HUD stuff.

* Re-fix chat HUD position, and make it not move in match (which it needed to do in 2.1).
* Fix HU_drawPing for the new palette.
* Change the condition for greying out players, since the current one was buggy.
* Allow for tokens on the coop MP HUD, and use the small emeralds so there's space for them.
* Fix the mapping between skincolours and name colours in new chat, specifically to take into account every possible text colour (as opposed to the port previously done, which only used the 2.1 text colours and looked like ass as a result).
This commit is contained in:
toaster 2019-06-20 15:34:27 +01:00
parent e6ce55f7b5
commit 64827348c7
2 changed files with 146 additions and 56 deletions

View File

@ -8833,6 +8833,7 @@ struct {
{"V_6WIDTHSPACE",V_6WIDTHSPACE},
{"V_OLDSPACING",V_OLDSPACING},
{"V_MONOSPACE",V_MONOSPACE},
{"V_MAGENTAMAP",V_MAGENTAMAP},
{"V_YELLOWMAP",V_YELLOWMAP},
{"V_GREENMAP",V_GREENMAP},
@ -8848,6 +8849,7 @@ struct {
{"V_BROWNMAP",V_BROWNMAP},
{"V_ROSYMAP",V_ROSYMAP},
{"V_INVERTMAP",V_INVERTMAP},
{"V_TRANSLUCENT",V_TRANSLUCENT},
{"V_10TRANS",V_10TRANS},
{"V_20TRANS",V_20TRANS},

View File

@ -751,40 +751,102 @@ static void Got_Saycmd(UINT8 **p, INT32 playernum)
cstart = "\x83";
// Follow palette order at r_draw.c Color_Names
if (color <= SKINCOLOR_SILVER
|| color == SKINCOLOR_AETHER)
cstart = "\x80"; // White
else if (color <= SKINCOLOR_BLACK
|| color == SKINCOLOR_SLATE)
cstart = "\x86"; // Grey
else if (color <= SKINCOLOR_YOGURT)
cstart = "\x85"; // Red
else if (color <= SKINCOLOR_BEIGE)
cstart = "\x86"; // Grey
else if (color <= SKINCOLOR_LAVENDER)
cstart = "\x81"; // Purple
else if (color <= SKINCOLOR_PEACHY)
cstart = "\x85"; // Red
else if (color <= SKINCOLOR_RUST)
cstart = "\x87"; // Orange
else if (color == SKINCOLOR_GOLD
|| color == SKINCOLOR_YELLOW)
cstart = "\x82"; // Yellow
else if (color == SKINCOLOR_SANDY
|| color == SKINCOLOR_OLIVE)
cstart = "\x81"; // Purple
else if (color <= SKINCOLOR_MINT)
cstart = "\x83"; // Green
else if (color <= SKINCOLOR_DUSK)
cstart = "\x84"; // Blue
else if (color == SKINCOLOR_PINK
|| color == SKINCOLOR_PASTEL
|| color == SKINCOLOR_BUBBLEGUM
|| color == SKINCOLOR_MAGENTA
|| color == SKINCOLOR_ROSY)
cstart = "\x85"; // Red
else if (color <= SKINCOLOR_PLUM)
cstart = "\x81"; // Purple
switch (color)
{
default:
case SKINCOLOR_WHITE:
case SKINCOLOR_BONE:
case SKINCOLOR_CLOUDY:
case SKINCOLOR_GREY:
case SKINCOLOR_SILVER:
case SKINCOLOR_AETHER:
case SKINCOLOR_SLATE:
cstart = "\x80"; // white
break;
case SKINCOLOR_CARBON:
case SKINCOLOR_JET:
case SKINCOLOR_BLACK:
cstart = "\x86"; // V_GRAYMAP
break;
case SKINCOLOR_PINK:
case SKINCOLOR_RUBY:
case SKINCOLOR_SALMON:
case SKINCOLOR_RED:
case SKINCOLOR_CRIMSON:
case SKINCOLOR_FLAME:
cstart = "\x85"; // V_REDMAP
break;
case SKINCOLOR_YOGURT:
case SKINCOLOR_BROWN:
case SKINCOLOR_TAN:
case SKINCOLOR_BEIGE:
case SKINCOLOR_QUAIL:
cstart = "\x8d"; // V_BROWNMAP
break;
case SKINCOLOR_MOSS:
case SKINCOLOR_GREEN:
case SKINCOLOR_FOREST:
case SKINCOLOR_EMERALD:
case SKINCOLOR_MINT:
cstart = "\x83"; // V_GREENMAP
break;
case SKINCOLOR_AZURE:
cstart = "\x8c"; // V_AZUREMAP
break;
case SKINCOLOR_LAVENDER:
case SKINCOLOR_PASTEL:
case SKINCOLOR_PURPLE:
cstart = "\x89"; // V_PURPLEMAP
break;
case SKINCOLOR_PEACHY:
case SKINCOLOR_LILAC:
case SKINCOLOR_PLUM:
case SKINCOLOR_ROSY:
cstart = "\x8e"; // V_ROSYMAP
break;
case SKINCOLOR_SUNSET:
case SKINCOLOR_APRICOT:
case SKINCOLOR_ORANGE:
case SKINCOLOR_RUST:
cstart = "\x87"; // V_ORANGEMAP
break;
case SKINCOLOR_GOLD:
case SKINCOLOR_SANDY:
case SKINCOLOR_YELLOW:
case SKINCOLOR_OLIVE:
cstart = "\x82"; // V_YELLOWMAP
break;
case SKINCOLOR_LIME:
case SKINCOLOR_PERIDOT:
cstart = "\x8b"; // V_PERIDOTMAP
break;
case SKINCOLOR_SEAFOAM:
case SKINCOLOR_AQUA:
cstart = "\x8a"; // V_AQUAMAP
break;
case SKINCOLOR_TEAL:
case SKINCOLOR_WAVE:
case SKINCOLOR_CYAN:
case SKINCOLOR_SKY:
case SKINCOLOR_CERULEAN:
case SKINCOLOR_ICY:
case SKINCOLOR_SAPPHIRE:
case SKINCOLOR_VAPOR:
cstart = "\x88"; // V_SKYMAP
break;
case SKINCOLOR_CORNFLOWER:
case SKINCOLOR_BLUE:
case SKINCOLOR_COBALT:
case SKINCOLOR_DUSK:
cstart = "\x84"; // V_BLUEMAP
break;
case SKINCOLOR_BUBBLEGUM:
case SKINCOLOR_MAGENTA:
case SKINCOLOR_NEON:
case SKINCOLOR_VIOLET:
cstart = "\x81"; // V_MAGENTAMAP
break;
}
}
prefix = cstart;
@ -1327,7 +1389,7 @@ static char *CHAT_WordWrap(INT32 x, INT32 w, INT32 option, const char *string)
// 30/7/18: chaty is now the distance at which the lowest point of the chat will be drawn if that makes any sense.
INT16 chatx = 14, chaty = 180; // let's use this as our coordinates
INT16 chatx = 13, chaty = 169; // let's use this as our coordinates
// chat stuff by VincyTM LOL XD!
@ -1506,7 +1568,6 @@ static void HU_drawChatLog(INT32 offset)
//y += 16;
}
#endif
y -= (G_RingSlingerGametype() ? 16 : 0);
chat_topy = y + chat_scroll*charheight;
chat_bottomy = chat_topy + boxh*charheight;
@ -2229,7 +2290,7 @@ void HU_Erase(void)
//======================================================================
#define supercheckdef ((players[tab[i].num].powers[pw_super] && players[tab[i].num].mo && (players[tab[i].num].mo->state < &states[S_PLAY_SUPER_TRANS1] || players[tab[i].num].mo->state >= &states[S_PLAY_SUPER_TRANS6])) || (players[tab[i].num].powers[pw_carry] == CR_NIGHTSMODE && skins[players[tab[i].num].skin].flags & SF_SUPER))
#define greycheckdef ((players[tab[i].num].mo && ((players[tab[i].num].rings <= 0 && !(maptol & TOL_NIGHTS)) || (players[tab[i].num].spheres <= 0 && (maptol & TOL_NIGHTS)))) || players[tab[i].num].spectator)
#define greycheckdef (players[tab[i].num].spectator || players[tab[i].num].playerstate == PST_DEAD || (G_IsSpecialStage(gamemap) && players[tab[i].num].exiting))
//
// HU_drawPing
@ -2237,7 +2298,7 @@ void HU_Erase(void)
void HU_drawPing(INT32 x, INT32 y, INT32 ping, boolean notext)
{
UINT8 numbars = 1; // how many ping bars do we draw?
UINT8 barcolor = 128; // color we use for the bars (green, yellow or red)
UINT8 barcolor = 35; // color we use for the bars (green, yellow or red)
SINT8 i = 0;
SINT8 yoffset = 6;
INT32 dx = x+1 - (V_SmallStringWidth(va("%dms", ping), V_ALLOWLOWERCASE)/2);
@ -2245,12 +2306,12 @@ void HU_drawPing(INT32 x, INT32 y, INT32 ping, boolean notext)
if (ping < 128)
{
numbars = 3;
barcolor = 184;
barcolor = 112;
}
else if (ping < 256)
{
numbars = 2; // Apparently ternaries w/ multiple statements don't look good in C so I decided against it.
barcolor = 103;
barcolor = 73;
}
if (!notext || vid.width >= 640) // how sad, we're using a shit resolution.
@ -2414,6 +2475,7 @@ static void HU_Draw32TeamTabRankings(playersort_t *tab, INT32 whiteplayer)
INT32 redplayers = 0, blueplayers = 0;
const UINT8 *colormap;
char name[MAXPLAYERNAME+1];
boolean greycheck, supercheck;
V_DrawFill(160, 26, 1, 154, 0); //Draw a vertical line to separate the two teams.
V_DrawFill(1, 26, 318, 1, 0); //And a horizontal line to make a T.
@ -2424,6 +2486,9 @@ static void HU_Draw32TeamTabRankings(playersort_t *tab, INT32 whiteplayer)
if (players[tab[i].num].spectator)
continue; //ignore them.
greycheck = greycheckdef;
supercheck = supercheckdef;
if (tab[i].color == skincolor_redteam) //red
{
redplayers++;
@ -2439,10 +2504,13 @@ static void HU_Draw32TeamTabRankings(playersort_t *tab, INT32 whiteplayer)
else //er? not on red or blue, so ignore them
continue;
greycheck = greycheckdef;
supercheck = supercheckdef;
strlcpy(name, tab[i].name, 8);
V_DrawString(x + 10, y,
((tab[i].num == whiteplayer) ? V_YELLOWMAP : 0)
| (((players[tab[i].num].rings > 0 && !(maptol & TOL_NIGHTS)) || (players[tab[i].num].spheres > 0 && (maptol & TOL_NIGHTS))) ? 0 : V_TRANSLUCENT)
| (greycheck ? 0 : V_TRANSLUCENT)
| V_ALLOWLOWERCASE, name);
if (gametype == GT_CTF)
@ -2454,13 +2522,19 @@ static void HU_Draw32TeamTabRankings(playersort_t *tab, INT32 whiteplayer)
}
// Draw emeralds
if (!players[tab[i].num].powers[pw_super]
if (players[tab[i].num].powers[pw_invulnerability] && (players[tab[i].num].powers[pw_invulnerability] == players[tab[i].num].powers[pw_sneakers]) && ((leveltime/7) & 1))
{
HU_Draw32Emeralds(x+60, y+2, 255);
//HU_DrawEmeralds(x-12,y+2,255);
}
else if (!players[tab[i].num].powers[pw_super]
|| ((leveltime/7) & 1))
{
HU_Draw32Emeralds(x+60, y+2, tab[i].emeralds);
//HU_DrawEmeralds(x-12,y+2,tab[i].emeralds);
}
if (players[tab[i].num].powers[pw_super])
if (supercheck)
{
colormap = R_GetTranslationColormap(players[tab[i].num].skin, players[tab[i].num].mo ? players[tab[i].num].mo->color : tab[i].color, GTC_CACHE);
V_DrawFixedPatch(x*FRACUNIT, y*FRACUNIT, FRACUNIT/4, 0, superprefix[players[tab[i].num].skin], colormap);
@ -2468,12 +2542,12 @@ static void HU_Draw32TeamTabRankings(playersort_t *tab, INT32 whiteplayer)
else
{
colormap = R_GetTranslationColormap(players[tab[i].num].skin, players[tab[i].num].mo ? players[tab[i].num].mo->color : tab[i].color, GTC_CACHE);
if ((players[tab[i].num].rings <= 0 && !(maptol & TOL_NIGHTS)) || (players[tab[i].num].spheres <= 0 && (maptol & TOL_NIGHTS)))
if (players[tab[i].num].spectator || players[tab[i].num].playerstate == PST_DEAD)
V_DrawFixedPatch(x*FRACUNIT, y*FRACUNIT, FRACUNIT/4, V_HUDTRANSHALF, faceprefix[players[tab[i].num].skin], colormap);
else
V_DrawFixedPatch(x*FRACUNIT, y*FRACUNIT, FRACUNIT/4, 0, faceprefix[players[tab[i].num].skin], colormap);
}
V_DrawRightAlignedThinString(x+128, y, (((players[tab[i].num].rings > 0 && !(maptol & TOL_NIGHTS)) || (players[tab[i].num].spheres > 0 && (maptol & TOL_NIGHTS))) ? 0 : V_TRANSLUCENT), va("%u", tab[i].count));
V_DrawRightAlignedThinString(x+128, y, ((players[tab[i].num].spectator || players[tab[i].num].playerstate == PST_DEAD) ? 0 : V_TRANSLUCENT), va("%u", tab[i].count));
if (!splitscreen)
{
if (!(tab[i].num == serverplayer))
@ -2722,6 +2796,7 @@ static void HU_Draw32TabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scor
INT32 i;
const UINT8 *colormap;
char name[MAXPLAYERNAME+1];
boolean greycheck, supercheck;
V_DrawFill(160, 26, 1, 154, 0); //Draw a vertical line to separate the two sides.
V_DrawFill(1, 26, 318, 1, 0); //And a horizontal line to make a T.
@ -2729,9 +2804,12 @@ static void HU_Draw32TabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scor
for (i = 0; i < scorelines; i++)
{
if (players[tab[i].num].spectator)
if (players[tab[i].num].spectator && gametype != GT_COOP)
continue; //ignore them.
greycheck = greycheckdef;
supercheck = supercheckdef;
strlcpy(name, tab[i].name, 7);
if (!splitscreen) // don't draw it on splitscreen,
{
@ -2743,7 +2821,7 @@ static void HU_Draw32TabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scor
V_DrawString(x + 10, y,
((tab[i].num == whiteplayer) ? V_YELLOWMAP : 0)
| (((players[tab[i].num].rings > 0 && !(maptol & TOL_NIGHTS)) || (players[tab[i].num].spheres > 0 && (maptol & TOL_NIGHTS))) ? 0 : V_TRANSLUCENT)
| (greycheck ? 0 : V_TRANSLUCENT)
| V_ALLOWLOWERCASE, name);
if (G_GametypeUsesLives()) //show lives
@ -2752,7 +2830,7 @@ static void HU_Draw32TabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scor
V_DrawFixedPatch((x-10)*FRACUNIT, (y)*FRACUNIT, FRACUNIT/4, 0, tagico, 0);
// Draw emeralds
if (players[tab[i].num].powers[pw_invulnerability] && players[tab[i].num].powers[pw_invulnerability] && (players[tab[i].num].powers[pw_invulnerability] == players[tab[i].num].powers[pw_sneakers]) && ((leveltime/7) & 1))
if (players[tab[i].num].powers[pw_invulnerability] && (players[tab[i].num].powers[pw_invulnerability] == players[tab[i].num].powers[pw_sneakers]) && ((leveltime/7) & 1))
{
HU_Draw32Emeralds(x+60, y+2, 255);
//HU_DrawEmeralds(x-12,y+2,255);
@ -2772,7 +2850,7 @@ static void HU_Draw32TabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scor
V_DrawFixedPatch(x*FRACUNIT, y*FRACUNIT, FRACUNIT/4, 0, superprefix[players[tab[i].num].skin], 0);
else
{
if ((players[tab[i].num].rings <= 0 && !(maptol & TOL_NIGHTS)) || (players[tab[i].num].spheres <= 0 && (maptol & TOL_NIGHTS)))
if (greycheck)
V_DrawFixedPatch(x*FRACUNIT, (y)*FRACUNIT, FRACUNIT/4, V_HUDTRANSHALF, faceprefix[players[tab[i].num].skin], 0);
else
V_DrawFixedPatch(x*FRACUNIT, (y)*FRACUNIT, FRACUNIT/4, 0, faceprefix[players[tab[i].num].skin], 0);
@ -2780,7 +2858,7 @@ static void HU_Draw32TabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scor
}
else
{
if (players[tab[i].num].powers[pw_super])
if (supercheck)
{
colormap = R_GetTranslationColormap(players[tab[i].num].skin, players[tab[i].num].mo ? players[tab[i].num].mo->color : tab[i].color, GTC_CACHE);
V_DrawFixedPatch(x*FRACUNIT, y*FRACUNIT, FRACUNIT/4, 0, superprefix[players[tab[i].num].skin], colormap);
@ -2788,7 +2866,7 @@ static void HU_Draw32TabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scor
else
{
colormap = R_GetTranslationColormap(players[tab[i].num].skin, players[tab[i].num].mo ? players[tab[i].num].mo->color : tab[i].color, GTC_CACHE);
if ((players[tab[i].num].rings <= 0 && !(maptol & TOL_NIGHTS)) || (players[tab[i].num].spheres <= 0 && (maptol & TOL_NIGHTS)))
if (greycheck)
V_DrawFixedPatch(x*FRACUNIT, (y)*FRACUNIT, FRACUNIT/4, V_HUDTRANSHALF, faceprefix[players[tab[i].num].skin], colormap);
else
V_DrawFixedPatch(x*FRACUNIT, (y)*FRACUNIT, FRACUNIT/4, 0, faceprefix[players[tab[i].num].skin], colormap);
@ -2803,13 +2881,13 @@ static void HU_Draw32TabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scor
if (players[tab[i].num].exiting)
V_DrawRightAlignedThinString(x+128, y, 0, va("%i:%02i.%02i", G_TicsToMinutes(players[tab[i].num].realtime,true), G_TicsToSeconds(players[tab[i].num].realtime), G_TicsToCentiseconds(players[tab[i].num].realtime)));
else
V_DrawRightAlignedThinString(x+128, y, (((players[tab[i].num].rings > 0 && !(maptol & TOL_NIGHTS)) || (players[tab[i].num].spheres > 0 && (maptol & TOL_NIGHTS))) ? 0 : V_TRANSLUCENT), va("%u", tab[i].count));
V_DrawRightAlignedThinString(x+128, y, (greycheck ? 0 : V_TRANSLUCENT), va("%u", tab[i].count));
}
else
V_DrawRightAlignedThinString(x+128, y, (((players[tab[i].num].rings > 0 && !(maptol & TOL_NIGHTS)) || (players[tab[i].num].spheres > 0 && (maptol & TOL_NIGHTS))) ? 0 : V_TRANSLUCENT), va("%i:%02i.%02i", G_TicsToMinutes(tab[i].count,true), G_TicsToSeconds(tab[i].count), G_TicsToCentiseconds(tab[i].count)));
V_DrawRightAlignedThinString(x+128, y, (greycheck ? 0 : V_TRANSLUCENT), va("%i:%02i.%02i", G_TicsToMinutes(tab[i].count,true), G_TicsToSeconds(tab[i].count), G_TicsToCentiseconds(tab[i].count)));
}
else
V_DrawRightAlignedThinString(x+128, y, (((players[tab[i].num].rings > 0 && !(maptol & TOL_NIGHTS)) || (players[tab[i].num].spheres > 0 && (maptol & TOL_NIGHTS))) ? 0 : V_TRANSLUCENT), va("%u", tab[i].count));
V_DrawRightAlignedThinString(x+128, y, (greycheck ? 0 : V_TRANSLUCENT), va("%u", tab[i].count));
y += 9;
if (i == 16)
@ -3045,7 +3123,7 @@ static void HU_DrawRankings(void)
// shush, we'll do it anyway.
if (G_GametypeHasTeams())
HU_DrawTeamTabRankings(tab, whiteplayer); //separate function for Spazzo's silly request
HU_DrawTeamTabRankings(tab, whiteplayer);
else if (scorelines <= 9 && !cv_compactscoreboard.value)
HU_DrawTabRankings(40, 32, tab, scorelines, whiteplayer);
else if (scorelines <= 20 && !cv_compactscoreboard.value)
@ -3104,6 +3182,16 @@ static void HU_DrawNetplayCoopOverlay(void)
{
int i;
if (token
#ifdef HAVE_BLUA
&& LUA_HudEnabled(hud_tokens)
#endif
)
{
V_DrawString(168, 10, 0, va("- %d", token));
V_DrawSmallScaledPatch(148, 6, 0, tokenicon);
}
#ifdef HAVE_BLUA
if (!LUA_HudEnabled(hud_coopemeralds))
return;
@ -3112,7 +3200,7 @@ static void HU_DrawNetplayCoopOverlay(void)
for (i = 0; i < 7; ++i)
{
if (emeralds & (1 << i))
V_DrawScaledPatch(20 + (i * 20), 6, 0, emeraldpics[0][i]);
V_DrawScaledPatch(20 + (i * 10), 9, 0, emeraldpics[1][i]);
}
}