mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 23:01:59 +00:00
- reorganization of automap color handling for easier maintenance
Mostly preparation to implement a per-mod automap option but also fixes a few minor issues with some colors that are not defined in the original game specific colorsets.
This commit is contained in:
parent
3480d40484
commit
d77673d681
1 changed files with 386 additions and 269 deletions
635
src/am_map.cpp
635
src/am_map.cpp
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@ -68,97 +68,13 @@
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#include "a_keys.h"
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#include "r_data/colormaps.h"
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//=============================================================================
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//
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// Automap colors
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//
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//=============================================================================
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struct AMColor
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{
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int Index;
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uint32 RGB;
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void FromCVar(FColorCVar & cv)
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{
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Index = cv.GetIndex();
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RGB = uint32(cv) | MAKEARGB(255, 0, 0, 0);
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}
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void FromRGB(int r,int g, int b)
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{
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RGB = MAKEARGB(255, r, g, b);
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Index = ColorMatcher.Pick(r, g, b);
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}
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};
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static AMColor Background, YourColor, WallColor, TSWallColor,
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FDWallColor, CDWallColor, EFWallColor, ThingColor,
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ThingColor_Item, ThingColor_CountItem, ThingColor_Monster, ThingColor_Friend,
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SpecialWallColor, SecretWallColor, GridColor, XHairColor,
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NotSeenColor,
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LockedColor,
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AlmostBackground,
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IntraTeleportColor, InterTeleportColor,
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SecretSectorColor;
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static AMColor DoomColors[11];
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static BYTE DoomPaletteVals[11*3] =
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{
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0x00,0x00,0x00, 0xff,0xff,0xff, 0x10,0x10,0x10,
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0xfc,0x00,0x00, 0x80,0x80,0x80, 0xbc,0x78,0x48,
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0xfc,0xfc,0x00, 0x74,0xfc,0x6c, 0x4c,0x4c,0x4c,
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0x80,0x80,0x80, 0x6c,0x6c,0x6c
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};
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static AMColor StrifeColors[11];
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static BYTE StrifePaletteVals[11*3] =
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{
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0x00,0x00,0x00, 239, 239, 0, 0x10,0x10,0x10,
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199, 195, 195, 119, 115, 115, 55, 59, 91,
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119, 115, 115, 0xfc,0x00,0x00, 0x4c,0x4c,0x4c,
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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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//=============================================================================
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//
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// globals
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// CVARs
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//
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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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#define MAPUNIT (1<<MAPBITS)
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#define FRACTOMAPBITS (FRACBITS-MAPBITS)
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// scale on entry
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#define INITSCALEMTOF (.2*MAPUNIT)
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// used by MTOF to scale from map-to-frame-buffer coords
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static fixed_t scale_mtof = (fixed_t)INITSCALEMTOF;
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// used by FTOM to scale from frame-buffer-to-map coords (=1/scale_mtof)
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static fixed_t scale_ftom;
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// translates between frame-buffer and map distances
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inline fixed_t FTOM(fixed_t x)
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{
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return x * scale_ftom;
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}
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inline fixed_t MTOF(fixed_t x)
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{
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return MulScale24 (x, scale_mtof);
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}
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CVAR (Int, am_rotate, 0, CVAR_ARCHIVE);
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CVAR (Int, am_overlay, 0, CVAR_ARCHIVE);
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CVAR (Bool, am_showsecrets, true, CVAR_ARCHIVE);
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@ -167,6 +83,17 @@ CVAR (Bool, am_showitems, false, CVAR_ARCHIVE);
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CVAR (Bool, am_showtime, true, CVAR_ARCHIVE);
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CVAR (Bool, am_showtotaltime, false, CVAR_ARCHIVE);
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CVAR (Int, am_colorset, 0, CVAR_ARCHIVE);
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CVAR (Int, am_map_secrets, 1, CVAR_ARCHIVE);
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CVAR (Bool, am_drawmapback, true, CVAR_ARCHIVE);
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CVAR (Bool, am_showkeys, true, CVAR_ARCHIVE);
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CVAR (Bool, am_showtriggerlines, false, CVAR_ARCHIVE);
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//=============================================================================
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//
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// Automap colors
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//
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//=============================================================================
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CVAR (Color, am_backcolor, 0x6c5440, CVAR_ARCHIVE);
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CVAR (Color, am_yourcolor, 0xfce8d8, CVAR_ARCHIVE);
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CVAR (Color, am_wallcolor, 0x2c1808, CVAR_ARCHIVE);
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@ -195,10 +122,6 @@ CVAR (Color, am_intralevelcolor, 0x0000ff, CVAR_ARCHIVE);
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CVAR (Color, am_interlevelcolor, 0xff0000, CVAR_ARCHIVE);
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CVAR (Color, am_secretsectorcolor, 0xff00ff, CVAR_ARCHIVE);
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CVAR (Color, am_ovsecretsectorcolor,0x00ffff, CVAR_ARCHIVE);
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CVAR (Int, am_map_secrets, 1, CVAR_ARCHIVE);
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CVAR (Bool, am_drawmapback, true, CVAR_ARCHIVE);
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CVAR (Bool, am_showkeys, true, CVAR_ARCHIVE);
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CVAR (Bool, am_showtriggerlines, false, CVAR_ARCHIVE);
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CVAR (Color, am_thingcolor_friend, 0xfcfcfc, CVAR_ARCHIVE);
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CVAR (Color, am_thingcolor_monster, 0xfcfcfc, CVAR_ARCHIVE);
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CVAR (Color, am_thingcolor_item, 0xfcfcfc, CVAR_ARCHIVE);
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@ -209,6 +132,300 @@ CVAR (Color, am_ovthingcolor_item, 0xe88800, CVAR_ARCHIVE);
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CVAR (Color, am_ovthingcolor_citem, 0xe88800, CVAR_ARCHIVE);
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CVAR (Int, am_showthingsprites, 0, CVAR_ARCHIVE);
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//=============================================================================
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//
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// internal representation of a single color
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//
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//=============================================================================
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struct AMColor
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{
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int Index;
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uint32 RGB;
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void FromCVar(FColorCVar & cv)
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{
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Index = cv.GetIndex();
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RGB = uint32(cv) | MAKEARGB(255, 0, 0, 0);
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}
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void FromRGB(int r,int g, int b)
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{
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RGB = MAKEARGB(255, r, g, b);
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Index = ColorMatcher.Pick(r, g, b);
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}
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void setInvalid()
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{
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Index = -1;
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RGB = -1;
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}
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bool isValid() const
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{
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return Index > -1;
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}
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};
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//=============================================================================
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//
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// a complete color set
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//
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//=============================================================================
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struct AMColorset
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{
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enum
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{
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Background,
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YourColor,
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WallColor,
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TSWallColor,
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FDWallColor,
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CDWallColor,
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EFWallColor,
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ThingColor,
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ThingColor_Item,
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ThingColor_CountItem,
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ThingColor_Monster,
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ThingColor_Friend,
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SpecialWallColor,
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SecretWallColor,
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GridColor,
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XHairColor,
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NotSeenColor,
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LockedColor,
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IntraTeleportColor,
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InterTeleportColor,
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SecretSectorColor,
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AlmostBackgroundColor,
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AM_NUM_COLORS
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};
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AMColor c[AM_NUM_COLORS];
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bool displayLocks;
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bool forcebackground;
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void initFromCVars(FColorCVar **values)
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{
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for(int i=0;i<AlmostBackgroundColor; i++)
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{
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c[i].FromCVar(*values[i]);
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}
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DWORD ba = *(values[0]);
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int r = RPART(ba) - 16;
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int g = GPART(ba) - 16;
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int b = BPART(ba) - 16;
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if (r < 0)
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r += 32;
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if (g < 0)
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g += 32;
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if (b < 0)
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b += 32;
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c[AlmostBackgroundColor].FromRGB(r, g, b);
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displayLocks = true;
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forcebackground = false;
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}
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void initFromColors(const unsigned char *colors, bool showlocks)
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{
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for(int i=0, j=0; i<AM_NUM_COLORS; i++, j+=3)
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{
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if (colors[j] == 1 && colors[j+1] == 0 && colors[j+2] == 0)
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{
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c[i].setInvalid();
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}
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else
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{
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c[i].FromRGB(colors[j], colors[j+1], colors[j+2]);
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}
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}
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displayLocks = showlocks;
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forcebackground = false;
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}
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const AMColor &operator[](int index) const
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{
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return c[index];
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}
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bool isValid(int index) const
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{
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return c[index].isValid();
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}
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};
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//=============================================================================
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//
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// predefined colorsets
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//
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//=============================================================================
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static FColorCVar *cv_standard[] = {
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&am_backcolor,
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&am_yourcolor,
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&am_wallcolor,
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&am_tswallcolor,
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&am_fdwallcolor,
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&am_cdwallcolor,
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&am_efwallcolor,
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&am_thingcolor,
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&am_thingcolor_item,
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&am_thingcolor_citem,
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&am_thingcolor_monster,
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&am_thingcolor_friend,
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&am_specialwallcolor,
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&am_secretwallcolor,
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&am_gridcolor,
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&am_xhaircolor,
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&am_notseencolor,
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&am_lockedcolor,
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&am_intralevelcolor,
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&am_interlevelcolor,
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&am_secretsectorcolor
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};
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static FColorCVar *cv_overlay[] = {
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&am_backcolor, // this will not be used in overlay mode
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&am_ovyourcolor,
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&am_ovwallcolor,
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&am_ovspecialwallcolor,
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&am_ovfdwallcolor,
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&am_ovcdwallcolor,
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&am_ovefwallcolor,
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&am_ovthingcolor,
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&am_ovthingcolor,
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&am_ovthingcolor,
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&am_ovthingcolor,
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&am_ovthingcolor,
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&am_ovspecialwallcolor,
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&am_ovwallcolor,
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&am_gridcolor, // this will not be used in overlay mode
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&am_xhaircolor, // this will not be used in overlay mode
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&am_ovspecialwallcolor,
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&am_ovspecialwallcolor,
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&am_ovtelecolor,
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&am_ovtelecolor,
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&am_ovsecretsectorcolor
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};
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#define NOT_USED 1,0,0 // use almost black as indicator for an unused color
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static unsigned char DoomColors[]= {
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0x00,0x00,0x00, // background
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0xff,0xff,0xff, // yourcolor
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0xfc,0x00,0x00, // wallcolor
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0x80,0x80,0x80, // tswallcolor
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0xbc,0x78,0x48, // fdwallcolor
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0xfc,0xfc,0x00, // cdwallcolor
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0xbc,0x78,0x48, // efwallcolor
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0x74,0xfc,0x6c, // thingcolor
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0x74,0xfc,0x6c, // thingcolor_item
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0x74,0xfc,0x6c, // thingcolor_citem
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0x74,0xfc,0x6c, // thingcolor_monster
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0x74,0xfc,0x6c, // thingcolor_friend
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NOT_USED, // specialwallcolor
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NOT_USED, // secretwallcolor
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0x4c,0x4c,0x4c, // gridcolor
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0x80,0x80,0x80, // xhaircolor
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0x6c,0x6c,0x6c, // notseencolor
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0xfc,0xfc,0x00, // lockedcolor
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NOT_USED, // intrateleport
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NOT_USED, // interteleport
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NOT_USED, // secretsector
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0x10,0x10,0x10, // almostbackground
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};
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static unsigned char StrifeColors[]= {
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0x00,0x00,0x00, // background
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239, 239, 0, // yourcolor
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199, 195, 195, // wallcolor
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119, 115, 115, // tswallcolor
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55, 59, 91, // fdwallcolor
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119, 115, 115, // cdwallcolor
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55, 59, 91, // efwallcolor
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187, 59, 0, // thingcolor
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219, 171, 0, // thingcolor_item
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219, 171, 0, // thingcolor_citem
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0xfc,0x00,0x00, // thingcolor_monster
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0xfc,0x00,0x00, // thingcolor_friend
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NOT_USED, // specialwallcolor
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NOT_USED, // secretwallcolor
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0x4c,0x4c,0x4c, // gridcolor
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0x80,0x80,0x80, // xhaircolor
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0x6c,0x6c,0x6c, // notseencolor
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119, 115, 115, // lockedcolor
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NOT_USED, // intrateleport
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NOT_USED, // interteleport
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NOT_USED, // secretsector
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0x10,0x10,0x10, // almostbackground
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};
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static unsigned char RavenColors[]= {
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0x6c,0x54,0x40, // background
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0xff,0xff,0xff, // yourcolor
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75, 50, 16, // wallcolor
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88, 93, 86, // tswallcolor
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208, 176, 133, // fdwallcolor
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103, 59, 31, // cdwallcolor
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208, 176, 133, // efwallcolor
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236, 236, 236, // thingcolor
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236, 236, 236, // thingcolor_item
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236, 236, 236, // thingcolor_citem
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236, 236, 236, // thingcolor_monster
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236, 236, 236, // thingcolor_friend
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NOT_USED, // specialwallcolor
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NOT_USED, // secretwallcolor
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75, 50, 16, // gridcolor
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0x00,0x00,0x00, // xhaircolor
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0x00,0x00,0x00, // notseencolor
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103, 59, 31, // lockedcolor
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NOT_USED, // intrateleport
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NOT_USED, // interteleport
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NOT_USED, // secretsector
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0x10,0x10,0x10, // almostbackground
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};
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#undef NOT_USED
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static AMColorset AMColors;
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//=============================================================================
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//
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//
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//
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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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#define MAPUNIT (1<<MAPBITS)
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#define FRACTOMAPBITS (FRACBITS-MAPBITS)
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// scale on entry
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#define INITSCALEMTOF (.2*MAPUNIT)
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// used by MTOF to scale from map-to-frame-buffer coords
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static fixed_t scale_mtof = (fixed_t)INITSCALEMTOF;
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// used by FTOM to scale from frame-buffer-to-map coords (=1/scale_mtof)
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static fixed_t scale_ftom;
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// translates between frame-buffer and map distances
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inline fixed_t FTOM(fixed_t x)
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{
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return x * scale_ftom;
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}
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inline fixed_t MTOF(fixed_t x)
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{
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return MulScale24 (x, scale_mtof);
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}
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static int bigstate = 0;
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static bool textured = 1; // internal toggle for texture mode
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@ -259,6 +476,17 @@ CUSTOM_CVAR (Int, am_showalllines, -1, 0) // This is a cheat so don't save it.
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}
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}
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EXTERN_CVAR (Bool, sv_cheats)
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CUSTOM_CVAR (Int, am_cheat, 0, 0)
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{
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// No automap cheat in net games when cheats are disabled!
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if (netgame && !sv_cheats && self != 0)
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{
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self = 0;
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}
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}
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#define AM_NUMMARKPOINTS 10
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@ -306,11 +534,14 @@ struct islope_t
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//=============================================================================
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//
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// The vector graphics for the automap.
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// A line drawing of the player pointing right,
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// starting from the middle.
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//
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//=============================================================================
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static TArray<mline_t> MapArrow;
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static TArray<mline_t> CheatMapArrow;
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static TArray<mline_t> CheatKey;
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@ -345,15 +576,11 @@ static mline_t square_guy[] = {
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EXTERN_CVAR (Bool, sv_cheats)
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CUSTOM_CVAR (Int, am_cheat, 0, 0)
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{
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// No automap cheat in net games when cheats are disabled!
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if (netgame && !sv_cheats && self != 0)
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{
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self = 0;
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}
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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||||
|
||||
static int grid = 0;
|
||||
|
||||
|
@ -563,21 +790,6 @@ void AM_StaticInit()
|
|||
}
|
||||
markpointnum = 0;
|
||||
mapback.SetInvalid();
|
||||
|
||||
static DWORD *lastpal = NULL;
|
||||
//static int lastback = -1;
|
||||
DWORD *palette;
|
||||
|
||||
palette = (DWORD *)GPalette.BaseColors;
|
||||
|
||||
int i, j;
|
||||
|
||||
for (i = j = 0; i < 11; i++, j += 3)
|
||||
{
|
||||
DoomColors[i].FromRGB(DoomPaletteVals[j], DoomPaletteVals[j+1], DoomPaletteVals[j+2]);
|
||||
StrifeColors[i].FromRGB(StrifePaletteVals[j], StrifePaletteVals[j+1], StrifePaletteVals[j+2]);
|
||||
RavenColors[i].FromRGB(RavenPaletteVals[j], RavenPaletteVals[j+1], RavenPaletteVals[j+2]);
|
||||
}
|
||||
}
|
||||
|
||||
//=============================================================================
|
||||
|
@ -913,133 +1125,28 @@ static void AM_initColors (bool overlayed)
|
|||
{
|
||||
if (overlayed)
|
||||
{
|
||||
YourColor.FromCVar (am_ovyourcolor);
|
||||
WallColor.FromCVar (am_ovwallcolor);
|
||||
SpecialWallColor.FromCVar(am_ovspecialwallcolor);
|
||||
SecretWallColor = WallColor;
|
||||
SecretSectorColor.FromCVar (am_ovsecretsectorcolor);
|
||||
ThingColor_Item.FromCVar (am_ovthingcolor_item);
|
||||
ThingColor_CountItem.FromCVar (am_ovthingcolor_citem);
|
||||
ThingColor_Friend.FromCVar (am_ovthingcolor_friend);
|
||||
ThingColor_Monster.FromCVar (am_ovthingcolor_monster);
|
||||
ThingColor.FromCVar (am_ovthingcolor);
|
||||
LockedColor.FromCVar (am_ovotherwallscolor);
|
||||
EFWallColor.FromCVar (am_ovefwallcolor);
|
||||
FDWallColor.FromCVar (am_ovfdwallcolor);
|
||||
CDWallColor.FromCVar (am_ovcdwallcolor);
|
||||
TSWallColor.FromCVar (am_ovunseencolor);
|
||||
NotSeenColor = TSWallColor;
|
||||
InterTeleportColor.FromCVar (am_ovtelecolor);
|
||||
IntraTeleportColor = InterTeleportColor;
|
||||
AMColors.initFromCVars(cv_overlay);
|
||||
}
|
||||
else switch(am_colorset)
|
||||
{
|
||||
default:
|
||||
{
|
||||
/* Use the custom colors in the am_* cvars */
|
||||
Background.FromCVar (am_backcolor);
|
||||
YourColor.FromCVar (am_yourcolor);
|
||||
SecretWallColor.FromCVar (am_secretwallcolor);
|
||||
SpecialWallColor.FromCVar (am_specialwallcolor);
|
||||
WallColor.FromCVar (am_wallcolor);
|
||||
TSWallColor.FromCVar (am_tswallcolor);
|
||||
FDWallColor.FromCVar (am_fdwallcolor);
|
||||
CDWallColor.FromCVar (am_cdwallcolor);
|
||||
EFWallColor.FromCVar (am_efwallcolor);
|
||||
ThingColor_Item.FromCVar (am_thingcolor_item);
|
||||
ThingColor_CountItem.FromCVar (am_thingcolor_citem);
|
||||
ThingColor_Friend.FromCVar (am_thingcolor_friend);
|
||||
ThingColor_Monster.FromCVar (am_thingcolor_monster);
|
||||
ThingColor.FromCVar (am_thingcolor);
|
||||
GridColor.FromCVar (am_gridcolor);
|
||||
XHairColor.FromCVar (am_xhaircolor);
|
||||
NotSeenColor.FromCVar (am_notseencolor);
|
||||
LockedColor.FromCVar (am_lockedcolor);
|
||||
InterTeleportColor.FromCVar (am_interlevelcolor);
|
||||
IntraTeleportColor.FromCVar (am_intralevelcolor);
|
||||
SecretSectorColor.FromCVar (am_secretsectorcolor);
|
||||
|
||||
DWORD ba = am_backcolor;
|
||||
|
||||
int r = RPART(ba) - 16;
|
||||
int g = GPART(ba) - 16;
|
||||
int b = BPART(ba) - 16;
|
||||
|
||||
if (r < 0)
|
||||
r += 32;
|
||||
if (g < 0)
|
||||
g += 32;
|
||||
if (b < 0)
|
||||
b += 32;
|
||||
|
||||
AlmostBackground.FromRGB(r, g, b);
|
||||
AMColors.initFromCVars(cv_standard);
|
||||
break;
|
||||
}
|
||||
|
||||
case 1: // Doom
|
||||
// Use colors corresponding to the original Doom's
|
||||
Background = DoomColors[0];
|
||||
YourColor = DoomColors[1];
|
||||
AlmostBackground = DoomColors[2];
|
||||
SecretSectorColor =
|
||||
SecretWallColor =
|
||||
SpecialWallColor =
|
||||
WallColor = DoomColors[3];
|
||||
TSWallColor = DoomColors[4];
|
||||
EFWallColor = FDWallColor = DoomColors[5];
|
||||
LockedColor =
|
||||
CDWallColor = DoomColors[6];
|
||||
ThingColor_Item =
|
||||
ThingColor_Friend =
|
||||
ThingColor_Monster =
|
||||
ThingColor = DoomColors[7];
|
||||
GridColor = DoomColors[8];
|
||||
XHairColor = DoomColors[9];
|
||||
NotSeenColor = DoomColors[10];
|
||||
AMColors.initFromColors(DoomColors, false);
|
||||
break;
|
||||
|
||||
case 2: // Strife
|
||||
// Use colors corresponding to the original Strife's
|
||||
Background = StrifeColors[0];
|
||||
YourColor = StrifeColors[1];
|
||||
AlmostBackground = DoomColors[2];
|
||||
SecretSectorColor =
|
||||
SecretWallColor =
|
||||
SpecialWallColor =
|
||||
WallColor = StrifeColors[3];
|
||||
TSWallColor = StrifeColors[4];
|
||||
EFWallColor = FDWallColor = StrifeColors[5];
|
||||
LockedColor =
|
||||
CDWallColor = StrifeColors[6];
|
||||
ThingColor_Item = StrifeColors[10];
|
||||
ThingColor_Friend =
|
||||
ThingColor_Monster = StrifeColors[7];
|
||||
ThingColor = StrifeColors[9];
|
||||
GridColor = StrifeColors[8];
|
||||
XHairColor = DoomColors[9];
|
||||
NotSeenColor = DoomColors[10];
|
||||
AMColors.initFromColors(StrifeColors, false);
|
||||
break;
|
||||
|
||||
case 3: // Raven
|
||||
// Use colors corresponding to the original Raven's
|
||||
Background = RavenColors[0];
|
||||
YourColor = RavenColors[1];
|
||||
AlmostBackground = DoomColors[2];
|
||||
SecretSectorColor =
|
||||
SecretWallColor =
|
||||
SpecialWallColor =
|
||||
WallColor = RavenColors[3];
|
||||
TSWallColor = RavenColors[4];
|
||||
EFWallColor = FDWallColor = RavenColors[5];
|
||||
LockedColor =
|
||||
CDWallColor = RavenColors[6];
|
||||
ThingColor =
|
||||
ThingColor_Item =
|
||||
ThingColor_Friend =
|
||||
ThingColor_Monster = RavenColors[7];
|
||||
GridColor = RavenColors[4];
|
||||
XHairColor = RavenColors[9];
|
||||
NotSeenColor = RavenColors[10];
|
||||
AMColors.initFromColors(RavenColors, true);
|
||||
break;
|
||||
|
||||
}
|
||||
|
@ -1541,13 +1648,18 @@ void AM_drawMline (mline_t *ml, const AMColor &color)
|
|||
}
|
||||
}
|
||||
|
||||
inline void AM_drawMline (mline_t *ml, int colorindex)
|
||||
{
|
||||
AM_drawMline(ml, AMColors[colorindex]);
|
||||
}
|
||||
|
||||
//=============================================================================
|
||||
//
|
||||
// Draws flat (floor/ceiling tile) aligned grid lines.
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
void AM_drawGrid (const AMColor &color)
|
||||
void AM_drawGrid (int color)
|
||||
{
|
||||
fixed_t x, y;
|
||||
fixed_t start, end;
|
||||
|
@ -1786,6 +1898,8 @@ void AM_drawSubsectors()
|
|||
|
||||
static bool AM_CheckSecret(line_t *line)
|
||||
{
|
||||
if (AMColors.isValid(AMColors.SecretSectorColor))
|
||||
{
|
||||
if (line->frontsector != NULL)
|
||||
{
|
||||
if (line->frontsector->secretsector)
|
||||
|
@ -1802,6 +1916,7 @@ static bool AM_CheckSecret(line_t *line)
|
|||
if (am_map_secrets==2 && !(line->flags & ML_SECRET)) return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -1982,39 +2097,42 @@ void AM_drawWalls (bool allmap)
|
|||
if (AM_CheckSecret(&lines[i]))
|
||||
{
|
||||
// map secret sectors like Boom
|
||||
AM_drawMline(&l, SecretSectorColor);
|
||||
AM_drawMline(&l, AMColors.SecretSectorColor);
|
||||
}
|
||||
else if (lines[i].flags & ML_SECRET)
|
||||
{ // secret door
|
||||
if (am_cheat != 0 && lines[i].backsector != NULL)
|
||||
AM_drawMline(&l, SecretWallColor);
|
||||
AM_drawMline(&l, AMColors.SecretWallColor);
|
||||
else
|
||||
AM_drawMline(&l, WallColor);
|
||||
} else if (lines[i].locknumber > 0) { // [Dusk] specials w/ locknumbers
|
||||
AM_drawMline(&l, AMColors.WallColor);
|
||||
}
|
||||
else if (lines[i].locknumber > 0 && AMColors.displayLocks)
|
||||
{ // [Dusk] specials w/ locknumbers
|
||||
lock = lines[i].locknumber;
|
||||
color = P_GetMapColorForLock(lock);
|
||||
|
||||
AMColor c;
|
||||
if (color >= 0) c.FromRGB(RPART(color), GPART(color), BPART(color));
|
||||
else c = LockedColor;
|
||||
else c = AMColors[AMColors.LockedColor];
|
||||
|
||||
AM_drawMline (&l, c);
|
||||
} else if ((lines[i].special == Teleport ||
|
||||
}
|
||||
else if ((lines[i].special == Teleport ||
|
||||
lines[i].special == Teleport_NoFog ||
|
||||
lines[i].special == Teleport_ZombieChanger ||
|
||||
lines[i].special == Teleport_Line) &&
|
||||
(lines[i].activation & SPAC_PlayerActivate) &&
|
||||
am_colorset == 0)
|
||||
AMColors.isValid(AMColors.IntraTeleportColor))
|
||||
{ // intra-level teleporters
|
||||
AM_drawMline(&l, IntraTeleportColor);
|
||||
AM_drawMline(&l, AMColors.IntraTeleportColor);
|
||||
}
|
||||
else if ((lines[i].special == Teleport_NewMap ||
|
||||
lines[i].special == Teleport_EndGame ||
|
||||
lines[i].special == Exit_Normal ||
|
||||
lines[i].special == Exit_Secret) &&
|
||||
am_colorset == 0)
|
||||
AMColors.isValid(AMColors.InterTeleportColor))
|
||||
{ // inter-level/game-ending teleporters
|
||||
AM_drawMline(&l, InterTeleportColor);
|
||||
AM_drawMline(&l, AMColors.InterTeleportColor);
|
||||
}
|
||||
else if (lines[i].special == Door_LockedRaise ||
|
||||
lines[i].special == ACS_LockedExecute ||
|
||||
|
@ -2022,7 +2140,7 @@ void AM_drawWalls (bool allmap)
|
|||
(lines[i].special == Door_Animated && lines[i].args[3] != 0) ||
|
||||
(lines[i].special == Generic_Door && lines[i].args[4] != 0))
|
||||
{
|
||||
if (am_colorset == 0 || am_colorset == 3) // Raven games show door colors
|
||||
if (AMColors.displayLocks)
|
||||
{
|
||||
int P_GetMapColorForLock(int lock);
|
||||
|
||||
|
@ -2035,16 +2153,16 @@ void AM_drawWalls (bool allmap)
|
|||
AMColor c;
|
||||
|
||||
if (color >= 0) c.FromRGB(RPART(color), GPART(color), BPART(color));
|
||||
else c = LockedColor;
|
||||
else c = AMColors[AMColors.LockedColor];
|
||||
|
||||
AM_drawMline (&l, c);
|
||||
}
|
||||
else
|
||||
{
|
||||
AM_drawMline (&l, LockedColor); // locked special
|
||||
AM_drawMline (&l, AMColors.LockedColor); // locked special
|
||||
}
|
||||
}
|
||||
else if (am_showtriggerlines && am_colorset == 0 && lines[i].special != 0
|
||||
else if (am_showtriggerlines && AMColors.isValid(AMColors.SpecialWallColor) && lines[i].special != 0
|
||||
&& lines[i].special != Door_Open
|
||||
&& lines[i].special != Door_Close
|
||||
&& lines[i].special != Door_CloseWaitOpen
|
||||
|
@ -2053,31 +2171,31 @@ void AM_drawWalls (bool allmap)
|
|||
&& lines[i].special != Generic_Door
|
||||
&& (lines[i].activation & SPAC_PlayerActivate))
|
||||
{
|
||||
AM_drawMline(&l, SpecialWallColor); // wall with special non-door action the player can do
|
||||
AM_drawMline(&l, AMColors.SpecialWallColor); // wall with special non-door action the player can do
|
||||
}
|
||||
else if (lines[i].backsector == NULL)
|
||||
{
|
||||
AM_drawMline(&l, WallColor); // one-sided wall
|
||||
AM_drawMline(&l, AMColors.WallColor); // one-sided wall
|
||||
}
|
||||
else if (lines[i].backsector->floorplane
|
||||
!= lines[i].frontsector->floorplane)
|
||||
{
|
||||
AM_drawMline(&l, FDWallColor); // floor level change
|
||||
AM_drawMline(&l, AMColors.FDWallColor); // floor level change
|
||||
}
|
||||
else if (lines[i].backsector->ceilingplane
|
||||
!= lines[i].frontsector->ceilingplane)
|
||||
{
|
||||
AM_drawMline(&l, CDWallColor); // ceiling level change
|
||||
AM_drawMline(&l, AMColors.CDWallColor); // ceiling level change
|
||||
}
|
||||
#ifdef _3DFLOORS
|
||||
else if (AM_Check3DFloors(&lines[i]))
|
||||
{
|
||||
AM_drawMline(&l, EFWallColor); // Extra floor border
|
||||
AM_drawMline(&l, AMColors.EFWallColor); // Extra floor border
|
||||
}
|
||||
#endif
|
||||
else if (am_cheat != 0)
|
||||
{
|
||||
AM_drawMline(&l, TSWallColor);
|
||||
AM_drawMline(&l, AMColors.TSWallColor);
|
||||
}
|
||||
}
|
||||
else if (allmap)
|
||||
|
@ -2089,7 +2207,7 @@ void AM_drawWalls (bool allmap)
|
|||
continue;
|
||||
}
|
||||
}
|
||||
AM_drawMline(&l, NotSeenColor);
|
||||
AM_drawMline(&l, AMColors.NotSeenColor);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -2239,7 +2357,7 @@ void AM_drawPlayers ()
|
|||
arrow = &MapArrow[0];
|
||||
numarrowlines = MapArrow.Size();
|
||||
}
|
||||
AM_drawLineCharacter(arrow, numarrowlines, 0, angle, YourColor, pt.x, pt.y);
|
||||
AM_drawLineCharacter(arrow, numarrowlines, 0, angle, AMColors[AMColors.YourColor], pt.x, pt.y);
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -2266,7 +2384,7 @@ void AM_drawPlayers ()
|
|||
|
||||
if (p->mo->alpha < OPAQUE)
|
||||
{
|
||||
color = AlmostBackground;
|
||||
color = AMColors[AMColors.AlmostBackgroundColor];
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -2322,7 +2440,6 @@ void AM_drawKeys ()
|
|||
angle += ANG90 - players[consoleplayer].camera->angle;
|
||||
}
|
||||
|
||||
color = ThingColor;
|
||||
if (key->flags & MF_SPECIAL)
|
||||
{
|
||||
// Find the key's own color.
|
||||
|
@ -2332,7 +2449,7 @@ void AM_drawKeys ()
|
|||
int c = P_GetMapColorForKey(key);
|
||||
|
||||
if (c >= 0) color.FromRGB(RPART(c), GPART(c), BPART(c));
|
||||
else color = ThingColor_CountItem;
|
||||
else color = AMColors[AMColors.ThingColor_CountItem];
|
||||
AM_drawLineCharacter(&EasyKey[0], EasyKey.Size(), 0, 0, color, p.x, p.y);
|
||||
}
|
||||
}
|
||||
|
@ -2402,13 +2519,13 @@ void AM_drawThings ()
|
|||
angle += ANG90 - players[consoleplayer].camera->angle;
|
||||
}
|
||||
|
||||
color = ThingColor;
|
||||
color = AMColors[AMColors.ThingColor];
|
||||
|
||||
// use separate colors for special thing types
|
||||
if (t->flags3&MF3_ISMONSTER && !(t->flags&MF_CORPSE))
|
||||
{
|
||||
if (t->flags & MF_FRIENDLY || !(t->flags & MF_COUNTKILL)) color = ThingColor_Friend;
|
||||
else color = ThingColor_Monster;
|
||||
if (t->flags & MF_FRIENDLY || !(t->flags & MF_COUNTKILL)) color = AMColors[AMColors.ThingColor_Friend];
|
||||
else color = AMColors[AMColors.ThingColor_Monster];
|
||||
}
|
||||
else if (t->flags&MF_SPECIAL)
|
||||
{
|
||||
|
@ -2428,19 +2545,19 @@ void AM_drawThings ()
|
|||
int c = P_GetMapColorForKey(static_cast<AKey *>(t));
|
||||
|
||||
if (c >= 0) color.FromRGB(RPART(c), GPART(c), BPART(c));
|
||||
else color = ThingColor_CountItem;
|
||||
else color = AMColors[AMColors.ThingColor_CountItem];
|
||||
AM_drawLineCharacter(&CheatKey[0], CheatKey.Size(), 0, 0, color, p.x, p.y);
|
||||
color.Index = -1;
|
||||
}
|
||||
else
|
||||
{
|
||||
color = ThingColor_Item;
|
||||
color = AMColors[AMColors.ThingColor_Item];
|
||||
}
|
||||
}
|
||||
else if (t->flags&MF_COUNTITEM)
|
||||
color = ThingColor_CountItem;
|
||||
color = AMColors[AMColors.ThingColor_CountItem];
|
||||
else
|
||||
color = ThingColor_Item;
|
||||
color = AMColors[AMColors.ThingColor_Item];
|
||||
}
|
||||
|
||||
if (color.Index != -1)
|
||||
|
@ -2626,7 +2743,7 @@ void AM_Drawer ()
|
|||
f_h = ST_Y;
|
||||
f_p = screen->GetPitch ();
|
||||
|
||||
AM_clearFB(Background);
|
||||
AM_clearFB(AMColors[AMColors.Background]);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -2642,7 +2759,7 @@ void AM_Drawer ()
|
|||
AM_drawSubsectors();
|
||||
|
||||
if (grid)
|
||||
AM_drawGrid(GridColor);
|
||||
AM_drawGrid(AMColors.GridColor);
|
||||
|
||||
AM_drawWalls(allmap);
|
||||
AM_drawPlayers();
|
||||
|
@ -2654,7 +2771,7 @@ void AM_Drawer ()
|
|||
AM_drawAuthorMarkers();
|
||||
|
||||
if (!viewactive)
|
||||
AM_drawCrosshair(XHairColor);
|
||||
AM_drawCrosshair(AMColors[AMColors.XHairColor]);
|
||||
|
||||
AM_drawMarks();
|
||||
|
||||
|
|
Loading…
Reference in a new issue