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game.c: clean up G_PrintGameText() a little.
git-svn-id: https://svn.eduke32.com/eduke32@2947 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 18 additions and 10 deletions
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@ -322,6 +322,7 @@ void P_SetGamePalette(DukePlayer_t *player, uint8_t palid, int32_t set)
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setbrightness(ud.brightness>>2, palid, set);
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}
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int32_t G_PrintGameText(int32_t f, int32_t tile, int32_t x, int32_t y, const char *t,
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int32_t s, int32_t p, int32_t o,
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int32_t x1, int32_t y1, int32_t x2, int32_t y2, int32_t z)
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@ -368,7 +369,8 @@ int32_t G_PrintGameText(int32_t f, int32_t tile, int32_t x, int32_t y, const
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ac = *t - '!' + tile;
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if (ac < tile || ac > (tile + 93)) break;
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if (ac < tile || ac > (tile + 93))
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break;
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i = ((((f & 8) ? 8 : tilesizx[ac]) - squishtext) * z)>>16;
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newx += i;
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@ -429,18 +431,24 @@ int32_t G_PrintGameText(int32_t f, int32_t tile, int32_t x, int32_t y, const
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}
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if (f&4)
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rotatesprite(textsc(x<<shift),(origy<<shift)+textsc((y-origy)<<shift),textsc(z),
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{
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rotatesprite(textsc(x<<shift), (origy<<shift)+textsc((y-origy)<<shift), textsc(z),
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0,ac,s,p,(8|16|(o&1)|(o&32)),x1,y1,x2,y2);
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else if (f&1)
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rotatesprite(x<<shift,(y<<shift),z,0,ac,s,p,(8|16|(o&1)|(o&32)),x1,y1,x2,y2);
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else rotatesprite(x<<shift,(y<<shift),z,0,ac,s,p,(2|o),x1,y1,x2,y2);
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}
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else
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{
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const int32_t orient = (f&1) ? (8|16|(o&1)|(o&32)) : (2|o);
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rotatesprite(x<<shift, y<<shift, z,
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0,ac,s,p,orient,x1,y1,x2,y2);
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}
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x += i = (f & 8) ?
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((8 - squishtext) * z)>>16 :
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((tilesizx[ac] - squishtext) * z)>>16;
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i = (f & 8) ?
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((8 - squishtext) * z)>>16 :
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((tilesizx[ac] - squishtext) * z)>>16;
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x += i;
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if ((*t >= '0' && *t <= '9'))
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x -= i - ((8 * z)>>16);
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if (*t >= '0' && *t <= '9')
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x -= i-((8*z)>>16);
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// wrapping long strings doesn't work for precise coordinates due to overflow
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// XXX: above comment obsolete?
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