From b5894eb7e05fc9e0d438e201fc18d4d65138f1d9 Mon Sep 17 00:00:00 2001 From: helixhorned Date: Thu, 22 Mar 2012 22:47:47 +0000 Subject: [PATCH] Make 'nofloorpalrange' def token affect HUD weapons. git-svn-id: https://svn.eduke32.com/eduke32@2518 1a8010ca-5511-0410-912e-c29ae57300e0 --- polymer/eduke32/source/game.c | 2 +- polymer/eduke32/source/game.h | 3 +- polymer/eduke32/source/player.c | 151 +++++++++++--------------------- 3 files changed, 52 insertions(+), 104 deletions(-) diff --git a/polymer/eduke32/source/game.c b/polymer/eduke32/source/game.c index aa56d067b..836583c2e 100644 --- a/polymer/eduke32/source/game.c +++ b/polymer/eduke32/source/game.c @@ -108,7 +108,7 @@ uint8_t water_pal[768],slime_pal[768],title_pal[768],dre_alms[768],ending_pal[76 uint8_t *basepaltable[BASEPALCOUNT] = { palette, water_pal, slime_pal, dre_alms, title_pal, ending_pal, NULL /*anim_pal*/ }; -static int8_t g_noFloorPal[MAXPALOOKUPS]; // 1 if sprite pal should not be taken over from floor pal +int8_t g_noFloorPal[MAXPALOOKUPS]; // 1 if sprite pal should not be taken over from floor pal static int32_t g_skipDefaultCons = 0; static int32_t g_skipDefaultDefs = 0; // primarily for NAM/WWII GI appeasement diff --git a/polymer/eduke32/source/game.h b/polymer/eduke32/source/game.h index e7841db52..e20104d2e 100644 --- a/polymer/eduke32/source/game.h +++ b/polymer/eduke32/source/game.h @@ -235,8 +235,9 @@ extern palette_t DefaultCrosshairColors; extern uint32_t g_frameDelay; -extern uint8_t water_pal[768],slime_pal[768],title_pal[768],dre_alms[768],ending_pal[768],*anim_pal; +extern uint8_t water_pal[768],slime_pal[768],title_pal[768],dre_alms[768],ending_pal[768]; extern uint8_t *basepaltable[BASEPALCOUNT]; +extern int8_t g_noFloorPal[MAXPALOOKUPS]; extern user_defs ud; diff --git a/polymer/eduke32/source/player.c b/polymer/eduke32/source/player.c index a21992b0c..fc6034516 100644 --- a/polymer/eduke32/source/player.c +++ b/polymer/eduke32/source/player.c @@ -1955,6 +1955,21 @@ static void P_DisplaySpit(int32_t snum) } } +static int32_t get_hud_pal(const DukePlayer_t *p) +{ + if (sprite[p->i].pal == 1) + return 1; + + if (p->cursectnum >= 0) + { + int32_t dapal = sector[p->cursectnum].floorpal; + if (!g_noFloorPal[dapal]) + return dapal; + } + + return 0; +} + static int32_t P_DisplayFist(int32_t gs,int32_t snum) { int32_t looking_arc,fisti,fistpal; @@ -1973,11 +1988,7 @@ static int32_t P_DisplayFist(int32_t gs,int32_t snum) fistzoom = 40290; fistz = 194 + (sintable[((6+fisti)<<7)&2047]>>9); - if (sprite[g_player[snum].ps->i].pal == 1) - fistpal = 1; - else if (g_player[snum].ps->cursectnum >= 0) - fistpal = sector[g_player[snum].ps->cursectnum].floorpal; - else fistpal = 0; + fistpal = get_hud_pal(g_player[snum].ps); rotatesprite( (-fisti+222+(g_player[snum].sync->avel>>4))<<16, @@ -2080,7 +2091,7 @@ static void G_DrawWeaponTile(int32_t x, int32_t y, int32_t tilenum, int32_t shad static int32_t P_DisplayKnee(int32_t gs,int32_t snum) { static int8_t knee_y[] = {0,-8,-16,-32,-64,-84,-108,-108,-108,-72,-32,-8}; - int32_t looking_arc, pal = g_player[snum].ps->palookup; + int32_t looking_arc, pal; if (g_player[snum].ps->knee_incs > 11 || g_player[snum].ps->knee_incs == 0 || sprite[g_player[snum].ps->i].extra <= 0) return 0; @@ -2088,14 +2099,9 @@ static int32_t P_DisplayKnee(int32_t gs,int32_t snum) looking_arc -= (g_player[snum].ps->hard_landing<<3); - if (sprite[g_player[snum].ps->i].pal == 1) - pal = 1; - else if (g_player[snum].ps->cursectnum >= 0) - { - pal = sector[g_player[snum].ps->cursectnum].floorpal; - if (pal == 0) - pal = g_player[snum].ps->palookup; - } + pal = get_hud_pal(g_player[snum].ps); + if (pal == 0) + pal = g_player[snum].ps->palookup; G_DrawTileScaled(105+(g_player[snum].sync->avel>>4)-(g_player[snum].ps->look_ang>>1)+(knee_y[g_player[snum].ps->knee_incs]>>2), looking_arc+280-((g_player[snum].ps->horiz-g_player[snum].ps->horizoff)>>4),KNEE,gs,4+262144,pal); @@ -2106,7 +2112,7 @@ static int32_t P_DisplayKnee(int32_t gs,int32_t snum) static int32_t P_DisplayKnuckles(int32_t gs,int32_t snum) { static int8_t knuckle_frames[] = {0,1,2,2,3,3,3,2,2,1,0}; - int32_t looking_arc, pal = 0; + int32_t looking_arc, pal; if (g_player[snum].ps->knuckle_incs == 0 || sprite[g_player[snum].ps->i].extra <= 0) return 0; @@ -2114,10 +2120,7 @@ static int32_t P_DisplayKnuckles(int32_t gs,int32_t snum) looking_arc -= (g_player[snum].ps->hard_landing<<3); - if (sprite[g_player[snum].ps->i].pal == 1) - pal = 1; - else if (g_player[snum].ps->cursectnum >= 0) - pal = sector[g_player[snum].ps->cursectnum].floorpal; + pal = get_hud_pal(g_player[snum].ps); G_DrawTileScaled(160+(g_player[snum].sync->avel>>4)-(g_player[snum].ps->look_ang>>1), looking_arc+180-((g_player[snum].ps->horiz-g_player[snum].ps->horizoff)>>4), @@ -2217,11 +2220,7 @@ void P_DisplayScuba(int32_t snum) { int32_t p; - if (sprite[g_player[snum].ps->i].pal == 1) - p = 1; - else if (g_player[snum].ps->cursectnum >= 0) - p = sector[g_player[snum].ps->cursectnum].floorpal; - else p = 0; + p = get_hud_pal(g_player[snum].ps); if (g_player[snum].ps->scuba_on) { @@ -2240,10 +2239,7 @@ static int32_t P_DisplayTip(int32_t gs,int32_t snum) looking_arc = klabs(g_player[snum].ps->look_ang)/9; looking_arc -= (g_player[snum].ps->hard_landing<<3); - if (sprite[g_player[snum].ps->i].pal == 1) - p = 1; - else - p = sector[g_player[snum].ps->cursectnum].floorpal; + p = get_hud_pal(g_player[snum].ps); /* if(g_player[snum].ps->access_spritenum >= 0) p = sprite[g_player[snum].ps->access_spritenum].pal; @@ -2360,15 +2356,9 @@ void P_DisplayWeapon(int32_t snum) j = 14-p->quick_kick; if (j != 14 || p->last_quick_kick) { - if (sprite[p->i].pal == 1) - pal = 1; - else - { - if (p->cursectnum >= 0) - pal = sector[p->cursectnum].floorpal; - if (pal == 0) - pal = p->palookup; - } + pal = get_hud_pal(p); + if (pal == 0) + pal = p->palookup; guniqhudid = 100; if (j < 6 || j > 12) @@ -2408,15 +2398,10 @@ void P_DisplayWeapon(int32_t snum) { if ((*kb) > 0) { - if (sprite[p->i].pal == 1) - pal = 1; - else - { - if (p->cursectnum >= 0) - pal = sector[p->cursectnum].floorpal; - if (pal == 0) - pal = p->palookup; - } + pal = get_hud_pal(p); + if (pal == 0) + pal = p->palookup; + guniqhudid = cw; if ((*kb) < 5 || (*kb) > 9) G_DrawTileScaled(weapon_xoffset+220-(p->look_ang>>1), @@ -2436,11 +2421,7 @@ void P_DisplayWeapon(int32_t snum) VM_OnEvent(EVENT_DRAWWEAPON,g_player[screenpeek].ps->i,screenpeek, -1); if (aGameVars[g_iReturnVarID].val.lValue == 0) { - if (sprite[p->i].pal == 1) - pal = 1; - else if (p->cursectnum >= 0) - pal = sector[p->cursectnum].floorpal; - else pal = 0; + pal = get_hud_pal(p); weapon_xoffset += 8; gun_pos -= 10; @@ -2474,11 +2455,7 @@ void P_DisplayWeapon(int32_t snum) VM_OnEvent(EVENT_DRAWWEAPON,g_player[screenpeek].ps->i,screenpeek, -1); if (aGameVars[g_iReturnVarID].val.lValue == 0) { - if (sprite[p->i].pal == 1) - pal = 1; - else if (p->cursectnum >= 0) - pal = sector[p->cursectnum].floorpal; - else pal = 0; + pal = get_hud_pal(p); weapon_xoffset -= sintable[(768+((*kb)<<7))&2047]>>11; gun_pos += sintable[(768+((*kb)<<7))&2047]>>11; @@ -2504,12 +2481,7 @@ void P_DisplayWeapon(int32_t snum) VM_OnEvent(EVENT_DRAWWEAPON,g_player[screenpeek].ps->i,screenpeek, -1); if (aGameVars[g_iReturnVarID].val.lValue == 0) { - if (sprite[p->i].pal == 1) - pal = 1; - else if (p->cursectnum >= 0) - pal = sector[p->cursectnum].floorpal; - else pal = 0; - + pal = get_hud_pal(p); weapon_xoffset -= 8; @@ -2605,11 +2577,7 @@ void P_DisplayWeapon(int32_t snum) VM_OnEvent(EVENT_DRAWWEAPON,g_player[screenpeek].ps->i,screenpeek, -1); if (aGameVars[g_iReturnVarID].val.lValue == 0) { - if (sprite[p->i].pal == 1) - pal = 1; - else if (p->cursectnum >= 0) - pal = sector[p->cursectnum].floorpal; - else pal = 0; + pal = get_hud_pal(p); if (*kb > 0) gun_pos -= sintable[(*kb)<<7]>>12; @@ -2657,11 +2625,7 @@ void P_DisplayWeapon(int32_t snum) VM_OnEvent(EVENT_DRAWWEAPON,g_player[screenpeek].ps->i,screenpeek, -1); if (aGameVars[g_iReturnVarID].val.lValue == 0) { - if (sprite[p->i].pal == 1) - pal = 1; - else if (p->cursectnum >= 0) - pal = sector[p->cursectnum].floorpal; - else pal = 0; + pal = get_hud_pal(p); if ((*kb) < *aplWeaponTotalTime[PISTOL_WEAPON]+1) { @@ -2731,11 +2695,8 @@ void P_DisplayWeapon(int32_t snum) VM_OnEvent(EVENT_DRAWWEAPON,g_player[screenpeek].ps->i,screenpeek, -1); if (aGameVars[g_iReturnVarID].val.lValue == 0) { - if (sprite[p->i].pal == 1) - pal = 1; - else if (p->cursectnum >= 0) - pal = sector[p->cursectnum].floorpal; - else pal = 0; + pal = get_hud_pal(p); + guniqhudid = cw; if ((*kb)) { @@ -2769,11 +2730,8 @@ void P_DisplayWeapon(int32_t snum) if (aGameVars[g_iReturnVarID].val.lValue == 0) { static uint8_t remote_frames[] = {0,1,1,2,1,1,0,0,0,0,0}; - if (sprite[p->i].pal == 1) - pal = 1; - else if (p->cursectnum >= 0) - pal = sector[p->cursectnum].floorpal; - else pal = 0; + + pal = get_hud_pal(p); weapon_xoffset = -48; guniqhudid = cw; @@ -2793,11 +2751,7 @@ void P_DisplayWeapon(int32_t snum) VM_OnEvent(EVENT_DRAWWEAPON,g_player[screenpeek].ps->i,screenpeek, -1); if (aGameVars[g_iReturnVarID].val.lValue == 0) { - if (sprite[p->i].pal == 1) - pal = 1; - else if (p->cursectnum >= 0) - pal = sector[p->cursectnum].floorpal; - else pal = 0; + pal = get_hud_pal(p); if ((*kb) < (*aplWeaponTotalTime[DEVISTATOR_WEAPON]+1) && (*kb) > 0) { @@ -2840,11 +2794,8 @@ void P_DisplayWeapon(int32_t snum) VM_OnEvent(EVENT_DRAWWEAPON,g_player[screenpeek].ps->i,screenpeek, -1); if (aGameVars[g_iReturnVarID].val.lValue == 0) { - if (sprite[p->i].pal == 1) - pal = 1; - else if (p->cursectnum >= 0) - pal = sector[p->cursectnum].floorpal; - else pal = 0; + pal = get_hud_pal(p); + if ((*kb) < (aplWeaponTotalTime[p->curr_weapon][snum]+1) && (*kb) > 0) { static uint8_t cat_frames[] = { 0,0,1,1,2,2 }; @@ -2879,11 +2830,9 @@ void P_DisplayWeapon(int32_t snum) { weapon_xoffset += 28; looking_arc += 18; - if (sprite[p->i].pal == 1) - pal = 1; - else if (p->cursectnum >= 0) - pal = sector[p->cursectnum].floorpal; - else pal = 0; + + pal = get_hud_pal(p); + { if ((*kb) < aplWeaponTotalTime[p->curr_weapon][snum] && (*kb) > 0) { @@ -2929,11 +2878,9 @@ void P_DisplayWeapon(int32_t snum) { weapon_xoffset += 28; looking_arc += 18; - if (sprite[p->i].pal == 1) - pal = 1; - else if (p->cursectnum >= 0) - pal = sector[p->cursectnum].floorpal; - else pal = 0; + + pal = get_hud_pal(p); + if (((*kb) > 0) && ((*kb) < aplWeaponTotalTime[p->curr_weapon][snum])) { if (sprite[p->i].pal != 1)