- Updated UDMF spec to 1.1.
- Added -noautoload option. - Added default Raven automap colors set. Needs to be tested because I can't compare against the DOS version myself. - Extened A_PlaySound and A_StopSound to be able to set all parameters of the internal sound code. SVN r1544 (trunk)
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9 changed files with 547 additions and 421 deletions
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@ -104,6 +104,15 @@ static BYTE StrifePaletteVals[11*3] =
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187, 59, 0, 219, 171, 0
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};
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static AMColor RavenColors[11];
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static BYTE RavenPaletteVals[11*3] =
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{
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0x6c,0x54,0x40, 255, 255, 255, 0x74,0x5c,0x48,
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75, 50, 16, 88, 93, 86, 208, 176, 133,
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103, 59, 31, 236, 236, 236, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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};
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#define MAPBITS 12
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#define MapDiv SafeDivScale12
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#define MapMul MulScale12
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@ -683,6 +692,7 @@ static void AM_initColors (bool overlayed)
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{
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DoomColors[i].FromRGB(DoomPaletteVals[j], DoomPaletteVals[j+1], DoomPaletteVals[j+2]);
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StrifeColors[i].FromRGB(StrifePaletteVals[j], StrifePaletteVals[j+1], StrifePaletteVals[j+2]);
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RavenColors[i].FromRGB(RavenPaletteVals[j], RavenPaletteVals[j+1], RavenPaletteVals[j+2]);
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}
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}
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@ -784,6 +794,28 @@ static void AM_initColors (bool overlayed)
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XHairColor = DoomColors[9];
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NotSeenColor = DoomColors[10];
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break;
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case 3: // Raven
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// Use colors corresponding to the original Raven's
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Background = RavenColors[0];
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YourColor = RavenColors[1];
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AlmostBackground = DoomColors[2];
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SecretSectorColor =
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SecretWallColor =
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WallColor = RavenColors[3];
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TSWallColor = RavenColors[4];
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FDWallColor = RavenColors[5];
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LockedColor =
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CDWallColor = RavenColors[6];
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ThingColor =
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ThingColor_Item =
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ThingColor_Friend =
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ThingColor_Monster = RavenColors[7];
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GridColor = RavenColors[4];
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XHairColor = RavenColors[9];
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NotSeenColor = RavenColors[10];
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break;
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}
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lastpal = palette;
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@ -1433,7 +1465,7 @@ void AM_drawWalls (bool allmap)
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lines[i].special == ACS_LockedExecuteDoor ||
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(lines[i].special == Generic_Door && lines[i].args[4] !=0 ))
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{
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if (am_colorset == 0)
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if (am_colorset == 0 || am_colorset == 3) // Raven games show door colors
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{
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int P_GetMapColorForLock(int lock);
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int lock;
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