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- added Gez's automap patch to mark trigger lines.
SVN r3040 (trunk)
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parent
770a879f6a
commit
e7eb43a343
5 changed files with 31 additions and 6 deletions
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@ -91,7 +91,7 @@ struct AMColor
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static AMColor Background, YourColor, WallColor, TSWallColor,
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FDWallColor, CDWallColor, ThingColor,
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ThingColor_Item, ThingColor_CountItem, ThingColor_Monster, ThingColor_Friend,
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SecretWallColor, GridColor, XHairColor,
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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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@ -167,6 +167,7 @@ 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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CVAR (Color, am_secretwallcolor, 0x000000, CVAR_ARCHIVE);
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CVAR (Color, am_specialwallcolor, 0xffffff, CVAR_ARCHIVE);
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CVAR (Color, am_tswallcolor, 0x888888, CVAR_ARCHIVE);
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CVAR (Color, am_fdwallcolor, 0x887058, CVAR_ARCHIVE);
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CVAR (Color, am_cdwallcolor, 0x4c3820, CVAR_ARCHIVE);
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@ -177,6 +178,7 @@ CVAR (Color, am_notseencolor, 0x6c6c6c, CVAR_ARCHIVE);
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CVAR (Color, am_lockedcolor, 0x007800, CVAR_ARCHIVE);
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CVAR (Color, am_ovyourcolor, 0xfce8d8, CVAR_ARCHIVE);
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CVAR (Color, am_ovwallcolor, 0x00ff00, CVAR_ARCHIVE);
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CVAR (Color, am_ovspecialwallcolor, 0xffffff, CVAR_ARCHIVE);
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CVAR (Color, am_ovthingcolor, 0xe88800, CVAR_ARCHIVE);
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CVAR (Color, am_ovotherwallscolor, 0x008844, CVAR_ARCHIVE);
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CVAR (Color, am_ovunseencolor, 0x00226e, CVAR_ARCHIVE);
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@ -188,6 +190,7 @@ 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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@ -897,6 +900,7 @@ static void AM_initColors (bool overlayed)
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{
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YourColor.FromCVar (am_ovyourcolor);
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WallColor.FromCVar (am_ovwallcolor);
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SpecialWallColor.FromCVar(am_ovspecialwallcolor);
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SecretWallColor = WallColor;
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SecretSectorColor.FromCVar (am_ovsecretsectorcolor);
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ThingColor_Item.FromCVar (am_ovthingcolor_item);
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@ -919,6 +923,7 @@ static void AM_initColors (bool overlayed)
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Background.FromCVar (am_backcolor);
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YourColor.FromCVar (am_yourcolor);
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SecretWallColor.FromCVar (am_secretwallcolor);
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SpecialWallColor.FromCVar (am_specialwallcolor);
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WallColor.FromCVar (am_wallcolor);
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TSWallColor.FromCVar (am_tswallcolor);
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FDWallColor.FromCVar (am_fdwallcolor);
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@ -960,6 +965,7 @@ static void AM_initColors (bool overlayed)
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AlmostBackground = DoomColors[2];
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SecretSectorColor =
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SecretWallColor =
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SpecialWallColor =
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WallColor = DoomColors[3];
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TSWallColor = DoomColors[4];
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FDWallColor = DoomColors[5];
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@ -981,6 +987,7 @@ static void AM_initColors (bool overlayed)
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AlmostBackground = DoomColors[2];
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SecretSectorColor =
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SecretWallColor =
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SpecialWallColor =
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WallColor = StrifeColors[3];
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TSWallColor = StrifeColors[4];
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FDWallColor = StrifeColors[5];
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@ -1002,6 +1009,7 @@ static void AM_initColors (bool overlayed)
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AlmostBackground = DoomColors[2];
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SecretSectorColor =
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SecretWallColor =
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SpecialWallColor =
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WallColor = RavenColors[3];
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TSWallColor = RavenColors[4];
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FDWallColor = RavenColors[5];
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@ -1836,14 +1844,16 @@ void AM_drawWalls (bool allmap)
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else if (lines[i].special == Door_LockedRaise ||
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lines[i].special == ACS_LockedExecute ||
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lines[i].special == ACS_LockedExecuteDoor ||
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(lines[i].special == Generic_Door && lines[i].args[4] !=0 ))
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(lines[i].special == Door_Animated && lines[i].args[3] != 0) ||
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(lines[i].special == Generic_Door && lines[i].args[4] != 0))
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{
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if (am_colorset == 0 || am_colorset == 3) // Raven games show door colors
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{
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int P_GetMapColorForLock(int lock);
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int lock;
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if (lines[i].special==Door_LockedRaise) lock=lines[i].args[3];
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if (lines[i].special==Door_LockedRaise || lines[i].special==Door_Animated)
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lock=lines[i].args[3];
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else lock=lines[i].args[4];
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int color = P_GetMapColorForLock(lock);
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@ -1860,6 +1870,17 @@ void AM_drawWalls (bool allmap)
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AM_drawMline (&l, LockedColor); // locked special
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}
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}
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else if (am_showtriggerlines && am_colorset == 0 && lines[i].special != 0
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&& lines[i].special != Door_Open
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&& lines[i].special != Door_Close
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&& lines[i].special != Door_CloseWaitOpen
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&& lines[i].special != Door_Raise
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&& lines[i].special != Door_Animated
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&& lines[i].special != Generic_Door
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&& (lines[i].activation & SPAC_PlayerActivate))
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{
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AM_drawMline(&l, SpecialWallColor); // wall with special non-door action the player can do
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}
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else if (lines[i].backsector == NULL)
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{
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AM_drawMline(&l, WallColor); // one-sided wall
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4
src/gi.h
4
src/gi.h
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@ -46,8 +46,8 @@
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#define GI_COMPATSTAIRS 0x00000020 // same for stairbuilding
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#define GI_COMPATPOLY1 0x00000040 // Hexen's MAP36 needs old polyobject drawing
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#define GI_COMPATPOLY2 0x00000080 // so does HEXDD's MAP47
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#define GI_NOTEXTCOLOR 0x00000100
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#define GI_COMPATPORTAL 0x00000200 // same for stairbuilding
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#define GI_NOTEXTCOLOR 0x00000100 // Chex Quest 3 would have everything green
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#define GI_COMPATPORTAL 0x00000200 // Urban Brawl relies on the old portal code
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#include "gametype.h"
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@ -1781,6 +1781,7 @@ void P_SetLineID (line_t *ld)
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{
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ld->id = ld->args[0];
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}
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ld->special = 0;
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break;
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case TranslucentLine:
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@ -491,7 +491,7 @@ BEGIN
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VALUE "FileDescription", "ZDoom"
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VALUE "FileVersion", RC_FILEVERSION2
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VALUE "InternalName", "ZDoom"
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VALUE "LegalCopyright", "Copyright © 1993-1996 id Software, 1998-2007 Randy Heit"
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VALUE "LegalCopyright", "Copyright © 1993-1996 id Software, 1998-2010 Randy Heit"
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VALUE "LegalTrademarks", "Doom® is a Registered Trademark of id Software, Inc."
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VALUE "OriginalFilename", "zdoom.exe"
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VALUE "ProductName", "ZDoom"
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@ -870,6 +870,7 @@ OptionMenu AutomapOptions
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Option "Show map label", "am_showmaplabel", "MaplabelTypes"
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Option "Draw map background", "am_drawmapback", "OnOff"
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Option "Show keys (cheat)", "am_showkeys", "OnOff"
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Option "Show trigger lines", "am_showtriggerlines", "OnOff"
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}
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//-------------------------------------------------------------------------------------------
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@ -922,6 +923,7 @@ OptionMenu MapColorMenu
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ColorPicker "Teleporter to the same map", "am_intralevelcolor"
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ColorPicker "Teleporter to a different map", "am_interlevelcolor"
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ColorPicker "Secret sector", "am_secretsectorcolor"
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ColorPicker "Special trigger lines", "am_specialwallcolor"
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StaticText " "
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StaticText "Cheat Mode", 1
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ColorPicker "Invisible 2-sided walls", "am_tswallcolor"
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@ -939,6 +941,7 @@ OptionMenu MapColorMenu
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ColorPicker "Not-yet-seen walls", "am_ovunseencolor"
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ColorPicker "Teleporter", "am_ovtelecolor"
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ColorPicker "Secret sector", "am_ovsecretsectorcolor"
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ColorPicker "Special trigger lines", "am_ovspecialwallcolor"
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StaticText " "
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StaticText "Overlay Cheat Mode", 1
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ColorPicker "Actors", "am_ovthingcolor"
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