Copy+paste st_stuff.c functions and macros to accurately draw SCORE/TIME on the tally screen like they are when actually playing the level

This commit is contained in:
Monster Iestyn 2017-07-05 17:05:39 +01:00
parent b37d09df5f
commit aca7a574f8
1 changed files with 30 additions and 13 deletions

View File

@ -159,6 +159,20 @@ static void Y_CalculateMatchWinners(void);
static void Y_FollowIntermission(void);
static void Y_UnloadData(void);
// Stuff copy+pasted from st_stuff.c
static INT32 SCX(INT32 x)
{
return FixedInt(FixedMul(x<<FRACBITS, vid.fdupx));
}
static INT32 SCY(INT32 z)
{
return FixedInt(FixedMul(z<<FRACBITS, vid.fdupy));
}
#define ST_DrawNumFromHud(h,n) V_DrawTallNum(SCX(hudinfo[h].x), SCY(hudinfo[h].y), V_NOSCALESTART|V_HUDTRANS, n)
#define ST_DrawPadNumFromHud(h,n,q) V_DrawPaddedTallNum(SCX(hudinfo[h].x), SCY(hudinfo[h].y), V_NOSCALESTART|V_HUDTRANS, n, q)
#define ST_DrawPatchFromHud(h,p) V_DrawScaledPatch(SCX(hudinfo[h].x), SCY(hudinfo[h].y), V_NOSCALESTART|V_HUDTRANS, p)
//
// Y_IntermissionDrawer
//
@ -204,28 +218,31 @@ void Y_IntermissionDrawer(void)
INT32 bonusy;
// draw score
V_DrawScaledPatch(hudinfo[HUD_SCORE].x, hudinfo[HUD_SCORE].y, V_SNAPTOLEFT, sboscore);
V_DrawTallNum(hudinfo[HUD_SCORENUM].x, hudinfo[HUD_SCORENUM].y, V_SNAPTOLEFT, data.coop.score);
ST_DrawPatchFromHud(HUD_SCORE, sboscore);
ST_DrawNumFromHud(HUD_SCORENUM, data.coop.score);
// draw time
V_DrawScaledPatch(hudinfo[HUD_TIME].x, hudinfo[HUD_TIME].y, V_SNAPTOLEFT, sbotime);
ST_DrawPatchFromHud(HUD_TIME, sbotime);
if (cv_timetic.value == 1)
V_DrawTallNum(hudinfo[HUD_SECONDS].x, hudinfo[HUD_SECONDS].y, V_SNAPTOLEFT, data.coop.tics);
ST_DrawNumFromHud(HUD_SECONDS, data.coop.tics);
else
{
INT32 seconds, minutes, tictrn;
seconds = G_TicsToSeconds(data.coop.tics);
minutes = G_TicsToMinutes(data.coop.tics, false);
tictrn = G_TicsToCentiseconds(data.coop.tics);
ST_DrawNumFromHud(HUD_MINUTES, minutes); // Minutes
ST_DrawPatchFromHud(HUD_TIMECOLON, sbocolon); // Colon
ST_DrawPadNumFromHud(HUD_SECONDS, seconds, 2); // Seconds
// we should show centiseconds on the intermission screen too, if the conditions are right.
if (modeattacking || cv_timetic.value == 2)
{
V_DrawPaddedTallNum(hudinfo[HUD_TICS].x, hudinfo[HUD_TICS].y, V_SNAPTOLEFT,
G_TicsToCentiseconds(data.coop.tics), 2);
V_DrawScaledPatch(hudinfo[HUD_TIMETICCOLON].x, hudinfo[HUD_TIMETICCOLON].y, V_SNAPTOLEFT, sboperiod);
ST_DrawPatchFromHud(HUD_TIMETICCOLON, sboperiod); // Period
ST_DrawPadNumFromHud(HUD_TICS, tictrn, 2); // Tics
}
V_DrawPaddedTallNum(hudinfo[HUD_SECONDS].x, hudinfo[HUD_SECONDS].y, V_SNAPTOLEFT,
G_TicsToSeconds(data.coop.tics), 2);
V_DrawScaledPatch(hudinfo[HUD_TIMECOLON].x, hudinfo[HUD_TIMECOLON].y, V_SNAPTOLEFT, sbocolon);
V_DrawTallNum(hudinfo[HUD_MINUTES].x, hudinfo[HUD_MINUTES].y, V_SNAPTOLEFT,
G_TicsToMinutes(data.coop.tics, false));
}
// draw the "got through act" lines and act number