mirror of
https://git.do.srb2.org/KartKrew/Kart-Public.git
synced 2025-01-31 05:20:51 +00:00
Menu stuff!
* Bar of levels. * Colourisation! * New V_SKYMAP, which hasn't been put in dehacked lists but is otherwise valid! * New single page statistics screen! * V_DrawFixedPatch now works at the edge of the screen! Ghost fixes! * On minimaps! * Free memory after use! * Don't spawn in midair on slopes!
This commit is contained in:
parent
cf6f85a72a
commit
776c66514d
10 changed files with 561 additions and 400 deletions
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@ -1487,12 +1487,12 @@ void CV_AddValue(consvar_t *var, INT32 increment)
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}
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if (newvalue == oldvalue)
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gt = -1; // don't loop forever if there's none of a certain gametype
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break; // don't loop forever if there's none of a certain gametype
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if(!mapheaderinfo[newvalue])
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continue; // Don't allocate the header. That just makes memory usage skyrocket.
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} while (newvalue != oldvalue && !M_CanShowLevelInList(newvalue, gt));
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} while (!M_CanShowLevelInList(newvalue, gt));
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var->value = newvalue + 1;
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var->func();
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@ -139,6 +139,21 @@ static CV_PossibleValue_t backcolor_cons_t[] = {{0, "White"}, {1, "Gray"}, {2,
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{0, NULL}};
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consvar_t cons_backcolor = {"con_backcolor", "Green", CV_CALL|CV_SAVE, backcolor_cons_t, CONS_backcolor_Change, 0, NULL, NULL, 0, 0, NULL};
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static CV_PossibleValue_t menuhighlight_cons_t[] =
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{
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{0, "Default"},
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{V_YELLOWMAP, "Always yellow"},
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{V_PURPLEMAP, "Always purple"},
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{V_GREENMAP, "Always green"},
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{V_BLUEMAP, "Always blue"},
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{V_REDMAP, "Always red"},
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{V_GRAYMAP, "Always gray"},
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{V_ORANGEMAP, "Always orange"},
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{V_SKYMAP, "Always sky-blue"},
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{0, NULL}
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};
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consvar_t cons_menuhighlight = {"menuhighlight", "Default", CV_SAVE, menuhighlight_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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static void CON_Print(char *msg);
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//
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@ -227,13 +242,7 @@ static void CONS_Bind_f(void)
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// Font colormap colors
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// TODO: This could probably be improved somehow...
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// These colormaps are 99% identical, with just a few changed bytes
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UINT8 *yellowmap;
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UINT8 *purplemap;
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UINT8 *lgreenmap;
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UINT8 *bluemap;
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UINT8 *graymap;
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UINT8 *redmap;
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UINT8 *orangemap;
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UINT8 *yellowmap, *purplemap, *lgreenmap, *bluemap, *graymap, *redmap, *orangemap, *skymap;
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// Console BG color
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UINT8 *consolebgmap = NULL;
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@ -278,39 +287,34 @@ static void CONS_backcolor_Change(void)
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static void CON_SetupColormaps(void)
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{
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INT32 i;
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UINT8 *memorysrc = (UINT8 *)Z_Malloc((256*8), PU_STATIC, NULL);
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yellowmap = (UINT8 *)Z_Malloc(256, PU_STATIC, NULL);
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graymap = (UINT8 *)Z_Malloc(256, PU_STATIC, NULL);
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purplemap = (UINT8 *)Z_Malloc(256, PU_STATIC, NULL);
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lgreenmap = (UINT8 *)Z_Malloc(256, PU_STATIC, NULL);
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bluemap = (UINT8 *)Z_Malloc(256, PU_STATIC, NULL);
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redmap = (UINT8 *)Z_Malloc(256, PU_STATIC, NULL);
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orangemap = (UINT8 *)Z_Malloc(256, PU_STATIC, NULL);
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purplemap = memorysrc;
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yellowmap = (purplemap+256);
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lgreenmap = (yellowmap+256);
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bluemap = (lgreenmap+256);
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redmap = (bluemap+256);
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graymap = (redmap+256);
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orangemap = (graymap+256);
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skymap = (orangemap+256);
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// setup the other colormaps, for console text
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// these don't need to be aligned, unless you convert the
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// V_DrawMappedPatch() into optimised asm.
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for (i = 0; i < 256; i++)
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{
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yellowmap[i] = (UINT8)i; // remap each color to itself...
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graymap[i] = (UINT8)i;
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purplemap[i] = (UINT8)i;
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lgreenmap[i] = (UINT8)i;
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bluemap[i] = (UINT8)i;
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redmap[i] = (UINT8)i;
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orangemap[i] = (UINT8)i;
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}
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for (i = 0; i < (256*8); i++, ++memorysrc)
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*memorysrc = (UINT8)(i & 0xFF); // remap each color to itself...
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// SRB2Kart: Different console font, new colors
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yellowmap[120] = (UINT8)103;
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purplemap[120] = (UINT8)194;
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yellowmap[120] = (UINT8)103;
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lgreenmap[120] = (UINT8)162;
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bluemap[120] = (UINT8)228;
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graymap[120] = (UINT8)10;
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redmap[120] = (UINT8)126;
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orangemap[120] = (UINT8)85;
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redmap[120] = (UINT8)126; // battle
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orangemap[120] = (UINT8)85; // record attack
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skymap[120] = (UINT8)215; // race
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// Init back colormap
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CON_SetupBackColormap();
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@ -367,6 +371,7 @@ void CON_Init(void)
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CV_RegisterVar(&cons_height);
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CV_RegisterVar(&cons_backpic);
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CV_RegisterVar(&cons_backcolor);
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CV_RegisterVar(&cons_menuhighlight);
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COM_AddCommand("bind", CONS_Bind_f);
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}
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else
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@ -36,9 +36,9 @@ extern INT32 con_clearlines; // lines of top of screen to refresh
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extern boolean con_hudupdate; // hud messages have changed, need refresh
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extern UINT32 con_scalefactor; // console text scale factor
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extern consvar_t cons_backcolor;
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extern consvar_t cons_backcolor, cons_menuhighlight;
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extern UINT8 *yellowmap, *purplemap, *lgreenmap, *bluemap, *graymap, *redmap, *orangemap;
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extern UINT8 *yellowmap, *purplemap, *lgreenmap, *bluemap, *graymap, *redmap, *orangemap, *skymap;
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// Console bg color (auto updated to match)
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extern UINT8 *consolebgmap;
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56
src/g_game.c
56
src/g_game.c
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@ -309,13 +309,6 @@ static struct {
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// Your naming conventions are stupid and useless.
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// There is no conflict here.
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typedef struct demoghost {
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UINT8 checksum[16];
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UINT8 *buffer, *p, color;
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UINT16 version;
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mobj_t oldmo, *mo;
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struct demoghost *next;
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} demoghost;
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demoghost *ghosts = NULL;
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boolean precache = true; // if true, load all graphics at start
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@ -3044,6 +3037,7 @@ boolean G_BattleGametype(void)
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// G_SometimesGetDifferentGametype
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//
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// I pity the fool who adds more gametypes later, because it'll require some element of randomisation which needs to be synched...
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// Although given this only gets called for the host, you could probably get away with M_Random.
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//
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INT16 G_SometimesGetDifferentGametype(void)
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{
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@ -3061,13 +3055,16 @@ INT16 G_SometimesGetDifferentGametype(void)
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// G_GetGametypeColor
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//
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// Pretty and consistent ^u^
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// See also M_GetGametypeColor.
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//
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UINT8 G_GetGametypeColor(INT16 gt)
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{
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if (modeattacking) // == ATTACKING_RECORD)
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return orangemap[120];
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if (gt == GT_MATCH)
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return 128; // red
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return redmap[120];
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if (gt == GT_RACE)
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return 215; // sky blue
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return skymap[120];
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return 247; // FALLBACK
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}
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@ -3980,6 +3977,13 @@ void G_DeferedInitNew(boolean pultmode, const char *mapname, INT32 pickedchar, U
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if (demoplayback)
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COM_BufAddText("stopdemo\n");
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while (ghosts)
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{
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demoghost *next = ghosts->next;
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Z_Free(ghosts);
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ghosts = next;
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}
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ghosts = NULL;
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for (i = 0; i < NUMMAPS+1; i++)
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@ -4879,6 +4883,7 @@ void G_GhostTicker(void)
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p->next = g->next;
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else
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ghosts = g->next;
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Z_Free(g);
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continue;
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}
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p = g;
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@ -5821,29 +5826,27 @@ void G_AddGhost(char *defdemoname)
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mthing = playerstarts[0];
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I_Assert(mthing);
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{ // A bit more complex than P_SpawnPlayer because ghosts aren't solid and won't just push themselves out of the ceiling.
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fixed_t x,y,z;
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sector_t *sector;
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x = mthing->x << FRACBITS;
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y = mthing->y << FRACBITS;
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sector = R_PointInSubsector(x, y)->sector;
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fixed_t z,f,c;
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gh->mo = P_SpawnMobj(mthing->x << FRACBITS, mthing->y << FRACBITS, 0, MT_GHOST);
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gh->mo->angle = FixedAngle(mthing->angle*FRACUNIT);
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f = gh->mo->floorz;
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c = gh->mo->ceilingz - mobjinfo[MT_PLAYER].height;
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if (!!(mthing->options & MTF_AMBUSH) ^ !!(mthing->options & MTF_OBJECTFLIP))
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{
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z = sector->ceilingheight - mobjinfo[MT_PLAYER].height;
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z = c;
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if (mthing->options >> ZSHIFT)
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z -= ((mthing->options >> ZSHIFT) << FRACBITS);
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if (z < sector->floorheight)
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z = sector->floorheight;
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if (z < f)
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z = f;
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}
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else
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{
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z = sector->floorheight;
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z = f;
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if (mthing->options >> ZSHIFT)
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z += ((mthing->options >> ZSHIFT) << FRACBITS);
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if (z > sector->ceilingheight - mobjinfo[MT_PLAYER].height)
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z = sector->ceilingheight - mobjinfo[MT_PLAYER].height;
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if (z > c)
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z = c;
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}
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gh->mo = P_SpawnMobj(x, y, z, MT_GHOST);
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gh->mo->angle = FixedAngle(mthing->angle*FRACUNIT);
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}
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gh->mo->state = states+S_KART_STND1; // SRB2kart - was S_PLAY_STND
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gh->mo->sprite = gh->mo->state->sprite;
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{
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boolean saved;
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if(ghosts) // ... ... ...
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ghosts = NULL; // :)
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while (ghosts)
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{
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demoghost *next = ghosts->next;
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Z_Free(ghosts);
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ghosts = next;
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}
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ghosts = NULL;
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// DO NOT end metal sonic demos here
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11
src/g_game.h
11
src/g_game.h
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@ -167,6 +167,17 @@ void G_WriteMetalTic(mobj_t *metal);
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void G_SaveMetal(UINT8 **buffer);
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void G_LoadMetal(UINT8 **buffer);
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// Your naming conventions are stupid and useless.
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// There is no conflict here.
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typedef struct demoghost {
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UINT8 checksum[16];
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UINT8 *buffer, *p, color;
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UINT16 version;
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mobj_t oldmo, *mo;
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struct demoghost *next;
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} demoghost;
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extern demoghost *ghosts;
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void G_DoPlayDemo(char *defdemoname);
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void G_TimeDemo(const char *name);
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void G_AddGhost(char *defdemoname);
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86
src/k_kart.c
86
src/k_kart.c
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@ -4809,7 +4809,7 @@ void K_ReloadSkinIconGraphics(void)
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K_LoadIconGraphics(skins[i].iconprefix, i);
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}
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static void K_drawKartMinimapHead(player_t *player, INT32 x, INT32 y, INT32 flags, patch_t *AutomapPic)
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static void K_drawKartMinimapHead(mobj_t *mo, INT32 x, INT32 y, INT32 flags, patch_t *AutomapPic)
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{
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// amnum xpos & ypos are the icon's speed around the HUD.
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// The number being divided by is for how fast it moves.
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@ -4818,6 +4818,11 @@ static void K_drawKartMinimapHead(player_t *player, INT32 x, INT32 y, INT32 flag
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// am xpos & ypos are the icon's starting position. Withouht
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// it, they wouldn't 'spawn' on the top-right side of the HUD.
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UINT8 skin = 0;
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if (mo->skin)
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skin = ((skin_t*)mo->skin)-skins;
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fixed_t amnumxpos;
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fixed_t amnumypos;
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INT32 amxpos;
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@ -4861,32 +4866,28 @@ static void K_drawKartMinimapHead(player_t *player, INT32 x, INT32 y, INT32 flag
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fixed_t yscale = FixedDiv(AutomapPic->height, mapheight);
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fixed_t zoom = FixedMul(min(xscale, yscale), FRACUNIT-FRACUNIT/20);
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amnumxpos = (FixedMul(player->mo->x, zoom) - FixedMul(xoffset, zoom));
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amnumypos = -(FixedMul(player->mo->y, zoom) - FixedMul(yoffset, zoom));
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amnumxpos = (FixedMul(mo->x, zoom) - FixedMul(xoffset, zoom));
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amnumypos = -(FixedMul(mo->y, zoom) - FixedMul(yoffset, zoom));
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amxpos = amnumxpos + ((x + AutomapPic->width/2 - (iconprefix[player->skin]->width/2))<<FRACBITS);
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amypos = amnumypos + ((y + AutomapPic->height/2 - (iconprefix[player->skin]->height/2))<<FRACBITS);
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amxpos = amnumxpos + ((x + AutomapPic->width/2 - (iconprefix[skin]->width/2))<<FRACBITS);
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amypos = amnumypos + ((y + AutomapPic->height/2 - (iconprefix[skin]->height/2))<<FRACBITS);
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if (mirrormode)
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{
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flags |= V_FLIP;
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amxpos = -amnumxpos + ((x + AutomapPic->width/2 + (iconprefix[player->skin]->width/2))<<FRACBITS);
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amxpos = -amnumxpos + ((x + AutomapPic->width/2 + (iconprefix[skin]->width/2))<<FRACBITS);
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}
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if (!player->skincolor) // 'default' color
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V_DrawSciencePatch(amxpos, amypos, flags, iconprefix[player->skin], FRACUNIT);
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if (!mo->color) // 'default' color
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V_DrawSciencePatch(amxpos, amypos, flags, iconprefix[skin], FRACUNIT);
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else
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{
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UINT8 *colormap;
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if (player->mo->colorized)
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{
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colormap = R_GetTranslationColormap(TC_RAINBOW, player->mo->color, 0);
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}
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if (mo->colorized)
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colormap = R_GetTranslationColormap(TC_RAINBOW, mo->color, 0);
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else
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{
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colormap = R_GetTranslationColormap(player->skin, player->mo->color, 0);
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}
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V_DrawFixedPatch(amxpos, amypos, FRACUNIT, flags, iconprefix[player->skin], colormap);
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colormap = R_GetTranslationColormap(skin, mo->color, 0);
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V_DrawFixedPatch(amxpos, amypos, FRACUNIT, flags, iconprefix[skin], colormap);
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}
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}
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@ -4950,30 +4951,45 @@ static void K_drawKartMinimap(void)
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y -= SHORT(AutomapPic->topoffset);
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// Player's tiny icons on the Automap. (drawn opposite direction so player 1 is drawn last in splitscreen)
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for (i = MAXPLAYERS-1; i >= 0; i--)
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if (ghosts)
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{
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if (!playeringame[i])
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continue;
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if (!players[i].mo || players[i].spectator)
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continue;
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if (!splitscreen && i == displayplayer)
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demoghost *g = ghosts;
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while (g)
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{
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dop1later = true; // Do displayplayer later
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continue;
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K_drawKartMinimapHead(g->mo, x, y, splitflags, AutomapPic);
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g = g->next;
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}
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if (G_BattleGametype() && players[i].kartstuff[k_balloon] <= 0)
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continue;
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if (players[i].kartstuff[k_hyudorotimer] > 0)
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if (!stplyr->mo || stplyr->spectator) // do we need the latter..?
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return;
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dop1later = true;
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}
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else
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{
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for (i = MAXPLAYERS-1; i >= 0; i--)
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{
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if (!((players[i].kartstuff[k_hyudorotimer] < 1*TICRATE/2
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|| players[i].kartstuff[k_hyudorotimer] > hyudorotime-(1*TICRATE/2))
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&& !(leveltime & 1)))
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if (!playeringame[i])
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continue;
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if (!players[i].mo || players[i].spectator)
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continue;
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}
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K_drawKartMinimapHead(&players[i], x, y, splitflags, AutomapPic);
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if (!splitscreen && i == displayplayer)
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{
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dop1later = true; // Do displayplayer later
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continue;
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}
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if (G_BattleGametype() && players[i].kartstuff[k_balloon] <= 0)
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continue;
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if (players[i].kartstuff[k_hyudorotimer] > 0)
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{
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if (!((players[i].kartstuff[k_hyudorotimer] < 1*TICRATE/2
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|| players[i].kartstuff[k_hyudorotimer] > hyudorotime-(1*TICRATE/2))
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&& !(leveltime & 1)))
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continue;
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}
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K_drawKartMinimapHead(players[i].mo, x, y, splitflags, AutomapPic);
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}
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}
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if (!dop1later)
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@ -4981,7 +4997,7 @@ static void K_drawKartMinimap(void)
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splitflags &= ~V_HUDTRANSHALF;
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splitflags |= V_HUDTRANS;
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K_drawKartMinimapHead(stplyr, x, y, splitflags, AutomapPic);
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||||
K_drawKartMinimapHead(stplyr->mo, x, y, splitflags, AutomapPic);
|
||||
}
|
||||
|
||||
static void K_drawBattleFullscreen(void)
|
||||
|
|
707
src/m_menu.c
707
src/m_menu.c
File diff suppressed because it is too large
Load diff
|
@ -819,7 +819,7 @@ static void ST_drawLevelTitle(void)
|
|||
else if (!(mapheaderinfo[gamemap-1]->levelflags & LF_NOZONE))
|
||||
V_DrawLevelTitle(zonexpos, bary+6, 0, M_GetText("ZONE"));
|
||||
|
||||
if (strlen(actnum) > 0)
|
||||
if (actnum[0])
|
||||
V_DrawLevelTitle(ttlnumxpos+12, bary+6, 0, actnum);
|
||||
}
|
||||
|
||||
|
|
|
@ -450,21 +450,29 @@ void V_DrawFixedPatch(fixed_t x, fixed_t y, fixed_t pscale, INT32 scrn, patch_t
|
|||
y = FixedMul(y,dupy<<FRACBITS);
|
||||
x >>= FRACBITS;
|
||||
y >>= FRACBITS;
|
||||
desttop += (y*vid.width) + x;
|
||||
|
||||
// Center it if necessary
|
||||
if (!(scrn & V_SCALEPATCHMASK))
|
||||
{
|
||||
// if it's meant to cover the whole screen, black out the rest
|
||||
if (x == 0 && FixedMul(SHORT(patch->width)<<FRACBITS, pscale)>>FRACBITS == BASEVIDWIDTH
|
||||
&& y == 0 && FixedMul(SHORT(patch->height)<<FRACBITS, pscale)>>FRACBITS == BASEVIDHEIGHT)
|
||||
{
|
||||
column = (const column_t *)((const UINT8 *)(patch) + LONG(patch->columnofs[0]));
|
||||
source = (const UINT8 *)(column) + 3;
|
||||
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, (column->topdelta == 0xff ? 31 : source[0]));
|
||||
}
|
||||
|
||||
if (vid.width != BASEVIDWIDTH * dupx)
|
||||
{
|
||||
// dupx adjustments pretend that screen width is BASEVIDWIDTH * dupx,
|
||||
// so center this imaginary screen
|
||||
if ((scrn & (V_HORZSCREEN|V_SNAPTOLEFT)) == (V_HORZSCREEN|V_SNAPTOLEFT))
|
||||
desttop += (vid.width/2 - (BASEVIDWIDTH/2 * dupx));
|
||||
x += (vid.width/2 - (BASEVIDWIDTH/2 * dupx));
|
||||
else if (scrn & V_SNAPTORIGHT)
|
||||
desttop += (vid.width - (BASEVIDWIDTH * dupx));
|
||||
x += (vid.width - (BASEVIDWIDTH * dupx));
|
||||
else if (!(scrn & V_SNAPTOLEFT))
|
||||
desttop += (vid.width - (BASEVIDWIDTH * dupx)) / 2;
|
||||
x += (vid.width - (BASEVIDWIDTH * dupx)) / 2;
|
||||
}
|
||||
if (vid.height != BASEVIDHEIGHT * dupy)
|
||||
{
|
||||
|
@ -476,15 +484,9 @@ void V_DrawFixedPatch(fixed_t x, fixed_t y, fixed_t pscale, INT32 scrn, patch_t
|
|||
else if (!(scrn & V_SNAPTOTOP))
|
||||
desttop += (vid.height - (BASEVIDHEIGHT * dupy)) * vid.width / 2;
|
||||
}
|
||||
// if it's meant to cover the whole screen, black out the rest
|
||||
if (x == 0 && FixedMul(SHORT(patch->width)<<FRACBITS, pscale)>>FRACBITS == BASEVIDWIDTH
|
||||
&& y == 0 && FixedMul(SHORT(patch->height)<<FRACBITS, pscale)>>FRACBITS == BASEVIDHEIGHT)
|
||||
{
|
||||
column = (const column_t *)((const UINT8 *)(patch) + LONG(patch->columnofs[0]));
|
||||
source = (const UINT8 *)(column) + 3;
|
||||
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, (column->topdelta == 0xff ? 31 : source[0]));
|
||||
}
|
||||
}
|
||||
|
||||
desttop += (y*vid.width) + x;
|
||||
}
|
||||
|
||||
if (pscale != FRACUNIT) // scale width properly
|
||||
|
@ -1118,7 +1120,7 @@ void V_DrawFadeConsBack(INT32 plines)
|
|||
|
||||
// Gets string colormap, used for 0x80 color codes
|
||||
//
|
||||
static const UINT8 *V_GetStringColormap(INT32 colorflags)
|
||||
const UINT8 *V_GetStringColormap(INT32 colorflags)
|
||||
{
|
||||
switch ((colorflags & V_CHARCOLORMASK) >> V_CHARCOLORSHIFT)
|
||||
{
|
||||
|
@ -1136,6 +1138,8 @@ static const UINT8 *V_GetStringColormap(INT32 colorflags)
|
|||
return graymap;
|
||||
case 7: // 0x87, orange
|
||||
return orangemap;
|
||||
case 8: // 0x88, sky
|
||||
return skymap;
|
||||
default: // reset
|
||||
return NULL;
|
||||
}
|
||||
|
|
|
@ -78,6 +78,7 @@ extern UINT8 hudtrans;
|
|||
#define V_REDMAP 0x00005000
|
||||
#define V_GRAYMAP 0x00006000
|
||||
#define V_ORANGEMAP 0x00007000
|
||||
#define V_SKYMAP 0x00008000
|
||||
|
||||
// use bits 17-20 for alpha transparency
|
||||
#define V_ALPHASHIFT 16
|
||||
|
@ -153,6 +154,7 @@ void V_DrawFadeConsBack(INT32 plines);
|
|||
|
||||
// draw a single character
|
||||
void V_DrawCharacter(INT32 x, INT32 y, INT32 c, boolean lowercaseallowed);
|
||||
const UINT8 *V_GetStringColormap(INT32 colorflags);
|
||||
|
||||
void V_DrawLevelTitle(INT32 x, INT32 y, INT32 option, const char *string);
|
||||
|
||||
|
|
Loading…
Reference in a new issue