qzdoom/src/r_data/r_translate.cpp
Christoph Oelckers 9521b6cd1f - removed all remaining native parts of APlayerPawn.
Unlike the other classes, the places where variables from this class were accessed were quite scattered so there isn't much scriptified code. Instead, most of these places are now using the script variable access methods.
This was the last remaining subclass of AActor, meaning that class Actor can now be opened for user-side extensions.
2019-01-03 22:05:49 +01:00

1566 lines
40 KiB
C++

/*
** r_translate.cpp
** Translatioo table handling
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include <stddef.h>
#include "templates.h"
#include "r_data/r_translate.h"
#include "v_video.h"
#include "g_game.h"
#include "d_netinf.h"
#include "sc_man.h"
#include "doomerrors.h"
#include "w_wad.h"
#include "serializer.h"
#include "d_player.h"
#include "r_data/sprites.h"
#include "r_state.h"
#include "vm.h"
#include "v_text.h"
#include "m_crc32.h"
#include "g_levellocals.h"
#include "gi.h"
TAutoGrowArray<FRemapTablePtr, FRemapTable *> translationtables[NUM_TRANSLATION_TABLES];
const uint8_t IcePalette[16][3] =
{
{ 10, 8, 18 },
{ 15, 15, 26 },
{ 20, 16, 36 },
{ 30, 26, 46 },
{ 40, 36, 57 },
{ 50, 46, 67 },
{ 59, 57, 78 },
{ 69, 67, 88 },
{ 79, 77, 99 },
{ 89, 87,109 },
{ 99, 97,120 },
{ 109,107,130 },
{ 118,118,141 },
{ 128,128,151 },
{ 138,138,162 },
{ 148,148,172 }
};
static bool IndexOutOfRange(const int color)
{
const bool outOfRange = color < 0 || color > 255;
if (outOfRange)
{
Printf(TEXTCOLOR_ORANGE "Palette index %i is out of range [0..255]\n", color);
}
return outOfRange;
}
static bool IndexOutOfRange(const int start, const int end)
{
const bool outOfRange = IndexOutOfRange(start);
return IndexOutOfRange(end) || outOfRange;
}
static bool IndexOutOfRange(const int start1, const int end1, const int start2, const int end2)
{
const bool outOfRange = IndexOutOfRange(start1, end1);
return IndexOutOfRange(start2, end2) || outOfRange;
}
TArray<FUniquePalette::PalData> FUniquePalette::AllPalettes;
//----------------------------------------------------------------------------
//
// Helper class to deal with frequently changing translations from ACS
//
//----------------------------------------------------------------------------
bool FUniquePalette::Update()
{
PalData pd;
memset(pd.pe, 0, sizeof(pd.pe));
memcpy(pd.pe, remap->Palette, remap->NumEntries * sizeof(*remap->Palette));
pd.crc32 = CalcCRC32((uint8_t*)pd.pe, sizeof(pd.pe));
for (unsigned int i = 0; i< AllPalettes.Size(); i++)
{
if (pd.crc32 == AllPalettes[i].crc32)
{
if (!memcmp(pd.pe, AllPalettes[i].pe, sizeof(pd.pe)))
{
Index = 1 + i;
return true;
}
}
}
Index = 1 + AllPalettes.Push(pd);
return true;
}
/****************************************************/
/****************************************************/
FRemapTable::FRemapTable(int count)
{
assert(count <= 256);
Inactive = false;
Alloc(count);
// Note that the tables are left uninitialized. It is assumed that
// the caller will do that next, if only by calling MakeIdentity().
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
FRemapTable::~FRemapTable()
{
Free();
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
int FRemapTable::GetUniqueIndex()
{
if (Inactive) return 0;
if (Native == nullptr)
{
Native = new FUniquePalette(this);
Native->Update();
}
return Native->GetIndex();
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
void FRemapTable::Alloc(int count)
{
Remap = (uint8_t *)M_Malloc(count*sizeof(*Remap) + count*sizeof(*Palette));
assert (Remap != NULL);
Palette = (PalEntry *)(Remap + count*(sizeof(*Remap)));
Native = NULL;
NumEntries = count;
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
void FRemapTable::Free()
{
KillNative();
if (Remap != NULL)
{
M_Free(Remap);
Remap = NULL;
Palette = NULL;
NumEntries = 0;
}
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
FRemapTable::FRemapTable(const FRemapTable &o)
{
Remap = NULL;
Native = NULL;
NumEntries = 0;
operator= (o);
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
FRemapTable &FRemapTable::operator=(const FRemapTable &o)
{
if (&o == this)
{
return *this;
}
if (o.NumEntries != NumEntries)
{
Free();
}
if (Remap == NULL)
{
Alloc(o.NumEntries);
}
Inactive = o.Inactive;
memcpy(Remap, o.Remap, NumEntries*sizeof(*Remap) + NumEntries*sizeof(*Palette));
return *this;
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
bool FRemapTable::operator==(const FRemapTable &o)
{
// Two translations are identical when they have the same amount of colors
// and the palette values for both are identical.
if (&o == this) return true;
if (o.NumEntries != NumEntries) return false;
return !memcmp(o.Palette, Palette, NumEntries * sizeof(*Palette));
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
void FRemapTable::Serialize(FSerializer &arc)
{
int n = NumEntries;
arc("numentries", NumEntries);
if (arc.isReading())
{
if (n != NumEntries)
{
Free();
Alloc(NumEntries);
}
}
arc.Array("remap", Remap, NumEntries);
arc.Array("palette", Palette, NumEntries);
}
void FRemapTable::StaticSerializeTranslations(FSerializer &arc)
{
if (arc.BeginArray("translations"))
{
// Does this level have custom translations?
FRemapTable *trans;
int w;
if (arc.isWriting())
{
for (unsigned int i = 0; i < translationtables[TRANSLATION_LevelScripted].Size(); ++i)
{
trans = translationtables[TRANSLATION_LevelScripted][i];
if (trans != NULL && !trans->IsIdentity())
{
if (arc.BeginObject(nullptr))
{
arc("index", i);
trans->Serialize(arc);
arc.EndObject();
}
}
}
}
else
{
while (arc.BeginObject(nullptr))
{
arc("index", w);
trans = translationtables[TRANSLATION_LevelScripted].GetVal(w);
if (trans == NULL)
{
trans = new FRemapTable;
translationtables[TRANSLATION_LevelScripted].SetVal(w, trans);
}
trans->Serialize(arc);
arc.EndObject();
}
}
arc.EndArray();
}
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
void FRemapTable::MakeIdentity()
{
int i;
for (i = 0; i < NumEntries; ++i)
{
Remap[i] = i;
}
for (i = 0; i < NumEntries; ++i)
{
Palette[i] = GPalette.BaseColors[i];
}
for (i = 1; i < NumEntries; ++i)
{
Palette[i].a = 255;
}
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
bool FRemapTable::IsIdentity() const
{
for (int j = 0; j < 256; ++j)
{
if (Remap[j] != j)
{
return false;
}
}
return true;
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
void FRemapTable::KillNative()
{
if (Native != NULL)
{
delete Native;
Native = NULL;
}
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
void FRemapTable::UpdateNative()
{
if (Native != NULL)
{
Native->Update();
}
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
bool FRemapTable::AddIndexRange(int start, int end, int pal1, int pal2)
{
if (IndexOutOfRange(start, end, pal1, pal2))
{
return false;
}
double palcol, palstep;
if (start > end)
{
swapvalues (start, end);
swapvalues (pal1, pal2);
}
else if (start == end)
{
start = GPalette.Remap[start];
pal1 = GPalette.Remap[pal1];
Remap[start] = pal1;
Palette[start] = GPalette.BaseColors[pal1];
Palette[start].a = start == 0 ? 0 : 255;
return true;
}
palcol = pal1;
palstep = (pal2 - palcol) / (end - start);
for (int i = start; i <= end; palcol += palstep, ++i)
{
int j = GPalette.Remap[i], k = GPalette.Remap[int(round(palcol))];
Remap[j] = k;
Palette[j] = GPalette.BaseColors[k];
Palette[j].a = j == 0 ? 0 : 255;
}
return true;
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
bool FRemapTable::AddColorRange(int start, int end, int _r1,int _g1, int _b1, int _r2, int _g2, int _b2)
{
if (IndexOutOfRange(start, end))
{
return false;
}
double r1 = _r1;
double g1 = _g1;
double b1 = _b1;
double r2 = _r2;
double g2 = _g2;
double b2 = _b2;
double r, g, b;
double rs, gs, bs;
if (start > end)
{
swapvalues (start, end);
r = r2;
g = g2;
b = b2;
rs = r1 - r2;
gs = g1 - g2;
bs = b1 - b2;
}
else
{
r = r1;
g = g1;
b = b1;
rs = r2 - r1;
gs = g2 - g1;
bs = b2 - b1;
}
if (start == end)
{
start = GPalette.Remap[start];
Palette[start] = PalEntry(start == 0 ? 0 : 255, int(r), int(g), int(b));
Remap[start] = ColorMatcher.Pick(Palette[start]);
}
else
{
rs /= (end - start);
gs /= (end - start);
bs /= (end - start);
for (int i = start; i <= end; ++i)
{
int j = GPalette.Remap[i];
Palette[j] = PalEntry(j == 0 ? 0 : 255, int(r), int(g), int(b));
Remap[j] = ColorMatcher.Pick(Palette[j]);
r += rs;
g += gs;
b += bs;
}
}
return true;
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
bool FRemapTable::AddDesaturation(int start, int end, double r1, double g1, double b1, double r2, double g2, double b2)
{
if (IndexOutOfRange(start, end))
{
return false;
}
r1 = clamp(r1, 0.0, 2.0);
g1 = clamp(g1, 0.0, 2.0);
b1 = clamp(b1, 0.0, 2.0);
r2 = clamp(r2, 0.0, 2.0);
g2 = clamp(g2, 0.0, 2.0);
b2 = clamp(b2, 0.0, 2.0);
if (start > end)
{
swapvalues(start, end);
swapvalues(r1, r2);
swapvalues(g1, g2);
swapvalues(b1, b2);
}
r2 -= r1;
g2 -= g1;
b2 -= b1;
r1 *= 255;
g1 *= 255;
b1 *= 255;
for(int c = start; c <= end; c++)
{
double intensity = (GPalette.BaseColors[c].r * 77 +
GPalette.BaseColors[c].g * 143 +
GPalette.BaseColors[c].b * 37) / 256.0;
PalEntry pe = PalEntry( MIN(255, int(r1 + intensity*r2)),
MIN(255, int(g1 + intensity*g2)),
MIN(255, int(b1 + intensity*b2)));
int cc = GPalette.Remap[c];
Remap[cc] = ColorMatcher.Pick(pe);
Palette[cc] = pe;
Palette[cc].a = cc == 0 ? 0:255;
}
return true;
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
bool FRemapTable::AddColourisation(int start, int end, int r, int g, int b)
{
if (IndexOutOfRange(start, end))
{
return false;
}
for (int i = start; i < end; ++i)
{
double br = GPalette.BaseColors[i].r;
double bg = GPalette.BaseColors[i].g;
double bb = GPalette.BaseColors[i].b;
double grey = (br * 0.299 + bg * 0.587 + bb * 0.114) / 255.0f;
if (grey > 1.0) grey = 1.0;
br = r * grey;
bg = g * grey;
bb = b * grey;
int j = GPalette.Remap[i];
Palette[j] = PalEntry(j == 0 ? 0 : 255, int(br), int(bg), int(bb));
Remap[j] = ColorMatcher.Pick(Palette[j]);
}
return true;
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
bool FRemapTable::AddTint(int start, int end, int r, int g, int b, int amount)
{
if (IndexOutOfRange(start, end))
{
return false;
}
for (int i = start; i < end; ++i)
{
float br = GPalette.BaseColors[i].r;
float bg = GPalette.BaseColors[i].g;
float bb = GPalette.BaseColors[i].b;
float a = amount * 0.01f;
float ia = 1.0f - a;
br = br * ia + r * a;
bg = bg * ia + g * a;
bb = bb * ia + b * a;
int j = GPalette.Remap[i];
Palette[j] = PalEntry(j == 0 ? 0 : 255, int(br), int(bg), int(bb));
Remap[j] = ColorMatcher.Pick(Palette[j]);
}
return true;
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
bool FRemapTable::AddToTranslation(const char *range)
{
int start,end;
bool desaturated = false;
FScanner sc;
sc.OpenMem("translation", range, int(strlen(range)));
sc.SetCMode(true);
sc.MustGetToken(TK_IntConst);
start = sc.Number;
sc.MustGetToken(':');
sc.MustGetToken(TK_IntConst);
end = sc.Number;
sc.MustGetToken('=');
if (start < 0 || start > 255 || end < 0 || end > 255)
{
sc.ScriptError("Palette index out of range");
return false;
}
sc.MustGetAnyToken();
if (sc.TokenType == '[')
{
// translation using RGB values
int r1,g1,b1,r2,g2,b2;
sc.MustGetToken(TK_IntConst);
r1 = sc.Number;
sc.MustGetToken(',');
sc.MustGetToken(TK_IntConst);
g1 = sc.Number;
sc.MustGetToken(',');
sc.MustGetToken(TK_IntConst);
b1 = sc.Number;
sc.MustGetToken(']');
sc.MustGetToken(':');
sc.MustGetToken('[');
sc.MustGetToken(TK_IntConst);
r2 = sc.Number;
sc.MustGetToken(',');
sc.MustGetToken(TK_IntConst);
g2 = sc.Number;
sc.MustGetToken(',');
sc.MustGetToken(TK_IntConst);
b2 = sc.Number;
sc.MustGetToken(']');
return AddColorRange(start, end, r1, g1, b1, r2, g2, b2);
}
else if (sc.TokenType == '%')
{
// translation using RGB values
double r1,g1,b1,r2,g2,b2;
sc.MustGetToken('[');
sc.MustGetAnyToken();
if (sc.TokenType != TK_IntConst) sc.TokenMustBe(TK_FloatConst);
r1 = sc.Float;
sc.MustGetToken(',');
sc.MustGetAnyToken();
if (sc.TokenType != TK_IntConst) sc.TokenMustBe(TK_FloatConst);
g1 = sc.Float;
sc.MustGetToken(',');
sc.MustGetAnyToken();
if (sc.TokenType != TK_IntConst) sc.TokenMustBe(TK_FloatConst);
b1 = sc.Float;
sc.MustGetToken(']');
sc.MustGetToken(':');
sc.MustGetToken('[');
sc.MustGetAnyToken();
if (sc.TokenType != TK_IntConst) sc.TokenMustBe(TK_FloatConst);
r2 = sc.Float;
sc.MustGetToken(',');
sc.MustGetAnyToken();
if (sc.TokenType != TK_IntConst) sc.TokenMustBe(TK_FloatConst);
g2 = sc.Float;
sc.MustGetToken(',');
sc.MustGetAnyToken();
if (sc.TokenType != TK_IntConst) sc.TokenMustBe(TK_FloatConst);
b2 = sc.Float;
sc.MustGetToken(']');
return AddDesaturation(start, end, r1, g1, b1, r2, g2, b2);
}
else if (sc.TokenType == '#')
{
// Colourise translation
int r, g, b;
sc.MustGetToken('[');
sc.MustGetToken(TK_IntConst);
r = sc.Number;
sc.MustGetToken(',');
sc.MustGetToken(TK_IntConst);
g = sc.Number;
sc.MustGetToken(',');
sc.MustGetToken(TK_IntConst);
b = sc.Number;
sc.MustGetToken(']');
return AddColourisation(start, end, r, g, b);
}
else if (sc.TokenType == '@')
{
// Tint translation
int a, r, g, b;
sc.MustGetToken(TK_IntConst);
a = sc.Number;
sc.MustGetToken('[');
sc.MustGetToken(TK_IntConst);
r = sc.Number;
sc.MustGetToken(',');
sc.MustGetToken(TK_IntConst);
g = sc.Number;
sc.MustGetToken(',');
sc.MustGetToken(TK_IntConst);
b = sc.Number;
sc.MustGetToken(']');
return AddTint(start, end, r, g, b, a);
}
else
{
int pal1, pal2;
sc.TokenMustBe(TK_IntConst);
pal1 = sc.Number;
sc.MustGetToken(':');
sc.MustGetToken(TK_IntConst);
pal2 = sc.Number;
return AddIndexRange(start, end, pal1, pal2);
}
}
//----------------------------------------------------------------------------
//
// Stores a copy of this translation in the DECORATE translation table
//
//----------------------------------------------------------------------------
int FRemapTable::StoreTranslation(int slot)
{
unsigned int i;
for (i = 0; i < translationtables[slot].Size(); i++)
{
if (*this == *translationtables[slot][i])
{
// A duplicate of this translation already exists
return TRANSLATION(slot, i);
}
}
if (translationtables[slot].Size() >= MAX_DECORATE_TRANSLATIONS)
{
I_Error("Too many DECORATE translations");
}
FRemapTable *newtrans = new FRemapTable;
*newtrans = *this;
i = translationtables[slot].Push(newtrans);
return TRANSLATION(slot, i);
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
static 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;
trans->Palette[0] = 0;
trans->Remap[0] = 0;
for (i = 1; i < 256; i++)
{
int bright = MAX(MAX(GPalette.BaseColors[i].r, GPalette.BaseColors[i].g), GPalette.BaseColors[i].b);
PalEntry pe = PalEntry(255, 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);
PushIdentityTable(TRANSLATION_RainPillar);
}
// 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 < level.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.
uint8_t 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][STD_Ice];
remap->Remap[0] = 0;
remap->Palette[0] = 0;
for (i = 1; 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]);
}
// The alphatexture translation. This is just a standard index as gray mapping.
PushIdentityTable(TRANSLATION_Standard);
remap = translationtables[TRANSLATION_Standard][STD_Gray];
remap->Remap[0] = 0;
remap->Palette[0] = 0;
for (i = 1; i < 256; i++)
{
remap->Remap[i] = i;
remap->Palette[i] = PalEntry(255, i, i, i);
}
// Palette to grayscale ramp. For internal use only, because the remap does not map to the palette.
PushIdentityTable(TRANSLATION_Standard);
remap = translationtables[TRANSLATION_Standard][STD_Grayscale];
remap->Remap[0] = 0;
remap->Palette[0] = 0;
for (i = 1; 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) >> 8;
remap->Remap[i] = v;
remap->Palette[i] = PalEntry(255, v, v, v);
}
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
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);
}
//----------------------------------------------------------------------------
//
// Sets the translation Heretic's the rain pillar
// This tries to create a translation that preserves the brightness of
// the rain projectiles so that their effect isn't ruined.
//
//----------------------------------------------------------------------------
static void SetPillarRemap(FRemapTable *table, int i, float h, float s, float v)
{
float ph, ps, pv;
float fr = GPalette.BaseColors[i].r / 255.f;
float fg = GPalette.BaseColors[i].g / 255.f;
float fb = GPalette.BaseColors[i].b / 255.f;
RGBtoHSV(fr, fg, fb, &ph, &ps, &pv);
HSVtoRGB(&fr, &fg, &fb, h, s, (v*0.2f + pv*0.8f));
int ir = clamp (int(fr * 255.f), 0, 255);
int ig = clamp (int(fg * 255.f), 0, 255);
int ib = clamp (int(fb * 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, FRemapTable *pillartable)
{
int i;
uint8_t start = skin->range0start;
uint8_t 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 (PlayerPawn 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 uint8_t *trans = (const uint8_t *)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);
SetPillarRemap(pillartable, i, h, s, v);
}
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],
translationtables[TRANSLATION_RainPillar][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, NULL);
}
DEFINE_ACTION_FUNCTION(_Translation, SetPlayerTranslation)
{
PARAM_PROLOGUE;
PARAM_UINT(tgroup);
PARAM_UINT(tnum);
PARAM_UINT(pnum);
PARAM_POINTER(cls, FPlayerClass);
if (pnum >= MAXPLAYERS || tgroup >= NUM_TRANSLATION_TABLES || tnum >= translationtables[tgroup].Size())
{
ACTION_RETURN_BOOL(false);
}
auto self = &players[pnum];
int PlayerColor = self->userinfo.GetColor();
int PlayerSkin = self->userinfo.GetSkin();
int PlayerColorset = self->userinfo.GetColorSet();
if (cls != nullptr)
{
PlayerSkin = R_FindSkin(Skins[PlayerSkin].Name, int(cls - &PlayerClasses[0]));
R_GetPlayerTranslation(PlayerColor, GetColorSet(cls->Type, PlayerColorset),
&Skins[PlayerSkin], translationtables[tgroup][tnum]);
}
ACTION_RETURN_BOOL(true);
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
static TMap<FName, int> customTranslationMap;
int R_FindCustomTranslation(FName name)
{
switch (name)
{
case NAME_Ice:
// Ice is a special case which will remain in its original slot.
return TRANSLATION(TRANSLATION_Standard, 7);
case NAME_None:
return 0;
case NAME_RainPillar1:
case NAME_RainPillar2:
case NAME_RainPillar3:
case NAME_RainPillar4:
case NAME_RainPillar5:
case NAME_RainPillar6:
case NAME_RainPillar7:
case NAME_RainPillar8:
return TRANSLATION(TRANSLATION_RainPillar, name.GetIndex() - NAME_RainPillar1);
case NAME_Player1:
case NAME_Player2:
case NAME_Player3:
case NAME_Player4:
case NAME_Player5:
case NAME_Player6:
case NAME_Player7:
case NAME_Player8:
return TRANSLATION(TRANSLATION_Players, name.GetIndex() - NAME_Player1);
}
int *t = customTranslationMap.CheckKey(FName(name, true));
return (t != nullptr)? *t : -1;
}
DEFINE_ACTION_FUNCTION(_Translation, GetID)
{
PARAM_PROLOGUE;
PARAM_NAME(t);
ACTION_RETURN_INT(R_FindCustomTranslation(t));
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
void R_ParseTrnslate()
{
customTranslationMap.Clear();
translationtables[TRANSLATION_Custom].Clear();
int lump;
int lastlump = 0;
while (-1 != (lump = Wads.FindLump("TRNSLATE", &lastlump)))
{
FScanner sc(lump);
while (sc.GetToken())
{
sc.TokenMustBe(TK_Identifier);
FName newtrans = sc.String;
FRemapTable *base = nullptr;
if (sc.CheckToken(':'))
{
sc.MustGetAnyToken();
if (sc.TokenType == TK_IntConst)
{
int max = 6;
if (sc.Number < 0 || sc.Number > max)
{
sc.ScriptError("Translation must be in the range [0,%d]", max);
}
base = translationtables[TRANSLATION_Standard][sc.Number];
}
else if (sc.TokenType == TK_Identifier)
{
int tnum = R_FindCustomTranslation(sc.String);
if (tnum == -1)
{
sc.ScriptError("Base translation '%s' not found in '%s'", sc.String, newtrans.GetChars());
}
base = translationtables[GetTranslationType(tnum)][GetTranslationIndex(tnum)];
}
else
{
// error out.
sc.TokenMustBe(TK_Identifier);
}
}
sc.MustGetToken('=');
FRemapTable NewTranslation;
if (base != nullptr) NewTranslation = *base;
else NewTranslation.MakeIdentity();
do
{
sc.MustGetToken(TK_StringConst);
try
{
NewTranslation.AddToTranslation(sc.String);
}
catch (CRecoverableError &err)
{
sc.ScriptMessage("Error in translation '%s':\n" TEXTCOLOR_YELLOW "%s\n", sc.String, err.GetMessage());
}
} while (sc.CheckToken(','));
int trans = NewTranslation.StoreTranslation(TRANSLATION_Custom);
customTranslationMap[newtrans] = trans;
}
}
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
struct FTranslation
{
PalEntry colors[256];
};
DEFINE_ACTION_FUNCTION(_Translation, AddTranslation)
{
PARAM_SELF_STRUCT_PROLOGUE(FTranslation);
FRemapTable NewTranslation;
memcpy(&NewTranslation.Palette[0], self->colors, 256 * sizeof(PalEntry));
for (int i = 0; i < 256; i++)
{
NewTranslation.Remap[i] = ColorMatcher.Pick(self->colors[i]);
}
int trans = NewTranslation.StoreTranslation(TRANSLATION_Custom);
ACTION_RETURN_INT(trans);
}