- Duke's multiplayer statistics screen.

This commit is contained in:
Christoph Oelckers 2020-06-29 20:50:18 +02:00
parent e7da8e4bcf
commit ea59efd091
4 changed files with 181 additions and 330 deletions

View file

@ -261,13 +261,15 @@ void DrawTextCommon(F2DDrawer *drawer, FFont *font, int normalcolor, double x, d
if (parms.celly == 0) parms.celly = font->GetHeight() + 1;
parms.celly *= parms.scaley;
bool palettetrans = (normalcolor == CR_UNDEFINED && parms.TranslationId != 0);
if (normalcolor >= NumTextColors)
normalcolor = CR_UNTRANSLATED;
boldcolor = normalcolor ? normalcolor - 1 : NumTextColors - 1;
PalEntry colorparm = parms.color;
PalEntry color = 0xffffffff;
trans = font->GetColorTranslation((EColorRange)normalcolor, &color);
trans = palettetrans? -1 : font->GetColorTranslation((EColorRange)normalcolor, &color);
parms.color = PalEntry(colorparm.a, (color.r * colorparm.r) / 255, (color.g * colorparm.g) / 255, (color.b * colorparm.b) / 255);
kerning = font->GetDefaultKerning();
@ -311,7 +313,8 @@ void DrawTextCommon(F2DDrawer *drawer, FFont *font, int normalcolor, double x, d
bool redirected = false;
if (NULL != (pic = font->GetChar(c, currentcolor, &w, &redirected)))
{
parms.TranslationId = redirected? -1 : trans;
// if palette translation is used, font colors will be ignored.
if (!palettetrans) parms.TranslationId = redirected? -1 : trans;
SetTextureParms(drawer, &parms, pic, cx, cy);
if (parms.cellx)
{

View file

@ -860,7 +860,7 @@ int FFont::GetColorTranslation (EColorRange range, PalEntry *color) const
}
if (color != nullptr) *color = retcolor;
}
if (ActiveColors == 0)
if (ActiveColors == 0 || range == CR_UNDEFINED)
return -1;
else if (range >= NumTextColors)
range = CR_UNTRANSLATED;
@ -977,7 +977,7 @@ FGameTexture *FFont::GetChar (int code, int translation, int *const width, bool
if (code < 0) return nullptr;
if (translation == CR_UNTRANSLATED && !forceremap)
if ((translation == CR_UNTRANSLATED || translation == CR_UNDEFINED) && !forceremap)
{
bool redirect = Chars[code].OriginalPic && Chars[code].OriginalPic != Chars[code].TranslatedPic;
if (redirected) *redirected = redirect;

View file

@ -40,7 +40,7 @@ Modifications for JonoF's port by Jonathon Fowler (jf@jonof.id.au)
#include "buildtiles.h"
//#include "zz_text.h"
#undef gametext
#undef GameText
//#undef menutext
BEGIN_DUKE_NS
@ -59,10 +59,10 @@ void InitFonts_d()
for (int i = 0; i < 95; i++)
{
auto tile = tileGetTexture(STARTALPHANUM + i);
if (tile && tile->GetTexelWidth() > 0 && tile->GetTexelHeight() > 0)
if (tile && tile->isValid() && tile->GetTexelWidth() > 0 && tile->GetTexelHeight() > 0)
fontdata.Insert('!' + i, tile);
}
SmallFont = new ::FFont("SmallFont", nullptr, "defsmallfont", 0, 0, 0, -1, -1, false, false, false, &fontdata);
SmallFont = new ::FFont("SmallFont", nullptr, "defsmallfont", 0, 0, 0, -1, 5, false, false, false, &fontdata);
fontdata.Clear();
// Big font
@ -95,12 +95,13 @@ void InitFonts_d()
for (int i = 0; i < 95; i++)
{
auto tile = tileGetTexture(MINIFONT + i);
if (tile && tile->GetTexelWidth() > 0 && tile->GetTexelHeight() > 0)
if (tile && tile->isValid() && tile->GetTexelWidth() > 0 && tile->GetTexelHeight() > 0)
fontdata.Insert('!' + i, tile);
}
fontdata.Insert(1, TexMan.FindGameTexture("TINYBLAK")); // this is only here to widen the color range of the font to produce a better translation.
SmallFont2 = new ::FFont("SmallFont2", nullptr, "defsmallfont2", 0, 0, 0, -1, -1, false, false, false, &fontdata);
fontdata.Clear();
SmallFont2 = new ::FFont("SmallFont2", nullptr, "defsmallfont2", 0, 0, 0, -1, 4, false, false, false, &fontdata);
SmallFont2->SetKerning(1);
fontdata.Clear();
// SBAR index font
for (int i = 0; i < 10; i++) fontdata.Insert('0' + i, tileGetTexture(THREEBYFIVE + i));
@ -120,215 +121,35 @@ void InitFonts_d()
}
// Text output - needs to transition to the actual font routines once everything is set up.
#if 1
static int gametext(int x,int y,const char *t,char s,short dabits)
//==========================================================================
//
// wrappers around DrawText to allow easier reuse of the old code.
// The vertical displacements are to have the same positioning as with the original code.
//
//==========================================================================
static void BigText(double x, double y, const char* text)
{
short ac,newx;
char centre;
const char *oldt;
centre = ( x == (320>>1) );
newx = 0;
oldt = t;
if(centre)
{
while(*t)
{
if(*t == 32) {newx+=5;t++;continue;}
else ac = *t - '!' + STARTALPHANUM;
if( ac < STARTALPHANUM || ac > ENDALPHANUM ) break;
if(*t >= '0' && *t <= '9')
newx += 8;
else newx += tilesiz[ac].x;
t++;
}
t = oldt;
x = (320>>1)-(newx>>1);
}
while(*t)
{
if(*t == 32) {x+=5;t++;continue;}
else ac = *t - '!' + STARTALPHANUM;
if( ac < STARTALPHANUM || ac > ENDALPHANUM )
break;
rotatesprite(x<<16,y<<16,65536L,0,ac,s,0,dabits,0,0,xdim-1,ydim-1);
if(*t >= '0' && *t <= '9')
x += 8;
else x += tilesiz[ac].x;
t++;
}
return (x);
auto width = BigFont->StringWidth(text);
DrawText(twod, BigFont, CR_UNTRANSLATED, x - width / 2, y - 12, text, DTA_FullscreenScale, 3, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, TAG_DONE);
}
static int gametextpal(int x,int y,const char *t,char s,unsigned char p)
static void GameText(double x, double y, const char* t, int shade, int align = -1, int trans = 0)
{
short ac,newx;
char centre;
const char *oldt;
centre = ( x == (320>>1) );
newx = 0;
oldt = t;
if(centre)
{
while(*t)
{
if(*t == 32) {newx+=5;t++;continue;}
else ac = *t - '!' + STARTALPHANUM;
if( ac < STARTALPHANUM || ac > ENDALPHANUM ) break;
if(*t >= '0' && *t <= '9')
newx += 8;
else newx += tilesiz[ac].x;
t++;
}
t = oldt;
x = (320>>1)-(newx>>1);
}
while(*t)
{
if(*t == 32) {x+=5;t++;continue;}
else ac = *t - '!' + STARTALPHANUM;
if( ac < STARTALPHANUM || ac > ENDALPHANUM )
break;
rotatesprite(x<<16,y<<16,65536L,0,ac,s,p,2+8+16,0,0,xdim-1,ydim-1);
if(*t >= '0' && *t <= '9')
x += 8;
else x += tilesiz[ac].x;
t++;
}
return (x);
if (align != -1)
x -= SmallFont->StringWidth(t) * (align == 0 ? 0.5 : 1);
int light = Scale(numshades - shade, 255, numshades);
PalEntry pe(255, light, light, light);
DrawText(twod, SmallFont, CR_UNDEFINED, x, y + 2, t, DTA_FullscreenScale, 3, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_TranslationIndex, TRANSLATION(Translation_Remap, trans), DTA_Color, pe, TAG_DONE);
}
static int gametextpart(int x,int y,const char *t,char s,short p)
static void MiniText(double x, double y, const char* t, int shade, int align = -1, int trans = 0)
{
short ac,newx, cnt;
char centre;
const char *oldt;
centre = ( x == (320>>1) );
newx = 0;
oldt = t;
cnt = 0;
if(centre)
{
while(*t)
{
if(cnt == p) break;
if(*t == 32) {newx+=5;t++;continue;}
else ac = *t - '!' + STARTALPHANUM;
if( ac < STARTALPHANUM || ac > ENDALPHANUM ) break;
newx += tilesiz[ac].x;
t++;
cnt++;
}
t = oldt;
x = (320>>1)-(newx>>1);
}
cnt = 0;
while(*t)
{
if(*t == 32) {x+=5;t++;continue;}
else ac = *t - '!' + STARTALPHANUM;
if( ac < STARTALPHANUM || ac > ENDALPHANUM ) break;
if(cnt == p)
{
rotatesprite(x<<16,y<<16,65536L,0,ac,s,1,2+8+16,0,0,xdim-1,ydim-1);
break;
}
else
rotatesprite(x<<16,y<<16,65536L,0,ac,s,0,2+8+16,0,0,xdim-1,ydim-1);
x += tilesiz[ac].x;
t++;
cnt++;
}
return (x);
}
static void gamenumber(int x,int y,int n,char s)
{
char b[10];
//ltoa(n,b,10);
mysnprintf(b,10,"%d",n);
gametext(x,y,b,s,2+8+16);
}
#endif
void intro4animsounds(int fr)
{
switch(fr)
{
case 1:
sound(INTRO4_B);
break;
case 12:
case 34:
sound(SHORT_CIRCUIT);
break;
case 18:
sound(INTRO4_5);
break;
}
}
void first4animsounds(int fr)
{
switch(fr)
{
case 1:
sound(INTRO4_1);
break;
case 12:
sound(INTRO4_2);
break;
case 7:
sound(INTRO4_3);
break;
case 26:
sound(INTRO4_4);
break;
}
}
void intro42animsounds(int fr)
{
switch(fr)
{
case 10:
sound(INTRO4_6);
break;
}
if (align != -1)
x -= SmallFont2->StringWidth(t) * (align == 0 ? 0.5 : 1);
int light = Scale(numshades - shade, 255, numshades);
PalEntry pe(255, light, light, light);
DrawText(twod, SmallFont2, CR_UNDEFINED, x, y, t, DTA_FullscreenScale, 3, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_TranslationIndex, TRANSLATION(Translation_Remap, trans), DTA_Color, pe, TAG_DONE);
}
//---------------------------------------------------------------------------
@ -668,21 +489,14 @@ public:
class DEpisode4Text : public DScreenJob
{
void centertext(double y, const char* text)
{
text = GStrings(text);
auto width = BigFont->StringWidth(text);
DrawText(twod, BigFont, CR_RED, 160. - width/2, y - 12, text, DTA_FullscreenScale, 3, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, TAG_DONE);
}
int Frame(uint64_t clock, bool skiprequest)
{
twod->ClearScreen();
centertext(60, "Thanks to all our");
centertext(60 + 16, "fans for giving");
centertext(60 + 16 + 16, "us big heads.");
centertext(70 + 16 + 16 + 16, "Look for a Duke Nukem 3D");
centertext(70 + 16 + 16 + 16 + 16, "sequel soon.");
BigText(160, 60, GStrings("Thanks to all our"));
BigText(160, 60 + 16, GStrings("fans for giving"));
BigText(160, 60 + 16 + 16, GStrings("us big heads."));
BigText(160, 70 + 16 + 16 + 16, GStrings("Look for a Duke Nukem 3D"));
BigText(160, 70 + 16 + 16 + 16 + 16, GStrings("sequel soon."));
return skiprequest ? -1 : 1;
}
};
@ -860,17 +674,131 @@ void bonussequence_d(int num, CompletionFunc completion)
RunScreenJob(jobs, job, completion);
}
#if 0
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void PlayBonusMusic()
{
if (MusicEnabled() && mus_enabled)
S_PlaySound(BONUSMUSIC, CHAN_AUTO, CHANF_UI);
}
class DMultiplayerBonusScreen : public DScreenJob
{
int playerswhenstarted;
public:
DMultiplayerBonusScreen(int pws)
{
playerswhenstarted = pws;
}
int Frame(uint64_t clock, bool skiprequest)
{
char tempbuf[32];
twod->ClearScreen();
DrawTexture(twod, tileGetTexture(MENUSCREEN), 0, 0, DTA_FullscreenEx, 3, DTA_Color, 0xff808080, DTA_LegacyRenderStyle, STYLE_Normal, TAG_DONE);
DrawTexture(twod, tileGetTexture(INGAMEDUKETHREEDEE, true), 160, 34, DTA_FullscreenScale, 3, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_CenterOffset, true, TAG_DONE);
if (PLUTOPAK)
DrawTexture(twod, tileGetTexture(PLUTOPAKSPRITE+2, true), 260, 36, DTA_FullscreenScale, 3, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_CenterOffset, true, TAG_DONE);
GameText(160, 58 + 2, GStrings("Multiplayer Totals"), 0, 0);
GameText(160, 58 + 10, currentLevel->DisplayName(), 0, 0);
GameText(160, 165, GStrings("Presskey"), 0, 0);
int t = 0;
MiniText(38, 80, GStrings("Name"), 0, -1, 8);
MiniText(269+20, 80, GStrings("Kills"), 0, 1, 8);
for (int i = 0; i < playerswhenstarted; i++)
{
mysnprintf(tempbuf, 32, "%-4ld", i + 1);
MiniText(92 + (i * 23), 80, tempbuf, 0, -1, 3);
}
for (int i = 0; i < playerswhenstarted; i++)
{
int xfragtotal = 0;
mysnprintf(tempbuf, 32, "%ld", i + 1);
MiniText(30, 90 + t, tempbuf, 0);
MiniText(38, 90 + t, g_player[i].user_name, 0, -1, ps[i].palookup);
for (int y = 0; y < playerswhenstarted; y++)
{
int frag = g_player[i].frags[y];// frags[i][y]);
if (i == y)
{
mysnprintf(tempbuf, 32, "%-4ld", ps[y].fraggedself);
MiniText(92 + (y * 23), 90 + t, tempbuf, 0, -1, 2);
xfragtotal -= ps[y].fraggedself;
}
else
{
mysnprintf(tempbuf, 32, "%-4ld", frag);
MiniText(92 + (y * 23), 90 + t, tempbuf, 0);
xfragtotal += frag;
}
/*
if (myconnectindex == connecthead)
{
mysnprintf(tempbuf, 32, "stats %ld killed %ld %ld\n", i + 1, y + 1, frag);
sendscore(tempbuf);
}
*/
}
mysnprintf(tempbuf, 32, "%-4ld", xfragtotal);
MiniText(101 + (8 * 23), 90 + t, tempbuf, 0, -1, 2);
t += 7;
}
for (int y = 0; y < playerswhenstarted; y++)
{
int yfragtotal = 0;
for (int i = 0; i < playerswhenstarted; i++)
{
if (i == y)
yfragtotal += ps[i].fraggedself;
int frag = g_player[i].frags[y];// frags[i][y]);
yfragtotal += frag;
}
mysnprintf(tempbuf, 32, "%-4ld", yfragtotal);
minitext(92 + (y * 23), 96 + (8 * 7), tempbuf, 2, 2 + 8 + 16 + 128);
}
minitext(45, 96 + (8 * 7), GStrings("Deaths"), 8, 2 + 8 + 16 + 128);
return skiprequest ? -1 : 1;
}
};
void ShowMPBonusScreen_d(int pws, CompletionFunc completion)
{
PlayBonusMusic();
JobDesc job = { Create<DMultiplayerBonusScreen>(pws) };
RunScreenJob(&job, 1, completion);
}
#if 1
CCMD(testbonus)
{
if (argv.argc() > 1)
{
bonussequence_d(strtol(argv[1], nullptr, 0), nullptr);
//bonussequence_d(strtol(argv[1], nullptr, 0), nullptr);
ShowMPBonusScreen_d(strtol(argv[1], nullptr, 0), nullptr);
}
}
#endif
#if 0
void dobonus(char bonusonly)
{
short tinc,gfx_offset;
@ -897,91 +825,6 @@ FRAGBONUS:
if(playerswhenstarted > 1 && ud.coop != 1 )
{
if(!(MusicToggle == 0 || MusicDevice == NumSoundCards))
sound(BONUSMUSIC);
rotatesprite(0,0,65536L,0,MENUSCREEN,16,0,2+8+16+64,0,0,xdim-1,ydim-1);
rotatesprite(160<<16,34<<16,65536L,0,INGAMEDUKETHREEDEE,0,0,10,0,0,xdim-1,ydim-1);
#ifndef UK
rotatesprite((260)<<16,36<<16,65536L,0,PLUTOPAKSPRITE+2,0,0,2+8,0,0,xdim-1,ydim-1);
#endif
gametext(160,58+2,"MULTIPLAYER TOTALS",0,2+8+16);
gametext(160,58+10,level_names[(ud.volume_number*11)+ud.last_level-1],0,2+8+16);
gametext(160,165,"PRESS ANY KEY TO CONTINUE",0,2+8+16);
t = 0;
minitext(23,80," NAME KILLS",8,2+8+16+128);
for(i=0;i<playerswhenstarted;i++)
{
sprintf(tempbuf,"%-4ld",i+1);
minitext(92+(i*23),80,tempbuf,3,2+8+16+128);
}
for(i=0;i<playerswhenstarted;i++)
{
xfragtotal = 0;
sprintf(tempbuf,"%ld",i+1);
minitext(30,90+t,tempbuf,0,2+8+16+128);
minitext(38,90+t,ud.user_name[i],ps[i].palookup,2+8+16+128);
for(y=0;y<playerswhenstarted;y++)
{
if(i == y)
{
sprintf(tempbuf,"%-4ld",ps[y].fraggedself);
minitext(92+(y*23),90+t,tempbuf,2,2+8+16+128);
xfragtotal -= ps[y].fraggedself;
}
else
{
sprintf(tempbuf,"%-4ld",frags[i][y]);
minitext(92+(y*23),90+t,tempbuf,0,2+8+16+128);
xfragtotal += frags[i][y];
}
if(myconnectindex == connecthead)
{
sprintf(tempbuf,"stats %ld killed %ld %ld\n",i+1,y+1,frags[i][y]);
sendscore(tempbuf);
}
}
sprintf(tempbuf,"%-4ld",xfragtotal);
minitext(101+(8*23),90+t,tempbuf,2,2+8+16+128);
t += 7;
}
for(y=0;y<playerswhenstarted;y++)
{
yfragtotal = 0;
for(i=0;i<playerswhenstarted;i++)
{
if(i == y)
yfragtotal += ps[i].fraggedself;
yfragtotal += frags[i][y];
}
sprintf(tempbuf,"%-4ld",yfragtotal);
minitext(92+(y*23),96+(8*7),tempbuf,2,2+8+16+128);
}
minitext(45,96+(8*7),"DEATHS",8,2+8+16+128);
videoNextPage();
for(t=0;t<64;t+=7)
palto(0,0,0,63-t);
inputState.ClearAllInput();
while(inputState.CheckAllInput()==0) //getpackets();
if(bonusonly || ud.multimode > 1) return;
for(t=0;t<64;t+=7) palto(0,0,0,t);
}
#endif
@ -1019,7 +862,7 @@ FRAGBONUS:
menutext_center(20-6,lastmapname);
menutext_center(36-6,"COMPLETED");
gametext(160,192,"PRESS ANY KEY TO CONTINUE",16,2+8+16);
gametext_(160,192,"PRESS ANY KEY TO CONTINUE",16,2+8+16);
if (MusicEnabled() && mus_enabled)
S_PlaySound(BONUSMUSIC, CHAN_AUTO, CHANF_UI);
@ -1090,14 +933,14 @@ FRAGBONUS:
menutext_center(20-6,lastmapname);
menutext_center(36-6,"COMPLETED");
gametext(160,192,"PRESS ANY KEY TO CONTINUE",16,2+8+16);
gametext_(160,192,"PRESS ANY KEY TO CONTINUE",16,2+8+16);
if( totalclock > (60*3) )
{
gametext(10,59+9,"Your Time:",0,2+8+16);
gametext(10,69+9,"Par time:",0,2+8+16);
gametext_(10,59+9,"Your Time:",0,2+8+16);
gametext_(10,69+9,"Par time:",0,2+8+16);
if (!isNamWW2GI())
gametext(10,78+9,"3D Realms' Time:",0,2+8+16);
gametext_(10,78+9,"3D Realms' Time:",0,2+8+16);
if(bonuscnt == 0)
bonuscnt++;
@ -1112,27 +955,27 @@ FRAGBONUS:
sprintf(tempbuf,"%02ld:%02ld",
(ps[myconnectindex].player_par/(26*60))%60,
(ps[myconnectindex].player_par/26)%60);
gametext((320>>2)+71,60+9,tempbuf,0,2+8+16);
gametext_((320>>2)+71,60+9,tempbuf,0,2+8+16);
sprintf(tempbuf,"%02ld:%02ld",
(currentLevel->parTime / (26*60))%60,
(currentLevel->parTime / 26)%60);
gametext((320>>2)+71,69+9,tempbuf,0,2+8+16);
gametext_((320>>2)+71,69+9,tempbuf,0,2+8+16);
if (!isNamWW2GI())
{
sprintf(tempbuf, "%02ld:%02ld",
mysnprintf(tempbuf, 32, "%02ld:%02ld",
(currentLevel->designerTime / (26 * 60)) % 60,
(currentLevel->designerTime / 26) % 60);
gametext((320 >> 2) + 71, 78 + 9, tempbuf, 0, 2 + 8 + 16);
gametext_((320 >> 2) + 71, 78 + 9, tempbuf, 0, 2 + 8 + 16);
}
}
}
if( totalclock > (60*6) )
{
gametext(10,94+9,"Enemies Killed:",0,2+8+16);
gametext(10,99+4+9,"Enemies Left:",0,2+8+16);
gametext_(10,94+9,"Enemies Killed:",0,2+8+16);
gametext_(10,99+4+9,"Enemies Left:",0,2+8+16);
if(bonuscnt == 2)
{
@ -1148,25 +991,25 @@ FRAGBONUS:
sound(PIPEBOMB_EXPLODE);
}
sprintf(tempbuf,"%-3ld",ps[myconnectindex].actors_killed);
gametext((320>>2)+70,93+9,tempbuf,0,2+8+16);
gametext_((320>>2)+70,93+9,tempbuf,0,2+8+16);
if(ud.player_skill > 3 )
{
sprintf(tempbuf,"N/A");
gametext((320>>2)+70,99+4+9,tempbuf,0,2+8+16);
gametext_((320>>2)+70,99+4+9,tempbuf,0,2+8+16);
}
else
{
if( (ps[myconnectindex].max_actors_killed-ps[myconnectindex].actors_killed) < 0 )
sprintf(tempbuf,"%-3ld",0);
else sprintf(tempbuf,"%-3ld",ps[myconnectindex].max_actors_killed-ps[myconnectindex].actors_killed);
gametext((320>>2)+70,99+4+9,tempbuf,0,2+8+16);
gametext_((320>>2)+70,99+4+9,tempbuf,0,2+8+16);
}
}
}
if( totalclock > (60*9) )
{
gametext(10,120+9,"Secrets Found:",0,2+8+16);
gametext(10,130+9,"Secrets Missed:",0,2+8+16);
gametext_(10,120+9,"Secrets Found:",0,2+8+16);
gametext_(10,130+9,"Secrets Missed:",0,2+8+16);
if(bonuscnt == 4) bonuscnt++;
if( totalclock > (60*10) )
@ -1177,11 +1020,11 @@ FRAGBONUS:
sound(PIPEBOMB_EXPLODE);
}
sprintf(tempbuf,"%-3d",ps[myconnectindex].secret_rooms);
gametext((320>>2)+70,120+9,tempbuf,0,2+8+16);
gametext_((320>>2)+70,120+9,tempbuf,0,2+8+16);
if( ps[myconnectindex].secret_rooms > 0 )
sprintf(tempbuf,"%-3d",(100*ps[myconnectindex].secret_rooms/ps[myconnectindex].max_secret_rooms));
sprintf(tempbuf,"%-3d",ps[myconnectindex].max_secret_rooms-ps[myconnectindex].secret_rooms);
gametext((320>>2)+70,130+9,tempbuf,0,2+8+16);
gametext_((320>>2)+70,130+9,tempbuf,0,2+8+16);
}
}
@ -1204,5 +1047,6 @@ FRAGBONUS:
}
}
#endif
END_DUKE_NS

View file

@ -44,8 +44,12 @@ extern vec2_t mpgametext(int32_t x, int32_t y, char const * t, int32_t s, int32_
extern vec2_t mpgametextsize(char const * t, int32_t f);
extern int32_t textsc(int32_t sc);
inline int minitext(int x, int y, const char* t, int p, int sb)
{
return minitext_(x, y, t, 0, p, sb);
}
#define minitextshade(x, y, t, s, p, sb) minitext_(x,y,t,s,p,sb)
#define minitext(x, y, t, p, sb) minitext_(x,y,t,0,p,sb)
#define menutext(x, y, t) menutext_((x)<<16, (y)<<16, 0, (t), 10|16, 0)
#define menutext_centeralign(x, y, t) menutext_((x), (y), 0, (t), 10|16, TEXT_XCENTER|TEXT_YCENTER)
#define menutext_center(y, t) menutext_(160<<16, (y)<<16, 0, (t), 10|16, TEXT_XCENTER)