[] Chars;
|
|
|
|
Chars = NULL;
|
|
|
|
}
|
|
|
|
if (PatchRemap)
|
|
|
|
{
|
|
|
|
delete[] PatchRemap;
|
|
|
|
PatchRemap = NULL;
|
|
|
|
}
|
|
|
|
if (Name)
|
|
|
|
{
|
|
|
|
delete[] Name;
|
|
|
|
Name = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
FFont **prev = &FirstFont;
|
|
|
|
FFont *font = *prev;
|
|
|
|
|
|
|
|
while (font != NULL && font != this)
|
|
|
|
{
|
|
|
|
prev = &font->Next;
|
|
|
|
font = *prev;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (font != NULL)
|
|
|
|
{
|
|
|
|
*prev = font->Next;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// FFont :: FindFont
|
|
|
|
//
|
|
|
|
// Searches for the named font in the list of loaded fonts, returning the
|
|
|
|
// font if it was found. The disk is not checked if it cannot be found.
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
FFont *FFont::FindFont (const char *name)
|
|
|
|
{
|
|
|
|
if (name == NULL)
|
|
|
|
{
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
FFont *font = FirstFont;
|
|
|
|
|
|
|
|
while (font != NULL)
|
|
|
|
{
|
|
|
|
if (stricmp (font->Name, name) == 0)
|
|
|
|
break;
|
|
|
|
font = font->Next;
|
|
|
|
}
|
|
|
|
return font;
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// RecordTextureColors
|
|
|
|
//
|
|
|
|
// Given a 256 entry buffer, sets every entry that corresponds to a color
|
|
|
|
// used by the texture to 1.
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void RecordTextureColors (FTexture *pic, BYTE *usedcolors)
|
|
|
|
{
|
|
|
|
int x;
|
|
|
|
|
|
|
|
for (x = pic->GetWidth() - 1; x >= 0; x--)
|
|
|
|
{
|
|
|
|
const FTexture::Span *spans;
|
|
|
|
const BYTE *column = pic->GetColumn (x, &spans);
|
|
|
|
|
|
|
|
while (spans->Length != 0)
|
|
|
|
{
|
|
|
|
const BYTE *source = column + spans->TopOffset;
|
|
|
|
int count = spans->Length;
|
|
|
|
|
|
|
|
do
|
|
|
|
{
|
|
|
|
usedcolors[*source++] = 1;
|
|
|
|
} while (--count);
|
|
|
|
|
|
|
|
spans++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// compare
|
|
|
|
//
|
|
|
|
// Used for sorting colors by brightness.
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
static int STACK_ARGS compare (const void *arg1, const void *arg2)
|
|
|
|
{
|
|
|
|
if (RPART(GPalette.BaseColors[*((BYTE *)arg1)]) * 299 +
|
|
|
|
GPART(GPalette.BaseColors[*((BYTE *)arg1)]) * 587 +
|
|
|
|
BPART(GPalette.BaseColors[*((BYTE *)arg1)]) * 114 <
|
|
|
|
RPART(GPalette.BaseColors[*((BYTE *)arg2)]) * 299 +
|
|
|
|
GPART(GPalette.BaseColors[*((BYTE *)arg2)]) * 587 +
|
|
|
|
BPART(GPalette.BaseColors[*((BYTE *)arg2)]) * 114)
|
|
|
|
return -1;
|
|
|
|
else
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// FFont :: SimpleTranslation
|
|
|
|
//
|
|
|
|
// Colorsused, translation, and reverse must all be 256 entry buffers.
|
|
|
|
// Colorsused must already be filled out.
|
|
|
|
// Translation be set to remap the source colors to a new range of
|
|
|
|
// consecutive colors based at 1 (0 is transparent).
|
|
|
|
// Reverse will be just the opposite of translation: It maps the new color
|
|
|
|
// range to the original colors.
|
|
|
|
// *Luminosity will be an array just large enough to hold the brightness
|
|
|
|
// levels of all the used colors, in consecutive order. It is sorted from
|
|
|
|
// darkest to lightest and scaled such that the darkest color is 0.0 and
|
|
|
|
// the brightest color is 1.0.
|
|
|
|
// The return value is the number of used colors and thus the number of
|
|
|
|
// entries in *luminosity.
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
int FFont::SimpleTranslation (BYTE *colorsused, BYTE *translation, BYTE *reverse, double **luminosity)
|
|
|
|
{
|
|
|
|
double min, max, diver;
|
|
|
|
int i, j;
|
|
|
|
|
|
|
|
memset (translation, 0, 256);
|
|
|
|
|
|
|
|
reverse[0] = 0;
|
|
|
|
for (i = 1, j = 1; i < 256; i++)
|
|
|
|
{
|
|
|
|
if (colorsused[i])
|
|
|
|
{
|
|
|
|
reverse[j++] = i;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
qsort (reverse+1, j-1, 1, compare);
|
|
|
|
|
|
|
|
*luminosity = new double[j];
|
|
|
|
max = 0.0;
|
|
|
|
min = 100000000.0;
|
|
|
|
for (i = 1; i < j; i++)
|
|
|
|
{
|
|
|
|
translation[reverse[i]] = i;
|
|
|
|
|
|
|
|
(*luminosity)[i] = RPART(GPalette.BaseColors[reverse[i]]) * 0.299 +
|
|
|
|
GPART(GPalette.BaseColors[reverse[i]]) * 0.587 +
|
|
|
|
BPART(GPalette.BaseColors[reverse[i]]) * 0.114;
|
|
|
|
if ((*luminosity)[i] > max)
|
|
|
|
max = (*luminosity)[i];
|
|
|
|
if ((*luminosity)[i] < min)
|
|
|
|
min = (*luminosity)[i];
|
|
|
|
}
|
|
|
|
diver = 1.0 / (max - min);
|
|
|
|
for (i = 1; i < j; i++)
|
|
|
|
{
|
|
|
|
(*luminosity)[i] = ((*luminosity)[i] - min) * diver;
|
|
|
|
}
|
|
|
|
|
|
|
|
return j;
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// FFont :: BuildTranslations
|
|
|
|
//
|
|
|
|
// Build color translations for this font. Luminosity is an array of
|
|
|
|
// brightness levels. The ActiveColors member must be set to indicate how
|
|
|
|
// large this array is. Identity is an array that remaps the colors to
|
|
|
|
// their original values; it is only used for CR_UNTRANSLATED. Ranges
|
|
|
|
// is an array of TranslationParm structs defining the ranges for every
|
2008-01-27 15:34:47 +00:00
|
|
|
// possible color, in order. Palette is the colors to use for the
|
|
|
|
// untranslated version of the font.
|
2008-01-27 11:25:03 +00:00
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void FFont::BuildTranslations (const double *luminosity, const BYTE *identity,
|
2008-01-27 15:34:47 +00:00
|
|
|
const void *ranges, int total_colors, const PalEntry *palette)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
int i, j;
|
|
|
|
const TranslationParm *parmstart = (const TranslationParm *)ranges;
|
|
|
|
|
|
|
|
FRemapTable remap(total_colors);
|
|
|
|
|
|
|
|
// Create different translations for different color ranges
|
|
|
|
Ranges.Clear();
|
|
|
|
for (i = 0; i < NumTextColors; i++)
|
|
|
|
{
|
|
|
|
if (i == CR_UNTRANSLATED)
|
|
|
|
{
|
|
|
|
if (identity != NULL)
|
|
|
|
{
|
|
|
|
memcpy (remap.Remap, identity, ActiveColors);
|
2008-01-27 15:34:47 +00:00
|
|
|
if (palette != NULL)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2008-01-27 15:34:47 +00:00
|
|
|
memcpy (remap.Palette, palette, ActiveColors*sizeof(PalEntry));
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
remap.Palette[0] = GPalette.BaseColors[identity[0]] & MAKEARGB(0,255,255,255);
|
|
|
|
for (j = 1; j < ActiveColors; ++j)
|
|
|
|
{
|
|
|
|
remap.Palette[j] = GPalette.BaseColors[identity[j]] | MAKEARGB(255,0,0,0);
|
|
|
|
}
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
remap = Ranges[0];
|
|
|
|
}
|
|
|
|
Ranges.Push(remap);
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
assert(parmstart->RangeStart >= 0);
|
|
|
|
|
|
|
|
remap.Remap[0] = 0;
|
|
|
|
remap.Palette[0] = 0;
|
|
|
|
|
|
|
|
for (j = 1; j < ActiveColors; j++)
|
|
|
|
{
|
|
|
|
int v = int(luminosity[j] * 256.0);
|
|
|
|
|
|
|
|
// Find the color range that this luminosity value lies within.
|
|
|
|
const TranslationParm *parms = parmstart - 1;
|
|
|
|
do
|
|
|
|
{
|
|
|
|
parms++;
|
|
|
|
if (parms->RangeStart <= v && parms->RangeEnd >= v)
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
while (parms[1].RangeStart > parms[0].RangeEnd);
|
|
|
|
|
|
|
|
// Linearly interpolate to find out which color this luminosity level gets.
|
|
|
|
int rangev = ((v - parms->RangeStart) << 8) / (parms->RangeEnd - parms->RangeStart);
|
|
|
|
int r = ((parms->Start[0] << 8) + rangev * (parms->End[0] - parms->Start[0])) >> 8; // red
|
|
|
|
int g = ((parms->Start[1] << 8) + rangev * (parms->End[1] - parms->Start[1])) >> 8; // green
|
|
|
|
int b = ((parms->Start[2] << 8) + rangev * (parms->End[2] - parms->Start[2])) >> 8; // blue
|
|
|
|
r = clamp(r, 0, 255);
|
|
|
|
g = clamp(g, 0, 255);
|
|
|
|
b = clamp(b, 0, 255);
|
|
|
|
remap.Remap[j] = ColorMatcher.Pick(r, g, b);
|
|
|
|
remap.Palette[j] = PalEntry(255,r,g,b);
|
|
|
|
}
|
|
|
|
Ranges.Push(remap);
|
|
|
|
|
|
|
|
// Advance to the next color range.
|
|
|
|
while (parmstart[1].RangeStart > parmstart[0].RangeEnd)
|
|
|
|
{
|
|
|
|
parmstart++;
|
|
|
|
}
|
|
|
|
parmstart++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// FFont :: GetColorTranslation
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
FRemapTable *FFont::GetColorTranslation (EColorRange range) const
|
|
|
|
{
|
|
|
|
if (ActiveColors == 0)
|
|
|
|
return NULL;
|
|
|
|
else if (range >= NumTextColors)
|
|
|
|
range = CR_UNTRANSLATED;
|
|
|
|
return &Ranges[range];
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// FFont :: GetChar
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
FTexture *FFont::GetChar (int code, int *const width) const
|
|
|
|
{
|
|
|
|
if (code < FirstChar ||
|
|
|
|
code > LastChar ||
|
|
|
|
Chars[code - FirstChar].Pic == NULL)
|
|
|
|
{
|
|
|
|
if (myislower[code])
|
|
|
|
{
|
|
|
|
code -= 32;
|
|
|
|
if (code < FirstChar ||
|
|
|
|
code > LastChar ||
|
|
|
|
Chars[code - FirstChar].Pic == NULL)
|
|
|
|
{
|
|
|
|
*width = SpaceWidth;
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
*width = SpaceWidth;
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
code -= FirstChar;
|
|
|
|
*width = Chars[code].Pic->GetScaledWidth();
|
|
|
|
return Chars[code].Pic;
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// FFont :: GetCharWidth
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
int FFont::GetCharWidth (int code) const
|
|
|
|
{
|
|
|
|
if (code < FirstChar ||
|
|
|
|
code > LastChar ||
|
|
|
|
Chars[code - FirstChar].Pic == NULL)
|
|
|
|
{
|
|
|
|
if (myislower[code])
|
|
|
|
{
|
|
|
|
code -= 32;
|
|
|
|
if (code < FirstChar ||
|
|
|
|
code > LastChar ||
|
|
|
|
Chars[code - FirstChar].Pic == NULL)
|
|
|
|
{
|
|
|
|
return SpaceWidth;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return SpaceWidth;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return Chars[code - FirstChar].Pic->GetScaledWidth();
|
|
|
|
}
|
|
|
|
|
2008-01-27 15:34:47 +00:00
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// FFont :: Preload
|
|
|
|
//
|
|
|
|
// Loads most of the 7-bit ASCII characters. In the case of D3DFB, this
|
|
|
|
// means all the characters of a font have a better chance of being packed
|
|
|
|
// into the same hardware texture.
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void FFont::Preload() const
|
|
|
|
{
|
|
|
|
// First and last char are the same? Wait until it's actually needed
|
|
|
|
// since nothing is gained by preloading now.
|
|
|
|
if (FirstChar == LastChar)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
for (int i = MAX(FirstChar, 0x21); i < MIN(LastChar, 0x7e); ++i)
|
|
|
|
{
|
|
|
|
int foo;
|
|
|
|
FTexture *pic = GetChar(i, &foo);
|
|
|
|
if (pic != NULL)
|
|
|
|
{
|
|
|
|
pic->GetNative(false);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// FFont :: StaticPreloadFonts
|
|
|
|
//
|
|
|
|
// Preloads all the defined fonts.
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void FFont::StaticPreloadFonts()
|
|
|
|
{
|
|
|
|
for (FFont *font = FirstFont; font != NULL; font = font->Next)
|
|
|
|
{
|
|
|
|
font->Preload();
|
|
|
|
}
|
|
|
|
}
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// FFont :: FFont - default constructor
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
FFont::FFont ()
|
|
|
|
{
|
|
|
|
Chars = NULL;
|
|
|
|
PatchRemap = NULL;
|
|
|
|
Name = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// FSingleLumpFont :: FSingleLumpFont
|
|
|
|
//
|
2008-01-27 15:34:47 +00:00
|
|
|
// Loads a FON1 or FON2 font resource.
|
2008-01-27 11:25:03 +00:00
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
FSingleLumpFont::FSingleLumpFont (const char *name, int lump)
|
|
|
|
{
|
2008-01-27 15:34:47 +00:00
|
|
|
assert(lump >= 0);
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
Name = copystring (name);
|
|
|
|
|
2008-01-27 15:34:47 +00:00
|
|
|
FMemLump data1 = Wads.ReadLump (lump);
|
|
|
|
const BYTE *data = (const BYTE *)data1.GetMem();
|
2008-01-27 11:25:03 +00:00
|
|
|
|
2008-01-27 15:34:47 +00:00
|
|
|
if (data[0] != 'F' || data[1] != 'O' || data[2] != 'N' ||
|
|
|
|
(data[3] != '1' && data[3] != '2'))
|
|
|
|
{
|
|
|
|
I_FatalError ("%s is not a recognizable font", name);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2008-01-27 15:34:47 +00:00
|
|
|
switch (data[3])
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2008-01-27 15:34:47 +00:00
|
|
|
case '1':
|
|
|
|
LoadFON1 (lump, data);
|
|
|
|
break;
|
2008-01-27 11:25:03 +00:00
|
|
|
|
2008-01-27 15:34:47 +00:00
|
|
|
case '2':
|
|
|
|
LoadFON2 (lump, data);
|
|
|
|
break;
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
Next = FirstFont;
|
|
|
|
FirstFont = this;
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// FSingleLumpFont :: CreateFontFromPic
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
2008-06-28 13:29:59 +00:00
|
|
|
void FSingleLumpFont::CreateFontFromPic (FTextureID picnum)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
FTexture *pic = TexMan[picnum];
|
|
|
|
|
|
|
|
FontHeight = pic->GetHeight ();
|
|
|
|
SpaceWidth = pic->GetWidth ();
|
|
|
|
GlobalKerning = 0;
|
|
|
|
|
|
|
|
FirstChar = LastChar = 'A';
|
|
|
|
Chars = new CharData[1];
|
|
|
|
Chars->Pic = pic;
|
|
|
|
|
|
|
|
// Only one color range. Don't bother with the others.
|
|
|
|
ActiveColors = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// FSingleLumpFont :: LoadFON1
|
|
|
|
//
|
|
|
|
// FON1 is used for the console font.
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void FSingleLumpFont::LoadFON1 (int lump, const BYTE *data)
|
|
|
|
{
|
|
|
|
double luminosity[256];
|
|
|
|
int w, h;
|
|
|
|
|
|
|
|
Chars = new CharData[256];
|
|
|
|
|
|
|
|
w = data[4] + data[5]*256;
|
|
|
|
h = data[6] + data[7]*256;
|
|
|
|
|
|
|
|
FontHeight = h;
|
|
|
|
SpaceWidth = w;
|
|
|
|
FirstChar = 0;
|
|
|
|
LastChar = 255;
|
|
|
|
GlobalKerning = 0;
|
|
|
|
PatchRemap = new BYTE[256];
|
|
|
|
|
|
|
|
CheckFON1Chars (lump, data, luminosity);
|
2008-01-27 15:34:47 +00:00
|
|
|
BuildTranslations (luminosity, NULL, &TranslationParms[1][0], ActiveColors, NULL);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// FSingleLumpFont :: LoadFON2
|
|
|
|
//
|
|
|
|
// FON2 is used for everything but the console font. The console font should
|
|
|
|
// probably use FON2 as well, but oh well.
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void FSingleLumpFont::LoadFON2 (int lump, const BYTE *data)
|
|
|
|
{
|
|
|
|
int count, i, totalwidth;
|
|
|
|
int *widths2;
|
|
|
|
BYTE identity[256];
|
|
|
|
double luminosity[256];
|
2008-01-27 15:34:47 +00:00
|
|
|
PalEntry local_palette[256];
|
2008-01-27 11:25:03 +00:00
|
|
|
WORD *widths;
|
|
|
|
const BYTE *palette;
|
|
|
|
const BYTE *data_p;
|
|
|
|
|
|
|
|
FontHeight = data[4] + data[5]*256;
|
|
|
|
FirstChar = data[6];
|
|
|
|
LastChar = data[7];
|
|
|
|
ActiveColors = data[10];
|
|
|
|
|
|
|
|
count = LastChar - FirstChar + 1;
|
|
|
|
Chars = new CharData[count];
|
|
|
|
widths2 = new int[count];
|
|
|
|
if (data[11] & 1)
|
2008-01-27 15:34:47 +00:00
|
|
|
{ // Font specifies a kerning value.
|
2008-01-27 11:25:03 +00:00
|
|
|
GlobalKerning = LittleShort(*(SWORD *)&data[12]);
|
|
|
|
widths = (WORD *)(data + 14);
|
|
|
|
}
|
|
|
|
else
|
2008-01-27 15:34:47 +00:00
|
|
|
{ // Font does not specify a kerning value.
|
2008-01-27 11:25:03 +00:00
|
|
|
GlobalKerning = 0;
|
|
|
|
widths = (WORD *)(data + 12);
|
|
|
|
}
|
|
|
|
totalwidth = 0;
|
|
|
|
|
|
|
|
if (data[8])
|
2008-01-27 15:34:47 +00:00
|
|
|
{ // Font is mono-spaced.
|
2008-01-27 11:25:03 +00:00
|
|
|
totalwidth = LittleShort(widths[0]);
|
|
|
|
for (i = 0; i < count; ++i)
|
|
|
|
{
|
|
|
|
widths2[i] = totalwidth;
|
|
|
|
}
|
|
|
|
totalwidth *= count;
|
|
|
|
palette = (BYTE *)&widths[1];
|
|
|
|
}
|
|
|
|
else
|
2008-01-27 15:34:47 +00:00
|
|
|
{ // Font has varying character widths.
|
2008-01-27 11:25:03 +00:00
|
|
|
for (i = 0; i < count; ++i)
|
|
|
|
{
|
|
|
|
widths2[i] = LittleShort(widths[i]);
|
|
|
|
totalwidth += widths2[i];
|
|
|
|
}
|
|
|
|
palette = (BYTE *)(widths + i);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (FirstChar <= ' ' && LastChar >= ' ')
|
|
|
|
{
|
|
|
|
SpaceWidth = widths2[' '-FirstChar];
|
|
|
|
}
|
|
|
|
else if (FirstChar <= 'N' && LastChar >= 'N')
|
|
|
|
{
|
|
|
|
SpaceWidth = (widths2['N' - FirstChar] + 1) / 2;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
SpaceWidth = totalwidth * 2 / (3 * count);
|
|
|
|
}
|
|
|
|
|
2008-01-27 15:34:47 +00:00
|
|
|
FixupPalette (identity, luminosity, palette, data[9] == 0, local_palette);
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
data_p = palette + (ActiveColors+1)*3;
|
|
|
|
|
|
|
|
for (i = 0; i < count; ++i)
|
|
|
|
{
|
|
|
|
int destSize = widths2[i] * FontHeight;
|
|
|
|
if (destSize <= 0)
|
|
|
|
{
|
|
|
|
Chars[i].Pic = NULL;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
Chars[i].Pic = new FFontChar2 (lump, NULL, data_p - data, widths2[i], FontHeight);
|
|
|
|
do
|
|
|
|
{
|
|
|
|
SBYTE code = *data_p++;
|
|
|
|
if (code >= 0)
|
|
|
|
{
|
|
|
|
data_p += code+1;
|
|
|
|
destSize -= code+1;
|
|
|
|
}
|
|
|
|
else if (code != -128)
|
|
|
|
{
|
|
|
|
data_p++;
|
|
|
|
destSize -= (-code)+1;
|
|
|
|
}
|
|
|
|
} while (destSize > 0);
|
|
|
|
}
|
|
|
|
if (destSize < 0)
|
|
|
|
{
|
|
|
|
i += FirstChar;
|
|
|
|
I_FatalError ("Overflow decompressing char %d (%c) of %s", i, i, Name);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2008-01-27 15:34:47 +00:00
|
|
|
BuildTranslations (luminosity, identity, &TranslationParms[0][0], ActiveColors, local_palette);
|
2008-01-27 11:25:03 +00:00
|
|
|
delete[] widths2;
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// FSingleLumpFont :: CheckFON1Chars
|
|
|
|
//
|
|
|
|
// Scans a FON1 resource for all the color values it uses and sets up
|
|
|
|
// some tables like SimpleTranslation. Data points to the RLE data for
|
|
|
|
// the characters. Also sets up the character textures.
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void FSingleLumpFont::CheckFON1Chars (int lump, const BYTE *data, double *luminosity)
|
|
|
|
{
|
|
|
|
BYTE used[256], reverse[256];
|
|
|
|
const BYTE *data_p;
|
|
|
|
int i, j;
|
|
|
|
|
|
|
|
memset (used, 0, 256);
|
|
|
|
data_p = data + 8;
|
|
|
|
|
|
|
|
for (i = 0; i < 256; ++i)
|
|
|
|
{
|
|
|
|
int destSize = SpaceWidth * FontHeight;
|
|
|
|
|
|
|
|
Chars[i].Pic = new FFontChar2 (lump, PatchRemap, data_p - data, SpaceWidth, FontHeight);
|
|
|
|
|
|
|
|
// Advance to next char's data and count the used colors.
|
|
|
|
do
|
|
|
|
{
|
|
|
|
SBYTE code = *data_p++;
|
|
|
|
if (code >= 0)
|
|
|
|
{
|
|
|
|
destSize -= code+1;
|
|
|
|
while (code-- >= 0)
|
|
|
|
{
|
|
|
|
used[*data_p++] = 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (code != -128)
|
|
|
|
{
|
|
|
|
used[*data_p++] = 1;
|
|
|
|
destSize -= 1 - code;
|
|
|
|
}
|
|
|
|
} while (destSize > 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
memset (PatchRemap, 0, 256);
|
|
|
|
reverse[0] = 0;
|
|
|
|
for (i = 1, j = 1; i < 256; ++i)
|
|
|
|
{
|
|
|
|
if (used[i])
|
|
|
|
{
|
|
|
|
reverse[j++] = i;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
for (i = 1; i < j; ++i)
|
|
|
|
{
|
|
|
|
PatchRemap[reverse[i]] = i;
|
|
|
|
luminosity[i] = (reverse[i] - 1) / 254.0;
|
|
|
|
}
|
|
|
|
ActiveColors = j;
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// FSingleLumpFont :: FixupPalette
|
|
|
|
//
|
|
|
|
// Finds the best matches for the colors used by a FON2 font and sets up
|
|
|
|
// some tables like SimpleTranslation.
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
2008-01-27 15:34:47 +00:00
|
|
|
void FSingleLumpFont::FixupPalette (BYTE *identity, double *luminosity, const BYTE *palette, bool rescale, PalEntry *out_palette)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
int i;
|
|
|
|
double maxlum = 0.0;
|
|
|
|
double minlum = 100000000.0;
|
|
|
|
double diver;
|
|
|
|
|
|
|
|
identity[0] = 0;
|
|
|
|
palette += 3; // Skip the transparent color
|
|
|
|
|
2008-01-27 15:34:47 +00:00
|
|
|
for (i = 1; i <= ActiveColors; ++i, palette += 3)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
int r = palette[0];
|
|
|
|
int g = palette[1];
|
|
|
|
int b = palette[2];
|
|
|
|
double lum = r*0.299 + g*0.587 + b*0.114;
|
|
|
|
identity[i] = ColorMatcher.Pick (r, g, b);
|
|
|
|
luminosity[i] = lum;
|
2008-01-27 15:34:47 +00:00
|
|
|
out_palette[i].r = r;
|
|
|
|
out_palette[i].g = g;
|
|
|
|
out_palette[i].b = b;
|
|
|
|
out_palette[i].a = 255;
|
2008-01-27 11:25:03 +00:00
|
|
|
if (lum > maxlum)
|
|
|
|
maxlum = lum;
|
|
|
|
if (lum < minlum)
|
|
|
|
minlum = lum;
|
|
|
|
}
|
2008-01-27 15:34:47 +00:00
|
|
|
out_palette[0] = 0;
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
if (rescale)
|
|
|
|
{
|
|
|
|
diver = 1.0 / (maxlum - minlum);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
diver = 1.0 / 255.0;
|
|
|
|
}
|
|
|
|
for (i = 1; i <= ActiveColors; ++i)
|
|
|
|
{
|
|
|
|
luminosity[i] = (luminosity[i] - minlum) * diver;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2008-01-27 15:34:47 +00:00
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// FSinglePicFont :: FSinglePicFont
|
|
|
|
//
|
|
|
|
// Creates a font to wrap a texture so that you can use hudmessage as if it
|
|
|
|
// were a hudpic command. It does not support translation, but animation
|
|
|
|
// is supported, unlike all the real fonts.
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
FSinglePicFont::FSinglePicFont(const char *picname)
|
|
|
|
{
|
2008-06-28 13:29:59 +00:00
|
|
|
FTextureID picnum = TexMan.CheckForTexture (picname, FTexture::TEX_Any);
|
2008-01-27 15:34:47 +00:00
|
|
|
|
2008-06-28 13:29:59 +00:00
|
|
|
if (!picnum.isValid())
|
2008-01-27 15:34:47 +00:00
|
|
|
{
|
|
|
|
I_FatalError ("%s is not a font or texture", picname);
|
|
|
|
}
|
|
|
|
|
|
|
|
FTexture *pic = TexMan[picnum];
|
|
|
|
|
|
|
|
Name = copystring(picname);
|
|
|
|
FontHeight = pic->GetHeight();
|
|
|
|
SpaceWidth = pic->GetWidth();
|
|
|
|
GlobalKerning = 0;
|
|
|
|
FirstChar = LastChar = 'A';
|
|
|
|
ActiveColors = 0;
|
|
|
|
PicNum = picnum;
|
|
|
|
|
|
|
|
Next = FirstFont;
|
|
|
|
FirstFont = this;
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// FSinglePicFont :: GetChar
|
|
|
|
//
|
|
|
|
// Returns the texture if code is 'a' or 'A', otherwise NULL.
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
FTexture *FSinglePicFont::GetChar (int code, int *const width) const
|
|
|
|
{
|
|
|
|
*width = SpaceWidth;
|
|
|
|
if (code == 'a' || code == 'A')
|
|
|
|
{
|
|
|
|
return TexMan(PicNum);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// FSinglePicFont :: GetCharWidth
|
|
|
|
//
|
|
|
|
// Don't expect the text functions to work properly if I actually allowed
|
|
|
|
// the character width to vary depending on the animation frame.
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
int FSinglePicFont::GetCharWidth (int code) const
|
|
|
|
{
|
|
|
|
return SpaceWidth;
|
|
|
|
}
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// FFontChar1 :: FFontChar1
|
|
|
|
//
|
|
|
|
// Used by fonts made from textures.
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
FFontChar1::FFontChar1 (int sourcelump, const BYTE *sourceremap)
|
|
|
|
: SourceRemap (sourceremap)
|
|
|
|
{
|
|
|
|
UseType = FTexture::TEX_FontChar;
|
|
|
|
Wads.GetLumpName(Name, sourcelump);
|
|
|
|
Name[8] = 0;
|
|
|
|
BaseTexture = TexMan[Name]; // it has already been added!
|
|
|
|
Name[0] = 0; // Make this texture unnamed
|
|
|
|
|
|
|
|
// now copy all the properties from the base texture
|
Update to ZDoom r905:
- Added Martin Howe's morph system update.
- Added support for defining composite textures in HIRESTEX. It is not fully tested
and right now can't do much more than the old TEXTUREx method.
- Added a few NULL pointer checks to the texture code.
- Made duplicate class names in DECORATE non-fatal. There is really no stability
concern here and the worst that can happen is that the wrong actor is spawned.
This was a constant hassle when testing with WADs that contain duplicate resources.
- Removed some GCC warnings.
- Fixed: MinGW doesn't have _get_pgmptr(), so it couldn't compile i_main.cpp.
- Fixed: MOD_WAVETABLE and MOD_SWSYNTH are not defined by w32api, so MinGW
failed compiling the new MIDI code.
- Fixed: LocalSndInfo and LocalSndSeq in S_Start() need to be const char
pointers, since "" is a constant.
- Fixed: parsecontext.h was missing a newline at the end of the file.
- Fixed: Timidity::Channel::mono, rpn, and nrpn were not initialized. In
particular, this meant that every channel was almost certainly in mono mode,
which can sound pretty bad if the song isn't meant to be played that way.
- Added bank numbers to the MIDI precaching for Timidity, since I guess I do
need to care about banks, if even the Duke MIDIs use various banks.
- Fixed: snd_midiprecache only exists in Win32 builds, so gameconfigfile.cpp
shouldn't unconditionally link against it.
- Fixed: pre_resample() was still disabled, and it left two samples at the end
of the new wave data uninitialized.
- Moved the xmap table from timidity/tables.cpp to playmidi.cpp. Now I can get
rid of timidity/tables.cpp, which conflicts in name with the main Doom
tables.cpp. (And interestingly, VC++ automatically renamed the object file,
so I wasn't aware of the problem with GCC.)
- Added a Gets function to the FileReader class which I planned to use
to enable Timidity to read its config and sound patches from Zips.
I put this on hold though after finding out that the sound quality
isn't even near that of Timidity++.
- GCC-Fixes (FString::GetChars() for Printf calls)
- Added a dummy Weapon.NOLMS flag so that Skulltag weapons using this flag
can be loaded
- Changed the MIDIStreamer to send the all notes off controller to each
channel when restarting the song, rather than emitting a single note off
event which only has 1 in 127 chance of being for a note that's playing
on that channel. Then I decided it would probably be a good idea to reset
all the controllers as well.
- Increasing the size of the internal Timidity stream buffer from 1/14 sec
(copied from the OPL player) improved its sound dramatically, so apparently
Timidity has issues with short stream buffers. It's now at 1/2 sec in
length. However, there seems to be something weird going on with
corazonazul_ff6boss.mid near the beginning where it stops and immediately
restarts a guitar on the exact same note.
- Added a new sound debugging cvar: snd_drawoutput, which can show various
oscilloscopes and spectrums.
- Eliminated some more global variables (onmobj, DoRipping, LastRipped,
MissileActor, bulletpitch and linetarget.)
- Internal TiMidity now plays music. Unfortunately, it doesn't sound right. :(
- Changed the progdir global variable into an FString.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@90 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-12 18:59:23 +00:00
|
|
|
if (BaseTexture != NULL) CopySize(BaseTexture);
|
2008-01-27 11:25:03 +00:00
|
|
|
Pixels = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// FFontChar1 :: GetPixels
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
const BYTE *FFontChar1::GetPixels ()
|
|
|
|
{
|
|
|
|
if (Pixels == NULL)
|
|
|
|
{
|
|
|
|
MakeTexture ();
|
|
|
|
}
|
|
|
|
return Pixels;
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// FFontChar1 :: MakeTexture
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void FFontChar1::MakeTexture ()
|
|
|
|
{
|
|
|
|
// Make the texture as normal, then remap it so that all the colors
|
|
|
|
// are at the low end of the palette
|
|
|
|
Pixels = new BYTE[Width*Height];
|
|
|
|
const BYTE *pix = BaseTexture->GetPixels();
|
|
|
|
|
|
|
|
for (int x = 0; x < Width*Height; ++x)
|
|
|
|
{
|
|
|
|
Pixels[x] = SourceRemap[pix[x]];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// FFontChar1 :: GetColumn
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
const BYTE *FFontChar1::GetColumn (unsigned int column, const Span **spans_out)
|
|
|
|
{
|
|
|
|
if (Pixels == NULL)
|
|
|
|
{
|
|
|
|
MakeTexture ();
|
|
|
|
}
|
|
|
|
|
|
|
|
BaseTexture->GetColumn(column, spans_out);
|
|
|
|
return Pixels + column*Height;
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// FFontChar1 :: Unload
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void FFontChar1::Unload ()
|
|
|
|
{
|
|
|
|
if (Pixels != NULL)
|
|
|
|
{
|
|
|
|
delete[] Pixels;
|
|
|
|
Pixels = NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// FFontChar1 :: ~FFontChar1
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
FFontChar1::~FFontChar1 ()
|
|
|
|
{
|
|
|
|
Unload ();
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// FFontChar2 :: FFontChar2
|
|
|
|
//
|
|
|
|
// Used by FON1 and FON2 fonts.
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
FFontChar2::FFontChar2 (int sourcelump, const BYTE *sourceremap, int sourcepos, int width, int height)
|
|
|
|
: SourceLump (sourcelump), SourcePos (sourcepos), Pixels (0), Spans (0), SourceRemap(sourceremap)
|
|
|
|
{
|
|
|
|
UseType = TEX_FontChar;
|
|
|
|
Width = width;
|
|
|
|
Height = height;
|
|
|
|
TopOffset = 0;
|
|
|
|
LeftOffset = 0;
|
|
|
|
CalcBitSize ();
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// FFontChar2 :: ~FFontChar2
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
FFontChar2::~FFontChar2 ()
|
|
|
|
{
|
|
|
|
Unload ();
|
|
|
|
if (Spans != NULL)
|
|
|
|
{
|
|
|
|
FreeSpans (Spans);
|
|
|
|
Spans = NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// FFontChar2 :: Unload
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void FFontChar2::Unload ()
|
|
|
|
{
|
|
|
|
if (Pixels != NULL)
|
|
|
|
{
|
|
|
|
delete[] Pixels;
|
|
|
|
Pixels = NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// FFontChar2 :: GetPixels
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
const BYTE *FFontChar2::GetPixels ()
|
|
|
|
{
|
|
|
|
if (Pixels == NULL)
|
|
|
|
{
|
|
|
|
MakeTexture ();
|
|
|
|
}
|
|
|
|
return Pixels;
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// FFontChar2 :: GetColumn
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
const BYTE *FFontChar2::GetColumn (unsigned int column, const Span **spans_out)
|
|
|
|
{
|
|
|
|
if (Pixels == NULL)
|
|
|
|
{
|
|
|
|
MakeTexture ();
|
|
|
|
}
|
|
|
|
if (column >= Width)
|
|
|
|
{
|
|
|
|
column = WidthMask;
|
|
|
|
}
|
|
|
|
if (spans_out != NULL)
|
|
|
|
{
|
2008-04-14 19:24:40 +00:00
|
|
|
if (Spans == NULL)
|
|
|
|
{
|
|
|
|
Spans = CreateSpans (Pixels);
|
|
|
|
}
|
2008-01-27 11:25:03 +00:00
|
|
|
*spans_out = Spans[column];
|
|
|
|
}
|
|
|
|
return Pixels + column*Height;
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// FFontChar2 :: MakeTexture
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void FFontChar2::MakeTexture ()
|
|
|
|
{
|
|
|
|
FWadLump lump = Wads.OpenLumpNum (SourceLump);
|
|
|
|
int destSize = Width * Height;
|
|
|
|
BYTE max = 255;
|
|
|
|
|
|
|
|
// This is to "fix" bad fonts
|
|
|
|
{
|
|
|
|
BYTE buff[8];
|
|
|
|
lump.Read (buff, 4);
|
|
|
|
if (buff[3] == '2')
|
|
|
|
{
|
|
|
|
lump.Read (buff, 7);
|
|
|
|
max = buff[6];
|
|
|
|
lump.Seek (SourcePos - 11, SEEK_CUR);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
lump.Seek (SourcePos - 4, SEEK_CUR);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
Pixels = new BYTE[destSize];
|
|
|
|
|
|
|
|
int runlen = 0, setlen = 0;
|
|
|
|
BYTE setval = 0; // Shut up, GCC!
|
|
|
|
BYTE *dest_p = Pixels;
|
|
|
|
int dest_adv = Height;
|
|
|
|
int dest_rew = destSize - 1;
|
|
|
|
|
|
|
|
for (int y = Height; y != 0; --y)
|
|
|
|
{
|
|
|
|
for (int x = Width; x != 0; )
|
|
|
|
{
|
|
|
|
if (runlen != 0)
|
|
|
|
{
|
|
|
|
BYTE color;
|
|
|
|
|
|
|
|
lump >> color;
|
|
|
|
*dest_p = MIN (color, max);
|
|
|
|
if (SourceRemap != NULL)
|
|
|
|
{
|
|
|
|
*dest_p = SourceRemap[*dest_p];
|
|
|
|
}
|
|
|
|
dest_p += dest_adv;
|
|
|
|
x--;
|
|
|
|
runlen--;
|
|
|
|
}
|
|
|
|
else if (setlen != 0)
|
|
|
|
{
|
|
|
|
*dest_p = setval;
|
|
|
|
dest_p += dest_adv;
|
|
|
|
x--;
|
|
|
|
setlen--;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
SBYTE code;
|
|
|
|
|
|
|
|
lump >> code;
|
|
|
|
if (code >= 0)
|
|
|
|
{
|
|
|
|
runlen = code + 1;
|
|
|
|
}
|
|
|
|
else if (code != -128)
|
|
|
|
{
|
|
|
|
BYTE color;
|
|
|
|
|
|
|
|
lump >> color;
|
|
|
|
setlen = (-code) + 1;
|
|
|
|
setval = MIN (color, max);
|
|
|
|
if (SourceRemap != NULL)
|
|
|
|
{
|
|
|
|
setval = SourceRemap[setval];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
dest_p -= dest_rew;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (destSize < 0)
|
|
|
|
{
|
|
|
|
char name[9];
|
|
|
|
Wads.GetLumpName (name, SourceLump);
|
|
|
|
name[8] = 0;
|
|
|
|
I_FatalError ("The font %s is corrupt", name);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// Essentially a normal multilump font but
|
|
|
|
// with an explicit list of character patches
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
class FSpecialFont : public FFont
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
FSpecialFont (const char *name, int first, int count, int *lumplist, const bool *notranslate);
|
|
|
|
};
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// FSpecialFont :: FSpecialFont
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
FSpecialFont::FSpecialFont (const char *name, int first, int count, int *lumplist, const bool *notranslate)
|
|
|
|
{
|
|
|
|
int i, j, lump;
|
|
|
|
char buffer[12];
|
|
|
|
int *charlumps;
|
|
|
|
BYTE usedcolors[256], identity[256];
|
|
|
|
double *luminosity;
|
|
|
|
int maxyoffs;
|
|
|
|
int TotalColors;
|
2008-09-06 08:22:12 +00:00
|
|
|
FTexture *pic;
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
Name=copystring(name);
|
|
|
|
Chars = new CharData[count];
|
|
|
|
charlumps = new int[count];
|
|
|
|
PatchRemap = new BYTE[256];
|
|
|
|
FirstChar = first;
|
|
|
|
LastChar = first + count - 1;
|
|
|
|
FontHeight = 0;
|
|
|
|
GlobalKerning = false;
|
|
|
|
memset (usedcolors, 0, 256);
|
|
|
|
Next = FirstFont;
|
|
|
|
FirstFont = this;
|
|
|
|
|
|
|
|
maxyoffs = 0;
|
|
|
|
|
|
|
|
for (i = 0; i < count; i++)
|
|
|
|
{
|
|
|
|
lump = charlumps[i] = lumplist[i];
|
|
|
|
if (lump >= 0)
|
|
|
|
{
|
|
|
|
Wads.GetLumpName(buffer, lump);
|
2008-09-06 08:22:12 +00:00
|
|
|
if (buffer[0] != 0)
|
|
|
|
{
|
|
|
|
buffer[8]=0;
|
|
|
|
pic = TexMan[buffer];
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
pic = NULL;
|
|
|
|
}
|
2008-01-27 11:25:03 +00:00
|
|
|
if (pic != NULL)
|
|
|
|
{
|
|
|
|
int height = pic->GetScaledHeight();
|
|
|
|
int yoffs = pic->GetScaledTopOffset();
|
|
|
|
|
|
|
|
if (yoffs > maxyoffs)
|
|
|
|
{
|
|
|
|
maxyoffs = yoffs;
|
|
|
|
}
|
|
|
|
height += abs (yoffs);
|
|
|
|
if (height > FontHeight)
|
|
|
|
{
|
|
|
|
FontHeight = height;
|
|
|
|
}
|
|
|
|
|
|
|
|
RecordTextureColors (pic, usedcolors);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// exclude the non-translated colors from the translation calculation
|
|
|
|
if (notranslate != NULL)
|
|
|
|
{
|
|
|
|
for (i = 0; i < 256; i++)
|
|
|
|
if (notranslate[i])
|
|
|
|
usedcolors[i] = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
TotalColors = ActiveColors = SimpleTranslation (usedcolors, PatchRemap, identity, &luminosity);
|
|
|
|
|
|
|
|
// Map all untranslated colors into the table of used colors
|
|
|
|
if (notranslate != NULL)
|
|
|
|
{
|
|
|
|
for (i = 0; i < 256; i++)
|
|
|
|
{
|
|
|
|
if (notranslate[i])
|
|
|
|
{
|
|
|
|
PatchRemap[i] = TotalColors;
|
|
|
|
identity[TotalColors] = i;
|
|
|
|
TotalColors++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
for (i = 0; i < count; i++)
|
|
|
|
{
|
|
|
|
if (charlumps[i] >= 0)
|
|
|
|
{
|
|
|
|
Chars[i].Pic = new FFontChar1 (charlumps[i], PatchRemap);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
Chars[i].Pic = NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Special fonts normally don't have all characters so be careful here!
|
|
|
|
if ('N'-first>=0 && 'N'-first<count && Chars['N' - first].Pic)
|
|
|
|
{
|
|
|
|
SpaceWidth = (Chars['N' - first].Pic->GetScaledWidth() + 1) / 2;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
SpaceWidth = 4;
|
|
|
|
}
|
|
|
|
|
2008-01-27 15:34:47 +00:00
|
|
|
BuildTranslations (luminosity, identity, &TranslationParms[0][0], TotalColors, NULL);
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
// add the untranslated colors to the Ranges tables
|
|
|
|
if (ActiveColors < TotalColors)
|
|
|
|
{
|
|
|
|
for (i = 0; i < NumTextColors; i++)
|
|
|
|
{
|
|
|
|
FRemapTable *remap = &Ranges[i];
|
|
|
|
for (j = ActiveColors; j < TotalColors; ++j)
|
|
|
|
{
|
|
|
|
remap->Remap[j] = identity[j];
|
|
|
|
remap->Palette[j] = GPalette.BaseColors[identity[j]];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
ActiveColors = TotalColors;
|
|
|
|
|
|
|
|
delete[] luminosity;
|
|
|
|
delete[] charlumps;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// V_InitCustomFonts
|
|
|
|
//
|
|
|
|
// Initialize a list of custom multipatch fonts
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void V_InitCustomFonts()
|
|
|
|
{
|
2008-01-27 15:34:47 +00:00
|
|
|
FScanner sc;
|
2008-01-27 11:25:03 +00:00
|
|
|
int lumplist[256];
|
|
|
|
bool notranslate[256];
|
2008-09-06 08:22:12 +00:00
|
|
|
FString namebuffer, templatebuf;
|
2008-01-27 11:25:03 +00:00
|
|
|
int i;
|
|
|
|
int llump,lastlump=0;
|
|
|
|
int format;
|
|
|
|
int start;
|
|
|
|
int first;
|
|
|
|
int count;
|
|
|
|
|
|
|
|
while ((llump = Wads.FindLump ("FONTDEFS", &lastlump)) != -1)
|
|
|
|
{
|
- Fixed: The players were not added to FS's list of spawned things.
- Update to ZDoom r882
- Added the option to use $ as a prefix to a string table name everywhere in
MAPINFO where 'lookup' could be specified so that there is one consistent
way to do it.
- Externalized all default episode definitions. Added an 'optional' keyword
to handle M4 and 5 in Doom and Heretic.
- Added P_CheckMapData function and replaced all calls to P_OpenMapData that
only checked for a map's presence with it.
- Added Martin Howe's player statusbar face submission.
- Added an 'adddefaultmap' option for MAPINFO. This is the same as 'defaultmap'
but keeps all existing information in the default and just adds to it. This
is needed because Hexen and Strife set some information in their base
MAPINFO and using 'defaultmap' in a PWAD would override that.
- Fixed: Using MAPINFO's f1 option could cause memory leaks.
- Added option to load lumps by full name to several places:
* Finale texts loaded from a text lump
* Demos
* Local SNDINFOs
* Local SNDSEQs
* Image names in FONTDEFS
* intermission script names
- Changed the STCFN121 handling. The character is not an 'I' but a '|' so
instead of discarding it it should be inserted at position 124.
- Renamed indexfont.fon to indexfont so that I could remove a special case
from V_GetFont that was just added for this one font.
- Added a 'dumpspawnedthings' CVAR that enables a listing of all things in
the map and the actor type they spawned.
SBarInfo Update #16
- Added: fillzeros flag for drawnumber. When set the string will always have
a length of the specified size and zeros will fill in for the missing places.
If the number is negative the negative sign will take the place of the last
digit.
- Added: globalarray type to drawnumber which will display the value in a
global array with the index set to the player's number. Untested.
- Added: isselected command to SBarInfo.
- Fixed: Bi and Tri colored numbers didn't work.
- Fixed: Crash when using nullimage as the last image in drawswitchableimage.
- Applied Graf suggestion to include the y coord when calulating heights to fix
most of the gaps caused by round off errors. At least for now anyways and it
is only applied for drawimage.
- SBarInfo inventory bars have been converted to use screen->DrawTexture()
- Increased limit for demon/melee to 4.
- Fixed: P_CheckSwitchRange accessed invalid memory when testing a one-sided
line.
- Fixed: P_SpawnPuff assumed that all melee attacks have the same range
(MELEERANGE) and didn't set the puff to its melee state if the range
was different. Even worse, it checked a global variable for this so
the behavior was undefined when P_SpawnPuff was called from anywhere
else but P_LineAttack. To reduce the amount of parameters I combined
this information with the hitthing and temporary parameters into one
flags parameter. Also changed P_LineAttack so that it gets passed
an additional parameter that specifies whether the attack is a melee
attack or not and set this to true in all calls that are to be considered
melee attacks. I couldn't use the damage type because A_CustomPunch
and A_CustomMeleeAttack allow passing any damage type they want.
- Added a sprite option as an alternative of particles for FX_ROCKET
and FX_GRENADE.
- Fixed: The minimum parameter count for ACS_Execute and ACS_ExecuteAlways for
DECORATE was wrong (2 instead of 1.)
- Changed: Hexen set every cluster to be a hub if it hadn't been defined before
a level using this cluster. Now it will only do that if HexenHack is true,
i.e. when original Hexen format MAPINFOs are parsed. For ZDoom format
MAPINFOs it will now be the same as for the other games which means that
'hub' has to be declared explicitly.
- Added an Idle state that is entered in place of the spawn state if a monster
has to return to its inactive state if it can't find any more targets.
- Added MF5_NOINTERACTION flag which completely disables all physics related
code for any actor with this flag. Mostly useful for particle effects where
the actors just move a certain distance and then disappear.
- Removed the last remains of the antialias precalculation code from
am_map.cpp because it was no longer used.
- Fixed: Two-sided lines bordering a secret sector were not drawn in the
proper color
- Fixed: The automap didn't check ACS_LockedExecuteDoor for its lock color.
- Switched sounds local to the listener from head-relative 3D sounds to 2D
sounds so stereo sounds have full separation. I tried using set3DSpread,
but that still caused some blending of the channels.
- Changed FScanner so that opening a lump gives the complete wad+lump name
rather than a generic one, so identifying errors among files that all have
the same lump name no longer involves any degree of guesswork in
determining exactly which file the error occurred in.
- Added a check to S_ParseSndSeq() for SNDSEQ lumps with unterminated final
sequences.
- Fixed: Parts of s_sndseq.cpp that scan the Sequences array need NULL
pointer checks, in case an improper sequence was encountered during
parsing but not early enough to avoid creating a slot for it in the array.
- Added support for dumping from RAW/DRO/IMF files, so now anything that
can be played as OPL can also be dumped.
- Removed the opl_enable cvar, since OPL playback is now selectable as just
another MIDI device.
- Added support for DRO playback and dual-chip RAW playback.
- Removed MUS support from OPLMUSSong, since using the OPLMIDIDevice with
MUSSong2 works just as well. There are still lots of leftover bits in
the class that should probably be removed at some point, too.
- Added dual-chip dumping support for the RAW format.
- Added DosBox Raw OPL (.DRO) dumping support. For whatever reason,
in_adlib calculates the song length for this format wrong, even though
the exact length is stored right in the header. (But in_adlib seems buggy
in general; too bad it's the only Windows version of Adplug that seems to
exist.)
- Rewrote the OPL dumper to work with MIDI as well as MUS.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@86 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-05 13:28:48 +00:00
|
|
|
sc.OpenLumpNum(llump);
|
2008-01-27 15:34:47 +00:00
|
|
|
while (sc.GetString())
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
memset (lumplist, -1, sizeof(lumplist));
|
|
|
|
memset (notranslate, 0, sizeof(notranslate));
|
2008-09-06 08:22:12 +00:00
|
|
|
namebuffer = sc.String;
|
2008-01-27 11:25:03 +00:00
|
|
|
format = 0;
|
|
|
|
start = 33;
|
|
|
|
first = 33;
|
|
|
|
count = 223;
|
|
|
|
|
2008-01-27 15:34:47 +00:00
|
|
|
sc.MustGetStringName ("{");
|
|
|
|
while (!sc.CheckString ("}"))
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2008-01-27 15:34:47 +00:00
|
|
|
sc.MustGetString();
|
|
|
|
if (sc.Compare ("TEMPLATE"))
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
if (format == 2) goto wrong;
|
2008-01-27 15:34:47 +00:00
|
|
|
sc.MustGetString();
|
2008-09-06 08:22:12 +00:00
|
|
|
templatebuf = sc.String;
|
2008-01-27 11:25:03 +00:00
|
|
|
format = 1;
|
|
|
|
}
|
2008-01-27 15:34:47 +00:00
|
|
|
else if (sc.Compare ("BASE"))
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
if (format == 2) goto wrong;
|
2008-01-27 15:34:47 +00:00
|
|
|
sc.MustGetNumber();
|
|
|
|
start = sc.Number;
|
2008-01-27 11:25:03 +00:00
|
|
|
format = 1;
|
|
|
|
}
|
2008-01-27 15:34:47 +00:00
|
|
|
else if (sc.Compare ("FIRST"))
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
if (format == 2) goto wrong;
|
2008-01-27 15:34:47 +00:00
|
|
|
sc.MustGetNumber();
|
|
|
|
first = sc.Number;
|
2008-01-27 11:25:03 +00:00
|
|
|
format = 1;
|
|
|
|
}
|
2008-01-27 15:34:47 +00:00
|
|
|
else if (sc.Compare ("COUNT"))
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
if (format == 2) goto wrong;
|
2008-01-27 15:34:47 +00:00
|
|
|
sc.MustGetNumber();
|
|
|
|
count = sc.Number;
|
2008-01-27 11:25:03 +00:00
|
|
|
format = 1;
|
|
|
|
}
|
2008-01-27 15:34:47 +00:00
|
|
|
else if (sc.Compare ("NOTRANSLATION"))
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
if (format == 1) goto wrong;
|
2008-01-27 15:34:47 +00:00
|
|
|
while (sc.CheckNumber() && !sc.Crossed)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2008-01-27 15:34:47 +00:00
|
|
|
if (sc.Number >= 0 && sc.Number < 256)
|
|
|
|
notranslate[sc.Number] = true;
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
format=2;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (format == 1) goto wrong;
|
2008-01-27 15:34:47 +00:00
|
|
|
int *p = &lumplist[*(unsigned char*)sc.String];
|
|
|
|
sc.MustGetString();
|
- Fixed: The players were not added to FS's list of spawned things.
- Update to ZDoom r882
- Added the option to use $ as a prefix to a string table name everywhere in
MAPINFO where 'lookup' could be specified so that there is one consistent
way to do it.
- Externalized all default episode definitions. Added an 'optional' keyword
to handle M4 and 5 in Doom and Heretic.
- Added P_CheckMapData function and replaced all calls to P_OpenMapData that
only checked for a map's presence with it.
- Added Martin Howe's player statusbar face submission.
- Added an 'adddefaultmap' option for MAPINFO. This is the same as 'defaultmap'
but keeps all existing information in the default and just adds to it. This
is needed because Hexen and Strife set some information in their base
MAPINFO and using 'defaultmap' in a PWAD would override that.
- Fixed: Using MAPINFO's f1 option could cause memory leaks.
- Added option to load lumps by full name to several places:
* Finale texts loaded from a text lump
* Demos
* Local SNDINFOs
* Local SNDSEQs
* Image names in FONTDEFS
* intermission script names
- Changed the STCFN121 handling. The character is not an 'I' but a '|' so
instead of discarding it it should be inserted at position 124.
- Renamed indexfont.fon to indexfont so that I could remove a special case
from V_GetFont that was just added for this one font.
- Added a 'dumpspawnedthings' CVAR that enables a listing of all things in
the map and the actor type they spawned.
SBarInfo Update #16
- Added: fillzeros flag for drawnumber. When set the string will always have
a length of the specified size and zeros will fill in for the missing places.
If the number is negative the negative sign will take the place of the last
digit.
- Added: globalarray type to drawnumber which will display the value in a
global array with the index set to the player's number. Untested.
- Added: isselected command to SBarInfo.
- Fixed: Bi and Tri colored numbers didn't work.
- Fixed: Crash when using nullimage as the last image in drawswitchableimage.
- Applied Graf suggestion to include the y coord when calulating heights to fix
most of the gaps caused by round off errors. At least for now anyways and it
is only applied for drawimage.
- SBarInfo inventory bars have been converted to use screen->DrawTexture()
- Increased limit for demon/melee to 4.
- Fixed: P_CheckSwitchRange accessed invalid memory when testing a one-sided
line.
- Fixed: P_SpawnPuff assumed that all melee attacks have the same range
(MELEERANGE) and didn't set the puff to its melee state if the range
was different. Even worse, it checked a global variable for this so
the behavior was undefined when P_SpawnPuff was called from anywhere
else but P_LineAttack. To reduce the amount of parameters I combined
this information with the hitthing and temporary parameters into one
flags parameter. Also changed P_LineAttack so that it gets passed
an additional parameter that specifies whether the attack is a melee
attack or not and set this to true in all calls that are to be considered
melee attacks. I couldn't use the damage type because A_CustomPunch
and A_CustomMeleeAttack allow passing any damage type they want.
- Added a sprite option as an alternative of particles for FX_ROCKET
and FX_GRENADE.
- Fixed: The minimum parameter count for ACS_Execute and ACS_ExecuteAlways for
DECORATE was wrong (2 instead of 1.)
- Changed: Hexen set every cluster to be a hub if it hadn't been defined before
a level using this cluster. Now it will only do that if HexenHack is true,
i.e. when original Hexen format MAPINFOs are parsed. For ZDoom format
MAPINFOs it will now be the same as for the other games which means that
'hub' has to be declared explicitly.
- Added an Idle state that is entered in place of the spawn state if a monster
has to return to its inactive state if it can't find any more targets.
- Added MF5_NOINTERACTION flag which completely disables all physics related
code for any actor with this flag. Mostly useful for particle effects where
the actors just move a certain distance and then disappear.
- Removed the last remains of the antialias precalculation code from
am_map.cpp because it was no longer used.
- Fixed: Two-sided lines bordering a secret sector were not drawn in the
proper color
- Fixed: The automap didn't check ACS_LockedExecuteDoor for its lock color.
- Switched sounds local to the listener from head-relative 3D sounds to 2D
sounds so stereo sounds have full separation. I tried using set3DSpread,
but that still caused some blending of the channels.
- Changed FScanner so that opening a lump gives the complete wad+lump name
rather than a generic one, so identifying errors among files that all have
the same lump name no longer involves any degree of guesswork in
determining exactly which file the error occurred in.
- Added a check to S_ParseSndSeq() for SNDSEQ lumps with unterminated final
sequences.
- Fixed: Parts of s_sndseq.cpp that scan the Sequences array need NULL
pointer checks, in case an improper sequence was encountered during
parsing but not early enough to avoid creating a slot for it in the array.
- Added support for dumping from RAW/DRO/IMF files, so now anything that
can be played as OPL can also be dumped.
- Removed the opl_enable cvar, since OPL playback is now selectable as just
another MIDI device.
- Added support for DRO playback and dual-chip RAW playback.
- Removed MUS support from OPLMUSSong, since using the OPLMIDIDevice with
MUSSong2 works just as well. There are still lots of leftover bits in
the class that should probably be removed at some point, too.
- Added dual-chip dumping support for the RAW format.
- Added DosBox Raw OPL (.DRO) dumping support. For whatever reason,
in_adlib calculates the song length for this format wrong, even though
the exact length is stored right in the header. (But in_adlib seems buggy
in general; too bad it's the only Windows version of Adplug that seems to
exist.)
- Rewrote the OPL dumper to work with MIDI as well as MUS.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@86 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-05 13:28:48 +00:00
|
|
|
*p = Wads.CheckNumForFullName (sc.String, true);
|
2008-01-27 11:25:03 +00:00
|
|
|
format=2;
|
|
|
|
}
|
|
|
|
}
|
2008-01-27 15:34:47 +00:00
|
|
|
if (format == 1)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
new FFont (namebuffer, templatebuf, first, count, start);
|
|
|
|
}
|
2008-01-27 15:34:47 +00:00
|
|
|
else if (format == 2)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
for (i = 0; i < 256; i++)
|
|
|
|
{
|
|
|
|
if (lumplist[i] != -1)
|
|
|
|
{
|
|
|
|
first = i;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
for (i = 255; i >= 0; i--)
|
|
|
|
{
|
|
|
|
if (lumplist[i] != -1)
|
|
|
|
{
|
|
|
|
count = i - first + 1;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (count>0)
|
|
|
|
{
|
|
|
|
new FSpecialFont (namebuffer, first, count, &lumplist[first], notranslate);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else goto wrong;
|
|
|
|
}
|
2008-01-27 15:34:47 +00:00
|
|
|
sc.Close();
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
return;
|
|
|
|
|
|
|
|
wrong:
|
2008-09-23 21:41:49 +00:00
|
|
|
sc.ScriptError ("Invalid combination of properties in font '%s'", namebuffer.GetChars());
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// V_InitFontColors
|
|
|
|
//
|
|
|
|
// Reads the list of color translation definitions into memory.
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void V_InitFontColors ()
|
|
|
|
{
|
|
|
|
TArray<FName> names;
|
|
|
|
int lump, lastlump = 0;
|
|
|
|
TranslationParm tparm = { 0 }; // Silence GCC
|
|
|
|
TArray<TranslationParm> parms;
|
|
|
|
TArray<TempParmInfo> parminfo;
|
|
|
|
TArray<TempColorInfo> colorinfo;
|
|
|
|
int c, parmchoice;
|
|
|
|
TempParmInfo info;
|
|
|
|
TempColorInfo cinfo;
|
|
|
|
PalEntry logcolor;
|
|
|
|
unsigned int i, j;
|
|
|
|
int k, index;
|
|
|
|
|
|
|
|
info.Index = -1;
|
|
|
|
|
|
|
|
while ((lump = Wads.FindLump ("TEXTCOLO", &lastlump)) != -1)
|
|
|
|
{
|
- Fixed: The players were not added to FS's list of spawned things.
- Update to ZDoom r882
- Added the option to use $ as a prefix to a string table name everywhere in
MAPINFO where 'lookup' could be specified so that there is one consistent
way to do it.
- Externalized all default episode definitions. Added an 'optional' keyword
to handle M4 and 5 in Doom and Heretic.
- Added P_CheckMapData function and replaced all calls to P_OpenMapData that
only checked for a map's presence with it.
- Added Martin Howe's player statusbar face submission.
- Added an 'adddefaultmap' option for MAPINFO. This is the same as 'defaultmap'
but keeps all existing information in the default and just adds to it. This
is needed because Hexen and Strife set some information in their base
MAPINFO and using 'defaultmap' in a PWAD would override that.
- Fixed: Using MAPINFO's f1 option could cause memory leaks.
- Added option to load lumps by full name to several places:
* Finale texts loaded from a text lump
* Demos
* Local SNDINFOs
* Local SNDSEQs
* Image names in FONTDEFS
* intermission script names
- Changed the STCFN121 handling. The character is not an 'I' but a '|' so
instead of discarding it it should be inserted at position 124.
- Renamed indexfont.fon to indexfont so that I could remove a special case
from V_GetFont that was just added for this one font.
- Added a 'dumpspawnedthings' CVAR that enables a listing of all things in
the map and the actor type they spawned.
SBarInfo Update #16
- Added: fillzeros flag for drawnumber. When set the string will always have
a length of the specified size and zeros will fill in for the missing places.
If the number is negative the negative sign will take the place of the last
digit.
- Added: globalarray type to drawnumber which will display the value in a
global array with the index set to the player's number. Untested.
- Added: isselected command to SBarInfo.
- Fixed: Bi and Tri colored numbers didn't work.
- Fixed: Crash when using nullimage as the last image in drawswitchableimage.
- Applied Graf suggestion to include the y coord when calulating heights to fix
most of the gaps caused by round off errors. At least for now anyways and it
is only applied for drawimage.
- SBarInfo inventory bars have been converted to use screen->DrawTexture()
- Increased limit for demon/melee to 4.
- Fixed: P_CheckSwitchRange accessed invalid memory when testing a one-sided
line.
- Fixed: P_SpawnPuff assumed that all melee attacks have the same range
(MELEERANGE) and didn't set the puff to its melee state if the range
was different. Even worse, it checked a global variable for this so
the behavior was undefined when P_SpawnPuff was called from anywhere
else but P_LineAttack. To reduce the amount of parameters I combined
this information with the hitthing and temporary parameters into one
flags parameter. Also changed P_LineAttack so that it gets passed
an additional parameter that specifies whether the attack is a melee
attack or not and set this to true in all calls that are to be considered
melee attacks. I couldn't use the damage type because A_CustomPunch
and A_CustomMeleeAttack allow passing any damage type they want.
- Added a sprite option as an alternative of particles for FX_ROCKET
and FX_GRENADE.
- Fixed: The minimum parameter count for ACS_Execute and ACS_ExecuteAlways for
DECORATE was wrong (2 instead of 1.)
- Changed: Hexen set every cluster to be a hub if it hadn't been defined before
a level using this cluster. Now it will only do that if HexenHack is true,
i.e. when original Hexen format MAPINFOs are parsed. For ZDoom format
MAPINFOs it will now be the same as for the other games which means that
'hub' has to be declared explicitly.
- Added an Idle state that is entered in place of the spawn state if a monster
has to return to its inactive state if it can't find any more targets.
- Added MF5_NOINTERACTION flag which completely disables all physics related
code for any actor with this flag. Mostly useful for particle effects where
the actors just move a certain distance and then disappear.
- Removed the last remains of the antialias precalculation code from
am_map.cpp because it was no longer used.
- Fixed: Two-sided lines bordering a secret sector were not drawn in the
proper color
- Fixed: The automap didn't check ACS_LockedExecuteDoor for its lock color.
- Switched sounds local to the listener from head-relative 3D sounds to 2D
sounds so stereo sounds have full separation. I tried using set3DSpread,
but that still caused some blending of the channels.
- Changed FScanner so that opening a lump gives the complete wad+lump name
rather than a generic one, so identifying errors among files that all have
the same lump name no longer involves any degree of guesswork in
determining exactly which file the error occurred in.
- Added a check to S_ParseSndSeq() for SNDSEQ lumps with unterminated final
sequences.
- Fixed: Parts of s_sndseq.cpp that scan the Sequences array need NULL
pointer checks, in case an improper sequence was encountered during
parsing but not early enough to avoid creating a slot for it in the array.
- Added support for dumping from RAW/DRO/IMF files, so now anything that
can be played as OPL can also be dumped.
- Removed the opl_enable cvar, since OPL playback is now selectable as just
another MIDI device.
- Added support for DRO playback and dual-chip RAW playback.
- Removed MUS support from OPLMUSSong, since using the OPLMIDIDevice with
MUSSong2 works just as well. There are still lots of leftover bits in
the class that should probably be removed at some point, too.
- Added dual-chip dumping support for the RAW format.
- Added DosBox Raw OPL (.DRO) dumping support. For whatever reason,
in_adlib calculates the song length for this format wrong, even though
the exact length is stored right in the header. (But in_adlib seems buggy
in general; too bad it's the only Windows version of Adplug that seems to
exist.)
- Rewrote the OPL dumper to work with MIDI as well as MUS.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@86 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-05 13:28:48 +00:00
|
|
|
FScanner sc(lump);
|
2008-01-27 15:34:47 +00:00
|
|
|
while (sc.GetString())
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
names.Clear();
|
|
|
|
|
|
|
|
logcolor = DEFAULT_LOG_COLOR;
|
|
|
|
|
|
|
|
// Everything until the '{' is considered a valid name for the
|
|
|
|
// color range.
|
2008-01-27 15:34:47 +00:00
|
|
|
names.Push (sc.String);
|
|
|
|
while (sc.MustGetString(), !sc.Compare ("{"))
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
if (names[0] == NAME_Untranslated)
|
|
|
|
{
|
2008-01-27 15:34:47 +00:00
|
|
|
sc.ScriptError ("The \"untranslated\" color may not have any other names");
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
2008-01-27 15:34:47 +00:00
|
|
|
names.Push (sc.String);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
parmchoice = 0;
|
|
|
|
info.StartParm[0] = parms.Size();
|
|
|
|
info.StartParm[1] = 0;
|
|
|
|
info.ParmLen[1] = info.ParmLen[0] = 0;
|
|
|
|
tparm.RangeEnd = tparm.RangeStart = -1;
|
|
|
|
|
2008-01-27 15:34:47 +00:00
|
|
|
while (sc.MustGetString(), !sc.Compare ("}"))
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2008-01-27 15:34:47 +00:00
|
|
|
if (sc.Compare ("Console:"))
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
if (parmchoice == 1)
|
|
|
|
{
|
2008-01-27 15:34:47 +00:00
|
|
|
sc.ScriptError ("Each color may only have one set of console ranges");
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
parmchoice = 1;
|
|
|
|
info.StartParm[1] = parms.Size();
|
|
|
|
info.ParmLen[0] = info.StartParm[1] - info.StartParm[0];
|
|
|
|
tparm.RangeEnd = tparm.RangeStart = -1;
|
|
|
|
}
|
2008-01-27 15:34:47 +00:00
|
|
|
else if (sc.Compare ("Flat:"))
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2008-01-27 15:34:47 +00:00
|
|
|
sc.MustGetString();
|
|
|
|
logcolor = V_GetColor (NULL, sc.String);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Get first color
|
2008-01-27 15:34:47 +00:00
|
|
|
c = V_GetColor (NULL, sc.String);
|
2008-01-27 11:25:03 +00:00
|
|
|
tparm.Start[0] = RPART(c);
|
|
|
|
tparm.Start[1] = GPART(c);
|
|
|
|
tparm.Start[2] = BPART(c);
|
|
|
|
|
|
|
|
// Get second color
|
2008-01-27 15:34:47 +00:00
|
|
|
sc.MustGetString();
|
|
|
|
c = V_GetColor (NULL, sc.String);
|
2008-01-27 11:25:03 +00:00
|
|
|
tparm.End[0] = RPART(c);
|
|
|
|
tparm.End[1] = GPART(c);
|
|
|
|
tparm.End[2] = BPART(c);
|
|
|
|
|
|
|
|
// Check for range specifier
|
2008-01-27 15:34:47 +00:00
|
|
|
if (sc.CheckNumber())
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2008-01-27 15:34:47 +00:00
|
|
|
if (tparm.RangeStart == -1 && sc.Number != 0)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2008-01-27 15:34:47 +00:00
|
|
|
sc.ScriptError ("The first color range must start at position 0");
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
2008-01-27 15:34:47 +00:00
|
|
|
if (sc.Number < 0 || sc.Number > 256)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2008-01-27 15:34:47 +00:00
|
|
|
sc.ScriptError ("The color range must be within positions [0,256]");
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
2008-01-27 15:34:47 +00:00
|
|
|
if (sc.Number <= tparm.RangeEnd)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2008-01-27 15:34:47 +00:00
|
|
|
sc.ScriptError ("The color range must not start before the previous one ends");
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
2008-01-27 15:34:47 +00:00
|
|
|
tparm.RangeStart = sc.Number;
|
2008-01-27 11:25:03 +00:00
|
|
|
|
2008-01-27 15:34:47 +00:00
|
|
|
sc.MustGetNumber();
|
|
|
|
if (sc.Number < 0 || sc.Number > 256)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2008-01-27 15:34:47 +00:00
|
|
|
sc.ScriptError ("The color range must be within positions [0,256]");
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
2008-01-27 15:34:47 +00:00
|
|
|
if (sc.Number <= tparm.RangeStart)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2008-01-27 15:34:47 +00:00
|
|
|
sc.ScriptError ("The color range end position must be larger than the start position");
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
2008-01-27 15:34:47 +00:00
|
|
|
tparm.RangeEnd = sc.Number;
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
tparm.RangeStart = tparm.RangeEnd + 1;
|
|
|
|
tparm.RangeEnd = 256;
|
|
|
|
if (tparm.RangeStart >= tparm.RangeEnd)
|
|
|
|
{
|
2008-01-27 15:34:47 +00:00
|
|
|
sc.ScriptError ("The color has too many ranges");
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
parms.Push (tparm);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
info.ParmLen[parmchoice] = parms.Size() - info.StartParm[parmchoice];
|
|
|
|
if (info.ParmLen[0] == 0)
|
|
|
|
{
|
|
|
|
if (names[0] != NAME_Untranslated)
|
|
|
|
{
|
2008-01-27 15:34:47 +00:00
|
|
|
sc.ScriptError ("There must be at least one normal range for a color");
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (names[0] == NAME_Untranslated)
|
|
|
|
{
|
2008-01-27 15:34:47 +00:00
|
|
|
sc.ScriptError ("The \"untranslated\" color must be left undefined");
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
if (info.ParmLen[1] == 0 && names[0] != NAME_Untranslated)
|
|
|
|
{ // If a console translation is unspecified, make it white, since the console
|
|
|
|
// font has no color information stored with it.
|
|
|
|
tparm.RangeStart = 0;
|
|
|
|
tparm.RangeEnd = 256;
|
|
|
|
tparm.Start[2] = tparm.Start[1] = tparm.Start[0] = 0;
|
|
|
|
tparm.End[2] = tparm.End[1] = tparm.End[0] = 255;
|
|
|
|
info.StartParm[1] = parms.Push (tparm);
|
|
|
|
info.ParmLen[1] = 1;
|
|
|
|
}
|
|
|
|
cinfo.ParmInfo = parminfo.Push (info);
|
|
|
|
// Record this color information for each name it goes by
|
|
|
|
for (i = 0; i < names.Size(); ++i)
|
|
|
|
{
|
|
|
|
// Redefine duplicates in-place
|
|
|
|
for (j = 0; j < colorinfo.Size(); ++j)
|
|
|
|
{
|
|
|
|
if (colorinfo[j].Name == names[i])
|
|
|
|
{
|
|
|
|
colorinfo[j].ParmInfo = cinfo.ParmInfo;
|
|
|
|
colorinfo[j].LogColor = logcolor;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (j == colorinfo.Size())
|
|
|
|
{
|
|
|
|
cinfo.Name = names[i];
|
|
|
|
cinfo.LogColor = logcolor;
|
|
|
|
colorinfo.Push (cinfo);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Make permananent copies of all the color information we found.
|
|
|
|
for (i = 0, index = 0; i < colorinfo.Size(); ++i)
|
|
|
|
{
|
|
|
|
TranslationMap tmap;
|
|
|
|
TempParmInfo *pinfo;
|
|
|
|
|
|
|
|
tmap.Name = colorinfo[i].Name;
|
|
|
|
pinfo = &parminfo[colorinfo[i].ParmInfo];
|
|
|
|
if (pinfo->Index < 0)
|
|
|
|
{
|
|
|
|
// Write out the set of remappings for this color.
|
|
|
|
for (k = 0; k < 2; ++k)
|
|
|
|
{
|
|
|
|
for (j = 0; j < pinfo->ParmLen[k]; ++j)
|
|
|
|
{
|
|
|
|
TranslationParms[k].Push (parms[pinfo->StartParm[k] + j]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
TranslationColors.Push (colorinfo[i].LogColor);
|
|
|
|
pinfo->Index = index++;
|
|
|
|
}
|
|
|
|
tmap.Number = pinfo->Index;
|
|
|
|
TranslationLookup.Push (tmap);
|
|
|
|
}
|
|
|
|
// Leave a terminating marker at the ends of the lists.
|
|
|
|
tparm.RangeStart = -1;
|
|
|
|
TranslationParms[0].Push (tparm);
|
|
|
|
TranslationParms[1].Push (tparm);
|
|
|
|
// Sort the translation lookups for fast binary searching.
|
|
|
|
qsort (&TranslationLookup[0], TranslationLookup.Size(), sizeof(TranslationLookup[0]), TranslationMapCompare);
|
|
|
|
|
|
|
|
NumTextColors = index;
|
|
|
|
assert (NumTextColors >= NUM_TEXT_COLORS);
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// TranslationMapCompare
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
static int STACK_ARGS TranslationMapCompare (const void *a, const void *b)
|
|
|
|
{
|
|
|
|
return int(((const TranslationMap *)a)->Name) - int(((const TranslationMap *)b)->Name);
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// V_FindFontColor
|
|
|
|
//
|
|
|
|
// Returns the color number for a particular named color range.
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
EColorRange V_FindFontColor (FName name)
|
|
|
|
{
|
|
|
|
int min = 0, max = TranslationLookup.Size() - 1;
|
|
|
|
|
|
|
|
while (min <= max)
|
|
|
|
{
|
|
|
|
unsigned int mid = (min + max) / 2;
|
|
|
|
const TranslationMap *probe = &TranslationLookup[mid];
|
|
|
|
if (probe->Name == name)
|
|
|
|
{
|
|
|
|
return EColorRange(probe->Number);
|
|
|
|
}
|
|
|
|
else if (probe->Name < name)
|
|
|
|
{
|
|
|
|
min = mid + 1;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
max = mid - 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return CR_UNTRANSLATED;
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// V_LogColorFromColorRange
|
|
|
|
//
|
|
|
|
// Returns the color to use for text in the startup/error log window.
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
PalEntry V_LogColorFromColorRange (EColorRange range)
|
|
|
|
{
|
|
|
|
if ((unsigned int)range >= TranslationColors.Size())
|
|
|
|
{ // Return default color
|
|
|
|
return DEFAULT_LOG_COLOR;
|
|
|
|
}
|
|
|
|
return TranslationColors[range];
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// V_ParseFontColor
|
|
|
|
//
|
|
|
|
// Given a pointer to a color identifier (presumably just after a color
|
|
|
|
// escape character), return the color it identifies and advances
|
|
|
|
// color_value to just past it.
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
EColorRange V_ParseFontColor (const BYTE *&color_value, int normalcolor, int boldcolor)
|
|
|
|
{
|
|
|
|
const BYTE *ch = color_value;
|
|
|
|
int newcolor = *ch++;
|
|
|
|
|
|
|
|
if (newcolor == '-') // Normal
|
|
|
|
{
|
|
|
|
newcolor = normalcolor;
|
|
|
|
}
|
|
|
|
else if (newcolor == '+') // Bold
|
|
|
|
{
|
|
|
|
newcolor = boldcolor;
|
|
|
|
}
|
|
|
|
else if (newcolor == '[') // Named
|
|
|
|
{
|
|
|
|
const BYTE *namestart = ch;
|
|
|
|
while (*ch != ']' && *ch != '\0')
|
|
|
|
{
|
|
|
|
ch++;
|
|
|
|
}
|
|
|
|
FName rangename((const char *)namestart, int(ch - namestart), true);
|
|
|
|
if (*ch != '\0')
|
|
|
|
{
|
|
|
|
ch++;
|
|
|
|
}
|
|
|
|
newcolor = V_FindFontColor (rangename);
|
|
|
|
}
|
|
|
|
else if (newcolor >= 'A' && newcolor < NUM_TEXT_COLORS + 'A') // Standard, uppercase
|
|
|
|
{
|
|
|
|
newcolor -= 'A';
|
|
|
|
}
|
|
|
|
else if (newcolor >= 'a' && newcolor < NUM_TEXT_COLORS + 'a') // Standard, lowercase
|
|
|
|
{
|
|
|
|
newcolor -= 'a';
|
|
|
|
}
|
|
|
|
else // Incomplete!
|
|
|
|
{
|
|
|
|
color_value = ch - (*ch == '\0');
|
|
|
|
return CR_UNDEFINED;
|
|
|
|
}
|
|
|
|
color_value = ch;
|
|
|
|
return EColorRange(newcolor);
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// V_InitFonts
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void V_InitFonts()
|
|
|
|
{
|
|
|
|
V_InitFontColors ();
|
|
|
|
V_InitCustomFonts ();
|
|
|
|
|
|
|
|
// load the heads-up font
|
|
|
|
if (!(SmallFont = FFont::FindFont("SmallFont")))
|
|
|
|
{
|
|
|
|
if (Wads.CheckNumForName ("FONTA_S") >= 0)
|
|
|
|
{
|
|
|
|
SmallFont = new FFont ("SmallFont", "FONTA%02u", HU_FONTSTART, HU_FONTSIZE, 1);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
SmallFont = new FFont ("SmallFont", "STCFN%.3d", HU_FONTSTART, HU_FONTSIZE, HU_FONTSTART);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (!(SmallFont2=FFont::FindFont("SmallFont2")))
|
|
|
|
{
|
|
|
|
if (Wads.CheckNumForName ("STBFN033", ns_graphics) >= 0)
|
|
|
|
{
|
|
|
|
SmallFont2 = new FFont ("SmallFont2", "STBFN%.3d", HU_FONTSTART, HU_FONTSIZE, HU_FONTSTART);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
SmallFont2 = SmallFont;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (!(BigFont=FFont::FindFont("BigFont")))
|
|
|
|
{
|
2008-09-01 19:08:19 +00:00
|
|
|
if (gameinfo.gametype & GAME_DoomChex)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
BigFont = new FSingleLumpFont ("BigFont", Wads.GetNumForName ("DBIGFONT"));
|
|
|
|
}
|
|
|
|
else if (gameinfo.gametype == GAME_Strife)
|
|
|
|
{
|
|
|
|
BigFont = new FSingleLumpFont ("BigFont", Wads.GetNumForName ("SBIGFONT"));
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
BigFont = new FFont ("BigFont", "FONTB%02u", HU_FONTSTART, HU_FONTSIZE, 1);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (!(ConFont=FFont::FindFont("ConsoleFont")))
|
|
|
|
{
|
|
|
|
ConFont = new FSingleLumpFont ("ConsoleFont", Wads.GetNumForName ("CONFONT"));
|
|
|
|
}
|
|
|
|
}
|
2008-09-15 23:47:00 +00:00
|
|
|
|