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ed242b32df
initialize newly added fields when growing. SVN r675 (trunk)
670 lines
18 KiB
C++
670 lines
18 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 "m_alloc.h"
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#include "r_draw.h"
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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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#include "gi.h"
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#include "stats.h"
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TArray<FRemapTable *> translationtables[NUM_TRANSLATION_TABLES];
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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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FRemapTable::~FRemapTable()
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{
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Free();
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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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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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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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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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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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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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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].r
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<< Palette[j].g
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<< Palette[j].b;
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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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}
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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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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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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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FNativeTexture *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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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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swap (start, end);
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swap (pal1, pal2);
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}
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else if (start == end)
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{
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Remap[start] = pal1;
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Palette[start] = GPalette.BaseColors[pal1];
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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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Remap[i] = palcol >> FRACBITS;
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Palette[i] = GPalette.BaseColors[palcol >> FRACBITS];
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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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swap (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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Remap[start] = ColorMatcher.Pick
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(r >> FRACBITS, g >> FRACBITS, b >> FRACBITS);
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Palette[start] = PalEntry(r >> FRACBITS, g >> FRACBITS, b >> FRACBITS);
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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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Remap[i] = ColorMatcher.Pick
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(r >> FRACBITS, g >> FRACBITS, b >> FRACBITS);
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Palette[i] = PalEntry(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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FRemapTable *TranslationToTable(int translation)
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{
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unsigned int type = GetTranslationType(translation);
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unsigned int index = GetTranslationIndex(translation);
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TArray<FRemapTable *> *slots;
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if (type <= 0 || type >= NUM_TRANSLATION_TABLES)
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{
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return NULL;
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}
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slots = &translationtables[type];
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if (index >= slots->Size())
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{
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return NULL;
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}
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return slots->operator[](index);
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}
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static void PushIdentityTable(int slot)
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{
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FRemapTable *table = new FRemapTable;
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table->MakeIdentity();
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translationtables[slot].Push(table);
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}
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//
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// R_InitTranslationTables
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// Creates the translation tables to map the green color ramp to gray,
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// brown, red. Assumes a given structure of the PLAYPAL.
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//
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void R_InitTranslationTables ()
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{
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int i, j;
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// Each player gets two translations. Doom and Strife don't use the
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// extra ones, but Heretic and Hexen do. These are set up during
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// netgame arbitration and as-needed, so they just get to be identity
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// maps until then so they won't be invalid.
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for (i = 0; i < MAXPLAYERS; ++i)
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{
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PushIdentityTable(TRANSLATION_Players);
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PushIdentityTable(TRANSLATION_PlayersExtra);
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}
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// The menu player also gets a separate translation table
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PushIdentityTable(TRANSLATION_Players);
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// The three standard translations from Doom or Heretic (seven for Strife),
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// plus the generic ice translation.
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for (i = 0; i < 8; ++i)
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{
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PushIdentityTable(TRANSLATION_Standard);
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}
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// Each player corpse has its own translation so they won't change
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// color if the player who created them changes theirs.
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for (i = 0; i < BODYQUESIZE; ++i)
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{
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PushIdentityTable(TRANSLATION_PlayerCorpses);
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}
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// Create the standard translation tables
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if (gameinfo.gametype == GAME_Doom)
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{
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for (i = 0x70; i < 0x80; i++)
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{ // map green ramp to gray, brown, red
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translationtables[TRANSLATION_Standard][0]->Remap[i] = 0x60 + (i&0xf);
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translationtables[TRANSLATION_Standard][1]->Remap[i] = 0x40 + (i&0xf);
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translationtables[TRANSLATION_Standard][2]->Remap[i] = 0x20 + (i&0xf);
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translationtables[TRANSLATION_Standard][0]->Palette[i] = GPalette.BaseColors[0x60 + (i&0xf)];
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translationtables[TRANSLATION_Standard][1]->Palette[i] = GPalette.BaseColors[0x40 + (i&0xf)];
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translationtables[TRANSLATION_Standard][2]->Palette[i] = GPalette.BaseColors[0x20 + (i&0xf)];
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}
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}
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else if (gameinfo.gametype == GAME_Heretic)
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{
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for (i = 225; i <= 240; i++)
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{
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translationtables[TRANSLATION_Standard][0]->Remap[i] = 114+(i-225); // yellow
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translationtables[TRANSLATION_Standard][1]->Remap[i] = 145+(i-225); // red
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translationtables[TRANSLATION_Standard][2]->Remap[i] = 190+(i-225); // blue
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translationtables[TRANSLATION_Standard][0]->Palette[i] = GPalette.BaseColors[114+(i-225)];
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translationtables[TRANSLATION_Standard][1]->Palette[i] = GPalette.BaseColors[145+(i-225)];
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translationtables[TRANSLATION_Standard][2]->Palette[i] = GPalette.BaseColors[190+(i-225)];
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}
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}
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else if (gameinfo.gametype == GAME_Strife)
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{
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for (i = 0x20; i <= 0x3F; ++i)
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{
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translationtables[TRANSLATION_Standard][0]->Remap[i] = i - 0x20;
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translationtables[TRANSLATION_Standard][1]->Remap[i] = i - 0x20;
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translationtables[TRANSLATION_Standard][2]->Remap[i] = 0xD0 + (i&0xf);
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translationtables[TRANSLATION_Standard][3]->Remap[i] = 0xD0 + (i&0xf);
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translationtables[TRANSLATION_Standard][4]->Remap[i] = i - 0x20;
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translationtables[TRANSLATION_Standard][5]->Remap[i] = i - 0x20;
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translationtables[TRANSLATION_Standard][6]->Remap[i] = i - 0x20;
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}
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for (i = 0x50; i <= 0x5F; ++i)
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{
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// Merchant hair
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translationtables[TRANSLATION_Standard][4]->Remap[i] = 0x80 + (i&0xf);
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translationtables[TRANSLATION_Standard][5]->Remap[i] = 0x10 + (i&0xf);
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translationtables[TRANSLATION_Standard][6]->Remap[i] = 0x40 + (i&0xf);
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}
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for (i = 0x80; i <= 0x8F; ++i)
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{
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translationtables[TRANSLATION_Standard][0]->Remap[i] = 0x40 + (i&0xf); // red
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translationtables[TRANSLATION_Standard][1]->Remap[i] = 0xB0 + (i&0xf); // rust
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translationtables[TRANSLATION_Standard][2]->Remap[i] = 0x10 + (i&0xf); // gray
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translationtables[TRANSLATION_Standard][3]->Remap[i] = 0x30 + (i&0xf); // dark green
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translationtables[TRANSLATION_Standard][4]->Remap[i] = 0x50 + (i&0xf); // gold
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translationtables[TRANSLATION_Standard][5]->Remap[i] = 0x60 + (i&0xf); // bright green
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translationtables[TRANSLATION_Standard][6]->Remap[i] = 0x90 + (i&0xf); // blue
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}
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for (i = 0xC0; i <= 0xCF; ++i)
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{
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translationtables[TRANSLATION_Standard][4]->Remap[i] = 0xA0 + (i&0xf);
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translationtables[TRANSLATION_Standard][5]->Remap[i] = 0x20 + (i&0xf);
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translationtables[TRANSLATION_Standard][6]->Remap[i] = (i&0xf);
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}
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translationtables[TRANSLATION_Standard][6]->Remap[0xC0] = 1;
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for (i = 0xD0; i <= 0xDF; ++i)
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{
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translationtables[TRANSLATION_Standard][4]->Remap[i] = 0xB0 + (i&0xf);
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translationtables[TRANSLATION_Standard][5]->Remap[i] = 0x30 + (i&0xf);
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translationtables[TRANSLATION_Standard][6]->Remap[i] = 0x10 + (i&0xf);
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}
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for (i = 0xF1; i <= 0xF6; ++i)
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{
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translationtables[TRANSLATION_Standard][0]->Remap[i] = 0xDF + (i&0xf);
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}
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for (i = 0xF7; i <= 0xFB; ++i)
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{
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translationtables[TRANSLATION_Standard][0]->Remap[i] = i - 6;
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}
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for (i = 0; i < 7; ++i)
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{
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for (int j = 0x20; j <= 0xFB; ++j)
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{
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translationtables[TRANSLATION_Standard][i]->Palette[j] =
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GPalette.BaseColors[translationtables[TRANSLATION_Standard][i]->Remap[j]];
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}
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}
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}
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// Create the ice translation table, based on Hexen's. Alas, the standard
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// Doom palette has no good substitutes for these bluish-tinted grays, so
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// they will just look gray unless you use a different PLAYPAL with Doom.
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static 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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BYTE IcePaletteRemap[16];
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for (i = 0; i < 16; ++i)
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{
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IcePaletteRemap[i] = ColorMatcher.Pick (IcePalette[i][0], IcePalette[i][1], IcePalette[i][2]);
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}
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FRemapTable *remap = translationtables[TRANSLATION_Standard][7];
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for (i = 0; i < 256; ++i)
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{
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int r = GPalette.BaseColors[i].r;
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int g = GPalette.BaseColors[i].g;
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int b = GPalette.BaseColors[i].b;
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int v = (r*77 + g*143 + b*37) >> 12;
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remap->Remap[i] = IcePaletteRemap[v];
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remap->Palette[i] = PalEntry(IcePalette[v][0], IcePalette[v][1], IcePalette[v][2]);
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}
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// set up shading tables for shaded columns
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// 16 colormap sets, progressing from full alpha to minimum visible alpha
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BYTE *table = shadetables;
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// Full alpha
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for (i = 0; i < 16; ++i)
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{
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for (j = 0; j < NUMCOLORMAPS; ++j)
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{
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int a = (NUMCOLORMAPS - j) * 256 / NUMCOLORMAPS * (16-i);
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for (int k = 0; k < 256; ++k)
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{
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BYTE v = (((k+2) * a) + 256) >> 14;
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table[k] = MIN<BYTE> (v, 64);
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}
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table += 256;
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}
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}
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}
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void R_DeinitTranslationTables()
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{
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for (int i = 0; i < NUM_TRANSLATION_TABLES; ++i)
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{
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for (unsigned int j = 0; j < translationtables[i].Size(); ++j)
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{
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if (translationtables[i][j] != NULL)
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{
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delete translationtables[i][j];
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translationtables[i][j] = NULL;
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}
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}
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}
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}
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// [RH] Create a player's translation table based on a given mid-range color.
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// [GRB] Split to 2 functions (because of player setup menu)
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static void SetRemap(FRemapTable *table, int i, float r, float g, float b)
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{
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int ir = clamp (int(r * 255.f), 0, 255);
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int ig = clamp (int(g * 255.f), 0, 255);
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int ib = clamp (int(b * 255.f), 0, 255);
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table->Remap[i] = ColorMatcher.Pick (ir, ig, ib);
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table->Palette[i] = PalEntry(ir, ig, ib);
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}
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static void R_CreatePlayerTranslation (float h, float s, float v, FPlayerSkin *skin, FRemapTable *table, FRemapTable *alttable)
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{
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int i;
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BYTE start = skin->range0start;
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BYTE end = skin->range0end;
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float r, g, b;
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float bases, basev;
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float sdelta, vdelta;
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float range;
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// Set up the base translation for this skin. If the skin was created
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// for the current game, then this is just an identity translation.
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// Otherwise, it remaps the colors from the skin's original palette to
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// the current one.
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if (skin->othergame)
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{
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memcpy (table->Remap, OtherGameSkinRemap, 256);
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memcpy (table->Palette, OtherGameSkinPalette, sizeof(table->Palette));
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}
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else
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{
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for (i = 0; i < 256; ++i)
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{
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table->Remap[i] = i;
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}
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memcpy(table->Palette, GPalette.BaseColors, sizeof(table->Palette));
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}
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// [GRB] Don't translate skins with color range 0-0 (APlayerPawn default)
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if (start == 0 && end == 0)
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{
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table->UpdateNative();
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return;
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}
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range = (float)(end-start+1);
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bases = s;
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basev = v;
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if (gameinfo.gametype == GAME_Doom || gameinfo.gametype == GAME_Strife)
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{
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// Build player sprite translation
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s -= 0.23f;
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v += 0.1f;
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sdelta = 0.23f / range;
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vdelta = -0.94112f / range;
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for (i = start; i <= end; i++)
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{
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float uses, usev;
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uses = clamp (s, 0.f, 1.f);
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usev = clamp (v, 0.f, 1.f);
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HSVtoRGB (&r, &g, &b, h, uses, usev);
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SetRemap(table, i, r, g, b);
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s += sdelta;
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v += vdelta;
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}
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}
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else if (gameinfo.gametype == GAME_Heretic)
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{
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float vdelta = 0.418916f / range;
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// Build player sprite translation
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for (i = start; i <= end; i++)
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{
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v = vdelta * (float)(i - start) + basev - 0.2352937f;
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v = clamp (v, 0.f, 1.f);
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HSVtoRGB (&r, &g, &b, h, s, v);
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SetRemap(table, i, r, g, b);
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}
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// Build rain/lifegem translation
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if (alttable)
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{
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bases = MIN (bases*1.3f, 1.f);
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basev = MIN (basev*1.3f, 1.f);
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for (i = 145; i <= 168; i++)
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{
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s = MIN (bases, 0.8965f - 0.0962f*(float)(i - 161));
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v = MIN (1.f, (0.2102f + 0.0489f*(float)(i - 144)) * basev);
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HSVtoRGB (&r, &g, &b, h, s, v);
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SetRemap(alttable, i, r, g, b);
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}
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alttable->UpdateNative();
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}
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}
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else if (gameinfo.gametype == GAME_Hexen)
|
|
{
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if (memcmp (sprites[skin->sprite].name, "PLAY", 4) == 0)
|
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{ // The fighter is different! He gets a brown hairy loincloth, but the other
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// two have blue capes.
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float vs[9] = { .28f, .32f, .38f, .42f, .47f, .5f, .58f, .71f, .83f };
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|
|
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// Build player sprite translation
|
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//h = 45.f;
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v = MAX (0.1f, v);
|
|
|
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for (i = start; i <= end; i++)
|
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{
|
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HSVtoRGB (&r, &g, &b, h, s, vs[(i-start)*9/(int)range]*basev);
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SetRemap(table, i, r, g, b);
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}
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}
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else
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{
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float ms[18] = { .95f, .96f, .89f, .97f, .97f, 1.f, 1.f, 1.f, .97f, .99f, .87f, .77f, .69f, .62f, .57f, .47f, .43f };
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float mv[18] = { .16f, .19f, .22f, .25f, .31f, .35f, .38f, .41f, .47f, .54f, .60f, .65f, .71f, .77f, .83f, .89f, .94f, 1.f };
|
|
|
|
// Build player sprite translation
|
|
v = MAX (0.1f, v);
|
|
|
|
for (i = start; i <= end; i++)
|
|
{
|
|
HSVtoRGB (&r, &g, &b, h, ms[(i-start)*18/(int)range]*bases, mv[(i-start)*18/(int)range]*basev);
|
|
SetRemap(table, i, r, g, b);
|
|
}
|
|
}
|
|
|
|
// Build lifegem translation
|
|
if (alttable)
|
|
{
|
|
for (i = 164; i <= 185; ++i)
|
|
{
|
|
const PalEntry *base = &GPalette.BaseColors[i];
|
|
float dummy;
|
|
|
|
RGBtoHSV (base->r/255.f, base->g/255.f, base->b/255.f, &dummy, &s, &v);
|
|
HSVtoRGB (&r, &g, &b, h, s*bases, v*basev);
|
|
SetRemap(alttable, i, r, g, b);
|
|
}
|
|
alttable->UpdateNative();
|
|
}
|
|
}
|
|
table->UpdateNative();
|
|
}
|
|
|
|
void R_BuildPlayerTranslation (int player)
|
|
{
|
|
float h, s, v;
|
|
|
|
D_GetPlayerColor (player, &h, &s, &v);
|
|
|
|
R_CreatePlayerTranslation (h, s, v,
|
|
&skins[players[player].userinfo.skin],
|
|
translationtables[TRANSLATION_Players][player],
|
|
translationtables[TRANSLATION_PlayersExtra][player]);
|
|
}
|
|
|
|
void R_GetPlayerTranslation (int color, FPlayerSkin *skin, FRemapTable *table)
|
|
{
|
|
float h, s, v;
|
|
|
|
RGBtoHSV (RPART(color)/255.f, GPART(color)/255.f, BPART(color)/255.f,
|
|
&h, &s, &v);
|
|
|
|
R_CreatePlayerTranslation (h, s, v, skin, table, NULL);
|
|
}
|