gzdoom/src/r_translate.h
Christoph Oelckers a5265c4ec5 - defined a constant for the crosshair menu entry's index to get a direct
reference out of the function code.
- Fixed: The BrainExplosions should not perform any collision detection. To
  achieve this their Damage value must be set to 0 when being spawned.
- Added a safety check to savegame versioning so that an invalid revision
  (reported as 0) will be handled without breaking savegame compatibility.


SVN r689 (trunk)
2008-01-10 11:02:07 +00:00

102 lines
2.9 KiB
C++

#ifndef __R_TRANSLATE_H
#define __R_TRANSLATE_H
#include "doomtype.h"
#include "tarray.h"
class FNativePalette;
class FArchive;
enum
{
TRANSLATION_Invalid,
TRANSLATION_Players,
TRANSLATION_PlayersExtra,
TRANSLATION_Standard,
TRANSLATION_LevelScripted,
TRANSLATION_Decals,
TRANSLATION_PlayerCorpses,
TRANSLATION_Decorate,
TRANSLATION_Blood,
NUM_TRANSLATION_TABLES
};
struct FRemapTable
{
FRemapTable(int count=256);
FRemapTable(const FRemapTable &o);
~FRemapTable();
FRemapTable &operator= (const FRemapTable &o);
bool operator==(const FRemapTable &o);
void MakeIdentity();
void KillNative();
void UpdateNative();
FNativePalette *GetNative();
bool IsIdentity() const;
void Serialize(FArchive &ar);
void AddIndexRange(int start, int end, int pal1, int pal2);
void AddColorRange(int start, int end, int r1,int g1, int b1, int r2, int g2, int b2);
BYTE *Remap; // For the software renderer
PalEntry *Palette; // The ideal palette this maps to
FNativePalette *Native; // The Palette stored in a HW texture
int NumEntries; // # of elements in this table (usually 256)
private:
void Free();
void Alloc(int count);
};
// A class that initializes unusued pointers to NULL. This is used so that when
// the TAutoGrowArray below is expanded, the new elements will be NULLed.
class FRemapTablePtr
{
public:
FRemapTablePtr() throw() : Ptr(0) {}
FRemapTablePtr(FRemapTable *p) throw() : Ptr(p) {}
FRemapTablePtr(const FRemapTablePtr &p) throw() : Ptr(p.Ptr) {}
operator FRemapTable *() const throw() { return Ptr; }
FRemapTablePtr &operator= (FRemapTable *p) throw() { Ptr = p; return *this; }
FRemapTablePtr &operator= (FRemapTablePtr &p) throw() { Ptr = p.Ptr; return *this; }
FRemapTable &operator*() const throw() { return *Ptr; }
FRemapTable *operator->() const throw() { return Ptr; }
private:
FRemapTable *Ptr;
};
extern TAutoGrowArray<FRemapTablePtr, FRemapTable *> translationtables[NUM_TRANSLATION_TABLES];
#define TRANSLATION_SHIFT 16
#define TRANSLATION_MASK ((1<<TRANSLATION_SHIFT)-1)
#define TRANSLATIONTYPE_MASK (255<<TRANSLATION_SHIFT)
inline DWORD TRANSLATION(BYTE a, DWORD b)
{
return (a<<TRANSLATION_SHIFT) | b;
}
inline int GetTranslationType(DWORD trans)
{
return (trans&TRANSLATIONTYPE_MASK) >> TRANSLATION_SHIFT;
}
inline int GetTranslationIndex(DWORD trans)
{
return (trans&TRANSLATION_MASK);
}
// Retrieve the FRemapTable that an actor's translation value maps to.
FRemapTable *TranslationToTable(int translation);
#define MAX_ACS_TRANSLATIONS 65535
#define MAX_DECORATE_TRANSLATIONS 65535
// Initialize color translation tables, for player rendering etc.
void R_InitTranslationTables (void);
void R_DeinitTranslationTables();
// [RH] Actually create a player's translation table.
void R_BuildPlayerTranslation (int player);
#endif // __R_TRANSLATE_H