mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-30 13:21:04 +00:00
- ammo and weapon display ported.
This commit is contained in:
parent
b50bdb1ca1
commit
188b2d2daa
7 changed files with 246 additions and 295 deletions
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@ -91,7 +91,6 @@ SetFragBar(PLAYERp pp)
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TRAVERSE_CONNECT(i)
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{
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PlayerUpdateKills(Player + i, 0);
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DisplayFragNames(Player + i);
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}
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}
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@ -53,11 +53,9 @@ void MoveSectorObjects(SECTOR_OBJECTp sop, short locktics);
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#define TEXT_INFO_YOFF (10)
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inline int TEXT_INFO_LINE(int line) { return (TEXT_INFO_Y + ((line)*TEXT_INFO_YOFF)); }
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void DisplayFragNames(PLAYERp pp);
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void DisplayMiniBarSmString(PLAYERp pp, short xs, short ys, short pal, const char* buffer);
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void DisplaySmString(PLAYERp pp, short xs, short ys, short pal, const char* buffer);
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void DisplayMiniBarNumber(short xs, short ys, int number);
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void DisplaySummaryString(PLAYERp pp, short xs, short ys, short color, short shade, const char* buffer);
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void DisplayPanelNumber(PLAYERp pp, short xs, short ys, int number);
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void PutStringInfo(PLAYERp pp, const char* string);
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void PutStringInfoLine(PLAYERp pp, const char* string);
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@ -84,7 +84,6 @@ typedef struct
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} PANEL_SHRAP, *PANEL_SHRAPp;
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PANEL_SPRITEp pSpawnFullScreenSprite(PLAYERp pp, short pic, short pri, int x, int y);
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void DisplayFragNumbers(PLAYERp pp_kill_chg);
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void PanelInvTestSuicide(PANEL_SPRITEp psp);
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void InsertPanelSprite(PLAYERp pp, PANEL_SPRITEp psp);
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@ -102,7 +101,6 @@ int DoPanelJump(PANEL_SPRITEp psp);
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int DoBeginPanelJump(PANEL_SPRITEp psp);
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void SpawnHeartBlood(PANEL_SPRITEp psp);
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void SpawnUziShell(PANEL_SPRITEp psp);
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void PlayerUpdateWeaponSummary(PLAYERp pp,short UpdateWeaponNum);
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SWBOOL pWeaponUnHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state);
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SWBOOL pWeaponHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state);
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@ -401,22 +399,11 @@ void PlayerUpdateAmmo(PLAYERp pp, short UpdateWeaponNum, short value)
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short x,y;
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short WeaponNum;
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#define PANEL_AMMO_BOX_X 197
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#define PANEL_AMMO_XOFF 1
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#define PANEL_AMMO_YOFF 4
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#define AMMO_ERASE 2404
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if (Prediction)
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return;
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if (DamageData[UpdateWeaponNum].max_ammo == -1)
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{
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if (gs.BorderNum < BORDER_BAR || pp - Player != screenpeek)
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return;
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// erase old info
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pSpawnFullScreenSprite(pp, AMMO_ERASE, PRI_MID, PANEL_AMMO_BOX_X, PANEL_BOX_Y);
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//pSpawnFullScreenSprite(pp, AMMO_ERASE, PRI_FRONT_MAX+1, PANEL_AMMO_BOX_X, PANEL_BOX_Y);
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return;
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}
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@ -443,101 +430,6 @@ void PlayerUpdateAmmo(PLAYERp pp, short UpdateWeaponNum, short value)
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{
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pp->WpnAmmo[WeaponNum] = DamageData[WeaponNum].max_ammo;
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}
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if (gs.BorderNum < BORDER_BAR || pp - Player != screenpeek)
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return;
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PlayerUpdateWeaponSummary(pp, WeaponNum);
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if (UpdateWeaponNum != u->WeaponNum)
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return;
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// erase old info
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pSpawnFullScreenSprite(pp, AMMO_ERASE, PRI_MID, PANEL_AMMO_BOX_X, PANEL_BOX_Y);
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x = PANEL_AMMO_BOX_X + PANEL_AMMO_XOFF;
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y = PANEL_BOX_Y + PANEL_AMMO_YOFF;
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DisplayPanelNumber(pp, x, y, pp->WpnAmmo[WeaponNum]);
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}
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void PlayerUpdateWeaponSummary(PLAYERp pp, short UpdateWeaponNum)
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{
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USERp u = User[pp->PlayerSprite];
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short x,y;
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short pos;
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short column;
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short WeaponNum,wpntmp;
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short color,shade;
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#define WSUM_X 93
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#define WSUM_Y PANEL_BOX_Y+1
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#define WSUM_XOFF 25
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#define WSUM_YOFF 6
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static short wsum_xoff[3] = {0,36,66};
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static const char *wsum_fmt1[3] = {"%d:", "%d:", "%d:"};
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static const char *wsum_fmt2[3] = {"%3d/%-3d", "%2d/%-2d", "%2d/%-2d"};
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static short wsum_back_pic[3] = {2405, 2406, 2406};
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if (Prediction)
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return;
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WeaponNum = UpdateWeaponNum;
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if (DamageData[WeaponNum].with_weapon != -1)
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{
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WeaponNum = DamageData[WeaponNum].with_weapon;
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}
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if (gs.BorderNum < BORDER_BAR || pp - Player != screenpeek)
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return;
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pos = WeaponNum-1;
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column = pos/3;
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if (column > 2) column = 2;
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x = WSUM_X + wsum_xoff[column];
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y = WSUM_Y + (WSUM_YOFF * (pos%3));
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// erase old info
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pSpawnFullScreenSprite(pp, wsum_back_pic[column], PRI_MID, x, y);
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if (UpdateWeaponNum == u->WeaponNum)
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{
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shade = 0;
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color = 0;
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}
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else
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{
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shade = 11;
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color = 0;
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}
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wpntmp = WeaponNum+1;
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if (wpntmp > 9)
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wpntmp = 0;
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sprintf(ds, wsum_fmt1[column], wpntmp);
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if (TEST(pp->WpnFlags, BIT(WeaponNum)))
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DisplaySummaryString(pp, x, y, 1, shade, ds);
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else
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DisplaySummaryString(pp, x, y, 2, shade+6, ds);
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sprintf(ds, wsum_fmt2[column], pp->WpnAmmo[WeaponNum], DamageData[WeaponNum].max_ammo);
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DisplaySummaryString(pp, x+6, y, color, shade, ds);
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}
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void PlayerUpdateWeaponSummaryAll(PLAYERp pp)
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{
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short i;
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if (Prediction)
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return;
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for (i = WPN_STAR; i <= WPN_HEART; i++)
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{
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PlayerUpdateWeaponSummary(pp, i);
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}
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}
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void PlayerUpdateWeapon(PLAYERp pp, short WeaponNum)
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@ -549,12 +441,6 @@ void PlayerUpdateWeapon(PLAYERp pp, short WeaponNum)
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return;
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u->WeaponNum = WeaponNum;
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if (gs.BorderNum < BORDER_BAR || pp - Player != screenpeek)
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return;
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PlayerUpdateAmmo(pp, u->WeaponNum, 0);
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PlayerUpdateWeaponSummaryAll(pp);
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}
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void PlayerUpdateKills(PLAYERp pp, short value)
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@ -586,9 +472,6 @@ void PlayerUpdateKills(PLAYERp pp, short value)
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opp->Kills = 0;
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if (opp->Kills < -99)
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opp->Kills = -99;
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if (numplayers >= 2)
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DisplayFragNumbers(opp);
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}
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}
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}
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@ -598,9 +481,6 @@ void PlayerUpdateKills(PLAYERp pp, short value)
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pp->Kills = 0;
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if (pp->Kills < -99)
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pp->Kills = -99;
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if (numplayers >= 2)
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DisplayFragNumbers(pp);
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}
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void PlayerUpdateArmor(PLAYERp pp, short value)
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@ -718,30 +598,6 @@ void PlayerUpdateKeys(PLAYERp pp)
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}
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}
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void PlayerUpdateTimeLimit(PLAYERp pp)
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{
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int seconds;
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if (Prediction)
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return;
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if (gs.BorderNum < BORDER_BAR || pp - Player != screenpeek)
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return;
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if (gNet.MultiGameType != MULTI_GAME_COMMBAT)
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return;
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if (!gNet.TimeLimit)
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return;
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// erase old info
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pSpawnFullScreenSprite(pp, KEYS_ERASE, PRI_MID, PANEL_KEYS_BOX_X, PANEL_BOX_Y);
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seconds = gNet.TimeLimitClock/120;
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sprintf(ds,"%03d:%02d",seconds/60, seconds%60);
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DisplaySummaryString(pp, PANEL_KEYS_BOX_X+1, PANEL_BOX_Y+6, 0, 0, ds);
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}
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void PlayerUpdatePanelInfo(PLAYERp pp)
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{
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USERp u = User[pp->PlayerSprite];
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@ -754,8 +610,6 @@ void PlayerUpdatePanelInfo(PLAYERp pp)
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PlayerUpdateWeapon(pp, u->WeaponNum);
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PlayerUpdateKeys(pp);
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PlayerUpdateArmor(pp, 0);
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PlayerUpdateWeaponSummaryAll(pp);
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PlayerUpdateTimeLimit(pp);
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}
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int WeaponOperate(PLAYERp pp)
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@ -198,7 +198,6 @@ void pToggleCrosshair(void);
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void pKillSprite(PANEL_SPRITEp psp);
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void InitChops(PLAYERp pp);
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void ChopsSetRetract(PLAYERp pp);
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void PlayerUpdateTimeLimit(PLAYERp pp);
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END_SW_NS
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@ -7827,11 +7827,6 @@ void MultiPlayLimits(void)
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{
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gNet.TimeLimitClock -= synctics;
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if ((gNet.TimeLimitClock%120) <= 3)
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{
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PlayerUpdateTimeLimit(Player + screenpeek);
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}
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if (gNet.TimeLimitClock <= 0)
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Done = TRUE;
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}
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@ -37,6 +37,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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#include "player.h"
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#include "v_2ddrawer.h"
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#include "statusbar.h"
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#include "network.h"
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BEGIN_SW_NS
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@ -47,10 +48,25 @@ class DSWStatusBar : public DBaseStatusBar
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enum
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{
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PANEL_HEALTH_BOX_X = 20,
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PANEL_BOX_Y = (174-6),
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PANEL_BOX_Y = (174 - 6),
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PANEL_HEALTH_XOFF = 2,
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PANEL_HEALTH_YOFF = 4,
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PANEL_AMMO_BOX_X = 197,
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PANEL_AMMO_XOFF = 1,
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PANEL_AMMO_YOFF = 4,
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WSUM_X = 93,
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WSUM_Y = PANEL_BOX_Y+1,
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WSUM_XOFF = 25,
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WSUM_YOFF = 6,
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PANEL_KEYS_BOX_X = 276,
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PANEL_KEYS_XOFF = 0,
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PANEL_KEYS_YOFF = 2,
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FRAG_YOFF = 2,
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};
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enum
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@ -65,6 +81,12 @@ class DSWStatusBar : public DBaseStatusBar
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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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void DisplayPanelNumber(double xs, double ys, int number)
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{
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char buffer[32];
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@ -85,11 +107,227 @@ class DSWStatusBar : public DBaseStatusBar
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}
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}
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void DrawStatusbarHealth(int value)
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void DisplaySummaryString(double xs, double ys, int color, int shade, const char* buffer)
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{
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double x = PANEL_HEALTH_BOX_X + PANEL_HEALTH_XOFF;
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double y = PANEL_BOX_Y + PANEL_HEALTH_YOFF;
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DisplayPanelNumber(x, y, value);
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double x;
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const char* ptr;
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char ch;
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int font_pic;
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static const short font_base[] = { PANEL_SM_FONT_G, PANEL_SM_FONT_Y, PANEL_SM_FONT_R };
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assert(color < 3);
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for (ptr = buffer, x = xs; *ptr; ptr++)
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{
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ch = *ptr;
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if (ch == ' ')
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{
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x += 4;
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continue;
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}
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switch (ch)
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{
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case '\\':
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ch = '0' - 1; // one pic before 0
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break;
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case ':':
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ch = '9' + 1; // one pic after nine
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break;
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}
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font_pic = font_base[color] + (ch - '0');
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DrawGraphic(tileGetTexture(font_pic), x, ys, DI_ITEM_LEFT_TOP, 1, -1, -1, 1, 1, shadeToLight(shade));
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x += tilesiz[font_pic].x + 1;
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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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void DisplayTimeLimit(PLAYERp pp)
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{
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if (gNet.MultiGameType != MULTI_GAME_COMMBAT || !gNet.TimeLimit)
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return;
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int seconds = gNet.TimeLimitClock / 120;
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sprintf(ds, "%03d:%02d", seconds / 60, seconds % 60);
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DisplaySummaryString(PANEL_KEYS_BOX_X + 1, PANEL_BOX_Y + 6, 0, 0, ds);
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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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void DisplayFragString(PLAYERp pp, double xs, double ys, const char* buffer)
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{
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double x;
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const char* ptr;
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const int FRAG_FIRST_ASCII = ('!');
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const int FRAG_FIRST_TILE = 2930;
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for (ptr = buffer, x = xs; *ptr; ptr++)
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{
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if (*ptr == ' ')
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continue;
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assert(*ptr >= '!' && *ptr <= '}');
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auto tex = tileGetTexture(FRAG_FIRST_TILE + (*ptr - FRAG_FIRST_ASCII));
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DrawGraphic(tex, x, ys, DI_ITEM_LEFT_TOP, 1, -1, -1, 1, 1, 0xffffffff, TRANSLATION(Translation_Remap, User[pp->SpriteP - sprite]->spal));
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x += 4;
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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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void DisplayFragNumbers()
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{
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// must draw this in HUD mode!
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for (int pnum = 0; pnum < 4; pnum++)
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{
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char buffer[32];
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short xs, ys;
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short frag_bar;
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static int xoffs[] =
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{
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69, 147, 225, 303
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};
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ys = FRAG_YOFF;
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// frag bar 0 or 1
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frag_bar = ((pnum) / 4);
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// move y down according to frag bar number
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ys = ys + (tilesiz[FRAG_BAR].y - 2) * frag_bar;
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// move x over according to the number of players
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xs = xoffs[MOD4(pnum)];
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mysnprintf(buffer, 32, "%03d", Player[pnum].Kills);
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DisplayFragString(&Player[pnum], xs, ys, buffer);
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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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void DisplayFragNames()
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{
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// must draw this in HUD mode!
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for (int pnum = 0; pnum < 4; pnum++)
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{
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short xs, ys;
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short frag_bar;
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static int xoffs[] =
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{
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7, 85, 163, 241
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};
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ys = FRAG_YOFF;
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// frag bar 0 or 1
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frag_bar = ((pnum) / 4);
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// move y down according to frag bar number
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ys = ys + (tilesiz[FRAG_BAR].y - 2) * frag_bar;
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// move x over according to the number of players
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xs = xoffs[MOD4(pnum)];
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DisplayFragString(&Player[pnum], xs, ys, Player[pnum].PlayerName);
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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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void PlayerUpdateWeaponSummary(PLAYERp pp, int UpdateWeaponNum)
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{
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USERp u = User[pp->PlayerSprite];
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int x, y;
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int pos;
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int column;
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int WeaponNum, wpntmp;
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int color, shade;
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char ds[32];
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WeaponNum = UpdateWeaponNum;
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if (DamageData[WeaponNum].with_weapon != -1)
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{
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WeaponNum = DamageData[WeaponNum].with_weapon;
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}
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if (gs.BorderNum < BORDER_BAR || pp - Player != screenpeek)
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return;
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static short wsum_xoff[3] = { 0,36,66 };
|
||||
static const char* wsum_fmt2[3] = { "%3d/%-3d", "%2d/%-2d", "%2d/%-2d" };
|
||||
|
||||
pos = WeaponNum - 1;
|
||||
column = pos / 3;
|
||||
if (column > 2) column = 2;
|
||||
x = WSUM_X + wsum_xoff[column];
|
||||
y = WSUM_Y + (WSUM_YOFF * (pos % 3));
|
||||
|
||||
if (UpdateWeaponNum == u->WeaponNum)
|
||||
{
|
||||
shade = 0;
|
||||
color = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
shade = 11;
|
||||
color = 0;
|
||||
}
|
||||
|
||||
wpntmp = WeaponNum + 1;
|
||||
if (wpntmp > 9)
|
||||
wpntmp = 0;
|
||||
mysnprintf(ds, 32, "%d:", wpntmp);
|
||||
|
||||
if (TEST(pp->WpnFlags, BIT(WeaponNum)))
|
||||
DisplaySummaryString(x, y, 1, shade, ds);
|
||||
else
|
||||
DisplaySummaryString(x, y, 2, shade + 6, ds);
|
||||
|
||||
mysnprintf(ds, 32, wsum_fmt2[column], pp->WpnAmmo[WeaponNum], DamageData[WeaponNum].max_ammo);
|
||||
DisplaySummaryString(x + 6, y, color, shade, ds);
|
||||
}
|
||||
|
||||
void PlayerUpdateWeaponSummaryAll(PLAYERp pp)
|
||||
{
|
||||
for (int i = WPN_STAR; i <= WPN_HEART; i++)
|
||||
{
|
||||
PlayerUpdateWeaponSummary(pp, i);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
@ -100,7 +338,9 @@ class DSWStatusBar : public DBaseStatusBar
|
|||
BeginStatusBar(320, 200, tileHeight(STATUS_BAR));
|
||||
|
||||
DrawGraphic(tileGetTexture(STATUS_BAR), 0, 200, DI_ITEM_LEFT_BOTTOM, 1, -1, -1, 1, 1);
|
||||
DrawStatusbarHealth(u->Health);
|
||||
DisplayPanelNumber(PANEL_HEALTH_BOX_X + PANEL_HEALTH_XOFF, PANEL_BOX_Y + PANEL_HEALTH_YOFF, u->Health);
|
||||
DisplayPanelNumber(PANEL_AMMO_BOX_X + PANEL_AMMO_XOFF, PANEL_BOX_Y + PANEL_AMMO_YOFF, pp->WpnAmmo[u->WeaponNum]);
|
||||
PlayerUpdateWeaponSummaryAll(pp);
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -47,42 +47,6 @@ BEGIN_SW_NS
|
|||
#define PANEL_SM_FONT_Y 3613
|
||||
#define PANEL_SM_FONT_R 3625
|
||||
|
||||
void DisplaySummaryString(PLAYERp pp, short xs, short ys, short color, short shade, const char *buffer)
|
||||
{
|
||||
short size,x;
|
||||
const char *ptr;
|
||||
char ch;
|
||||
PANEL_SPRITEp nsp;
|
||||
short font_pic;
|
||||
static short font_base[] = {PANEL_SM_FONT_G, PANEL_SM_FONT_Y, PANEL_SM_FONT_R};
|
||||
|
||||
for (ptr = buffer, x = xs; *ptr; ptr++, x += size)
|
||||
{
|
||||
ch = *ptr;
|
||||
if (ch == ' ')
|
||||
{
|
||||
size = 4;
|
||||
continue;
|
||||
}
|
||||
|
||||
switch (ch)
|
||||
{
|
||||
case '\\':
|
||||
ch = '0' - 1; // one pic before 0
|
||||
break;
|
||||
case ':':
|
||||
ch = '9' + 1; // one pic after nine
|
||||
break;
|
||||
}
|
||||
|
||||
ASSERT(color < 3);
|
||||
font_pic = font_base[color] + (ch - '0');
|
||||
nsp = pSpawnFullScreenSprite(pp, font_pic, PRI_FRONT_MAX, x, ys);
|
||||
nsp->shade = shade;
|
||||
size = tilesiz[font_pic].x + 1;
|
||||
}
|
||||
}
|
||||
|
||||
PANEL_SPRITEp pClearTextLineID(PLAYERp pp, short id, int y, short pri)
|
||||
{
|
||||
PANEL_SPRITEp psp=NULL, next;
|
||||
|
@ -315,104 +279,6 @@ void DisplaySmString(PLAYERp pp, short xs, short ys, short pal, const char *buff
|
|||
}
|
||||
}
|
||||
|
||||
void DisplayFragString(PLAYERp pp, short xs, short ys, const char *buffer)
|
||||
{
|
||||
short size=4,x;
|
||||
const char *ptr;
|
||||
PANEL_SPRITEp nsp;
|
||||
// ID is base + (0-3)
|
||||
short id = ID_TEXT + MOD4(pp->pnum);
|
||||
|
||||
PLAYERp my_pp = Player + myconnectindex;
|
||||
|
||||
#define FRAG_FIRST_ASCII ('!') //exclamation point
|
||||
#define FRAG_FIRST_TILE 2930 //exclamation point
|
||||
|
||||
//pClearTextLineID(my_pp, id, ys, PRI_FRONT_MAX);
|
||||
|
||||
for (ptr = buffer, x = xs; *ptr; ptr++, x += size)
|
||||
{
|
||||
if (*ptr == ' ')
|
||||
continue;
|
||||
|
||||
ASSERT(*ptr >= '!' && *ptr <= '}');
|
||||
|
||||
nsp = pSpawnFullScreenSprite(my_pp, FRAG_FIRST_TILE + (*ptr - FRAG_FIRST_ASCII), PRI_FRONT_MAX, x, ys);
|
||||
nsp->ID = id;
|
||||
//nsp->pal = PALETTE_PLAYER0 + pp->TeamColor;
|
||||
//if (pp->SpriteP)
|
||||
nsp->pal = User[pp->SpriteP - sprite]->spal;
|
||||
}
|
||||
}
|
||||
|
||||
void DisplayFragNumbers(PLAYERp pp)
|
||||
{
|
||||
char buffer[32];
|
||||
short xs, ys;
|
||||
short frag_bar;
|
||||
short pnum = pp - Player;
|
||||
|
||||
static int xoffs[] =
|
||||
{
|
||||
69, 147, 225, 303
|
||||
};
|
||||
|
||||
PLAYERp my_pp = Player + myconnectindex;
|
||||
|
||||
// black tile to erase frag count
|
||||
#define FRAG_ERASE_NAME 2375
|
||||
#define FRAG_ERASE_NUMBER 2376
|
||||
#define FRAG_YOFF 2
|
||||
|
||||
//xs = FRAG_XOFF;
|
||||
ys = FRAG_YOFF;
|
||||
|
||||
// frag bar 0 or 1
|
||||
frag_bar = ((pnum)/4);
|
||||
// move y down according to frag bar number
|
||||
ys = ys + (tilesiz[FRAG_BAR].y-2) * frag_bar;
|
||||
|
||||
// move x over according to the number of players
|
||||
xs = xoffs[MOD4(pnum)];
|
||||
|
||||
sprintf(buffer, "%03d", pp->Kills);
|
||||
|
||||
// erase old kill count
|
||||
pSpawnFullScreenSprite(my_pp, FRAG_ERASE_NUMBER, PRI_MID+1, xs-1, ys);
|
||||
|
||||
DisplayFragString(pp, xs, ys, buffer);
|
||||
}
|
||||
|
||||
void DisplayFragNames(PLAYERp pp)
|
||||
{
|
||||
short xs, ys;
|
||||
short frag_bar;
|
||||
short pnum = pp - Player;
|
||||
|
||||
static int xoffs[] =
|
||||
{
|
||||
7, 85, 163, 241
|
||||
};
|
||||
|
||||
PLAYERp my_pp = Player + myconnectindex;
|
||||
|
||||
//xs = FRAG_XOFF;
|
||||
ys = FRAG_YOFF;
|
||||
|
||||
// frag bar 0 or 1
|
||||
frag_bar = ((pnum)/4);
|
||||
// move y down according to frag bar number
|
||||
ys = ys + (tilesiz[FRAG_BAR].y-2) * frag_bar;
|
||||
|
||||
// move x over according to the number of players
|
||||
xs = xoffs[MOD4(pnum)];
|
||||
|
||||
// erase old kill count
|
||||
pSpawnFullScreenSprite(my_pp, FRAG_ERASE_NAME, PRI_MID+1, xs-1, ys);
|
||||
|
||||
DisplayFragString(pp, xs, ys, pp->PlayerName);
|
||||
}
|
||||
|
||||
short GlobInfoStringTime = TEXT_INFO_TIME;
|
||||
void PutStringInfo(PLAYERp pp, const char *string)
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue