2008-01-27 11:25:03 +00:00
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/*
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** r_translate.cpp
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** Translatioo table handling
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include <stddef.h>
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#include "templates.h"
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#include "r_draw.h"
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2008-09-15 23:47:00 +00:00
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#include "r_main.h"
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2008-01-27 11:25:03 +00:00
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#include "r_translate.h"
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#include "v_video.h"
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#include "g_game.h"
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2008-09-15 23:47:00 +00:00
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#include "colormatcher.h"
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#include "d_netinf.h"
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#include "v_palette.h"
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2008-09-23 21:41:49 +00:00
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#include "sc_man.h"
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#include "doomerrors.h"
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#include "i_system.h"
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2008-01-27 11:25:03 +00:00
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#include "gi.h"
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#include "stats.h"
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TAutoGrowArray<FRemapTablePtr, FRemapTable *> translationtables[NUM_TRANSLATION_TABLES];
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2008-04-17 20:58:50 +00:00
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const BYTE IcePalette[16][3] =
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{
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{ 10, 8, 18 },
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{ 15, 15, 26 },
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{ 20, 16, 36 },
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{ 30, 26, 46 },
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{ 40, 36, 57 },
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{ 50, 46, 67 },
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{ 59, 57, 78 },
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{ 69, 67, 88 },
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{ 79, 77, 99 },
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{ 89, 87,109 },
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{ 99, 97,120 },
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{ 109,107,130 },
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{ 118,118,141 },
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{ 128,128,151 },
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{ 138,138,162 },
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{ 148,148,172 }
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};
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2008-01-27 11:25:03 +00:00
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/****************************************************/
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/****************************************************/
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FRemapTable::FRemapTable(int count)
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{
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assert(count <= 256);
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Alloc(count);
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// Note that the tables are left uninitialized. It is assumed that
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// the caller will do that next, if only by calling MakeIdentity().
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}
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2008-09-23 21:41:49 +00:00
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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2008-01-27 11:25:03 +00:00
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FRemapTable::~FRemapTable()
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{
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Free();
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}
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2008-09-23 21:41:49 +00:00
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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2008-01-27 11:25:03 +00:00
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void FRemapTable::Alloc(int count)
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{
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Remap = (BYTE *)M_Malloc(count*sizeof(*Remap) + count*sizeof(*Palette));
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assert (Remap != NULL);
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Palette = (PalEntry *)(Remap + count*(sizeof(*Remap)));
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Native = NULL;
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NumEntries = count;
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}
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2008-09-23 21:41:49 +00:00
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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2008-01-27 11:25:03 +00:00
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void FRemapTable::Free()
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{
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KillNative();
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if (Remap != NULL)
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{
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2008-02-20 16:51:40 +00:00
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M_Free(Remap);
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2008-01-27 11:25:03 +00:00
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Remap = NULL;
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Palette = NULL;
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NumEntries = 0;
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}
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}
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2008-09-23 21:41:49 +00:00
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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2008-01-27 11:25:03 +00:00
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FRemapTable::FRemapTable(const FRemapTable &o)
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{
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Remap = NULL;
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Native = NULL;
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NumEntries = 0;
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operator= (o);
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}
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2008-09-23 21:41:49 +00:00
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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2008-01-27 11:25:03 +00:00
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FRemapTable &FRemapTable::operator=(const FRemapTable &o)
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{
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if (&o == this)
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{
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return *this;
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}
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if (o.NumEntries != NumEntries)
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{
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Free();
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}
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if (Remap == NULL)
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{
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Alloc(o.NumEntries);
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}
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memcpy(Remap, o.Remap, NumEntries*sizeof(*Remap) + NumEntries*sizeof(*Palette));
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return *this;
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}
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2008-09-23 21:41:49 +00:00
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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2008-01-27 11:25:03 +00:00
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bool FRemapTable::operator==(const FRemapTable &o)
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{
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// Two translations are identical when they have the same amount of colors
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// and the palette values for both are identical.
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if (&o == this) return true;
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if (o.NumEntries != NumEntries) return false;
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return !memcmp(o.Palette, Palette, NumEntries * sizeof(*Palette));
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}
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2008-09-23 21:41:49 +00:00
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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2008-01-27 11:25:03 +00:00
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void FRemapTable::Serialize(FArchive &arc)
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{
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int n = NumEntries;
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arc << NumEntries;
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if (arc.IsStoring())
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{
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arc.Write (Remap, NumEntries);
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}
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else
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{
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if (n != NumEntries)
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{
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Free();
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Alloc(NumEntries);
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}
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arc.Read (Remap, NumEntries);
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}
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for (int j = 0; j < NumEntries; ++j)
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{
|
- Fixed: Fog for flooding floor textures into gaps created by missing wall textures
didn't work since a parameter changes necessitated by ZDoom's render style 'enhancement'.
Update to ZDoom r940:
SBarInfo Update #18:
- Simplified the DrawGraphic function in sbarinfo_display.cpp
- Added xOffset, yOffset, and alpha to every drawing function in
sbarinfo_display.cpp. So Strife popups can be handeled better and allow for
other effects (translucent bars?). I'm thinking about making a struct for
these five (also x and y) arguments so that the argument lists don't become a
mess.
- Changed DRAWIMAGE in sbarinfo_display.cpp to not use so many calls to
DrawGraphic.
- DrawKeyBar wasn't using screen->DrawTexture.
- Added a Fade transition for popups. It takes two args fade in rate and fade
out rate. Both are floats (1.0 = 1 tic to complete 0.5 = 2 tics to complete
and so on).
- Added a translucency arg to statusbars. 1.0 = opaque and 0.0 = invisible.
- Fixed: When an instrument's envelope runs out, it does not immediately ramp
to zero. Rather, it lets the remainder of the sample finish playing.
- Fixed: When playing a MIDI file with EMIDI track designations to turn a
track off, any ticks that had only events on the disabled track would cause
the delay for that track to be thrown away, and the following notes on
enabled tracks would play too soon. This could be heard quite clearly in
xplasma.mid, where track 4 (FMGlass Drone 1) would interfere with the timing
of tracks 13 and 14 (EP1 Melody and EP1 Echo).
- Fixed: DFlashFader did some operations in its destructor that had to be moved
to its Destroy method.
- Fixed: Dropped weapons from dying players should not double ammo.
- Fixed: When note_on() is called and another copy of the same note is
already playing on the channel, it should stop it with finish_note(), not
kill_note(). This can be clearly heard in the final cymbal crashes of
D_DM2TTL where TiMidity cuts them off because the final cymbals are played
with a velocity of 1 before the preceding cymbals have finished. (I wonder
if I should be setting the self_nonexclusive flag for GUS patches to
disable even this behavior, though, since gf1note.c doesn't turn off
duplicate notes.)
- Changed envelope handling to hopefully match the GUS player's. The most
egregious mistake TiMidity makes is to treat bit 6 as an envelope enable
bit. This is not what it does; every sample has an envelope. Rather, this
is a "no sampled release" flag. Also, despite fiddling with the
PATCH_SUSTAIN flag during instrument loading, TiMidity never actually
used it. Nor did it do anything at all with the PATCH_FAST_REL flag.
- Fixed: wbstartstruct's lump name fields were only 8 characters long
and not properly zero-terminated when all 8 characters were used.
- Fixed: Local sound sequence definitions caused a crash because a proper
NULL check was missing.
- Added translucent blending modes to FMultipatchTexture (not tested yet!)
- Also changed all true color texture creation functions to use proper alpha
values instead of inverted ones.
- Changed FRemapTable so that all palette entries must contain proper alpha
values.
- Fixed: The F1 screen check in m_menu.cpp was missing a NULL pointer check.
- Changed: The boss brain's explosions play weapons/rocklx which is an
unlimited sound. This can become extremely loud. Replaced with a new
sound which is just an alias to weapons/rocklx but has a limit of 4.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@98 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-25 10:00:54 +00:00
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arc << Palette[j];
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2008-01-27 11:25:03 +00:00
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}
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}
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2008-09-23 21:41:49 +00:00
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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2008-01-27 11:25:03 +00:00
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void FRemapTable::MakeIdentity()
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{
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int i;
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for (i = 0; i < NumEntries; ++i)
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{
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Remap[i] = i;
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}
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for (i = 0; i < NumEntries; ++i)
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{
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Palette[i] = GPalette.BaseColors[i];
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}
|
- Fixed: Fog for flooding floor textures into gaps created by missing wall textures
didn't work since a parameter changes necessitated by ZDoom's render style 'enhancement'.
Update to ZDoom r940:
SBarInfo Update #18:
- Simplified the DrawGraphic function in sbarinfo_display.cpp
- Added xOffset, yOffset, and alpha to every drawing function in
sbarinfo_display.cpp. So Strife popups can be handeled better and allow for
other effects (translucent bars?). I'm thinking about making a struct for
these five (also x and y) arguments so that the argument lists don't become a
mess.
- Changed DRAWIMAGE in sbarinfo_display.cpp to not use so many calls to
DrawGraphic.
- DrawKeyBar wasn't using screen->DrawTexture.
- Added a Fade transition for popups. It takes two args fade in rate and fade
out rate. Both are floats (1.0 = 1 tic to complete 0.5 = 2 tics to complete
and so on).
- Added a translucency arg to statusbars. 1.0 = opaque and 0.0 = invisible.
- Fixed: When an instrument's envelope runs out, it does not immediately ramp
to zero. Rather, it lets the remainder of the sample finish playing.
- Fixed: When playing a MIDI file with EMIDI track designations to turn a
track off, any ticks that had only events on the disabled track would cause
the delay for that track to be thrown away, and the following notes on
enabled tracks would play too soon. This could be heard quite clearly in
xplasma.mid, where track 4 (FMGlass Drone 1) would interfere with the timing
of tracks 13 and 14 (EP1 Melody and EP1 Echo).
- Fixed: DFlashFader did some operations in its destructor that had to be moved
to its Destroy method.
- Fixed: Dropped weapons from dying players should not double ammo.
- Fixed: When note_on() is called and another copy of the same note is
already playing on the channel, it should stop it with finish_note(), not
kill_note(). This can be clearly heard in the final cymbal crashes of
D_DM2TTL where TiMidity cuts them off because the final cymbals are played
with a velocity of 1 before the preceding cymbals have finished. (I wonder
if I should be setting the self_nonexclusive flag for GUS patches to
disable even this behavior, though, since gf1note.c doesn't turn off
duplicate notes.)
- Changed envelope handling to hopefully match the GUS player's. The most
egregious mistake TiMidity makes is to treat bit 6 as an envelope enable
bit. This is not what it does; every sample has an envelope. Rather, this
is a "no sampled release" flag. Also, despite fiddling with the
PATCH_SUSTAIN flag during instrument loading, TiMidity never actually
used it. Nor did it do anything at all with the PATCH_FAST_REL flag.
- Fixed: wbstartstruct's lump name fields were only 8 characters long
and not properly zero-terminated when all 8 characters were used.
- Fixed: Local sound sequence definitions caused a crash because a proper
NULL check was missing.
- Added translucent blending modes to FMultipatchTexture (not tested yet!)
- Also changed all true color texture creation functions to use proper alpha
values instead of inverted ones.
- Changed FRemapTable so that all palette entries must contain proper alpha
values.
- Fixed: The F1 screen check in m_menu.cpp was missing a NULL pointer check.
- Changed: The boss brain's explosions play weapons/rocklx which is an
unlimited sound. This can become extremely loud. Replaced with a new
sound which is just an alias to weapons/rocklx but has a limit of 4.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@98 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-25 10:00:54 +00:00
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|
for (i = 1; i < NumEntries; ++i)
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{
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Palette[i].a = 255;
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}
|
2008-01-27 11:25:03 +00:00
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|
}
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|
2008-09-23 21:41:49 +00:00
|
|
|
//----------------------------------------------------------------------------
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|
//
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//
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//
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//----------------------------------------------------------------------------
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2008-01-27 11:25:03 +00:00
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|
|
bool FRemapTable::IsIdentity() const
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{
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for (int j = 0; j < 256; ++j)
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{
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if (Remap[j] != j)
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{
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return false;
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|
}
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}
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return true;
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|
}
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|
2008-09-23 21:41:49 +00:00
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
//
|
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|
|
//
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
void FRemapTable::KillNative()
|
|
|
|
{
|
|
|
|
if (Native != NULL)
|
|
|
|
{
|
|
|
|
delete Native;
|
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|
Native = NULL;
|
|
|
|
}
|
|
|
|
}
|
|
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|
|
2008-09-23 21:41:49 +00:00
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
void FRemapTable::UpdateNative()
|
|
|
|
{
|
|
|
|
if (Native != NULL)
|
|
|
|
{
|
|
|
|
Native->Update();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2008-09-23 21:41:49 +00:00
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
FNativePalette *FRemapTable::GetNative()
|
|
|
|
{
|
|
|
|
if (Native == NULL)
|
|
|
|
{
|
|
|
|
Native = screen->CreatePalette(this);
|
|
|
|
}
|
|
|
|
return Native;
|
|
|
|
}
|
|
|
|
|
2008-09-23 21:41:49 +00:00
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
void FRemapTable::AddIndexRange(int start, int end, int pal1, int pal2)
|
|
|
|
{
|
|
|
|
fixed_t palcol, palstep;
|
|
|
|
|
|
|
|
if (start > end)
|
|
|
|
{
|
|
|
|
swap (start, end);
|
|
|
|
swap (pal1, pal2);
|
|
|
|
}
|
|
|
|
else if (start == end)
|
|
|
|
{
|
|
|
|
Remap[start] = pal1;
|
|
|
|
Palette[start] = GPalette.BaseColors[pal1];
|
- Fixed: Fog for flooding floor textures into gaps created by missing wall textures
didn't work since a parameter changes necessitated by ZDoom's render style 'enhancement'.
Update to ZDoom r940:
SBarInfo Update #18:
- Simplified the DrawGraphic function in sbarinfo_display.cpp
- Added xOffset, yOffset, and alpha to every drawing function in
sbarinfo_display.cpp. So Strife popups can be handeled better and allow for
other effects (translucent bars?). I'm thinking about making a struct for
these five (also x and y) arguments so that the argument lists don't become a
mess.
- Changed DRAWIMAGE in sbarinfo_display.cpp to not use so many calls to
DrawGraphic.
- DrawKeyBar wasn't using screen->DrawTexture.
- Added a Fade transition for popups. It takes two args fade in rate and fade
out rate. Both are floats (1.0 = 1 tic to complete 0.5 = 2 tics to complete
and so on).
- Added a translucency arg to statusbars. 1.0 = opaque and 0.0 = invisible.
- Fixed: When an instrument's envelope runs out, it does not immediately ramp
to zero. Rather, it lets the remainder of the sample finish playing.
- Fixed: When playing a MIDI file with EMIDI track designations to turn a
track off, any ticks that had only events on the disabled track would cause
the delay for that track to be thrown away, and the following notes on
enabled tracks would play too soon. This could be heard quite clearly in
xplasma.mid, where track 4 (FMGlass Drone 1) would interfere with the timing
of tracks 13 and 14 (EP1 Melody and EP1 Echo).
- Fixed: DFlashFader did some operations in its destructor that had to be moved
to its Destroy method.
- Fixed: Dropped weapons from dying players should not double ammo.
- Fixed: When note_on() is called and another copy of the same note is
already playing on the channel, it should stop it with finish_note(), not
kill_note(). This can be clearly heard in the final cymbal crashes of
D_DM2TTL where TiMidity cuts them off because the final cymbals are played
with a velocity of 1 before the preceding cymbals have finished. (I wonder
if I should be setting the self_nonexclusive flag for GUS patches to
disable even this behavior, though, since gf1note.c doesn't turn off
duplicate notes.)
- Changed envelope handling to hopefully match the GUS player's. The most
egregious mistake TiMidity makes is to treat bit 6 as an envelope enable
bit. This is not what it does; every sample has an envelope. Rather, this
is a "no sampled release" flag. Also, despite fiddling with the
PATCH_SUSTAIN flag during instrument loading, TiMidity never actually
used it. Nor did it do anything at all with the PATCH_FAST_REL flag.
- Fixed: wbstartstruct's lump name fields were only 8 characters long
and not properly zero-terminated when all 8 characters were used.
- Fixed: Local sound sequence definitions caused a crash because a proper
NULL check was missing.
- Added translucent blending modes to FMultipatchTexture (not tested yet!)
- Also changed all true color texture creation functions to use proper alpha
values instead of inverted ones.
- Changed FRemapTable so that all palette entries must contain proper alpha
values.
- Fixed: The F1 screen check in m_menu.cpp was missing a NULL pointer check.
- Changed: The boss brain's explosions play weapons/rocklx which is an
unlimited sound. This can become extremely loud. Replaced with a new
sound which is just an alias to weapons/rocklx but has a limit of 4.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@98 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-25 10:00:54 +00:00
|
|
|
Palette[start].a = start==0? 0:255;
|
2008-01-27 11:25:03 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
palcol = pal1 << FRACBITS;
|
|
|
|
palstep = ((pal2 << FRACBITS) - palcol) / (end - start);
|
|
|
|
for (int i = start; i <= end; palcol += palstep, ++i)
|
|
|
|
{
|
|
|
|
Remap[i] = palcol >> FRACBITS;
|
|
|
|
Palette[i] = GPalette.BaseColors[palcol >> FRACBITS];
|
- Fixed: Fog for flooding floor textures into gaps created by missing wall textures
didn't work since a parameter changes necessitated by ZDoom's render style 'enhancement'.
Update to ZDoom r940:
SBarInfo Update #18:
- Simplified the DrawGraphic function in sbarinfo_display.cpp
- Added xOffset, yOffset, and alpha to every drawing function in
sbarinfo_display.cpp. So Strife popups can be handeled better and allow for
other effects (translucent bars?). I'm thinking about making a struct for
these five (also x and y) arguments so that the argument lists don't become a
mess.
- Changed DRAWIMAGE in sbarinfo_display.cpp to not use so many calls to
DrawGraphic.
- DrawKeyBar wasn't using screen->DrawTexture.
- Added a Fade transition for popups. It takes two args fade in rate and fade
out rate. Both are floats (1.0 = 1 tic to complete 0.5 = 2 tics to complete
and so on).
- Added a translucency arg to statusbars. 1.0 = opaque and 0.0 = invisible.
- Fixed: When an instrument's envelope runs out, it does not immediately ramp
to zero. Rather, it lets the remainder of the sample finish playing.
- Fixed: When playing a MIDI file with EMIDI track designations to turn a
track off, any ticks that had only events on the disabled track would cause
the delay for that track to be thrown away, and the following notes on
enabled tracks would play too soon. This could be heard quite clearly in
xplasma.mid, where track 4 (FMGlass Drone 1) would interfere with the timing
of tracks 13 and 14 (EP1 Melody and EP1 Echo).
- Fixed: DFlashFader did some operations in its destructor that had to be moved
to its Destroy method.
- Fixed: Dropped weapons from dying players should not double ammo.
- Fixed: When note_on() is called and another copy of the same note is
already playing on the channel, it should stop it with finish_note(), not
kill_note(). This can be clearly heard in the final cymbal crashes of
D_DM2TTL where TiMidity cuts them off because the final cymbals are played
with a velocity of 1 before the preceding cymbals have finished. (I wonder
if I should be setting the self_nonexclusive flag for GUS patches to
disable even this behavior, though, since gf1note.c doesn't turn off
duplicate notes.)
- Changed envelope handling to hopefully match the GUS player's. The most
egregious mistake TiMidity makes is to treat bit 6 as an envelope enable
bit. This is not what it does; every sample has an envelope. Rather, this
is a "no sampled release" flag. Also, despite fiddling with the
PATCH_SUSTAIN flag during instrument loading, TiMidity never actually
used it. Nor did it do anything at all with the PATCH_FAST_REL flag.
- Fixed: wbstartstruct's lump name fields were only 8 characters long
and not properly zero-terminated when all 8 characters were used.
- Fixed: Local sound sequence definitions caused a crash because a proper
NULL check was missing.
- Added translucent blending modes to FMultipatchTexture (not tested yet!)
- Also changed all true color texture creation functions to use proper alpha
values instead of inverted ones.
- Changed FRemapTable so that all palette entries must contain proper alpha
values.
- Fixed: The F1 screen check in m_menu.cpp was missing a NULL pointer check.
- Changed: The boss brain's explosions play weapons/rocklx which is an
unlimited sound. This can become extremely loud. Replaced with a new
sound which is just an alias to weapons/rocklx but has a limit of 4.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@98 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-25 10:00:54 +00:00
|
|
|
Palette[i].a = i==0? 0:255;
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2008-09-23 21:41:49 +00:00
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
void FRemapTable::AddColorRange(int start, int end, int _r1,int _g1, int _b1, int _r2, int _g2, int _b2)
|
|
|
|
{
|
|
|
|
fixed_t r1 = _r1 << FRACBITS;
|
|
|
|
fixed_t g1 = _g1 << FRACBITS;
|
|
|
|
fixed_t b1 = _b1 << FRACBITS;
|
|
|
|
fixed_t r2 = _r2 << FRACBITS;
|
|
|
|
fixed_t g2 = _g2 << FRACBITS;
|
|
|
|
fixed_t b2 = _b2 << FRACBITS;
|
|
|
|
fixed_t r, g, b;
|
|
|
|
fixed_t rs, gs, bs;
|
|
|
|
|
|
|
|
if (start > end)
|
|
|
|
{
|
|
|
|
swap (start, end);
|
|
|
|
r = r2;
|
|
|
|
g = g2;
|
|
|
|
b = b2;
|
|
|
|
rs = r1 - r2;
|
|
|
|
gs = g1 - g2;
|
|
|
|
bs = b1 - b2;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
r = r1;
|
|
|
|
g = g1;
|
|
|
|
b = b1;
|
|
|
|
rs = r2 - r1;
|
|
|
|
gs = g2 - g1;
|
|
|
|
bs = b2 - b1;
|
|
|
|
}
|
|
|
|
if (start == end)
|
|
|
|
{
|
|
|
|
Remap[start] = ColorMatcher.Pick
|
|
|
|
(r >> FRACBITS, g >> FRACBITS, b >> FRACBITS);
|
|
|
|
Palette[start] = PalEntry(r >> FRACBITS, g >> FRACBITS, b >> FRACBITS);
|
- Fixed: Fog for flooding floor textures into gaps created by missing wall textures
didn't work since a parameter changes necessitated by ZDoom's render style 'enhancement'.
Update to ZDoom r940:
SBarInfo Update #18:
- Simplified the DrawGraphic function in sbarinfo_display.cpp
- Added xOffset, yOffset, and alpha to every drawing function in
sbarinfo_display.cpp. So Strife popups can be handeled better and allow for
other effects (translucent bars?). I'm thinking about making a struct for
these five (also x and y) arguments so that the argument lists don't become a
mess.
- Changed DRAWIMAGE in sbarinfo_display.cpp to not use so many calls to
DrawGraphic.
- DrawKeyBar wasn't using screen->DrawTexture.
- Added a Fade transition for popups. It takes two args fade in rate and fade
out rate. Both are floats (1.0 = 1 tic to complete 0.5 = 2 tics to complete
and so on).
- Added a translucency arg to statusbars. 1.0 = opaque and 0.0 = invisible.
- Fixed: When an instrument's envelope runs out, it does not immediately ramp
to zero. Rather, it lets the remainder of the sample finish playing.
- Fixed: When playing a MIDI file with EMIDI track designations to turn a
track off, any ticks that had only events on the disabled track would cause
the delay for that track to be thrown away, and the following notes on
enabled tracks would play too soon. This could be heard quite clearly in
xplasma.mid, where track 4 (FMGlass Drone 1) would interfere with the timing
of tracks 13 and 14 (EP1 Melody and EP1 Echo).
- Fixed: DFlashFader did some operations in its destructor that had to be moved
to its Destroy method.
- Fixed: Dropped weapons from dying players should not double ammo.
- Fixed: When note_on() is called and another copy of the same note is
already playing on the channel, it should stop it with finish_note(), not
kill_note(). This can be clearly heard in the final cymbal crashes of
D_DM2TTL where TiMidity cuts them off because the final cymbals are played
with a velocity of 1 before the preceding cymbals have finished. (I wonder
if I should be setting the self_nonexclusive flag for GUS patches to
disable even this behavior, though, since gf1note.c doesn't turn off
duplicate notes.)
- Changed envelope handling to hopefully match the GUS player's. The most
egregious mistake TiMidity makes is to treat bit 6 as an envelope enable
bit. This is not what it does; every sample has an envelope. Rather, this
is a "no sampled release" flag. Also, despite fiddling with the
PATCH_SUSTAIN flag during instrument loading, TiMidity never actually
used it. Nor did it do anything at all with the PATCH_FAST_REL flag.
- Fixed: wbstartstruct's lump name fields were only 8 characters long
and not properly zero-terminated when all 8 characters were used.
- Fixed: Local sound sequence definitions caused a crash because a proper
NULL check was missing.
- Added translucent blending modes to FMultipatchTexture (not tested yet!)
- Also changed all true color texture creation functions to use proper alpha
values instead of inverted ones.
- Changed FRemapTable so that all palette entries must contain proper alpha
values.
- Fixed: The F1 screen check in m_menu.cpp was missing a NULL pointer check.
- Changed: The boss brain's explosions play weapons/rocklx which is an
unlimited sound. This can become extremely loud. Replaced with a new
sound which is just an alias to weapons/rocklx but has a limit of 4.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@98 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-25 10:00:54 +00:00
|
|
|
Palette[start].a = start==0? 0:255;
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
rs /= (end - start);
|
|
|
|
gs /= (end - start);
|
|
|
|
bs /= (end - start);
|
|
|
|
for (int i = start; i <= end; ++i)
|
|
|
|
{
|
|
|
|
Remap[i] = ColorMatcher.Pick
|
|
|
|
(r >> FRACBITS, g >> FRACBITS, b >> FRACBITS);
|
- Fixed: Fog for flooding floor textures into gaps created by missing wall textures
didn't work since a parameter changes necessitated by ZDoom's render style 'enhancement'.
Update to ZDoom r940:
SBarInfo Update #18:
- Simplified the DrawGraphic function in sbarinfo_display.cpp
- Added xOffset, yOffset, and alpha to every drawing function in
sbarinfo_display.cpp. So Strife popups can be handeled better and allow for
other effects (translucent bars?). I'm thinking about making a struct for
these five (also x and y) arguments so that the argument lists don't become a
mess.
- Changed DRAWIMAGE in sbarinfo_display.cpp to not use so many calls to
DrawGraphic.
- DrawKeyBar wasn't using screen->DrawTexture.
- Added a Fade transition for popups. It takes two args fade in rate and fade
out rate. Both are floats (1.0 = 1 tic to complete 0.5 = 2 tics to complete
and so on).
- Added a translucency arg to statusbars. 1.0 = opaque and 0.0 = invisible.
- Fixed: When an instrument's envelope runs out, it does not immediately ramp
to zero. Rather, it lets the remainder of the sample finish playing.
- Fixed: When playing a MIDI file with EMIDI track designations to turn a
track off, any ticks that had only events on the disabled track would cause
the delay for that track to be thrown away, and the following notes on
enabled tracks would play too soon. This could be heard quite clearly in
xplasma.mid, where track 4 (FMGlass Drone 1) would interfere with the timing
of tracks 13 and 14 (EP1 Melody and EP1 Echo).
- Fixed: DFlashFader did some operations in its destructor that had to be moved
to its Destroy method.
- Fixed: Dropped weapons from dying players should not double ammo.
- Fixed: When note_on() is called and another copy of the same note is
already playing on the channel, it should stop it with finish_note(), not
kill_note(). This can be clearly heard in the final cymbal crashes of
D_DM2TTL where TiMidity cuts them off because the final cymbals are played
with a velocity of 1 before the preceding cymbals have finished. (I wonder
if I should be setting the self_nonexclusive flag for GUS patches to
disable even this behavior, though, since gf1note.c doesn't turn off
duplicate notes.)
- Changed envelope handling to hopefully match the GUS player's. The most
egregious mistake TiMidity makes is to treat bit 6 as an envelope enable
bit. This is not what it does; every sample has an envelope. Rather, this
is a "no sampled release" flag. Also, despite fiddling with the
PATCH_SUSTAIN flag during instrument loading, TiMidity never actually
used it. Nor did it do anything at all with the PATCH_FAST_REL flag.
- Fixed: wbstartstruct's lump name fields were only 8 characters long
and not properly zero-terminated when all 8 characters were used.
- Fixed: Local sound sequence definitions caused a crash because a proper
NULL check was missing.
- Added translucent blending modes to FMultipatchTexture (not tested yet!)
- Also changed all true color texture creation functions to use proper alpha
values instead of inverted ones.
- Changed FRemapTable so that all palette entries must contain proper alpha
values.
- Fixed: The F1 screen check in m_menu.cpp was missing a NULL pointer check.
- Changed: The boss brain's explosions play weapons/rocklx which is an
unlimited sound. This can become extremely loud. Replaced with a new
sound which is just an alias to weapons/rocklx but has a limit of 4.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@98 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-25 10:00:54 +00:00
|
|
|
Palette[i] = PalEntry(start==0? 0:255, r >> FRACBITS, g >> FRACBITS, b >> FRACBITS);
|
2008-01-27 11:25:03 +00:00
|
|
|
r += rs;
|
|
|
|
g += gs;
|
|
|
|
b += bs;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2008-09-23 21:41:49 +00:00
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
|
|
|
|
void FRemapTable::AddToTranslation(const char * range)
|
|
|
|
{
|
|
|
|
int start,end;
|
|
|
|
FScanner sc;
|
|
|
|
|
|
|
|
sc.OpenMem("translation", range, int(strlen(range)));
|
|
|
|
sc.SetCMode(true);
|
|
|
|
|
|
|
|
try
|
|
|
|
{
|
|
|
|
sc.MustGetToken(TK_IntConst);
|
|
|
|
start = sc.Number;
|
|
|
|
sc.MustGetToken(':');
|
|
|
|
sc.MustGetToken(TK_IntConst);
|
|
|
|
end = sc.Number;
|
|
|
|
sc.MustGetToken('=');
|
|
|
|
if (!sc.CheckToken('['))
|
|
|
|
{
|
|
|
|
int pal1,pal2;
|
|
|
|
|
|
|
|
sc.MustGetToken(TK_IntConst);
|
|
|
|
pal1 = sc.Number;
|
|
|
|
sc.MustGetToken(':');
|
|
|
|
sc.MustGetToken(TK_IntConst);
|
|
|
|
pal2 = sc.Number;
|
|
|
|
AddIndexRange(start, end, pal1, pal2);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// translation using RGB values
|
|
|
|
int r1,g1,b1,r2,g2,b2;
|
|
|
|
|
|
|
|
sc.MustGetToken(TK_IntConst);
|
|
|
|
r1 = sc.Number;
|
|
|
|
sc.MustGetToken(',');
|
|
|
|
|
|
|
|
sc.MustGetToken(TK_IntConst);
|
|
|
|
g1 = sc.Number;
|
|
|
|
sc.MustGetToken(',');
|
|
|
|
|
|
|
|
sc.MustGetToken(TK_IntConst);
|
|
|
|
b1 = sc.Number;
|
|
|
|
sc.MustGetToken(']');
|
|
|
|
sc.MustGetToken(':');
|
|
|
|
sc.MustGetToken('[');
|
|
|
|
|
|
|
|
sc.MustGetToken(TK_IntConst);
|
|
|
|
r2 = sc.Number;
|
|
|
|
sc.MustGetToken(',');
|
|
|
|
|
|
|
|
sc.MustGetToken(TK_IntConst);
|
|
|
|
g2 = sc.Number;
|
|
|
|
sc.MustGetToken(',');
|
|
|
|
|
|
|
|
sc.MustGetToken(TK_IntConst);
|
|
|
|
b2 = sc.Number;
|
|
|
|
sc.MustGetToken(']');
|
|
|
|
|
|
|
|
AddColorRange(start, end, r1, g1, b1, r2, g2, b2);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
catch (CRecoverableError &err)
|
|
|
|
{
|
2008-09-28 22:18:50 +00:00
|
|
|
Printf("Error in translation '%s':\n%s\n", range, err.GetMessage());
|
2008-09-23 21:41:49 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// Stores a copy of this translation in the DECORATE translation table
|
|
|
|
//
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
|
|
|
|
int FRemapTable::StoreTranslation()
|
|
|
|
{
|
|
|
|
unsigned int i;
|
|
|
|
|
|
|
|
for (i = 0; i < translationtables[TRANSLATION_Decorate].Size(); i++)
|
|
|
|
{
|
|
|
|
if (*this == *translationtables[TRANSLATION_Decorate][i])
|
|
|
|
{
|
|
|
|
// A duplicate of this translation already exists
|
|
|
|
return TRANSLATION(TRANSLATION_Decorate, i);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (translationtables[TRANSLATION_Decorate].Size() >= MAX_DECORATE_TRANSLATIONS)
|
|
|
|
{
|
|
|
|
I_Error("Too many DECORATE translations");
|
|
|
|
}
|
|
|
|
FRemapTable *newtrans = new FRemapTable;
|
|
|
|
*newtrans = *this;
|
|
|
|
i = translationtables[TRANSLATION_Decorate].Push(newtrans);
|
|
|
|
return TRANSLATION(TRANSLATION_Decorate, i);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
|
|
|
|
TArray<PalEntry> BloodTranslationColors;
|
|
|
|
|
|
|
|
int CreateBloodTranslation(PalEntry color)
|
|
|
|
{
|
|
|
|
unsigned int i;
|
|
|
|
|
|
|
|
if (BloodTranslationColors.Size() == 0)
|
|
|
|
{
|
|
|
|
// Don't use the first slot.
|
|
|
|
translationtables[TRANSLATION_Blood].Push(NULL);
|
|
|
|
BloodTranslationColors.Push(0);
|
|
|
|
}
|
|
|
|
|
|
|
|
for (i = 1; i < BloodTranslationColors.Size(); i++)
|
|
|
|
{
|
|
|
|
if (color.r == BloodTranslationColors[i].r &&
|
|
|
|
color.g == BloodTranslationColors[i].g &&
|
|
|
|
color.b == BloodTranslationColors[i].b)
|
|
|
|
{
|
|
|
|
// A duplicate of this translation already exists
|
|
|
|
return i;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (BloodTranslationColors.Size() >= MAX_DECORATE_TRANSLATIONS)
|
|
|
|
{
|
|
|
|
I_Error("Too many blood colors");
|
|
|
|
}
|
|
|
|
FRemapTable *trans = new FRemapTable;
|
|
|
|
for (i = 0; i < 256; i++)
|
|
|
|
{
|
|
|
|
int bright = MAX(MAX(GPalette.BaseColors[i].r, GPalette.BaseColors[i].g), GPalette.BaseColors[i].b);
|
|
|
|
PalEntry pe = PalEntry(color.r*bright/255, color.g*bright/255, color.b*bright/255);
|
|
|
|
int entry = ColorMatcher.Pick(pe.r, pe.g, pe.b);
|
|
|
|
|
|
|
|
trans->Palette[i] = pe;
|
|
|
|
trans->Remap[i] = entry;
|
|
|
|
}
|
|
|
|
translationtables[TRANSLATION_Blood].Push(trans);
|
|
|
|
return BloodTranslationColors.Push(color);
|
|
|
|
}
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//----------------------------------------------------------------------------
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
FRemapTable *TranslationToTable(int translation)
|
|
|
|
{
|
|
|
|
unsigned int type = GetTranslationType(translation);
|
|
|
|
unsigned int index = GetTranslationIndex(translation);
|
|
|
|
TAutoGrowArray<FRemapTablePtr, FRemapTable *> *slots;
|
|
|
|
|
|
|
|
if (type <= 0 || type >= NUM_TRANSLATION_TABLES)
|
|
|
|
{
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
slots = &translationtables[type];
|
|
|
|
if (index >= slots->Size())
|
|
|
|
{
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
return slots->operator[](index);
|
|
|
|
}
|
|
|
|
|
2008-09-23 21:41:49 +00:00
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
static void PushIdentityTable(int slot)
|
|
|
|
{
|
|
|
|
FRemapTable *table = new FRemapTable;
|
|
|
|
table->MakeIdentity();
|
|
|
|
translationtables[slot].Push(table);
|
|
|
|
}
|
|
|
|
|
2008-09-23 21:41:49 +00:00
|
|
|
//----------------------------------------------------------------------------
|
2008-01-27 11:25:03 +00:00
|
|
|
//
|
|
|
|
// R_InitTranslationTables
|
|
|
|
// Creates the translation tables to map the green color ramp to gray,
|
|
|
|
// brown, red. Assumes a given structure of the PLAYPAL.
|
|
|
|
//
|
2008-09-23 21:41:49 +00:00
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
void R_InitTranslationTables ()
|
|
|
|
{
|
|
|
|
int i, j;
|
|
|
|
|
|
|
|
// Each player gets two translations. Doom and Strife don't use the
|
|
|
|
// extra ones, but Heretic and Hexen do. These are set up during
|
|
|
|
// netgame arbitration and as-needed, so they just get to be identity
|
|
|
|
// maps until then so they won't be invalid.
|
|
|
|
for (i = 0; i < MAXPLAYERS; ++i)
|
|
|
|
{
|
|
|
|
PushIdentityTable(TRANSLATION_Players);
|
|
|
|
PushIdentityTable(TRANSLATION_PlayersExtra);
|
|
|
|
}
|
|
|
|
// The menu player also gets a separate translation table
|
|
|
|
PushIdentityTable(TRANSLATION_Players);
|
|
|
|
|
|
|
|
// The three standard translations from Doom or Heretic (seven for Strife),
|
|
|
|
// plus the generic ice translation.
|
|
|
|
for (i = 0; i < 8; ++i)
|
|
|
|
{
|
|
|
|
PushIdentityTable(TRANSLATION_Standard);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Each player corpse has its own translation so they won't change
|
|
|
|
// color if the player who created them changes theirs.
|
|
|
|
for (i = 0; i < BODYQUESIZE; ++i)
|
|
|
|
{
|
|
|
|
PushIdentityTable(TRANSLATION_PlayerCorpses);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Create the standard translation tables
|
2008-09-01 19:08:19 +00:00
|
|
|
if (gameinfo.gametype & GAME_DoomChex)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
for (i = 0x70; i < 0x80; i++)
|
|
|
|
{ // map green ramp to gray, brown, red
|
|
|
|
translationtables[TRANSLATION_Standard][0]->Remap[i] = 0x60 + (i&0xf);
|
|
|
|
translationtables[TRANSLATION_Standard][1]->Remap[i] = 0x40 + (i&0xf);
|
|
|
|
translationtables[TRANSLATION_Standard][2]->Remap[i] = 0x20 + (i&0xf);
|
|
|
|
|
- Fixed: When walking on sloped 3D-floors, P_TryMove got the floor position from the
sector's actual floor instead from the 3D-floor.
- Fixed: Brightmaps were not disabled when fog was defined with a fadetable command in
MAPINFO.
Update to ZDoom r994:
- Fixed: The compatibility searches for teleport destinations did not work
properly when the teleporter had both a tid and a tag. Now, if a teleporter
has a tag these are skipped because they are only present for Hexen
compatibility.
- Fixed: The first texture in a TEXTURE1 lump, although invalid when used
elsewhere, must be usable as sky (see Requiem.wad's SKY3.)
- Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for
automatic fake contrast.
- Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead
of manipulating the sides' light values individually. This allows changing
the fake contrast at run time and also allows adding individual relative
lighting on top of it which is a planned UDMF feature.
- Fixed: ActorStencilColor() did not set the palette part of the actor's
fill color, so it would always produce black for STYLE_Shaded.
- Added volume reduction for stereo sounds played in 3D to obtain levels
closer to FMOD 3, which downmixed all stereo sounds to mono before
playing them in 3D. Also added experimental 3D spread for stereo sounds
so that you can actually hear them in stereo.
- Reworked a few options that previously depended on LEVEL_HEXENFORMAT
(actors being forced to the ground by instantly moving sectors, strife
railing handling and shooting lines with a non-zero but unassigned tag.)
With UDMF such semantics have to be handled diffently.
- finalized UDMF 1.0 implementation.
- Added Martin Howe's latest morph update.
- Fixed: When R_DrawTiltedPlane() calculates the p vector, it can overflow
if the view is near the bounds of the fixed point coordinate system. This
happens because it rotates the view position around (0,0) according to
the current viewangle, so the resultant coordinate may be outside the
bounds of fixed point. All important math in this function is now done
entirely in floating point.
- Fixed: Slopes didn't draw right on 64-bit platforms.
- Fixed: With hardware 2D, the console and menu need not reimplement palette
flashes to ensure their visibility.
- Fixed: DFlashFader::Destroy() did not call its super method.
- Fixed: If a player was morphed into a class with a taller view height,
their perceived view height would not change until they walked up a step.
- Since KDIZD is the only mapset I know of that used reverb, and it didn't
define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump
to REVERBS to remove any possible misunderstanding that this is something
that requires EAX hardware support. (Ideally, it would have been REVERBDEF,
but that's 10 characters long.) The eaxedit console command has also been
renamed to reverbedit for the same reason.
- Fixed: The Palette part of FRemapTable was not initialized with alpha values
other than 0. I'm not sure if it would be better to fix this in the game
palette that it copies from or not, but right now, they get set
unconditionally to 255.
- Fixed: M_DrawSave() and M_DrawLoad() need to use GetScaledWidth(), in case
the texture is high-res.
- Replaced all instances of "flags +=" in sbarinfo_parser.cpp with "flags |="
so that using the same flag multiple times will not have unexpected results.
(sbarinfo update #21)
- Added: sigil image type to correctly draw the sigil's icon.
- Added: Strife inventory bar style. This is the only style that is radically
different from the others. First of all it changes the SELECTBO to be
INVCURS and draws it before the icons. Each box is changed to have a width
of 35 pixels instead of 31 pixels. And the INVCURS graphic is drawn at
(x-6, y-2).
- Added: whennnotzero flag to drawnumber which will cause it to draw nothing if
the value is 0.
- Fixed: New mugshot code would not leave the god state when it was supposed to
enter the rampage state.
- Fixed: The ouch state was mostly broken.
(SBarInfo Update #20)
- Added: hasweaponpiece command to check for custom weapon pieces.
- Added: usessecondaryammo command to check if the current weapon has a second
ammo type.
- Most of SBarInfo's mugshot scripting can be used with the default Doom status
bar.
- Fixed: By default drawmugshot would never come out of normal god mode state.
In addition the state change to and from god mode was not quite as responsive
as the original code.
- Fixed: When FTextureManager::CheckForTexture finds a matching NULL texture
it should always return 0, not the actual texture's index.
- Fixed coordinate checks for objects on 3DMidtex lines.
- Fixed: All translucent blending operations for CopyColors must treat an
alpha of 0 so that the pixel is not modified or texture composition as
intended will not work.
- Fixed: 3D hardware texture filling did not copy pixels with 0 alpha,
preserving whatever was underneath in the texture box previously.
- Fixed: s_sound.cpp had its own idea of whether or not sounds were paused
and did not entirely keep it in sync with the sound system's. This meant
that when starting a new game from the menu, all sounds were played as
menu sounds until you did something to pause the game, because s_sound.cpp
thought sounds were unpaused, while the FMOD system thought they were.
- I finally managed to test the translucency options for composite texture
definitions in HIRESTEX. The feature should be complete now.
- Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the
DECORATE convention.
- Added Snowkate709's A_CheckTargetInLOS addition.
- Added listmaps CCMD.
- Revised underwater effect now uses a lowpass filter in combination with an
optional freeverb unit.
- Removed ResetEnvironment hack, since with software reverb, losing the
existing reverb when focus is lost isn't a problem.
- Commented out the TiMidity FIXME messages.
- Fixed: FBarShader::GetColumn() passed incorrect information to the software
renderer for horizontal bars.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@107 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-23 17:58:17 +00:00
|
|
|
translationtables[TRANSLATION_Standard][0]->Palette[i] = GPalette.BaseColors[0x60 + (i&0xf)] | MAKEARGB(255,0,0,0);
|
|
|
|
translationtables[TRANSLATION_Standard][1]->Palette[i] = GPalette.BaseColors[0x40 + (i&0xf)] | MAKEARGB(255,0,0,0);
|
|
|
|
translationtables[TRANSLATION_Standard][2]->Palette[i] = GPalette.BaseColors[0x20 + (i&0xf)] | MAKEARGB(255,0,0,0);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (gameinfo.gametype == GAME_Heretic)
|
|
|
|
{
|
|
|
|
for (i = 225; i <= 240; i++)
|
|
|
|
{
|
|
|
|
translationtables[TRANSLATION_Standard][0]->Remap[i] = 114+(i-225); // yellow
|
|
|
|
translationtables[TRANSLATION_Standard][1]->Remap[i] = 145+(i-225); // red
|
|
|
|
translationtables[TRANSLATION_Standard][2]->Remap[i] = 190+(i-225); // blue
|
|
|
|
|
- Fixed: When walking on sloped 3D-floors, P_TryMove got the floor position from the
sector's actual floor instead from the 3D-floor.
- Fixed: Brightmaps were not disabled when fog was defined with a fadetable command in
MAPINFO.
Update to ZDoom r994:
- Fixed: The compatibility searches for teleport destinations did not work
properly when the teleporter had both a tid and a tag. Now, if a teleporter
has a tag these are skipped because they are only present for Hexen
compatibility.
- Fixed: The first texture in a TEXTURE1 lump, although invalid when used
elsewhere, must be usable as sky (see Requiem.wad's SKY3.)
- Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for
automatic fake contrast.
- Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead
of manipulating the sides' light values individually. This allows changing
the fake contrast at run time and also allows adding individual relative
lighting on top of it which is a planned UDMF feature.
- Fixed: ActorStencilColor() did not set the palette part of the actor's
fill color, so it would always produce black for STYLE_Shaded.
- Added volume reduction for stereo sounds played in 3D to obtain levels
closer to FMOD 3, which downmixed all stereo sounds to mono before
playing them in 3D. Also added experimental 3D spread for stereo sounds
so that you can actually hear them in stereo.
- Reworked a few options that previously depended on LEVEL_HEXENFORMAT
(actors being forced to the ground by instantly moving sectors, strife
railing handling and shooting lines with a non-zero but unassigned tag.)
With UDMF such semantics have to be handled diffently.
- finalized UDMF 1.0 implementation.
- Added Martin Howe's latest morph update.
- Fixed: When R_DrawTiltedPlane() calculates the p vector, it can overflow
if the view is near the bounds of the fixed point coordinate system. This
happens because it rotates the view position around (0,0) according to
the current viewangle, so the resultant coordinate may be outside the
bounds of fixed point. All important math in this function is now done
entirely in floating point.
- Fixed: Slopes didn't draw right on 64-bit platforms.
- Fixed: With hardware 2D, the console and menu need not reimplement palette
flashes to ensure their visibility.
- Fixed: DFlashFader::Destroy() did not call its super method.
- Fixed: If a player was morphed into a class with a taller view height,
their perceived view height would not change until they walked up a step.
- Since KDIZD is the only mapset I know of that used reverb, and it didn't
define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump
to REVERBS to remove any possible misunderstanding that this is something
that requires EAX hardware support. (Ideally, it would have been REVERBDEF,
but that's 10 characters long.) The eaxedit console command has also been
renamed to reverbedit for the same reason.
- Fixed: The Palette part of FRemapTable was not initialized with alpha values
other than 0. I'm not sure if it would be better to fix this in the game
palette that it copies from or not, but right now, they get set
unconditionally to 255.
- Fixed: M_DrawSave() and M_DrawLoad() need to use GetScaledWidth(), in case
the texture is high-res.
- Replaced all instances of "flags +=" in sbarinfo_parser.cpp with "flags |="
so that using the same flag multiple times will not have unexpected results.
(sbarinfo update #21)
- Added: sigil image type to correctly draw the sigil's icon.
- Added: Strife inventory bar style. This is the only style that is radically
different from the others. First of all it changes the SELECTBO to be
INVCURS and draws it before the icons. Each box is changed to have a width
of 35 pixels instead of 31 pixels. And the INVCURS graphic is drawn at
(x-6, y-2).
- Added: whennnotzero flag to drawnumber which will cause it to draw nothing if
the value is 0.
- Fixed: New mugshot code would not leave the god state when it was supposed to
enter the rampage state.
- Fixed: The ouch state was mostly broken.
(SBarInfo Update #20)
- Added: hasweaponpiece command to check for custom weapon pieces.
- Added: usessecondaryammo command to check if the current weapon has a second
ammo type.
- Most of SBarInfo's mugshot scripting can be used with the default Doom status
bar.
- Fixed: By default drawmugshot would never come out of normal god mode state.
In addition the state change to and from god mode was not quite as responsive
as the original code.
- Fixed: When FTextureManager::CheckForTexture finds a matching NULL texture
it should always return 0, not the actual texture's index.
- Fixed coordinate checks for objects on 3DMidtex lines.
- Fixed: All translucent blending operations for CopyColors must treat an
alpha of 0 so that the pixel is not modified or texture composition as
intended will not work.
- Fixed: 3D hardware texture filling did not copy pixels with 0 alpha,
preserving whatever was underneath in the texture box previously.
- Fixed: s_sound.cpp had its own idea of whether or not sounds were paused
and did not entirely keep it in sync with the sound system's. This meant
that when starting a new game from the menu, all sounds were played as
menu sounds until you did something to pause the game, because s_sound.cpp
thought sounds were unpaused, while the FMOD system thought they were.
- I finally managed to test the translucency options for composite texture
definitions in HIRESTEX. The feature should be complete now.
- Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the
DECORATE convention.
- Added Snowkate709's A_CheckTargetInLOS addition.
- Added listmaps CCMD.
- Revised underwater effect now uses a lowpass filter in combination with an
optional freeverb unit.
- Removed ResetEnvironment hack, since with software reverb, losing the
existing reverb when focus is lost isn't a problem.
- Commented out the TiMidity FIXME messages.
- Fixed: FBarShader::GetColumn() passed incorrect information to the software
renderer for horizontal bars.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@107 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-23 17:58:17 +00:00
|
|
|
translationtables[TRANSLATION_Standard][0]->Palette[i] = GPalette.BaseColors[114+(i-225)] | MAKEARGB(255,0,0,0);
|
|
|
|
translationtables[TRANSLATION_Standard][1]->Palette[i] = GPalette.BaseColors[145+(i-225)] | MAKEARGB(255,0,0,0);
|
|
|
|
translationtables[TRANSLATION_Standard][2]->Palette[i] = GPalette.BaseColors[190+(i-225)] | MAKEARGB(255,0,0,0);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (gameinfo.gametype == GAME_Strife)
|
|
|
|
{
|
|
|
|
for (i = 0x20; i <= 0x3F; ++i)
|
|
|
|
{
|
|
|
|
translationtables[TRANSLATION_Standard][0]->Remap[i] = i - 0x20;
|
|
|
|
translationtables[TRANSLATION_Standard][1]->Remap[i] = i - 0x20;
|
|
|
|
translationtables[TRANSLATION_Standard][2]->Remap[i] = 0xD0 + (i&0xf);
|
|
|
|
translationtables[TRANSLATION_Standard][3]->Remap[i] = 0xD0 + (i&0xf);
|
|
|
|
translationtables[TRANSLATION_Standard][4]->Remap[i] = i - 0x20;
|
|
|
|
translationtables[TRANSLATION_Standard][5]->Remap[i] = i - 0x20;
|
|
|
|
translationtables[TRANSLATION_Standard][6]->Remap[i] = i - 0x20;
|
|
|
|
}
|
|
|
|
for (i = 0x50; i <= 0x5F; ++i)
|
|
|
|
{
|
|
|
|
// Merchant hair
|
|
|
|
translationtables[TRANSLATION_Standard][4]->Remap[i] = 0x80 + (i&0xf);
|
|
|
|
translationtables[TRANSLATION_Standard][5]->Remap[i] = 0x10 + (i&0xf);
|
|
|
|
translationtables[TRANSLATION_Standard][6]->Remap[i] = 0x40 + (i&0xf);
|
|
|
|
}
|
|
|
|
for (i = 0x80; i <= 0x8F; ++i)
|
|
|
|
{
|
|
|
|
translationtables[TRANSLATION_Standard][0]->Remap[i] = 0x40 + (i&0xf); // red
|
|
|
|
translationtables[TRANSLATION_Standard][1]->Remap[i] = 0xB0 + (i&0xf); // rust
|
|
|
|
translationtables[TRANSLATION_Standard][2]->Remap[i] = 0x10 + (i&0xf); // gray
|
|
|
|
translationtables[TRANSLATION_Standard][3]->Remap[i] = 0x30 + (i&0xf); // dark green
|
|
|
|
translationtables[TRANSLATION_Standard][4]->Remap[i] = 0x50 + (i&0xf); // gold
|
|
|
|
translationtables[TRANSLATION_Standard][5]->Remap[i] = 0x60 + (i&0xf); // bright green
|
|
|
|
translationtables[TRANSLATION_Standard][6]->Remap[i] = 0x90 + (i&0xf); // blue
|
|
|
|
}
|
|
|
|
for (i = 0xC0; i <= 0xCF; ++i)
|
|
|
|
{
|
|
|
|
translationtables[TRANSLATION_Standard][4]->Remap[i] = 0xA0 + (i&0xf);
|
|
|
|
translationtables[TRANSLATION_Standard][5]->Remap[i] = 0x20 + (i&0xf);
|
|
|
|
translationtables[TRANSLATION_Standard][6]->Remap[i] = (i&0xf);
|
|
|
|
}
|
|
|
|
translationtables[TRANSLATION_Standard][6]->Remap[0xC0] = 1;
|
|
|
|
for (i = 0xD0; i <= 0xDF; ++i)
|
|
|
|
{
|
|
|
|
translationtables[TRANSLATION_Standard][4]->Remap[i] = 0xB0 + (i&0xf);
|
|
|
|
translationtables[TRANSLATION_Standard][5]->Remap[i] = 0x30 + (i&0xf);
|
|
|
|
translationtables[TRANSLATION_Standard][6]->Remap[i] = 0x10 + (i&0xf);
|
|
|
|
}
|
|
|
|
for (i = 0xF1; i <= 0xF6; ++i)
|
|
|
|
{
|
|
|
|
translationtables[TRANSLATION_Standard][0]->Remap[i] = 0xDF + (i&0xf);
|
|
|
|
}
|
|
|
|
for (i = 0xF7; i <= 0xFB; ++i)
|
|
|
|
{
|
|
|
|
translationtables[TRANSLATION_Standard][0]->Remap[i] = i - 6;
|
|
|
|
}
|
|
|
|
for (i = 0; i < 7; ++i)
|
|
|
|
{
|
|
|
|
for (int j = 0x20; j <= 0xFB; ++j)
|
|
|
|
{
|
|
|
|
translationtables[TRANSLATION_Standard][i]->Palette[j] =
|
- Fixed: When walking on sloped 3D-floors, P_TryMove got the floor position from the
sector's actual floor instead from the 3D-floor.
- Fixed: Brightmaps were not disabled when fog was defined with a fadetable command in
MAPINFO.
Update to ZDoom r994:
- Fixed: The compatibility searches for teleport destinations did not work
properly when the teleporter had both a tid and a tag. Now, if a teleporter
has a tag these are skipped because they are only present for Hexen
compatibility.
- Fixed: The first texture in a TEXTURE1 lump, although invalid when used
elsewhere, must be usable as sky (see Requiem.wad's SKY3.)
- Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for
automatic fake contrast.
- Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead
of manipulating the sides' light values individually. This allows changing
the fake contrast at run time and also allows adding individual relative
lighting on top of it which is a planned UDMF feature.
- Fixed: ActorStencilColor() did not set the palette part of the actor's
fill color, so it would always produce black for STYLE_Shaded.
- Added volume reduction for stereo sounds played in 3D to obtain levels
closer to FMOD 3, which downmixed all stereo sounds to mono before
playing them in 3D. Also added experimental 3D spread for stereo sounds
so that you can actually hear them in stereo.
- Reworked a few options that previously depended on LEVEL_HEXENFORMAT
(actors being forced to the ground by instantly moving sectors, strife
railing handling and shooting lines with a non-zero but unassigned tag.)
With UDMF such semantics have to be handled diffently.
- finalized UDMF 1.0 implementation.
- Added Martin Howe's latest morph update.
- Fixed: When R_DrawTiltedPlane() calculates the p vector, it can overflow
if the view is near the bounds of the fixed point coordinate system. This
happens because it rotates the view position around (0,0) according to
the current viewangle, so the resultant coordinate may be outside the
bounds of fixed point. All important math in this function is now done
entirely in floating point.
- Fixed: Slopes didn't draw right on 64-bit platforms.
- Fixed: With hardware 2D, the console and menu need not reimplement palette
flashes to ensure their visibility.
- Fixed: DFlashFader::Destroy() did not call its super method.
- Fixed: If a player was morphed into a class with a taller view height,
their perceived view height would not change until they walked up a step.
- Since KDIZD is the only mapset I know of that used reverb, and it didn't
define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump
to REVERBS to remove any possible misunderstanding that this is something
that requires EAX hardware support. (Ideally, it would have been REVERBDEF,
but that's 10 characters long.) The eaxedit console command has also been
renamed to reverbedit for the same reason.
- Fixed: The Palette part of FRemapTable was not initialized with alpha values
other than 0. I'm not sure if it would be better to fix this in the game
palette that it copies from or not, but right now, they get set
unconditionally to 255.
- Fixed: M_DrawSave() and M_DrawLoad() need to use GetScaledWidth(), in case
the texture is high-res.
- Replaced all instances of "flags +=" in sbarinfo_parser.cpp with "flags |="
so that using the same flag multiple times will not have unexpected results.
(sbarinfo update #21)
- Added: sigil image type to correctly draw the sigil's icon.
- Added: Strife inventory bar style. This is the only style that is radically
different from the others. First of all it changes the SELECTBO to be
INVCURS and draws it before the icons. Each box is changed to have a width
of 35 pixels instead of 31 pixels. And the INVCURS graphic is drawn at
(x-6, y-2).
- Added: whennnotzero flag to drawnumber which will cause it to draw nothing if
the value is 0.
- Fixed: New mugshot code would not leave the god state when it was supposed to
enter the rampage state.
- Fixed: The ouch state was mostly broken.
(SBarInfo Update #20)
- Added: hasweaponpiece command to check for custom weapon pieces.
- Added: usessecondaryammo command to check if the current weapon has a second
ammo type.
- Most of SBarInfo's mugshot scripting can be used with the default Doom status
bar.
- Fixed: By default drawmugshot would never come out of normal god mode state.
In addition the state change to and from god mode was not quite as responsive
as the original code.
- Fixed: When FTextureManager::CheckForTexture finds a matching NULL texture
it should always return 0, not the actual texture's index.
- Fixed coordinate checks for objects on 3DMidtex lines.
- Fixed: All translucent blending operations for CopyColors must treat an
alpha of 0 so that the pixel is not modified or texture composition as
intended will not work.
- Fixed: 3D hardware texture filling did not copy pixels with 0 alpha,
preserving whatever was underneath in the texture box previously.
- Fixed: s_sound.cpp had its own idea of whether or not sounds were paused
and did not entirely keep it in sync with the sound system's. This meant
that when starting a new game from the menu, all sounds were played as
menu sounds until you did something to pause the game, because s_sound.cpp
thought sounds were unpaused, while the FMOD system thought they were.
- I finally managed to test the translucency options for composite texture
definitions in HIRESTEX. The feature should be complete now.
- Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the
DECORATE convention.
- Added Snowkate709's A_CheckTargetInLOS addition.
- Added listmaps CCMD.
- Revised underwater effect now uses a lowpass filter in combination with an
optional freeverb unit.
- Removed ResetEnvironment hack, since with software reverb, losing the
existing reverb when focus is lost isn't a problem.
- Commented out the TiMidity FIXME messages.
- Fixed: FBarShader::GetColumn() passed incorrect information to the software
renderer for horizontal bars.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@107 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-23 17:58:17 +00:00
|
|
|
GPalette.BaseColors[translationtables[TRANSLATION_Standard][i]->Remap[j]] | MAKEARGB(255,0,0,0);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Create the ice translation table, based on Hexen's. Alas, the standard
|
|
|
|
// Doom palette has no good substitutes for these bluish-tinted grays, so
|
|
|
|
// they will just look gray unless you use a different PLAYPAL with Doom.
|
|
|
|
|
|
|
|
BYTE IcePaletteRemap[16];
|
|
|
|
for (i = 0; i < 16; ++i)
|
|
|
|
{
|
|
|
|
IcePaletteRemap[i] = ColorMatcher.Pick (IcePalette[i][0], IcePalette[i][1], IcePalette[i][2]);
|
|
|
|
}
|
|
|
|
FRemapTable *remap = translationtables[TRANSLATION_Standard][7];
|
|
|
|
for (i = 0; i < 256; ++i)
|
|
|
|
{
|
|
|
|
int r = GPalette.BaseColors[i].r;
|
|
|
|
int g = GPalette.BaseColors[i].g;
|
|
|
|
int b = GPalette.BaseColors[i].b;
|
|
|
|
int v = (r*77 + g*143 + b*37) >> 12;
|
|
|
|
remap->Remap[i] = IcePaletteRemap[v];
|
- Fixed: When walking on sloped 3D-floors, P_TryMove got the floor position from the
sector's actual floor instead from the 3D-floor.
- Fixed: Brightmaps were not disabled when fog was defined with a fadetable command in
MAPINFO.
Update to ZDoom r994:
- Fixed: The compatibility searches for teleport destinations did not work
properly when the teleporter had both a tid and a tag. Now, if a teleporter
has a tag these are skipped because they are only present for Hexen
compatibility.
- Fixed: The first texture in a TEXTURE1 lump, although invalid when used
elsewhere, must be usable as sky (see Requiem.wad's SKY3.)
- Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for
automatic fake contrast.
- Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead
of manipulating the sides' light values individually. This allows changing
the fake contrast at run time and also allows adding individual relative
lighting on top of it which is a planned UDMF feature.
- Fixed: ActorStencilColor() did not set the palette part of the actor's
fill color, so it would always produce black for STYLE_Shaded.
- Added volume reduction for stereo sounds played in 3D to obtain levels
closer to FMOD 3, which downmixed all stereo sounds to mono before
playing them in 3D. Also added experimental 3D spread for stereo sounds
so that you can actually hear them in stereo.
- Reworked a few options that previously depended on LEVEL_HEXENFORMAT
(actors being forced to the ground by instantly moving sectors, strife
railing handling and shooting lines with a non-zero but unassigned tag.)
With UDMF such semantics have to be handled diffently.
- finalized UDMF 1.0 implementation.
- Added Martin Howe's latest morph update.
- Fixed: When R_DrawTiltedPlane() calculates the p vector, it can overflow
if the view is near the bounds of the fixed point coordinate system. This
happens because it rotates the view position around (0,0) according to
the current viewangle, so the resultant coordinate may be outside the
bounds of fixed point. All important math in this function is now done
entirely in floating point.
- Fixed: Slopes didn't draw right on 64-bit platforms.
- Fixed: With hardware 2D, the console and menu need not reimplement palette
flashes to ensure their visibility.
- Fixed: DFlashFader::Destroy() did not call its super method.
- Fixed: If a player was morphed into a class with a taller view height,
their perceived view height would not change until they walked up a step.
- Since KDIZD is the only mapset I know of that used reverb, and it didn't
define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump
to REVERBS to remove any possible misunderstanding that this is something
that requires EAX hardware support. (Ideally, it would have been REVERBDEF,
but that's 10 characters long.) The eaxedit console command has also been
renamed to reverbedit for the same reason.
- Fixed: The Palette part of FRemapTable was not initialized with alpha values
other than 0. I'm not sure if it would be better to fix this in the game
palette that it copies from or not, but right now, they get set
unconditionally to 255.
- Fixed: M_DrawSave() and M_DrawLoad() need to use GetScaledWidth(), in case
the texture is high-res.
- Replaced all instances of "flags +=" in sbarinfo_parser.cpp with "flags |="
so that using the same flag multiple times will not have unexpected results.
(sbarinfo update #21)
- Added: sigil image type to correctly draw the sigil's icon.
- Added: Strife inventory bar style. This is the only style that is radically
different from the others. First of all it changes the SELECTBO to be
INVCURS and draws it before the icons. Each box is changed to have a width
of 35 pixels instead of 31 pixels. And the INVCURS graphic is drawn at
(x-6, y-2).
- Added: whennnotzero flag to drawnumber which will cause it to draw nothing if
the value is 0.
- Fixed: New mugshot code would not leave the god state when it was supposed to
enter the rampage state.
- Fixed: The ouch state was mostly broken.
(SBarInfo Update #20)
- Added: hasweaponpiece command to check for custom weapon pieces.
- Added: usessecondaryammo command to check if the current weapon has a second
ammo type.
- Most of SBarInfo's mugshot scripting can be used with the default Doom status
bar.
- Fixed: By default drawmugshot would never come out of normal god mode state.
In addition the state change to and from god mode was not quite as responsive
as the original code.
- Fixed: When FTextureManager::CheckForTexture finds a matching NULL texture
it should always return 0, not the actual texture's index.
- Fixed coordinate checks for objects on 3DMidtex lines.
- Fixed: All translucent blending operations for CopyColors must treat an
alpha of 0 so that the pixel is not modified or texture composition as
intended will not work.
- Fixed: 3D hardware texture filling did not copy pixels with 0 alpha,
preserving whatever was underneath in the texture box previously.
- Fixed: s_sound.cpp had its own idea of whether or not sounds were paused
and did not entirely keep it in sync with the sound system's. This meant
that when starting a new game from the menu, all sounds were played as
menu sounds until you did something to pause the game, because s_sound.cpp
thought sounds were unpaused, while the FMOD system thought they were.
- I finally managed to test the translucency options for composite texture
definitions in HIRESTEX. The feature should be complete now.
- Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the
DECORATE convention.
- Added Snowkate709's A_CheckTargetInLOS addition.
- Added listmaps CCMD.
- Revised underwater effect now uses a lowpass filter in combination with an
optional freeverb unit.
- Removed ResetEnvironment hack, since with software reverb, losing the
existing reverb when focus is lost isn't a problem.
- Commented out the TiMidity FIXME messages.
- Fixed: FBarShader::GetColumn() passed incorrect information to the software
renderer for horizontal bars.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@107 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-23 17:58:17 +00:00
|
|
|
remap->Palette[i] = PalEntry(255, IcePalette[v][0], IcePalette[v][1], IcePalette[v][2]);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// set up shading tables for shaded columns
|
|
|
|
// 16 colormap sets, progressing from full alpha to minimum visible alpha
|
|
|
|
|
|
|
|
BYTE *table = shadetables;
|
|
|
|
|
|
|
|
// Full alpha
|
|
|
|
for (i = 0; i < 16; ++i)
|
|
|
|
{
|
2009-09-02 06:19:49 +00:00
|
|
|
ShadeFakeColormap[i].Color = ~0u;
|
|
|
|
ShadeFakeColormap[i].Desaturate = ~0u;
|
2008-01-27 15:34:47 +00:00
|
|
|
ShadeFakeColormap[i].Next = NULL;
|
|
|
|
ShadeFakeColormap[i].Maps = table;
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
for (j = 0; j < NUMCOLORMAPS; ++j)
|
|
|
|
{
|
|
|
|
int a = (NUMCOLORMAPS - j) * 256 / NUMCOLORMAPS * (16-i);
|
|
|
|
for (int k = 0; k < 256; ++k)
|
|
|
|
{
|
|
|
|
BYTE v = (((k+2) * a) + 256) >> 14;
|
|
|
|
table[k] = MIN<BYTE> (v, 64);
|
|
|
|
}
|
|
|
|
table += 256;
|
|
|
|
}
|
|
|
|
}
|
2008-01-27 15:34:47 +00:00
|
|
|
for (i = 0; i < NUMCOLORMAPS*16*256; ++i)
|
|
|
|
{
|
|
|
|
assert(shadetables[i] <= 64);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Set up a guaranteed identity map
|
|
|
|
for (i = 0; i < 256; ++i)
|
|
|
|
{
|
|
|
|
identitymap[i] = i;
|
|
|
|
}
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
2008-09-23 21:41:49 +00:00
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
void R_DeinitTranslationTables()
|
|
|
|
{
|
|
|
|
for (int i = 0; i < NUM_TRANSLATION_TABLES; ++i)
|
|
|
|
{
|
|
|
|
for (unsigned int j = 0; j < translationtables[i].Size(); ++j)
|
|
|
|
{
|
|
|
|
if (translationtables[i][j] != NULL)
|
|
|
|
{
|
|
|
|
delete translationtables[i][j];
|
|
|
|
translationtables[i][j] = NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2008-09-23 21:41:49 +00:00
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
//
|
2008-01-27 11:25:03 +00:00
|
|
|
// [RH] Create a player's translation table based on a given mid-range color.
|
|
|
|
// [GRB] Split to 2 functions (because of player setup menu)
|
2008-09-23 21:41:49 +00:00
|
|
|
//
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
static void SetRemap(FRemapTable *table, int i, float r, float g, float b)
|
|
|
|
{
|
|
|
|
int ir = clamp (int(r * 255.f), 0, 255);
|
|
|
|
int ig = clamp (int(g * 255.f), 0, 255);
|
|
|
|
int ib = clamp (int(b * 255.f), 0, 255);
|
|
|
|
table->Remap[i] = ColorMatcher.Pick (ir, ig, ib);
|
- Fixed: When walking on sloped 3D-floors, P_TryMove got the floor position from the
sector's actual floor instead from the 3D-floor.
- Fixed: Brightmaps were not disabled when fog was defined with a fadetable command in
MAPINFO.
Update to ZDoom r994:
- Fixed: The compatibility searches for teleport destinations did not work
properly when the teleporter had both a tid and a tag. Now, if a teleporter
has a tag these are skipped because they are only present for Hexen
compatibility.
- Fixed: The first texture in a TEXTURE1 lump, although invalid when used
elsewhere, must be usable as sky (see Requiem.wad's SKY3.)
- Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for
automatic fake contrast.
- Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead
of manipulating the sides' light values individually. This allows changing
the fake contrast at run time and also allows adding individual relative
lighting on top of it which is a planned UDMF feature.
- Fixed: ActorStencilColor() did not set the palette part of the actor's
fill color, so it would always produce black for STYLE_Shaded.
- Added volume reduction for stereo sounds played in 3D to obtain levels
closer to FMOD 3, which downmixed all stereo sounds to mono before
playing them in 3D. Also added experimental 3D spread for stereo sounds
so that you can actually hear them in stereo.
- Reworked a few options that previously depended on LEVEL_HEXENFORMAT
(actors being forced to the ground by instantly moving sectors, strife
railing handling and shooting lines with a non-zero but unassigned tag.)
With UDMF such semantics have to be handled diffently.
- finalized UDMF 1.0 implementation.
- Added Martin Howe's latest morph update.
- Fixed: When R_DrawTiltedPlane() calculates the p vector, it can overflow
if the view is near the bounds of the fixed point coordinate system. This
happens because it rotates the view position around (0,0) according to
the current viewangle, so the resultant coordinate may be outside the
bounds of fixed point. All important math in this function is now done
entirely in floating point.
- Fixed: Slopes didn't draw right on 64-bit platforms.
- Fixed: With hardware 2D, the console and menu need not reimplement palette
flashes to ensure their visibility.
- Fixed: DFlashFader::Destroy() did not call its super method.
- Fixed: If a player was morphed into a class with a taller view height,
their perceived view height would not change until they walked up a step.
- Since KDIZD is the only mapset I know of that used reverb, and it didn't
define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump
to REVERBS to remove any possible misunderstanding that this is something
that requires EAX hardware support. (Ideally, it would have been REVERBDEF,
but that's 10 characters long.) The eaxedit console command has also been
renamed to reverbedit for the same reason.
- Fixed: The Palette part of FRemapTable was not initialized with alpha values
other than 0. I'm not sure if it would be better to fix this in the game
palette that it copies from or not, but right now, they get set
unconditionally to 255.
- Fixed: M_DrawSave() and M_DrawLoad() need to use GetScaledWidth(), in case
the texture is high-res.
- Replaced all instances of "flags +=" in sbarinfo_parser.cpp with "flags |="
so that using the same flag multiple times will not have unexpected results.
(sbarinfo update #21)
- Added: sigil image type to correctly draw the sigil's icon.
- Added: Strife inventory bar style. This is the only style that is radically
different from the others. First of all it changes the SELECTBO to be
INVCURS and draws it before the icons. Each box is changed to have a width
of 35 pixels instead of 31 pixels. And the INVCURS graphic is drawn at
(x-6, y-2).
- Added: whennnotzero flag to drawnumber which will cause it to draw nothing if
the value is 0.
- Fixed: New mugshot code would not leave the god state when it was supposed to
enter the rampage state.
- Fixed: The ouch state was mostly broken.
(SBarInfo Update #20)
- Added: hasweaponpiece command to check for custom weapon pieces.
- Added: usessecondaryammo command to check if the current weapon has a second
ammo type.
- Most of SBarInfo's mugshot scripting can be used with the default Doom status
bar.
- Fixed: By default drawmugshot would never come out of normal god mode state.
In addition the state change to and from god mode was not quite as responsive
as the original code.
- Fixed: When FTextureManager::CheckForTexture finds a matching NULL texture
it should always return 0, not the actual texture's index.
- Fixed coordinate checks for objects on 3DMidtex lines.
- Fixed: All translucent blending operations for CopyColors must treat an
alpha of 0 so that the pixel is not modified or texture composition as
intended will not work.
- Fixed: 3D hardware texture filling did not copy pixels with 0 alpha,
preserving whatever was underneath in the texture box previously.
- Fixed: s_sound.cpp had its own idea of whether or not sounds were paused
and did not entirely keep it in sync with the sound system's. This meant
that when starting a new game from the menu, all sounds were played as
menu sounds until you did something to pause the game, because s_sound.cpp
thought sounds were unpaused, while the FMOD system thought they were.
- I finally managed to test the translucency options for composite texture
definitions in HIRESTEX. The feature should be complete now.
- Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the
DECORATE convention.
- Added Snowkate709's A_CheckTargetInLOS addition.
- Added listmaps CCMD.
- Revised underwater effect now uses a lowpass filter in combination with an
optional freeverb unit.
- Removed ResetEnvironment hack, since with software reverb, losing the
existing reverb when focus is lost isn't a problem.
- Commented out the TiMidity FIXME messages.
- Fixed: FBarShader::GetColumn() passed incorrect information to the software
renderer for horizontal bars.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@107 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-23 17:58:17 +00:00
|
|
|
table->Palette[i] = PalEntry(255, ir, ig, ib);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
2008-09-23 21:41:49 +00:00
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
static void R_CreatePlayerTranslation (float h, float s, float v, FPlayerSkin *skin, FRemapTable *table, FRemapTable *alttable)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
BYTE start = skin->range0start;
|
|
|
|
BYTE end = skin->range0end;
|
|
|
|
float r, g, b;
|
|
|
|
float bases, basev;
|
|
|
|
float sdelta, vdelta;
|
|
|
|
float range;
|
|
|
|
|
|
|
|
// Set up the base translation for this skin. If the skin was created
|
|
|
|
// for the current game, then this is just an identity translation.
|
|
|
|
// Otherwise, it remaps the colors from the skin's original palette to
|
|
|
|
// the current one.
|
|
|
|
if (skin->othergame)
|
|
|
|
{
|
|
|
|
memcpy (table->Remap, OtherGameSkinRemap, 256);
|
|
|
|
memcpy (table->Palette, OtherGameSkinPalette, sizeof(table->Palette));
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
for (i = 0; i < 256; ++i)
|
|
|
|
{
|
|
|
|
table->Remap[i] = i;
|
|
|
|
}
|
|
|
|
memcpy(table->Palette, GPalette.BaseColors, sizeof(table->Palette));
|
|
|
|
}
|
- Fixed: When walking on sloped 3D-floors, P_TryMove got the floor position from the
sector's actual floor instead from the 3D-floor.
- Fixed: Brightmaps were not disabled when fog was defined with a fadetable command in
MAPINFO.
Update to ZDoom r994:
- Fixed: The compatibility searches for teleport destinations did not work
properly when the teleporter had both a tid and a tag. Now, if a teleporter
has a tag these are skipped because they are only present for Hexen
compatibility.
- Fixed: The first texture in a TEXTURE1 lump, although invalid when used
elsewhere, must be usable as sky (see Requiem.wad's SKY3.)
- Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for
automatic fake contrast.
- Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead
of manipulating the sides' light values individually. This allows changing
the fake contrast at run time and also allows adding individual relative
lighting on top of it which is a planned UDMF feature.
- Fixed: ActorStencilColor() did not set the palette part of the actor's
fill color, so it would always produce black for STYLE_Shaded.
- Added volume reduction for stereo sounds played in 3D to obtain levels
closer to FMOD 3, which downmixed all stereo sounds to mono before
playing them in 3D. Also added experimental 3D spread for stereo sounds
so that you can actually hear them in stereo.
- Reworked a few options that previously depended on LEVEL_HEXENFORMAT
(actors being forced to the ground by instantly moving sectors, strife
railing handling and shooting lines with a non-zero but unassigned tag.)
With UDMF such semantics have to be handled diffently.
- finalized UDMF 1.0 implementation.
- Added Martin Howe's latest morph update.
- Fixed: When R_DrawTiltedPlane() calculates the p vector, it can overflow
if the view is near the bounds of the fixed point coordinate system. This
happens because it rotates the view position around (0,0) according to
the current viewangle, so the resultant coordinate may be outside the
bounds of fixed point. All important math in this function is now done
entirely in floating point.
- Fixed: Slopes didn't draw right on 64-bit platforms.
- Fixed: With hardware 2D, the console and menu need not reimplement palette
flashes to ensure their visibility.
- Fixed: DFlashFader::Destroy() did not call its super method.
- Fixed: If a player was morphed into a class with a taller view height,
their perceived view height would not change until they walked up a step.
- Since KDIZD is the only mapset I know of that used reverb, and it didn't
define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump
to REVERBS to remove any possible misunderstanding that this is something
that requires EAX hardware support. (Ideally, it would have been REVERBDEF,
but that's 10 characters long.) The eaxedit console command has also been
renamed to reverbedit for the same reason.
- Fixed: The Palette part of FRemapTable was not initialized with alpha values
other than 0. I'm not sure if it would be better to fix this in the game
palette that it copies from or not, but right now, they get set
unconditionally to 255.
- Fixed: M_DrawSave() and M_DrawLoad() need to use GetScaledWidth(), in case
the texture is high-res.
- Replaced all instances of "flags +=" in sbarinfo_parser.cpp with "flags |="
so that using the same flag multiple times will not have unexpected results.
(sbarinfo update #21)
- Added: sigil image type to correctly draw the sigil's icon.
- Added: Strife inventory bar style. This is the only style that is radically
different from the others. First of all it changes the SELECTBO to be
INVCURS and draws it before the icons. Each box is changed to have a width
of 35 pixels instead of 31 pixels. And the INVCURS graphic is drawn at
(x-6, y-2).
- Added: whennnotzero flag to drawnumber which will cause it to draw nothing if
the value is 0.
- Fixed: New mugshot code would not leave the god state when it was supposed to
enter the rampage state.
- Fixed: The ouch state was mostly broken.
(SBarInfo Update #20)
- Added: hasweaponpiece command to check for custom weapon pieces.
- Added: usessecondaryammo command to check if the current weapon has a second
ammo type.
- Most of SBarInfo's mugshot scripting can be used with the default Doom status
bar.
- Fixed: By default drawmugshot would never come out of normal god mode state.
In addition the state change to and from god mode was not quite as responsive
as the original code.
- Fixed: When FTextureManager::CheckForTexture finds a matching NULL texture
it should always return 0, not the actual texture's index.
- Fixed coordinate checks for objects on 3DMidtex lines.
- Fixed: All translucent blending operations for CopyColors must treat an
alpha of 0 so that the pixel is not modified or texture composition as
intended will not work.
- Fixed: 3D hardware texture filling did not copy pixels with 0 alpha,
preserving whatever was underneath in the texture box previously.
- Fixed: s_sound.cpp had its own idea of whether or not sounds were paused
and did not entirely keep it in sync with the sound system's. This meant
that when starting a new game from the menu, all sounds were played as
menu sounds until you did something to pause the game, because s_sound.cpp
thought sounds were unpaused, while the FMOD system thought they were.
- I finally managed to test the translucency options for composite texture
definitions in HIRESTEX. The feature should be complete now.
- Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the
DECORATE convention.
- Added Snowkate709's A_CheckTargetInLOS addition.
- Added listmaps CCMD.
- Revised underwater effect now uses a lowpass filter in combination with an
optional freeverb unit.
- Removed ResetEnvironment hack, since with software reverb, losing the
existing reverb when focus is lost isn't a problem.
- Commented out the TiMidity FIXME messages.
- Fixed: FBarShader::GetColumn() passed incorrect information to the software
renderer for horizontal bars.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@107 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-23 17:58:17 +00:00
|
|
|
for (i = 1; i < 256; ++i)
|
|
|
|
{
|
|
|
|
table->Palette[i].a = 255;
|
|
|
|
}
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
// [GRB] Don't translate skins with color range 0-0 (APlayerPawn default)
|
|
|
|
if (start == 0 && end == 0)
|
|
|
|
{
|
|
|
|
table->UpdateNative();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
range = (float)(end-start+1);
|
|
|
|
|
|
|
|
bases = s;
|
|
|
|
basev = v;
|
|
|
|
|
2008-09-01 19:08:19 +00:00
|
|
|
if (gameinfo.gametype & GAME_DoomStrifeChex)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
// Build player sprite translation
|
|
|
|
s -= 0.23f;
|
|
|
|
v += 0.1f;
|
|
|
|
sdelta = 0.23f / range;
|
|
|
|
vdelta = -0.94112f / range;
|
|
|
|
|
|
|
|
for (i = start; i <= end; i++)
|
|
|
|
{
|
|
|
|
float uses, usev;
|
|
|
|
uses = clamp (s, 0.f, 1.f);
|
|
|
|
usev = clamp (v, 0.f, 1.f);
|
|
|
|
HSVtoRGB (&r, &g, &b, h, uses, usev);
|
|
|
|
SetRemap(table, i, r, g, b);
|
|
|
|
s += sdelta;
|
|
|
|
v += vdelta;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (gameinfo.gametype == GAME_Heretic)
|
|
|
|
{
|
|
|
|
float vdelta = 0.418916f / range;
|
|
|
|
|
|
|
|
// Build player sprite translation
|
|
|
|
for (i = start; i <= end; i++)
|
|
|
|
{
|
|
|
|
v = vdelta * (float)(i - start) + basev - 0.2352937f;
|
|
|
|
v = clamp (v, 0.f, 1.f);
|
|
|
|
HSVtoRGB (&r, &g, &b, h, s, v);
|
|
|
|
SetRemap(table, i, r, g, b);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Build rain/lifegem translation
|
|
|
|
if (alttable)
|
|
|
|
{
|
|
|
|
bases = MIN (bases*1.3f, 1.f);
|
|
|
|
basev = MIN (basev*1.3f, 1.f);
|
|
|
|
for (i = 145; i <= 168; i++)
|
|
|
|
{
|
|
|
|
s = MIN (bases, 0.8965f - 0.0962f*(float)(i - 161));
|
|
|
|
v = MIN (1.f, (0.2102f + 0.0489f*(float)(i - 144)) * basev);
|
|
|
|
HSVtoRGB (&r, &g, &b, h, s, v);
|
|
|
|
SetRemap(alttable, i, r, g, b);
|
|
|
|
}
|
|
|
|
alttable->UpdateNative();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (gameinfo.gametype == GAME_Hexen)
|
|
|
|
{
|
|
|
|
if (memcmp (sprites[skin->sprite].name, "PLAY", 4) == 0)
|
|
|
|
{ // The fighter is different! He gets a brown hairy loincloth, but the other
|
|
|
|
// two have blue capes.
|
|
|
|
float vs[9] = { .28f, .32f, .38f, .42f, .47f, .5f, .58f, .71f, .83f };
|
|
|
|
|
|
|
|
// Build player sprite translation
|
|
|
|
//h = 45.f;
|
|
|
|
v = MAX (0.1f, v);
|
|
|
|
|
|
|
|
for (i = start; i <= end; i++)
|
|
|
|
{
|
|
|
|
HSVtoRGB (&r, &g, &b, h, s, vs[(i-start)*9/(int)range]*basev);
|
|
|
|
SetRemap(table, i, r, g, b);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
float ms[18] = { .95f, .96f, .89f, .97f, .97f, 1.f, 1.f, 1.f, .97f, .99f, .87f, .77f, .69f, .62f, .57f, .47f, .43f };
|
|
|
|
float mv[18] = { .16f, .19f, .22f, .25f, .31f, .35f, .38f, .41f, .47f, .54f, .60f, .65f, .71f, .77f, .83f, .89f, .94f, 1.f };
|
|
|
|
|
|
|
|
// Build player sprite translation
|
|
|
|
v = MAX (0.1f, v);
|
|
|
|
|
|
|
|
for (i = start; i <= end; i++)
|
|
|
|
{
|
|
|
|
HSVtoRGB (&r, &g, &b, h, ms[(i-start)*18/(int)range]*bases, mv[(i-start)*18/(int)range]*basev);
|
|
|
|
SetRemap(table, i, r, g, b);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Build lifegem translation
|
|
|
|
if (alttable)
|
|
|
|
{
|
|
|
|
for (i = 164; i <= 185; ++i)
|
|
|
|
{
|
|
|
|
const PalEntry *base = &GPalette.BaseColors[i];
|
|
|
|
float dummy;
|
|
|
|
|
|
|
|
RGBtoHSV (base->r/255.f, base->g/255.f, base->b/255.f, &dummy, &s, &v);
|
|
|
|
HSVtoRGB (&r, &g, &b, h, s*bases, v*basev);
|
|
|
|
SetRemap(alttable, i, r, g, b);
|
|
|
|
}
|
|
|
|
alttable->UpdateNative();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
table->UpdateNative();
|
|
|
|
}
|
|
|
|
|
2008-09-23 21:41:49 +00:00
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
void R_BuildPlayerTranslation (int player)
|
|
|
|
{
|
|
|
|
float h, s, v;
|
|
|
|
|
|
|
|
D_GetPlayerColor (player, &h, &s, &v);
|
|
|
|
|
|
|
|
R_CreatePlayerTranslation (h, s, v,
|
|
|
|
&skins[players[player].userinfo.skin],
|
|
|
|
translationtables[TRANSLATION_Players][player],
|
|
|
|
translationtables[TRANSLATION_PlayersExtra][player]);
|
|
|
|
}
|
|
|
|
|
2008-09-23 21:41:49 +00:00
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
void R_GetPlayerTranslation (int color, FPlayerSkin *skin, FRemapTable *table)
|
|
|
|
{
|
|
|
|
float h, s, v;
|
|
|
|
|
|
|
|
RGBtoHSV (RPART(color)/255.f, GPART(color)/255.f, BPART(color)/255.f,
|
|
|
|
&h, &s, &v);
|
|
|
|
|
|
|
|
R_CreatePlayerTranslation (h, s, v, skin, table, NULL);
|
|
|
|
}
|
2008-09-23 21:41:49 +00:00
|
|
|
|