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https://git.do.srb2.org/STJr/SRB2.git
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Add "continue" and "playersetup" Lua HUD hooks & draw followitems in the Player Setup menu
This commit is contained in:
parent
8e7d8281bd
commit
e412230ba9
4 changed files with 306 additions and 39 deletions
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@ -229,6 +229,7 @@ static UINT8 cutscene_boostspeed = 0;
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char stjrintro[9] = "STJRI000";
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static huddrawlist_h luahuddrawlist_title;
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static huddrawlist_h luahuddrawlist_continue[2];
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//
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// This alters the text string cutscene_disptext.
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@ -3529,9 +3530,14 @@ void F_TitleDemoTicker(void)
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static skin_t *contskins[2];
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static UINT8 cont_spr2[2][6];
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static UINT8 *contcolormaps[2];
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static player_t *contPlayers[2];
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static skincolornum_t contColors[2]; // it's possible to change your skincolor in the continue screen, so this is for Lua to identify the skincolor that was used to cache the colormap
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static boolean contOverrides[2];
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void F_StartContinue(void)
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{
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UINT8 i;
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I_Assert(!netgame && !multiplayer);
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if (continuesInSession && players[consoleplayer].continues <= 0)
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@ -3554,9 +3560,11 @@ void F_StartContinue(void)
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S_ChangeMusicInternal("_conti", false);
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S_StopSounds();
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contPlayers[0] = &players[consoleplayer];
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contskins[0] = &skins[players[consoleplayer].skin];
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cont_spr2[0][0] = P_GetSkinSprite2(contskins[0], SPR2_CNT1, NULL);
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cont_spr2[0][2] = contskins[0]->contangle & 7;
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contColors[0] = players[consoleplayer].skincolor;
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contcolormaps[0] = R_GetTranslationColormap(players[consoleplayer].skin, players[consoleplayer].skincolor, GTC_CACHE);
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cont_spr2[0][4] = contskins[0]->sprites[cont_spr2[0][0]].numframes;
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cont_spr2[0][5] = max(1, contskins[0]->contspeed);
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@ -3570,9 +3578,11 @@ void F_StartContinue(void)
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else // HACK
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secondplaya = 1;
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contPlayers[1] = &players[secondplaya];
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contskins[1] = &skins[players[secondplaya].skin];
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cont_spr2[1][0] = P_GetSkinSprite2(contskins[1], SPR2_CNT4, NULL);
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cont_spr2[1][2] = (contskins[1]->contangle >> 3) & 7;
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contColors[1] = players[secondplaya].skincolor;
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contcolormaps[1] = R_GetTranslationColormap(players[secondplaya].skin, players[secondplaya].skincolor, GTC_CACHE);
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cont_spr2[1][4] = contskins[1]->sprites[cont_spr2[1][0]].numframes;
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if (cont_spr2[1][0] == SPR2_CNT4)
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@ -3592,6 +3602,58 @@ void F_StartContinue(void)
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timetonext = (11*TICRATE)+11;
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continuetime = 0;
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// allocate and/or clear Lua continue screen draw lists
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for (i = 0; i < 2; i++)
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{
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if (!LUA_HUD_IsDrawListValid(luahuddrawlist_continue[i]))
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{
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LUA_HUD_DestroyDrawList(luahuddrawlist_continue[i]);
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luahuddrawlist_continue[i] = LUA_HUD_CreateDrawList();
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}
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LUA_HUD_ClearDrawList(luahuddrawlist_continue[i]);
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contOverrides[i] = false;
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}
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}
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static void F_DestroyContinueDrawLists(void)
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{
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UINT8 i;
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for (i = 0; i < 2; i++)
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{
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LUA_HUD_DestroyDrawList(luahuddrawlist_continue[i]);
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luahuddrawlist_continue[i] = NULL;
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contOverrides[i] = false;
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}
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}
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static void F_DrawContinueCharacter(INT32 dx, INT32 dy, UINT8 n)
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{
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spritedef_t *sprdef;
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spriteframe_t *sprframe;
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patch_t *patch;
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if (renderisnewtic)
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{
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LUA_HUD_ClearDrawList(luahuddrawlist_continue[n]);
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contOverrides[n] = LUA_HookCharacterHUD
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(
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HUD_HOOK(continue), luahuddrawlist_continue[n], contPlayers[n],
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dx, dy, contskins[n]->highresscale,
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(INT32)(contskins[n] - skins), cont_spr2[n][0], cont_spr2[n][1], cont_spr2[n][2] + 1, contColors[n], // add 1 to rotation to convert internal angle numbers (0-7) to WAD editor angle numbers (1-8)
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imcontinuing ? continuetime : timetonext, imcontinuing
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);
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}
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LUA_HUD_DrawList(luahuddrawlist_continue[n]);
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if (contOverrides[n] == true)
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return;
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sprdef = &contskins[n]->sprites[cont_spr2[n][0]];
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sprframe = &sprdef->spriteframes[cont_spr2[n][1]];
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patch = W_CachePatchNum(sprframe->lumppat[cont_spr2[n][2]], PU_PATCH_LOWPRIORITY);
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V_DrawFixedPatch((dx), (dy), contskins[n]->highresscale, (sprframe->flip & (1<<cont_spr2[n][2])) ? V_FLIP : 0, patch, contcolormaps[n]);
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}
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//
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@ -3600,8 +3662,6 @@ void F_StartContinue(void)
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//
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void F_ContinueDrawer(void)
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{
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spritedef_t *sprdef;
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spriteframe_t *sprframe;
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patch_t *patch;
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INT32 i, x = (BASEVIDWIDTH>>1), ncontinues = players[consoleplayer].continues;
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char numbuf[9] = "CONTNUM*";
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@ -3646,7 +3706,7 @@ void F_ContinueDrawer(void)
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else if (ncontinues > 10)
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{
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if (!(continuetime & 1) || continuetime > 17)
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V_DrawContinueIcon(x, 68, 0, players[consoleplayer].skin, players[consoleplayer].skincolor);
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V_DrawContinueIcon(x, 68, 0, (INT32)(contskins[0] - skins), contColors[0]);
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V_DrawScaledPatch(x+12, 66, 0, stlivex);
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V_DrawRightAlignedString(x+38, 64, 0,
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va("%d",(imcontinuing ? ncontinues-1 : ncontinues)));
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@ -3660,7 +3720,7 @@ void F_ContinueDrawer(void)
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{
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if (i == (ncontinues/2) && ((continuetime & 1) || continuetime > 17))
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continue;
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V_DrawContinueIcon(x - (i*30), 68, 0, players[consoleplayer].skin, players[consoleplayer].skincolor);
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V_DrawContinueIcon(x - (i*30), 68, 0, (INT32)(contskins[0] - skins), contColors[0]);
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}
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x = BASEVIDWIDTH>>1;
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}
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@ -3700,21 +3760,12 @@ void F_ContinueDrawer(void)
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else if (lift[0] > TICRATE+5)
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lift[0] = TICRATE+5;
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#define drawchar(dx, dy, n) {\
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sprdef = &contskins[n]->sprites[cont_spr2[n][0]];\
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sprframe = &sprdef->spriteframes[cont_spr2[n][1]];\
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patch = W_CachePatchNum(sprframe->lumppat[cont_spr2[n][2]], PU_PATCH_LOWPRIORITY);\
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V_DrawFixedPatch((dx), (dy), contskins[n]->highresscale, (sprframe->flip & (1<<cont_spr2[n][2])) ? V_FLIP : 0, patch, contcolormaps[n]);\
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}
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if (offsy < 0)
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drawchar((BASEVIDWIDTH<<(FRACBITS-1))-offsx, ((140-lift[0])<<FRACBITS)-offsy, 0);
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F_DrawContinueCharacter((BASEVIDWIDTH<<(FRACBITS-1))-offsx, ((140-lift[0])<<FRACBITS)-offsy, 0);
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if (contskins[1])
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drawchar((BASEVIDWIDTH<<(FRACBITS-1))+offsx, ((140-lift[1])<<FRACBITS)+offsy, 1);
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F_DrawContinueCharacter((BASEVIDWIDTH<<(FRACBITS-1))+offsx, ((140-lift[1])<<FRACBITS)+offsy, 1);
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if (offsy >= 0)
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drawchar((BASEVIDWIDTH<<(FRACBITS-1))-offsx, ((140-lift[0])<<FRACBITS)-offsy, 0);
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#undef drawchar
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F_DrawContinueCharacter((BASEVIDWIDTH<<(FRACBITS-1))-offsx, ((140-lift[0])<<FRACBITS)-offsy, 0);
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if (timetonext > (11*TICRATE))
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V_DrawFadeScreen(31, timetonext-(11*TICRATE));
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@ -3730,6 +3781,7 @@ void F_ContinueTicker(void)
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{
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if (!(--timetonext))
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{
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F_DestroyContinueDrawLists();
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Command_ExitGame_f();
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return;
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}
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@ -3739,6 +3791,7 @@ void F_ContinueTicker(void)
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{
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if (++continuetime == 3*TICRATE)
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{
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F_DestroyContinueDrawLists();
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G_Continue();
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return;
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}
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@ -86,6 +86,8 @@ automatically.
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X (title),/* titlescreen */\
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X (titlecard),\
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X (intermission),\
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X (continue),\
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X (playersetup),\
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/*
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I chose to access the hook enums through a macro as well. This could provide
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@ -117,6 +119,13 @@ extern boolean hook_cmd_running;
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void LUA_HookVoid(int hook);
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void LUA_HookHUD(int hook, huddrawlist_h drawlist);
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int LUA_HookCharacterHUD
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(
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int hook, huddrawlist_h drawlist, player_t *player,
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fixed_t x, fixed_t y, fixed_t scale,
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INT32 skinIndex, UINT8 sprite2, UINT8 frame, UINT8 rotation, skincolornum_t color,
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INT32 ticker, boolean mode
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);
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int LUA_HookMobj(mobj_t *, int hook);
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int LUA_Hook2Mobj(mobj_t *, mobj_t *, int hook);
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@ -375,6 +375,17 @@ static boolean prepare_string_hook
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return false;
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}
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static boolean prepare_hud_hook
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(
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Hook_State * hook,
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int default_status,
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int hook_type
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){
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return init_hook_type(hook, default_status,
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hook_type, 0, NULL,
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hudHookIds[hook_type].numHooks);
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}
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static void init_hook_call
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(
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Hook_State * hook,
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@ -490,6 +501,21 @@ static int call_mobj_type_hooks(Hook_State *hook, mobjtype_t mobj_type)
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return call_mapped(hook, &mobjHookIds[mobj_type][hook->hook_type]);
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}
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static void call_hud_hooks
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(
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Hook_State * hook,
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int results,
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Hook_Callback results_handler
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){
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hud_running = true; // local hook
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init_hook_call(hook, results, results_handler);
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call_mapped(hook, &hudHookIds[hook->hook_type]);
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hud_running = false;
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lua_pushnil(gL);
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lua_setfield(gL, LUA_REGISTRYINDEX, "HUD_DRAW_LIST");
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}
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static int call_hooks
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(
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Hook_State * hook,
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@ -648,25 +674,41 @@ int LUA_HookKey(event_t *event, int hook_type)
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void LUA_HookHUD(int hook_type, huddrawlist_h list)
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{
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const hook_t * map = &hudHookIds[hook_type];
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Hook_State hook;
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if (map->numHooks > 0)
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if (prepare_hud_hook(&hook, 0, hook_type))
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{
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start_hook_stack();
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begin_hook_values(&hook);
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LUA_SetHudHook(hook_type, list);
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hud_running = true; // local hook
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init_hook_call(&hook, 0, res_none);
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call_mapped(&hook, map);
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hud_running = false;
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lua_pushnil(gL);
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lua_setfield(gL, LUA_REGISTRYINDEX, "HUD_DRAW_LIST");
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call_hud_hooks(&hook, 0, res_none);
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}
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}
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int LUA_HookCharacterHUD
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(
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int hook_type, huddrawlist_h list, player_t *player,
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fixed_t x, fixed_t y, fixed_t scale,
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INT32 skinIndex, UINT8 sprite2, UINT8 frame, UINT8 rotation, skincolornum_t color,
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INT32 ticker, boolean mode
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){
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Hook_State hook;
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if (prepare_hud_hook(&hook, false, hook_type))
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{
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LUA_SetHudHook(hook_type, list);
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LUA_PushUserdata(gL, player, META_PLAYER);
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lua_pushfixed(gL, x);
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lua_pushfixed(gL, y);
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lua_pushfixed(gL, scale);
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lua_pushstring(gL, skins[skinIndex].name);
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lua_pushinteger(gL, sprite2);
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lua_pushinteger(gL, frame);
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lua_pushinteger(gL, rotation);
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lua_pushinteger(gL, color);
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lua_pushinteger(gL, ticker);
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lua_pushboolean(gL, mode);
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call_hud_hooks(&hook, 1, res_true);
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}
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return hook.status;
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}
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/* =========================================================================
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SPECIALIZED HOOKS
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========================================================================= */
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179
src/m_menu.c
179
src/m_menu.c
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@ -182,6 +182,9 @@ static fixed_t char_scroll = 0;
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static tic_t keydown = 0;
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// Lua
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static huddrawlist_h luahuddrawlist_playersetup;
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//
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// PROTOTYPES
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//
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@ -11988,6 +11991,19 @@ static UINT8 multi_frame;
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static UINT8 multi_spr2;
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static boolean multi_paused;
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static boolean multi_invcolor;
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static boolean multi_override;
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static spritedef_t *multi_followitem_sprdef;
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static INT32 multi_followitem_skinnum;
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static UINT8 multi_followitem_numframes;
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static UINT8 multi_followitem_startframe;
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static UINT8 multi_followitem_frame;
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static fixed_t multi_followitem_duration;
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static fixed_t multi_followitem_tics;
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static fixed_t multi_followitem_scale;
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static fixed_t multi_followitem_yoffset;
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#define MULTI_DURATION (4*FRACUNIT)
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// this is set before entering the MultiPlayer setup menu,
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// for either player 1 or 2
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@ -12132,9 +12148,92 @@ static menucolor_t *M_GridIndexToMenuColor(UINT16 index)
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}
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}
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static void M_SetPlayerSetupFollowItem()
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{
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const mobjtype_t followitem = skins[setupm_fakeskin].followitem;
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switch (followitem)
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{
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case MT_TAILSOVERLAY:
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{
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const state_t *state = &states[S_TAILSOVERLAY_MINUS30DEGREES];
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const UINT8 sprite2 = P_GetSkinSprite2(&skins[setupm_fakeskin], state->frame & FF_FRAMEMASK, NULL);
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if (state->sprite != SPR_PLAY)
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break;
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multi_followitem_sprdef = &skins[setupm_fakeskin].sprites[sprite2];
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multi_followitem_skinnum = setupm_fakeskin;
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multi_followitem_numframes = multi_followitem_sprdef->numframes;
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multi_followitem_startframe = 0;
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multi_followitem_frame = multi_frame;
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multi_followitem_duration = MULTI_DURATION;
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multi_followitem_tics = multi_tics;
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multi_followitem_scale = FRACUNIT;
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multi_followitem_yoffset = 0;
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if ((state->frame & FF_SPR2MIDSTART) && (multi_followitem_numframes > 0) && M_RandomChance(FRACUNIT / 2))
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{
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multi_followitem_frame += multi_followitem_numframes / 2;
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}
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break;
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}
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case MT_METALJETFUME:
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{
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const state_t *state = &states[S_JETFUME1];
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if (!(state->frame & FF_ANIMATE))
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break;
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multi_followitem_sprdef = &sprites[state->sprite];
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multi_followitem_skinnum = TC_DEFAULT;
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multi_followitem_numframes = state->var1 + 1;
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multi_followitem_startframe = state->frame & FF_FRAMEMASK;
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multi_followitem_frame = multi_followitem_startframe;
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multi_followitem_duration = state->var2 * FRACUNIT;
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multi_followitem_tics = multi_tics % multi_followitem_duration;
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multi_followitem_scale = 2 * FRACUNIT / 3;
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multi_followitem_yoffset = (skins[setupm_fakeskin].height - FixedMul(mobjinfo[followitem].height, multi_followitem_scale)) >> 1;
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break;
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}
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default:
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multi_followitem_sprdef = NULL;
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break;
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}
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}
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static void M_DrawPlayerSetupFollowItem(INT32 x, INT32 y, fixed_t scale, INT32 flags)
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{
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spriteframe_t *sprframe;
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patch_t *patch;
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UINT8 *colormap;
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if (multi_followitem_sprdef == NULL)
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return;
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if (multi_followitem_frame >= multi_followitem_startframe + multi_followitem_numframes)
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multi_followitem_frame = multi_followitem_startframe;
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colormap = R_GetTranslationColormap(multi_followitem_skinnum, setupm_fakecolor->color, GTC_CACHE);
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sprframe = &multi_followitem_sprdef->spriteframes[multi_followitem_frame];
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patch = W_CachePatchNum(sprframe->lumppat[0], PU_PATCH);
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if (sprframe->flip & 1) // Only for first sprite
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flags |= V_FLIP; // This sprite is left/right flipped!
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x <<= FRACBITS;
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y <<= FRACBITS;
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y -= FixedMul(multi_followitem_yoffset, scale);
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scale = FixedMul(scale, multi_followitem_scale);
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V_DrawFixedPatch(x, y, scale, flags, patch, colormap);
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}
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static void M_DrawSetupMultiPlayerMenu(void)
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{
|
||||
INT32 x, y, cursory = 0, flags = 0;
|
||||
fixed_t scale;
|
||||
spritedef_t *sprdef;
|
||||
spriteframe_t *sprframe;
|
||||
patch_t *patch;
|
||||
|
@ -12184,11 +12283,24 @@ static void M_DrawSetupMultiPlayerMenu(void)
|
|||
y += 11;
|
||||
|
||||
// anim the player in the box
|
||||
if (!multi_paused)
|
||||
{
|
||||
multi_tics -= renderdeltatics;
|
||||
while (!multi_paused && multi_tics <= 0)
|
||||
while (multi_tics <= 0)
|
||||
{
|
||||
multi_frame++;
|
||||
multi_tics += 4*FRACUNIT;
|
||||
multi_tics += MULTI_DURATION;
|
||||
}
|
||||
|
||||
if (multi_followitem_sprdef != NULL)
|
||||
{
|
||||
multi_followitem_tics -= renderdeltatics;
|
||||
while (multi_followitem_tics <= 0)
|
||||
{
|
||||
multi_followitem_frame++;
|
||||
multi_followitem_tics += multi_followitem_duration;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#define charw 74
|
||||
|
@ -12203,22 +12315,43 @@ static void M_DrawSetupMultiPlayerMenu(void)
|
|||
goto faildraw;
|
||||
|
||||
// ok, draw player sprite for sure now
|
||||
colormap = R_GetTranslationColormap(setupm_fakeskin, setupm_fakecolor->color, GTC_CACHE);
|
||||
|
||||
if (multi_frame >= sprdef->numframes)
|
||||
multi_frame = 0;
|
||||
|
||||
scale = FixedDiv(skins[setupm_fakeskin].highresscale, skins[setupm_fakeskin].shieldscale);
|
||||
|
||||
#define chary (y+64)
|
||||
|
||||
if (renderisnewtic)
|
||||
{
|
||||
LUA_HUD_ClearDrawList(luahuddrawlist_playersetup);
|
||||
multi_override = LUA_HookCharacterHUD
|
||||
(
|
||||
HUD_HOOK(playersetup), luahuddrawlist_playersetup, setupm_player,
|
||||
x << FRACBITS, chary << FRACBITS, scale,
|
||||
setupm_fakeskin, multi_spr2, multi_frame, 1, setupm_fakecolor->color,
|
||||
(multi_tics >> FRACBITS) + 1, multi_paused
|
||||
);
|
||||
}
|
||||
|
||||
LUA_HUD_DrawList(luahuddrawlist_playersetup);
|
||||
|
||||
if (multi_override == true)
|
||||
goto colordraw;
|
||||
|
||||
colormap = R_GetTranslationColormap(setupm_fakeskin, setupm_fakecolor->color, GTC_CACHE);
|
||||
|
||||
sprframe = &sprdef->spriteframes[multi_frame];
|
||||
patch = W_CachePatchNum(sprframe->lumppat[0], PU_PATCH);
|
||||
if (sprframe->flip & 1) // Only for first sprite
|
||||
flags |= V_FLIP; // This sprite is left/right flipped!
|
||||
|
||||
#define chary (y+64)
|
||||
M_DrawPlayerSetupFollowItem(x, chary, scale, flags & ~V_FLIP);
|
||||
|
||||
V_DrawFixedPatch(
|
||||
x<<FRACBITS,
|
||||
chary<<FRACBITS,
|
||||
FixedDiv(skins[setupm_fakeskin].highresscale, skins[setupm_fakeskin].shieldscale),
|
||||
scale,
|
||||
flags, patch, colormap);
|
||||
|
||||
goto colordraw;
|
||||
|
@ -12406,6 +12539,20 @@ static void M_DrawColorRamp(INT32 x, INT32 y, INT32 w, INT32 h, skincolor_t colo
|
|||
V_DrawFill(x, y+(i*h), w, h, color.ramp[i]);
|
||||
}
|
||||
|
||||
static void M_InitPlayerSetupLua(void)
|
||||
{
|
||||
// I'd really like to assume that the drawlist has been destroyed,
|
||||
// but it appears M_ClearMenus has options not to call exit routines...
|
||||
// so that doesn't seem safe to me??
|
||||
if (!LUA_HUD_IsDrawListValid(luahuddrawlist_playersetup))
|
||||
{
|
||||
LUA_HUD_DestroyDrawList(luahuddrawlist_playersetup);
|
||||
luahuddrawlist_playersetup = LUA_HUD_CreateDrawList();
|
||||
}
|
||||
LUA_HUD_ClearDrawList(luahuddrawlist_playersetup);
|
||||
multi_override = false;
|
||||
}
|
||||
|
||||
// Handle 1P/2P MP Setup
|
||||
static void M_HandleSetupMultiPlayer(INT32 choice)
|
||||
{
|
||||
|
@ -12451,6 +12598,7 @@ static void M_HandleSetupMultiPlayer(INT32 choice)
|
|||
}
|
||||
while ((prev_setupm_fakeskin != setupm_fakeskin) && !(R_SkinUsable(-1, setupm_fakeskin)));
|
||||
multi_spr2 = P_GetSkinSprite2(&skins[setupm_fakeskin], SPR2_WALK, NULL);
|
||||
M_SetPlayerSetupFollowItem();
|
||||
}
|
||||
else if (itemOn == 2) // player color
|
||||
{
|
||||
|
@ -12491,6 +12639,7 @@ static void M_HandleSetupMultiPlayer(INT32 choice)
|
|||
}
|
||||
while ((prev_setupm_fakeskin != setupm_fakeskin) && !(R_SkinUsable(-1, setupm_fakeskin)));
|
||||
multi_spr2 = P_GetSkinSprite2(&skins[setupm_fakeskin], SPR2_WALK, NULL);
|
||||
M_SetPlayerSetupFollowItem();
|
||||
}
|
||||
else if (itemOn == 2) // player color
|
||||
{
|
||||
|
@ -12611,7 +12760,7 @@ static void M_SetupMultiPlayer(INT32 choice)
|
|||
(void)choice;
|
||||
|
||||
multi_frame = 0;
|
||||
multi_tics = 4*FRACUNIT;
|
||||
multi_tics = MULTI_DURATION;
|
||||
|
||||
strcpy(setupm_name, cv_playername.string);
|
||||
|
||||
|
@ -12641,6 +12790,10 @@ static void M_SetupMultiPlayer(INT32 choice)
|
|||
MP_PlayerSetupMenu[2].status = (IT_KEYHANDLER|IT_STRING);
|
||||
|
||||
multi_spr2 = P_GetSkinSprite2(&skins[setupm_fakeskin], SPR2_WALK, NULL);
|
||||
M_SetPlayerSetupFollowItem();
|
||||
|
||||
// allocate and/or clear Lua player setup draw list
|
||||
M_InitPlayerSetupLua();
|
||||
|
||||
MP_PlayerSetupDef.prevMenu = currentMenu;
|
||||
M_SetupNextMenu(&MP_PlayerSetupDef);
|
||||
|
@ -12652,7 +12805,7 @@ static void M_SetupMultiPlayer2(INT32 choice)
|
|||
(void)choice;
|
||||
|
||||
multi_frame = 0;
|
||||
multi_tics = 4*FRACUNIT;
|
||||
multi_tics = MULTI_DURATION;
|
||||
|
||||
strcpy (setupm_name, cv_playername2.string);
|
||||
|
||||
|
@ -12682,6 +12835,10 @@ static void M_SetupMultiPlayer2(INT32 choice)
|
|||
MP_PlayerSetupMenu[2].status = (IT_KEYHANDLER|IT_STRING);
|
||||
|
||||
multi_spr2 = P_GetSkinSprite2(&skins[setupm_fakeskin], SPR2_WALK, NULL);
|
||||
M_SetPlayerSetupFollowItem();
|
||||
|
||||
// allocate and/or clear Lua player setup draw list
|
||||
M_InitPlayerSetupLua();
|
||||
|
||||
MP_PlayerSetupDef.prevMenu = currentMenu;
|
||||
M_SetupNextMenu(&MP_PlayerSetupDef);
|
||||
|
@ -12703,6 +12860,12 @@ static boolean M_QuitMultiPlayerMenu(void)
|
|||
// send color if changed
|
||||
if (setupm_fakecolor->color != setupm_cvcolor->value)
|
||||
COM_BufAddText (va("%s %d\n",setupm_cvcolor->name,setupm_fakecolor->color));
|
||||
|
||||
// de-allocate Lua player setup drawlist
|
||||
LUA_HUD_DestroyDrawList(luahuddrawlist_playersetup);
|
||||
luahuddrawlist_playersetup = NULL;
|
||||
multi_override = false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue