mirror of
https://github.com/ZDoom/gzdoom.git
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2668988870
- Fixed: The playerinfo CCMD did not range check the player number. SVN r4253 (trunk)
1127 lines
31 KiB
C++
1127 lines
31 KiB
C++
/*
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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_data/r_translate.h"
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#include "v_video.h"
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#include "g_game.h"
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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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#include "sc_man.h"
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#include "doomerrors.h"
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#include "i_system.h"
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#include "w_wad.h"
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#include "r_data/colormaps.h"
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#include "farchive.h"
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#include "d_player.h"
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#include "gi.h"
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#include "stats.h"
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TAutoGrowArray<FRemapTablePtr, FRemapTable *> translationtables[NUM_TRANSLATION_TABLES];
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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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/****************************************************/
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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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Inactive = false;
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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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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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FRemapTable::~FRemapTable()
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{
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Free();
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}
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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void FRemapTable::Alloc(int count)
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{
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Remap = (BYTE *)M_Malloc(count*sizeof(*Remap) + count*sizeof(*Palette));
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assert (Remap != NULL);
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Palette = (PalEntry *)(Remap + count*(sizeof(*Remap)));
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Native = NULL;
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NumEntries = count;
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}
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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void FRemapTable::Free()
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{
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KillNative();
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if (Remap != NULL)
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{
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M_Free(Remap);
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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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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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FRemapTable::FRemapTable(const FRemapTable &o)
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{
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Remap = NULL;
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Native = NULL;
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NumEntries = 0;
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operator= (o);
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}
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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FRemapTable &FRemapTable::operator=(const FRemapTable &o)
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{
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if (&o == this)
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{
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return *this;
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}
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if (o.NumEntries != NumEntries)
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{
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Free();
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}
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if (Remap == NULL)
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{
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Alloc(o.NumEntries);
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}
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Inactive = o.Inactive;
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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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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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bool FRemapTable::operator==(const FRemapTable &o)
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{
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// Two translations are identical when they have the same amount of colors
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// and the palette values for both are identical.
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if (&o == this) return true;
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if (o.NumEntries != NumEntries) return false;
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return !memcmp(o.Palette, Palette, NumEntries * sizeof(*Palette));
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}
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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void FRemapTable::Serialize(FArchive &arc)
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{
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int n = NumEntries;
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arc << NumEntries;
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if (arc.IsStoring())
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{
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arc.Write (Remap, NumEntries);
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}
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else
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{
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if (n != NumEntries)
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{
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Free();
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Alloc(NumEntries);
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}
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arc.Read (Remap, NumEntries);
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}
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for (int j = 0; j < NumEntries; ++j)
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{
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arc << Palette[j];
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}
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}
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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void FRemapTable::MakeIdentity()
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{
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int i;
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for (i = 0; i < NumEntries; ++i)
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{
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Remap[i] = i;
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}
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for (i = 0; i < NumEntries; ++i)
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{
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Palette[i] = GPalette.BaseColors[i];
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}
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for (i = 1; i < NumEntries; ++i)
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{
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Palette[i].a = 255;
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}
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}
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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bool FRemapTable::IsIdentity() const
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{
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for (int j = 0; j < 256; ++j)
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{
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if (Remap[j] != j)
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{
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return false;
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}
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}
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return true;
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}
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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void FRemapTable::KillNative()
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{
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if (Native != NULL)
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{
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delete Native;
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Native = NULL;
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}
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}
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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void FRemapTable::UpdateNative()
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{
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if (Native != NULL)
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{
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Native->Update();
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}
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}
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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FNativePalette *FRemapTable::GetNative()
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{
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if (Native == NULL)
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{
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Native = screen->CreatePalette(this);
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}
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return Native;
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}
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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void FRemapTable::AddIndexRange(int start, int end, int pal1, int pal2)
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{
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fixed_t palcol, palstep;
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if (start > end)
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{
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swapvalues (start, end);
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swapvalues (pal1, pal2);
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}
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else if (start == end)
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{
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start = GPalette.Remap[start];
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pal1 = GPalette.Remap[pal1];
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Remap[start] = pal1;
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Palette[start] = GPalette.BaseColors[pal1];
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Palette[start].a = start == 0 ? 0 : 255;
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return;
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}
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palcol = pal1 << FRACBITS;
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palstep = ((pal2 << FRACBITS) - palcol) / (end - start);
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for (int i = start; i <= end; palcol += palstep, ++i)
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{
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int j = GPalette.Remap[i], k = GPalette.Remap[palcol >> FRACBITS];
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Remap[j] = k;
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Palette[j] = GPalette.BaseColors[k];
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Palette[j].a = j == 0 ? 0 : 255;
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}
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}
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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void FRemapTable::AddColorRange(int start, int end, int _r1,int _g1, int _b1, int _r2, int _g2, int _b2)
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{
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fixed_t r1 = _r1 << FRACBITS;
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fixed_t g1 = _g1 << FRACBITS;
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fixed_t b1 = _b1 << FRACBITS;
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fixed_t r2 = _r2 << FRACBITS;
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fixed_t g2 = _g2 << FRACBITS;
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fixed_t b2 = _b2 << FRACBITS;
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fixed_t r, g, b;
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fixed_t rs, gs, bs;
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if (start > end)
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{
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swapvalues (start, end);
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r = r2;
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g = g2;
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b = b2;
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rs = r1 - r2;
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gs = g1 - g2;
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bs = b1 - b2;
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}
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else
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{
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r = r1;
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g = g1;
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b = b1;
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rs = r2 - r1;
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gs = g2 - g1;
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bs = b2 - b1;
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}
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if (start == end)
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{
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start = GPalette.Remap[start];
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Remap[start] = ColorMatcher.Pick(r >> FRACBITS, g >> FRACBITS, b >> FRACBITS);
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Palette[start] = PalEntry(r >> FRACBITS, g >> FRACBITS, b >> FRACBITS);
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Palette[start].a = start == 0 ? 0 : 255;
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}
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else
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{
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rs /= (end - start);
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gs /= (end - start);
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bs /= (end - start);
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for (int i = start; i <= end; ++i)
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{
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int j = GPalette.Remap[i];
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Remap[j] = ColorMatcher.Pick(r >> FRACBITS, g >> FRACBITS, b >> FRACBITS);
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Palette[j] = PalEntry(j == 0 ? 0 : 255, r >> FRACBITS, g >> FRACBITS, b >> FRACBITS);
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r += rs;
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g += gs;
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b += bs;
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}
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}
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}
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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void FRemapTable::AddDesaturation(int start, int end, double r1, double g1, double b1, double r2, double g2, double b2)
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{
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r1 = clamp(r1, 0.0, 2.0);
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g1 = clamp(g1, 0.0, 2.0);
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b1 = clamp(b1, 0.0, 2.0);
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r2 = clamp(r2, 0.0, 2.0);
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g2 = clamp(g2, 0.0, 2.0);
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b2 = clamp(b2, 0.0, 2.0);
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if (start > end)
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{
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swapvalues(start, end);
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swapvalues(r1, r2);
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swapvalues(g1, g2);
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swapvalues(b1, b2);
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}
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r2 -= r1;
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g2 -= g1;
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b2 -= b1;
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r1 *= 255;
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g1 *= 255;
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b1 *= 255;
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for(int c = start; c <= end; c++)
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{
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double intensity = (GPalette.BaseColors[c].r * 77 +
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GPalette.BaseColors[c].g * 143 +
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GPalette.BaseColors[c].b * 37) / 256.0;
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PalEntry pe = PalEntry( MIN(255, int(r1 + intensity*r2)),
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MIN(255, int(g1 + intensity*g2)),
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MIN(255, int(b1 + intensity*b2)));
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int cc = GPalette.Remap[c];
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Remap[cc] = ColorMatcher.Pick(pe);
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Palette[cc] = pe;
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Palette[cc].a = cc == 0 ? 0:255;
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}
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}
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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void FRemapTable::AddToTranslation(const char *range)
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{
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int start,end;
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bool desaturated = false;
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FScanner sc;
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sc.OpenMem("translation", range, int(strlen(range)));
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sc.SetCMode(true);
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try
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{
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sc.MustGetToken(TK_IntConst);
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start = sc.Number;
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sc.MustGetToken(':');
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sc.MustGetToken(TK_IntConst);
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end = sc.Number;
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sc.MustGetToken('=');
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if (start < 0 || start > 255 || end < 0 || end > 255)
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{
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sc.ScriptError("Palette index out of range");
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return;
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}
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sc.MustGetAnyToken();
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if (sc.TokenType != '[' && sc.TokenType != '%')
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{
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int pal1,pal2;
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sc.TokenMustBe(TK_IntConst);
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pal1 = sc.Number;
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sc.MustGetToken(':');
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sc.MustGetToken(TK_IntConst);
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pal2 = sc.Number;
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AddIndexRange(start, end, pal1, pal2);
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}
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else if (sc.TokenType == '[')
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{
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// translation using RGB values
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int r1,g1,b1,r2,g2,b2;
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sc.MustGetToken(TK_IntConst);
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r1 = sc.Number;
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sc.MustGetToken(',');
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sc.MustGetToken(TK_IntConst);
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g1 = sc.Number;
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sc.MustGetToken(',');
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sc.MustGetToken(TK_IntConst);
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b1 = sc.Number;
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sc.MustGetToken(']');
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sc.MustGetToken(':');
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sc.MustGetToken('[');
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sc.MustGetToken(TK_IntConst);
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r2 = sc.Number;
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sc.MustGetToken(',');
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sc.MustGetToken(TK_IntConst);
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g2 = sc.Number;
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sc.MustGetToken(',');
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sc.MustGetToken(TK_IntConst);
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b2 = sc.Number;
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sc.MustGetToken(']');
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AddColorRange(start, end, r1, g1, b1, r2, g2, b2);
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}
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else if (sc.TokenType == '%')
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{
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// translation using RGB values
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double r1,g1,b1,r2,g2,b2;
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sc.MustGetToken('[');
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sc.MustGetAnyToken();
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if (sc.TokenType != TK_IntConst) sc.TokenMustBe(TK_FloatConst);
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r1 = sc.Float;
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sc.MustGetToken(',');
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sc.MustGetAnyToken();
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if (sc.TokenType != TK_IntConst) sc.TokenMustBe(TK_FloatConst);
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g1 = sc.Float;
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sc.MustGetToken(',');
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sc.MustGetAnyToken();
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if (sc.TokenType != TK_IntConst) sc.TokenMustBe(TK_FloatConst);
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b1 = sc.Float;
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sc.MustGetToken(']');
|
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sc.MustGetToken(':');
|
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sc.MustGetToken('[');
|
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|
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sc.MustGetAnyToken();
|
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if (sc.TokenType != TK_IntConst) sc.TokenMustBe(TK_FloatConst);
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r2 = sc.Float;
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sc.MustGetToken(',');
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sc.MustGetAnyToken();
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if (sc.TokenType != TK_IntConst) sc.TokenMustBe(TK_FloatConst);
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g2 = sc.Float;
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sc.MustGetToken(',');
|
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|
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sc.MustGetAnyToken();
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if (sc.TokenType != TK_IntConst) sc.TokenMustBe(TK_FloatConst);
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b2 = sc.Float;
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sc.MustGetToken(']');
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AddDesaturation(start, end, r1, g1, b1, r2, g2, b2);
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}
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}
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catch (CRecoverableError &err)
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{
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Printf("Error in translation '%s':\n%s\n", range, err.GetMessage());
|
|
}
|
|
}
|
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|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// 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);
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
FRemapTable *TranslationToTable(int translation)
|
|
{
|
|
unsigned int type = GetTranslationType(translation);
|
|
unsigned int index = GetTranslationIndex(translation);
|
|
TAutoGrowArray<FRemapTablePtr, FRemapTable *> *slots;
|
|
|
|
if (type <= 0 || type >= NUM_TRANSLATION_TABLES)
|
|
{
|
|
return NULL;
|
|
}
|
|
slots = &translationtables[type];
|
|
if (index >= slots->Size())
|
|
{
|
|
return NULL;
|
|
}
|
|
return slots->operator[](index);
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
static void PushIdentityTable(int slot)
|
|
{
|
|
FRemapTable *table = new FRemapTable;
|
|
table->MakeIdentity();
|
|
translationtables[slot].Push(table);
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// R_InitTranslationTables
|
|
// Creates the translation tables to map the green color ramp to gray,
|
|
// brown, red. Assumes a given structure of the PLAYPAL.
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
void R_InitTranslationTables ()
|
|
{
|
|
int i;
|
|
|
|
// Each player gets two translations. Doom and Strife don't use the
|
|
// extra ones, but Heretic and Hexen do. These are set up during
|
|
// netgame arbitration and as-needed, so they just get to be identity
|
|
// maps until then so they won't be invalid.
|
|
for (i = 0; i < MAXPLAYERS; ++i)
|
|
{
|
|
PushIdentityTable(TRANSLATION_Players);
|
|
PushIdentityTable(TRANSLATION_PlayersExtra);
|
|
}
|
|
// The menu player also gets a separate translation table
|
|
PushIdentityTable(TRANSLATION_Players);
|
|
|
|
// The three standard translations from Doom or Heretic (seven for Strife),
|
|
// plus the generic ice translation.
|
|
for (i = 0; i < 8; ++i)
|
|
{
|
|
PushIdentityTable(TRANSLATION_Standard);
|
|
}
|
|
|
|
// Each player corpse has its own translation so they won't change
|
|
// color if the player who created them changes theirs.
|
|
for (i = 0; i < BODYQUESIZE; ++i)
|
|
{
|
|
PushIdentityTable(TRANSLATION_PlayerCorpses);
|
|
}
|
|
|
|
// Create the standard translation tables
|
|
if (gameinfo.gametype & GAME_DoomChex)
|
|
{
|
|
for (i = 0x70; i < 0x80; i++)
|
|
{ // map green ramp to gray, brown, red
|
|
translationtables[TRANSLATION_Standard][0]->Remap[i] = 0x60 + (i&0xf);
|
|
translationtables[TRANSLATION_Standard][1]->Remap[i] = 0x40 + (i&0xf);
|
|
translationtables[TRANSLATION_Standard][2]->Remap[i] = 0x20 + (i&0xf);
|
|
|
|
translationtables[TRANSLATION_Standard][0]->Palette[i] = GPalette.BaseColors[0x60 + (i&0xf)] | 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);
|
|
}
|
|
}
|
|
else if (gameinfo.gametype == GAME_Heretic)
|
|
{
|
|
for (i = 225; i <= 240; i++)
|
|
{
|
|
translationtables[TRANSLATION_Standard][0]->Remap[i] = 114+(i-225); // yellow
|
|
translationtables[TRANSLATION_Standard][1]->Remap[i] = 145+(i-225); // red
|
|
translationtables[TRANSLATION_Standard][2]->Remap[i] = 190+(i-225); // blue
|
|
|
|
translationtables[TRANSLATION_Standard][0]->Palette[i] = GPalette.BaseColors[114+(i-225)] | 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);
|
|
}
|
|
}
|
|
else if (gameinfo.gametype == GAME_Strife)
|
|
{
|
|
for (i = 0x20; i <= 0x3F; ++i)
|
|
{
|
|
translationtables[TRANSLATION_Standard][0]->Remap[i] = i - 0x20;
|
|
translationtables[TRANSLATION_Standard][1]->Remap[i] = i - 0x20;
|
|
translationtables[TRANSLATION_Standard][2]->Remap[i] = 0xD0 + (i&0xf);
|
|
translationtables[TRANSLATION_Standard][3]->Remap[i] = 0xD0 + (i&0xf);
|
|
translationtables[TRANSLATION_Standard][4]->Remap[i] = i - 0x20;
|
|
translationtables[TRANSLATION_Standard][5]->Remap[i] = i - 0x20;
|
|
translationtables[TRANSLATION_Standard][6]->Remap[i] = i - 0x20;
|
|
}
|
|
for (i = 0x50; i <= 0x5F; ++i)
|
|
{
|
|
// Merchant hair
|
|
translationtables[TRANSLATION_Standard][4]->Remap[i] = 0x80 + (i&0xf);
|
|
translationtables[TRANSLATION_Standard][5]->Remap[i] = 0x10 + (i&0xf);
|
|
translationtables[TRANSLATION_Standard][6]->Remap[i] = 0x40 + (i&0xf);
|
|
}
|
|
for (i = 0x80; i <= 0x8F; ++i)
|
|
{
|
|
translationtables[TRANSLATION_Standard][0]->Remap[i] = 0x40 + (i&0xf); // red
|
|
translationtables[TRANSLATION_Standard][1]->Remap[i] = 0xB0 + (i&0xf); // rust
|
|
translationtables[TRANSLATION_Standard][2]->Remap[i] = 0x10 + (i&0xf); // gray
|
|
translationtables[TRANSLATION_Standard][3]->Remap[i] = 0x30 + (i&0xf); // dark green
|
|
translationtables[TRANSLATION_Standard][4]->Remap[i] = 0x50 + (i&0xf); // gold
|
|
translationtables[TRANSLATION_Standard][5]->Remap[i] = 0x60 + (i&0xf); // bright green
|
|
translationtables[TRANSLATION_Standard][6]->Remap[i] = 0x90 + (i&0xf); // blue
|
|
}
|
|
for (i = 0xC0; i <= 0xCF; ++i)
|
|
{
|
|
translationtables[TRANSLATION_Standard][4]->Remap[i] = 0xA0 + (i&0xf);
|
|
translationtables[TRANSLATION_Standard][5]->Remap[i] = 0x20 + (i&0xf);
|
|
translationtables[TRANSLATION_Standard][6]->Remap[i] = (i&0xf);
|
|
}
|
|
translationtables[TRANSLATION_Standard][6]->Remap[0xC0] = 1;
|
|
for (i = 0xD0; i <= 0xDF; ++i)
|
|
{
|
|
translationtables[TRANSLATION_Standard][4]->Remap[i] = 0xB0 + (i&0xf);
|
|
translationtables[TRANSLATION_Standard][5]->Remap[i] = 0x30 + (i&0xf);
|
|
translationtables[TRANSLATION_Standard][6]->Remap[i] = 0x10 + (i&0xf);
|
|
}
|
|
for (i = 0xF1; i <= 0xF6; ++i)
|
|
{
|
|
translationtables[TRANSLATION_Standard][0]->Remap[i] = 0xDF + (i&0xf);
|
|
}
|
|
for (i = 0xF7; i <= 0xFB; ++i)
|
|
{
|
|
translationtables[TRANSLATION_Standard][0]->Remap[i] = i - 6;
|
|
}
|
|
for (i = 0; i < 7; ++i)
|
|
{
|
|
for (int j = 0x20; j <= 0xFB; ++j)
|
|
{
|
|
translationtables[TRANSLATION_Standard][i]->Palette[j] =
|
|
GPalette.BaseColors[translationtables[TRANSLATION_Standard][i]->Remap[j]] | MAKEARGB(255,0,0,0);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Create the ice translation table, based on Hexen's. Alas, the standard
|
|
// Doom palette has no good substitutes for these bluish-tinted grays, so
|
|
// they will just look gray unless you use a different PLAYPAL with Doom.
|
|
|
|
BYTE IcePaletteRemap[16];
|
|
for (i = 0; i < 16; ++i)
|
|
{
|
|
IcePaletteRemap[i] = ColorMatcher.Pick (IcePalette[i][0], IcePalette[i][1], IcePalette[i][2]);
|
|
}
|
|
FRemapTable *remap = translationtables[TRANSLATION_Standard][7];
|
|
for (i = 0; i < 256; ++i)
|
|
{
|
|
int r = GPalette.BaseColors[i].r;
|
|
int g = GPalette.BaseColors[i].g;
|
|
int b = GPalette.BaseColors[i].b;
|
|
int v = (r*77 + g*143 + b*37) >> 12;
|
|
remap->Remap[i] = IcePaletteRemap[v];
|
|
remap->Palette[i] = PalEntry(255, IcePalette[v][0], IcePalette[v][1], IcePalette[v][2]);
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
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;
|
|
}
|
|
}
|
|
translationtables[i].Clear();
|
|
}
|
|
BloodTranslationColors.Clear();
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// [RH] Create a player's translation table based on a given mid-range color.
|
|
// [GRB] Split to 2 functions (because of player setup menu)
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
static void SetRemap(FRemapTable *table, int i, float r, float g, float b)
|
|
{
|
|
int ir = clamp (int(r * 255.f), 0, 255);
|
|
int ig = clamp (int(g * 255.f), 0, 255);
|
|
int ib = clamp (int(b * 255.f), 0, 255);
|
|
table->Remap[i] = ColorMatcher.Pick (ir, ig, ib);
|
|
table->Palette[i] = PalEntry(255, ir, ig, ib);
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
static bool SetRange(FRemapTable *table, int start, int end, int first, int last)
|
|
{
|
|
bool identity = true;
|
|
if (start == end)
|
|
{
|
|
int pi = (first + last) / 2;
|
|
table->Remap[start] = GPalette.Remap[pi];
|
|
identity &= (pi == start);
|
|
table->Palette[start] = GPalette.BaseColors[table->Remap[start]];
|
|
table->Palette[start].a = 255;
|
|
}
|
|
else
|
|
{
|
|
int palrange = last - first;
|
|
for (int i = start; i <= end; ++i)
|
|
{
|
|
int pi = first + palrange * (i - start) / (end - start);
|
|
table->Remap[i] = GPalette.Remap[pi];
|
|
identity &= (pi == i);
|
|
table->Palette[i] = GPalette.BaseColors[table->Remap[i]];
|
|
table->Palette[i].a = 255;
|
|
}
|
|
}
|
|
return identity;
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
static void R_CreatePlayerTranslation (float h, float s, float v, const FPlayerColorSet *colorset,
|
|
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, table->NumEntries);
|
|
memcpy (table->Palette, OtherGameSkinPalette, sizeof(*table->Palette) * table->NumEntries);
|
|
}
|
|
else
|
|
{
|
|
for (i = 0; i < table->NumEntries; ++i)
|
|
{
|
|
table->Remap[i] = i;
|
|
}
|
|
memcpy(table->Palette, GPalette.BaseColors, sizeof(*table->Palette) * table->NumEntries);
|
|
}
|
|
for (i = 1; i < table->NumEntries; ++i)
|
|
{
|
|
table->Palette[i].a = 255;
|
|
}
|
|
|
|
// [GRB] Don't translate skins with color range 0-0 (APlayerPawn default)
|
|
if (start == 0 && end == 0)
|
|
{
|
|
table->Inactive = true;
|
|
table->UpdateNative();
|
|
return;
|
|
}
|
|
|
|
table->Inactive = false;
|
|
range = (float)(end-start+1);
|
|
|
|
bases = s;
|
|
basev = v;
|
|
|
|
if (colorset != NULL && colorset->Lump >= 0 && Wads.LumpLength(colorset->Lump) < 256)
|
|
{ // Bad table length. Ignore it.
|
|
colorset = NULL;
|
|
}
|
|
|
|
if (colorset != NULL)
|
|
{
|
|
bool identity = true;
|
|
// Use the pre-defined range instead of a custom one.
|
|
if (colorset->Lump < 0)
|
|
{
|
|
identity &= SetRange(table, start, end, colorset->FirstColor, colorset->LastColor);
|
|
for (i = 0; i < colorset->NumExtraRanges; ++i)
|
|
{
|
|
identity &= SetRange(table,
|
|
colorset->Extra[i].RangeStart, colorset->Extra[i].RangeEnd,
|
|
colorset->Extra[i].FirstColor, colorset->Extra[i].LastColor);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
FMemLump translump = Wads.ReadLump(colorset->Lump);
|
|
const BYTE *trans = (const BYTE *)translump.GetMem();
|
|
for (i = start; i <= end; ++i)
|
|
{
|
|
table->Remap[i] = GPalette.Remap[trans[i]];
|
|
identity &= (trans[i] == i);
|
|
table->Palette[i] = GPalette.BaseColors[table->Remap[i]];
|
|
table->Palette[i].a = 255;
|
|
}
|
|
}
|
|
// If the colorset created an identity translation mark it as inactive
|
|
table->Inactive = identity;
|
|
}
|
|
else if (gameinfo.gametype & GAME_DoomStrifeChex)
|
|
{
|
|
// 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);
|
|
}
|
|
}
|
|
}
|
|
if (gameinfo.gametype == GAME_Hexen && alttable != NULL)
|
|
{
|
|
// Build Hexen's lifegem translation.
|
|
|
|
// Is the player's translation range the same as the gem's and we are using a
|
|
// predefined translation? If so, then use the same one for the gem. Otherwise,
|
|
// build one as per usual.
|
|
if (colorset != NULL && start == 164 && end == 185)
|
|
{
|
|
*alttable = *table;
|
|
}
|
|
else
|
|
{
|
|
for (i = 164; i <= 185; ++i)
|
|
{
|
|
const PalEntry *base = &GPalette.BaseColors[i];
|
|
float dummy;
|
|
|
|
RGBtoHSV (base->r/255.f, base->g/255.f, base->b/255.f, &dummy, &s, &v);
|
|
HSVtoRGB (&r, &g, &b, h, s*bases, v*basev);
|
|
SetRemap(alttable, i, r, g, b);
|
|
}
|
|
}
|
|
alttable->UpdateNative();
|
|
}
|
|
table->UpdateNative();
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
void R_BuildPlayerTranslation (int player)
|
|
{
|
|
float h, s, v;
|
|
FPlayerColorSet *colorset;
|
|
|
|
D_GetPlayerColor (player, &h, &s, &v, &colorset);
|
|
|
|
R_CreatePlayerTranslation (h, s, v, colorset,
|
|
&skins[players[player].userinfo.GetSkin()],
|
|
translationtables[TRANSLATION_Players][player],
|
|
translationtables[TRANSLATION_PlayersExtra][player]);
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
void R_GetPlayerTranslation (int color, const FPlayerColorSet *colorset, FPlayerSkin *skin, FRemapTable *table)
|
|
{
|
|
float h, s, v;
|
|
|
|
if (colorset != NULL)
|
|
{
|
|
color = colorset->RepresentativeColor;
|
|
}
|
|
RGBtoHSV (RPART(color)/255.f, GPART(color)/255.f, BPART(color)/255.f,
|
|
&h, &s, &v);
|
|
|
|
R_CreatePlayerTranslation (h, s, v, colorset, skin, table, NULL);
|
|
}
|