Further minimap expansion, and more.

This commit is contained in:
Mari the Deer 2021-02-23 02:41:02 +01:00
commit 3fb431bde5
9 changed files with 629 additions and 76 deletions

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@ -100,10 +100,41 @@ nosave int swwm_numcolor_dmg = 6; // font color for damage numbers (default: re
nosave int swwm_numcolor_hp = 7; // font color for health numbers (default: blue)
nosave int swwm_numcolor_ap = 3; // font color for armor numbers (default: green)
server int swwm_drlaskill = 3; // [DRLA Monsters] skill setting for monster spawns
nosave bool swwm_showminimap = true; // show a minimap below the score counter
nosave noarchive float swwm_minimapzoom = 1; // zoom level of minimap
nosave bool swwm_itemsparkles = false; // visual aid for low visibility items
// minimap settings
nosave bool swwm_mm_enable = true; // show a minimap below the score counter
nosave noarchive float swwm_mm_zoom = 1; // zoom level of minimap
nosave bool swwm_mm_rotate = true; // rotate minimap
nosave bool swwm_mm_grid = false; // show blockmap grid plus (0,0) crosshair
nosave int swwm_mm_colorset = 0; // 0: SWWM GZ, 1: GZDoom, 2: Doom, 3: Strife, 4: Raven
nosave color swwm_mm_backcolor = "10 10 10";
nosave color swwm_mm_cdwallcolor = "30 50 70";
nosave color swwm_mm_efwallcolor = "80 a0 c0";
nosave color swwm_mm_fdwallcolor = "50 70 90";
nosave color swwm_mm_gridcolor = "30 20 40";
nosave color swwm_mm_interlevelcolor = "ff 00 60";
nosave color swwm_mm_intralevelcolor = "00 60 ff";
nosave color swwm_mm_lockedcolor = "00 80 00";
nosave color swwm_mm_notseencolor = "20 20 30";
nosave color swwm_mm_portalcolor = "40 30 20"; // unused
nosave color swwm_mm_secretsectorcolor = "80 00 ff";
nosave color swwm_mm_secretwallcolor = "60 40 80";
nosave color swwm_mm_specialwallcolor = "ff a0 00";
nosave color swwm_mm_thingcolor = "ff ff ff";
nosave color swwm_mm_thingcolor_citem = "00 ff ff";
nosave color swwm_mm_thingcolor_friend = "80 ff a0";
nosave color swwm_mm_thingcolor_item = "ff c0 00";
nosave color swwm_mm_thingcolor_monster = "ff 60 40";
nosave color swwm_mm_thingcolor_ncmonster = "a0 40 20";
nosave color swwm_mm_thingcolor_shootable = "ff a0 a0"; // thingcolor as fallback
nosave color swwm_mm_thingcolor_vipitem = "80 60 ff"; // unexploredsecretcolor as fallback
nosave color swwm_mm_tswallcolor = "30 20 40";
nosave color swwm_mm_unexploredsecretcolor = "40 00 80";
nosave color swwm_mm_wallcolor = "c0 e0 ff";
nosave color swwm_mm_xhaircolor = "80 80 ff";
nosave color swwm_mm_yourcolor = "80 ff 00";
server noarchive bool swwm_iseriouslywanttoplaythiswithbd = false; // self-explanatory
// cross-session achievement cvars (0: locked, 1: unlocked, 2: notified)

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@ -207,8 +207,44 @@ SWWM_DRLASKILL_NIGHTMARE = "Nightmare";
SWWM_DRLASKILL_TECHNOPHOBIA = "Technophobia";
SWWM_DRLASKILL_ARMAGEDDON = "Armageddon";
SWWM_DRLASKILL_ADAPTIVE = "Adaptive";
SWWM_SHOWMINIMAP = "Show Minimap";
SWWM_ITEMSPARKLES = "Item Sparkles";
SWWM_MMTITLE = "Minimap Settings";
SWWM_MM_ENABLE = "Show Minimap";
SWWM_MM_ROTATE = "Rotate Minimap";
SWWM_MM_GRID = "Show Grid";
SWWM_MM_COLORSET = "Minimap Color Set";
SWWM_OWNCOLORS = "Our Colors";
SWWM_GZDOOMCOLORS = "GZDoom Custom";
SWWM_DOOMCOLORS = "Vanilla Doom";
SWWM_STRIFECOLORS = "Vanilla Strife";
SWWM_RAVENCOLORS = "Vanilla Raven";
SWWM_MM_RESET = "Reset to Defaults";
SWWM_MM_BACKCOLOR = "Background";
SWWM_MM_YOURCOLOR = "You";
SWWM_MM_WALLCOLOR = "1-sided walls";
SWWM_MM_FDWALLCOLOR = "2-sided walls with different floors";
SWWM_MM_CDWALLCOLOR = "2-sided walls with different ceilings";
SWWM_MM_EFWALLCOLOR = "2-sided walls with 3D floors";
SWWM_MM_GRIDCOLOR = "Map grid";
SWWM_MM_XHAIRCOLOR = "Center point";
SWWM_MM_NOTSEENCOLOR = "Not-yet-seen walls";
SWWM_MM_LOCKEDCOLOR = "Locked doors";
SWWM_MM_INTRALEVELCOLOR = "Teleported to the same map";
SWWM_MM_INTERLEVELCOLOR = "Teleporter to a different map";
SWWM_MM_SECRETSECTORCOLOR = "Secret sector";
SWWM_MM_UNEXPLOREDSECRETCOLOR = "Unexplored secret";
SWWM_MM_SPECIALWALLCOLOR = "Special trigger lines";
SWWM_MM_PORTALCOLOR = "Portal Overlays";
SWWM_MM_TSWALLCOLOR = "Invisible 2-sided walls";
SWWM_MM_SECRETWALLCOLOR = "Secret walls";
SWWM_MM_THINGCOLOR = "Actors";
SWWM_MM_THINGCOLOR_MONSTER = "Monsters";
SWWM_MM_THINGCOLOR_NCMONSTER = "Non-counting Monsters";
SWWM_MM_THINGCOLOR_FRIEND = "Friends";
SWWM_MM_THINGCOLOR_ITEM = "Items";
SWWM_MM_THINGCOLOR_CITEM = "Count Items";
SWWM_MM_THINGCOLOR_VIPITEM = "Important Items";
SWWM_MM_THINGCOLOR_SHOOTABLE = "Shootable Actors";
TOOLTIP_SWWM_VOICETYPE = "Sets the voice pack for the player.";
TOOLTIP_SWWM_MUTEVOICE = "Control what gets muted, if you'd rather have a more silent protagonist.";
TOOLTIP_SWWM_FLASHSTRENGTH = "Screen flashes usually happen when firing some weapons, you can lower this if these effects are harmful for you.";
@ -299,8 +335,38 @@ TOOLTIP_SWWM_NUMCOLOR_DMG = "Select the color for damage numbers.";
TOOLTIP_SWWM_NUMCOLOR_HP = "Select the color for health numbers.";
TOOLTIP_SWWM_NUMCOLOR_AP = "Select the color for armor numbers.";
TOOLTIP_SWWM_DRLASKILL = "[DRLA Monsters] Sets the skill level for enemy spawns.";
TOOLTIP_SWWM_SHOWMINIMAP = "Displays a minimap under the score counter.";
TOOLTIP_SWWM_ITEMSPARKLES = "Nearby items will have particles around them, as a visual aid.";
TOOLTIP_SWWM_MM_ENABLE = "Displays a minimap under the score counter.";
TOOLTIP_SWWM_MM_ROTATE = "Rotates the minimap view.";
TOOLTIP_SWWM_MM_GRID = "Shows a 128x128 grid on the minimap.";
TOOLTIP_SWWM_MM_COLORSET = "Choose what palette to use for the minimap.";
TOOLTIP_EVENT_SWWMRESETMMCOLORS = "Resets all these colors to their original values.";
TOOLTIP_SWWM_MM_BACKCOLOR = "Color of the minimap drawing area.";
TOOLTIP_SWWM_MM_YOURCOLOR = "Color of the central arrow.";
TOOLTIP_SWWM_MM_WALLCOLOR = "Color of all one-sided lines that have nothing special.";
TOOLTIP_SWWM_MM_FDWALLCOLOR = "Color of lines where the floor height changes.";
TOOLTIP_SWWM_MM_CDWALLCOLOR = "Color of lines where the ceiling height changes.";
TOOLTIP_SWWM_MM_EFWALLCOLOR = "Color of lines where there's a 3D floor boundary.";
TOOLTIP_SWWM_MM_GRIDCOLOR = "Color of the blockmap grid.";
TOOLTIP_SWWM_MM_XHAIRCOLOR = "Color of the central map point.";
TOOLTIP_SWWM_MM_NOTSEENCOLOR = "Color of walls that Omnisight revealed, but haven't yet been seen.";
TOOLTIP_SWWM_MM_LOCKEDCOLOR = "Color for locked doors (unless they have one defined).";
TOOLTIP_SWWM_MM_INTRALEVELCOLOR = "Color of teleporters within the map.";
TOOLTIP_SWWM_MM_INTERLEVELCOLOR = "Color of teleporters that go to another map, or exits.";
TOOLTIP_SWWM_MM_SECRETSECTORCOLOR = "Color of revealed secret sectors.";
TOOLTIP_SWWM_MM_UNEXPLOREDSECRETCOLOR = "Color of secret sectors that haven't been explored yet.";
TOOLTIP_SWWM_MM_SPECIALWALLCOLOR = "Color of special lines that the player can activate.";
TOOLTIP_SWWM_MM_PORTALCOLOR = "Color of map lines belonging to a static portal (not implemented).";
TOOLTIP_SWWM_MM_TSWALLCOLOR = "Color of lines with no height difference, hidden unless using cheats.";
TOOLTIP_SWWM_MM_SECRETWALLCOLOR = "Color of lines that are flagged as secret, only shown using cheats.";
TOOLTIP_SWWM_MM_THINGCOLOR = "Color for general things in the map.";
TOOLTIP_SWWM_MM_THINGCOLOR_MONSTER = "Color for hostiles.";
TOOLTIP_SWWM_MM_THINGCOLOR_NCMONSTER = "Color for hostiles that don't count towards map tally.";
TOOLTIP_SWWM_MM_THINGCOLOR_FRIEND = "Color for allies.";
TOOLTIP_SWWM_MM_THINGCOLOR_ITEM = "Color for items.";
TOOLTIP_SWWM_MM_THINGCOLOR_CITEM = "Color for items that count towards map tally.";
TOOLTIP_SWWM_MM_THINGCOLOR_VIPITEM = "Color for very important items.";
TOOLTIP_SWWM_MM_THINGCOLOR_SHOOTABLE = "Color for things that can be damaged.";
// knowledge base
SWWM_COMINGSOON = "(coming soon)";
SWWM_MISSTAB = "Mission";

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@ -204,8 +204,44 @@ SWWM_DRLASKILL_NIGHTMARE = "Pesadilla";
SWWM_DRLASKILL_TECHNOPHOBIA = "Tecnofobia";
SWWM_DRLASKILL_ARMAGEDDON = "Armagedón";
SWWM_DRLASKILL_ADAPTIVE = "Adaptado";
SWWM_SHOWMINIMAP = "Mostrar Minimapa";
SWWM_ITEMSPARKLES = "Partículas de Ítem";
SWWM_MMTITLE = "Opciones de Minimapa";
SWWM_MM_ENABLE = "Mostrar Minimapa";
SWWM_MM_ROTATE = "Rotar Minimapa";
SWWM_MM_GRID = "Mostrar Cuadrícula";
SWWM_MM_COLORSET = "Set de Colores de Minimapa";
SWWM_OWNCOLORS = "Colores Propios";
SWWM_GZDOOMCOLORS = "Personalizado de GZDoom";
SWWM_DOOMCOLORS = "Doom Vanilla";
SWWM_STRIFECOLORS = "Strife Vanilla";
SWWM_RAVENCOLORS = "Raven Vanilla";
SWWM_MM_RESET = "Restaurar Predeterminado";
SWWM_MM_BACKCOLOR = "Fondo";
SWWM_MM_YOURCOLOR = "Tú";
SWWM_MM_WALLCOLOR = "Paredes de 1 lado";
SWWM_MM_FDWALLCOLOR = "Paredes de 2 lados con pisos distintos";
SWWM_MM_CDWALLCOLOR = "Paredes de 2 lados con techos distintos";
SWWM_MM_EFWALLCOLOR = "Paredes de 2 lados con suelos 3D";
SWWM_MM_GRIDCOLOR = "Cuadrícula del mapa";
SWWM_MM_XHAIRCOLOR = "Punto central";
SWWM_MM_NOTSEENCOLOR = "Paredes sin ver";
SWWM_MM_LOCKEDCOLOR = "Puerdas bloqueadas";
SWWM_MM_INTRALEVELCOLOR = "Telepuerto al mismo mapa";
SWWM_MM_INTERLEVELCOLOR = "Telepuerto a un mapa diferente";
SWWM_MM_SECRETSECTORCOLOR = "Sector secreto";
SWWM_MM_UNEXPLOREDSECRETCOLOR = "Sector secreto inexplorado";
SWWM_MM_SPECIALWALLCOLOR = "Lineas especiales de activación";
SWWM_MM_PORTALCOLOR = "Sobreposición de portal";
SWWM_MM_TSWALLCOLOR = "Paredes de 2 lados invisibles";
SWWM_MM_SECRETWALLCOLOR = "Paredes secretas";
SWWM_MM_THINGCOLOR = "Actores";
SWWM_MM_THINGCOLOR_MONSTER = "Monstruos";
SWWM_MM_THINGCOLOR_NCMONSTER = "Monstruos no contados";
SWWM_MM_THINGCOLOR_FRIEND = "Amigos";
SWWM_MM_THINGCOLOR_ITEM = "Objetos";
SWWM_MM_THINGCOLOR_CITEM = "Objetos contados";
SWWM_MM_THINGCOLOR_VIPITEM = "Objetos importantes";
SWWM_MM_THINGCOLOR_SHOOTABLE = "Actores vulnerables";
TOOLTIP_SWWM_VOICETYPE = "Selecciona el pack de voz para el jugador.";
TOOLTIP_SWWM_MUTEVOICE = "Controla lo que se mutea, si prefieres tener un protagonista más silencioso.";
TOOLTIP_SWWM_FLASHSTRENGTH = "Los destellos en pantalla suelen ocurrir al disparar algunas armas, puedes reducirlo si este tipo de efectos te causan malestar.";
@ -296,8 +332,38 @@ TOOLTIP_SWWM_NUMCOLOR_DMG = "Selecciona el color para los números de daño.";
TOOLTIP_SWWM_NUMCOLOR_HP = "Selecciona el color para los números de salud.";
TOOLTIP_SWWM_NUMCOLOR_AP = "Selecciona el color para los números de armadura.";
TOOLTIP_SWWM_DRLASKILL = "[DRLA Monsters] Elige el nivel de dificultad para spawns de enemigos.";
TOOLTIP_SWWM_SHOWMINIMAP = "Muestra un minimapa bajo el contador de puntuación.";
TOOLTIP_SWWM_ITEMSPARKLES = "Los ítems cercanos tendrán partículas alrededor, para mejor visibilidad.";
TOOLTIP_SWWM_MM_ENABLE = "Muestra un minimapa bajo el contador de puntuación.";
TOOLTIP_SWWM_MM_ROTATE = "Gira la vista del minimapa.";
TOOLTIP_SWWM_MM_GRID = "Muestra una cuadrícula de 128x128 en el minimapa.";
TOOLTIP_SWWM_MM_COLORSET = "Selecciona que paleta usar para el minimapa.";
TOOLTIP_EVENT_SWWMRESETMMCOLORS = "Resetea estos colores a sus valores originales.";
TOOLTIP_SWWM_MM_BACKCOLOR = "Color del área de dibujo del mapa.";
TOOLTIP_SWWM_MM_YOURCOLOR = "Color de la flecha central.";
TOOLTIP_SWWM_MM_WALLCOLOR = "Color de todas las líneas de una cara que no tienen nada de especial.";
TOOLTIP_SWWM_MM_FDWALLCOLOR = "Color de las líneas donde cambia la altura del suelo.";
TOOLTIP_SWWM_MM_CDWALLCOLOR = "Color de las líneas donde cambia la altura del techo.";
TOOLTIP_SWWM_MM_EFWALLCOLOR = "Color de las líneas donde hay un borde de suelo 3D.";
TOOLTIP_SWWM_MM_GRIDCOLOR = "Color de la cuadrícula de blockmap.";
TOOLTIP_SWWM_MM_XHAIRCOLOR = "Color del punto central del mapa.";
TOOLTIP_SWWM_MM_NOTSEENCOLOR = "Color de las paredes reveladas por Omnivisión, pero que no han sido vistas aún.";
TOOLTIP_SWWM_MM_LOCKEDCOLOR = "Color para puertas bloqueadas (a menos que tengan uno definido).";
TOOLTIP_SWWM_MM_INTRALEVELCOLOR = "Color para teletransportes dentro del mapa.";
TOOLTIP_SWWM_MM_INTERLEVELCOLOR = "Color para teletransportes a otro mapa, o salidas.";
TOOLTIP_SWWM_MM_SECRETSECTORCOLOR = "Color de sectores secretos revelados.";
TOOLTIP_SWWM_MM_UNEXPLOREDSECRETCOLOR = "Color de sectores secretos que aun no han sido explorados.";
TOOLTIP_SWWM_MM_SPECIALWALLCOLOR = "Color de líneas especiales que el jugador puede activar.";
TOOLTIP_SWWM_MM_PORTALCOLOR = "Color de líneas de mapa que forman parte de un portal estático (no implementado).";
TOOLTIP_SWWM_MM_TSWALLCOLOR = "Color de líneas sin diferencia de altura, ocultas a menos que se usen trucos.";
TOOLTIP_SWWM_MM_SECRETWALLCOLOR = "Color de líneas marcadas como secretas, solo mostradas usando trucos.";
TOOLTIP_SWWM_MM_THINGCOLOR = "Color para cosas generales en el mapa.";
TOOLTIP_SWWM_MM_THINGCOLOR_MONSTER = "Color para hostiles.";
TOOLTIP_SWWM_MM_THINGCOLOR_NCMONSTER = "Color para hostiles que no cuentan para el tanteo del mapa.";
TOOLTIP_SWWM_MM_THINGCOLOR_FRIEND = "Color para aliados.";
TOOLTIP_SWWM_MM_THINGCOLOR_ITEM = "Color para ítems.";
TOOLTIP_SWWM_MM_THINGCOLOR_CITEM = "Color para ítems que cuentan para el tanteo del mapa.";
TOOLTIP_SWWM_MM_THINGCOLOR_VIPITEM = "Color para ítems muy importantes.";
TOOLTIP_SWWM_MM_THINGCOLOR_SHOOTABLE = "Color para cosas que pueden ser dañadas.";
// knowledge base
SWWM_COMINGSOON = "(próximamente)";
SWWM_MISSTAB = "Misión";

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@ -1,3 +1,3 @@
[default]
SWWM_MODVER="\chSWWM \czGZ\c- \cw0.9.11b-pre r303 \cu(Mon 22 Feb 21:51:49 CET 2021)\c-";
SWWM_SHORTVER="\cw0.9.11b-pre r303 \cu(2021-02-22 21:51:49)\c-";
SWWM_MODVER="\chSWWM \czGZ\c- \cw0.9.11b-pre r304 \cu(Tue 23 Feb 02:41:02 CET 2021)\c-";
SWWM_SHORTVER="\cw0.9.11b-pre r304 \cu(2021-02-23 02:41:02)\c-";

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@ -77,6 +77,9 @@ OptionMenu "SWWMOptionMenu"
Class "SWWMOptionMenu"
Title "$SWWM_MTITLE"
Submenu "$SWWM_MMTITLE", "SWWMMinimapMenu"
StaticText " "
StaticText "$SWWM_PTITLE", "Blue"
SWWMVoiceOption "$SWWM_VOICETYPE", "swwm_voicetype"
Option "$SWWM_MUTELEVEL", "swwm_mutevoice", "SWWMVoice"
@ -99,7 +102,6 @@ OptionMenu "SWWMOptionMenu"
Slider "$SWWM_CHATLEN", "swwm_chatduration", 1, 30, 1, 0
Slider "$SWWM_MSGLEN", "swwm_msgduration", 1, 30, 1, 0
Slider "$SWWM_PICKLEN", "swwm_pickduration", 1, 30, 1, 0
Option "$SWWM_SHOWMINIMAP", "swwm_showminimap", "YesNo"
Option "$SWWM_TARGET", "swwm_targeter", "YesNo"
Option "$SWWM_TARGETTAG", "swwm_targettags", "YesNo"
Option "$SWWM_DAMAGETARGET", "swwm_damagetarget", "SWWMDamageTarget"
@ -188,6 +190,53 @@ OptionMenu "SWWMOptionMenu"
StaticText " "
}
OptionValue "SWWMMinimapColorset"
{
0, "$SWWM_OWNCOLORS"
1, "$SWWM_GZDOOMCOLORS"
2, "$SWWM_DOOMCOLORS"
3, "$SWWM_STRIFECOLORS"
4, "$SWWM_RAVENCOLORS"
}
OptionMenu "SWWMMinimapMenu"
{
Class "SWWMOptionMenu"
Title "$SWWM_MMTITLE"
Option "$SWWM_MM_ENABLE", "swwm_mm_enable", "YesNo"
Option "$SWWM_MM_ROTATE", "swwm_mm_rotate", "YesNo"
Option "$SWWM_MM_GRID", "swwm_mm_grid", "YesNo"
Option "$SWWM_MM_COLORSET", "swwm_mm_colorset", "SWWMMinimapColorset"
SafeCommand "$SWWM_MM_RESET", "event swwmresetmmcolors"
StaticText " "
ColorPicker "$SWWM_MM_BACKCOLOR", "swwm_mm_backcolor"
ColorPicker "$SWWM_MM_YOURCOLOR", "swwm_mm_yourcolor"
ColorPicker "$SWWM_MM_WALLCOLOR", "swwm_mm_wallcolor"
ColorPicker "$SWWM_MM_FDWALLCOLOR", "swwm_mm_fdwallcolor"
ColorPicker "$SWWM_MM_CDWALLCOLOR", "swwm_mm_cdwallcolor"
ColorPicker "$SWWM_MM_EFWALLCOLOR", "swwm_mm_efwallcolor"
ColorPicker "$SWWM_MM_GRIDCOLOR", "swwm_mm_gridcolor"
ColorPicker "$SWWM_MM_XHAIRCOLOR", "swwm_mm_xhaircolor"
ColorPicker "$SWWM_MM_NOTSEENCOLOR", "swwm_mm_notseencolor"
ColorPicker "$SWWM_MM_LOCKEDCOLOR", "swwm_mm_lockedcolor"
ColorPicker "$SWWM_MM_INTRALEVELCOLOR", "swwm_mm_intralevelcolor"
ColorPicker "$SWWM_MM_INTERLEVELCOLOR", "swwm_mm_interlevelcolor"
ColorPicker "$SWWM_MM_SECRETSECTORCOLOR", "swwm_mm_secretsectorcolor"
ColorPicker "$SWWM_MM_UNEXPLOREDSECRETCOLOR", "swwm_mm_unexploredsecretcolor"
ColorPicker "$SWWM_MM_SPECIALWALLCOLOR", "swwm_mm_specialwallcolor"
//ColorPicker "$SWWM_MM_PORTALCOLOR", "swwm_mm_portalcolor"
ColorPicker "$SWWM_MM_TSWALLCOLOR", "swwm_mm_tswallcolor"
ColorPicker "$SWWM_MM_SECRETWALLCOLOR", "swwm_mm_secretwallcolor"
ColorPicker "$SWWM_MM_THINGCOLOR", "swwm_mm_thingcolor"
ColorPicker "$SWWM_MM_THINGCOLOR_MONSTER", "swwm_mm_thingcolor_monster"
ColorPicker "$SWWM_MM_THINGCOLOR_NCMONSTER", "swwm_mm_thingcolor_ncmonster"
ColorPicker "$SWWM_MM_THINGCOLOR_FRIEND", "swwm_mm_thingcolor_friend"
ColorPicker "$SWWM_MM_THINGCOLOR_ITEM", "swwm_mm_thingcolor_item"
ColorPicker "$SWWM_MM_THINGCOLOR_CITEM", "swwm_mm_thingcolor_citem"
ColorPicker "$SWWM_MM_THINGCOLOR_VIPITEM", "swwm_mm_thingcolor_vipitem"
ColorPicker "$SWWM_MM_THINGCOLOR_SHOOTABLE", "swwm_mm_thingcolor_shootable"
}
AddOptionMenu "OptionsMenu"
{
Submenu "$SWWM_MTITLE", "SWWMOptionMenu"

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@ -68,6 +68,31 @@ Class SWWMStaticHandler : StaticEventHandler
Font.GetFont('SWWMBigFont');
}
override void ConsoleProcess( ConsoleEvent e )
{
static const Name mmvars[] =
{
'swwm_mm_backcolor', 'swwm_mm_cdwallcolor',
'swwm_mm_efwallcolor', 'swwm_mm_fdwallcolor',
'swwm_mm_gridcolor', 'swwm_mm_interlevelcolor',
'swwm_mm_intralevelcolor', 'swwm_mm_lockedcolor',
'swwm_mm_notseencolor', 'swwm_mm_portalcolor',
'swwm_mm_secretsectorcolor', 'swwm_mm_secretwallcolor',
'swwm_mm_specialwallcolor', 'swwm_mm_thingcolor',
'swwm_mm_thingcolor_citem', 'swwm_mm_thingcolor_friend',
'swwm_mm_thingcolor_item', 'swwm_mm_thingcolor_monster',
'swwm_mm_thingcolor_ncmonster', 'swwm_mm_thingcolor_shootable',
'swwm_mm_thingcolor_vipitem', 'swwm_mm_tswallcolor',
'swwm_mm_unexploredsecretcolor', 'swwm_mm_wallcolor',
'swwm_mm_xhaircolor', 'swwm_mm_yourcolor'
};
if ( e.Name ~== "swwmresetmmcolors" )
{
for ( int i=0; i<mmvars.Size(); i++ )
CVar.FindCVar(mmvars[i]).ResetToDefault();
}
}
override void NetworkProcess( ConsoleEvent e )
{
if ( e.Name ~== "swwmgetversion" )
@ -1252,6 +1277,9 @@ Class SWWMHandler : EventHandler
oldmaxdebris = swwm_maxdebris;
oldmaxblood = swwm_maxblood;
oldmaxgibs = swwm_maxgibs;
if ( swwm_blood ) return;
while ( blods ) DeQueueBlod(blods);
while ( meats ) DeQueueMeat(meats);
}
// countable item scoring
@ -1413,7 +1441,7 @@ Class SWWMHandler : EventHandler
// "simple" tracking (used by the minimap)
private void SimpleTracking()
{
if ( !swwm_showminimap )
if ( !swwm_mm_enable )
{
while ( strackers )
{
@ -1426,7 +1454,7 @@ Class SWWMHandler : EventHandler
}
// update trackers for anything around the player
bool thesight = players[consoleplayer].mo.FindInventory("Omnisight");
double viewdist = SWWMStatusBar.MAPVIEWDIST*swwm_minimapzoom;
double viewdist = SWWMStatusBar.MAPVIEWDIST*swwm_mm_zoom;
BlockThingsIterator bt = BlockThingsIterator.Create(players[consoleplayer].Camera,viewdist);
while ( bt.Next() )
{
@ -3123,16 +3151,16 @@ Class SWWMHandler : EventHandler
{
if ( (gamestate != GS_LEVEL) || (players[consoleplayer].Health <= 0) || !(players[consoleplayer].mo is 'Demolitionist') )
return;
double val = max(.5,swwm_minimapzoom/2.);
CVar.FindCVar('swwm_minimapzoom').SetFloat(val);
double val = max(.5,swwm_mm_zoom/2.);
CVar.FindCVar('swwm_mm_zoom').SetFloat(val);
}
else if ( e.Name ~== "swwmzoomout" )
{
if ( (gamestate != GS_LEVEL) || (players[consoleplayer].Health <= 0) || !(players[consoleplayer].mo is 'Demolitionist') )
return;
double maxval = players[consoleplayer].mo.FindInventory("Omnisight")?2.:1.;
double val = min(maxval,swwm_minimapzoom*2.);
CVar.FindCVar('swwm_minimapzoom').SetFloat(val);
double val = min(maxval,swwm_mm_zoom*2.);
CVar.FindCVar('swwm_mm_zoom').SetFloat(val);
}
}

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@ -66,6 +66,11 @@ Class SWWMStatusBar : BaseStatusBar
const MAPVIEWDIST = 1132; // maximum distance for something to be considered visible (rounded up CLIPDIST*sqrt(2))
const HALFMAPSIZE = 40; // half the size of the minimap draw region (unscaled)
// minimap colors (thats a lot of 'em)
int mm_colorset;
Color mm_backcolor, mm_cdwallcolor, mm_efwallcolor, mm_fdwallcolor, mm_gridcolor, mm_interlevelcolor, mm_intralevelcolor, mm_lockedcolor, mm_notseencolor, mm_portalcolor, mm_secretsectorcolor, mm_secretwallcolor, mm_specialwallcolor, mm_thingcolor, mm_thingcolor_citem, mm_thingcolor_friend, mm_thingcolor_item, mm_thingcolor_monster, mm_thingcolor_ncmonster, mm_thingcolor_shootable, mm_thingcolor_vipitem, mm_tswallcolor, mm_unexploredsecretcolor, mm_wallcolor, mm_xhaircolor, mm_yourcolor;
bool mm_displaylocks;
// if playing in Japanese, returns an alternate font of the same height
// Tewi -> MPlus
// Miniwi -> k6x8
@ -417,13 +422,13 @@ Class SWWMStatusBar : BaseStatusBar
if ( CPlayer.ReadyWeapon is 'SWWMWeapon' )
SWWMWeapon(CPlayer.ReadyWeapon).HudTick();
bool thesight = CPlayer.mo.FindInventory("Omnisight");
double desiredzoom = clamp(swwm_minimapzoom,.5,thesight?2.:1.);
if ( (minimapzoom != swwm_minimapzoom) || (oldminimapzoom != swwm_minimapzoom) )
double desiredzoom = clamp(swwm_mm_zoom,.5,thesight?2.:1.);
if ( (minimapzoom != swwm_mm_zoom) || (oldminimapzoom != swwm_mm_zoom) )
{
oldminimapzoom = minimapzoom;
double diff = .1*(desiredzoom-minimapzoom);
minimapzoom += diff;
if ( abs(minimapzoom-desiredzoom) <= double.epsilon )
if ( abs(minimapzoom-desiredzoom) <= .01 )
minimapzoom = desiredzoom;
}
let cam = players[consoleplayer].camera;
@ -841,6 +846,164 @@ Class SWWMStatusBar : BaseStatusBar
}
// minimap helper code
private void GetMinimapColors()
{
mm_colorset = swwm_mm_colorset;
switch ( mm_colorset )
{
case 1:
// gzdoom
mm_backcolor = am_backcolor;
mm_cdwallcolor = am_cdwallcolor;
mm_efwallcolor = am_efwallcolor;
mm_fdwallcolor = am_fdwallcolor;
mm_gridcolor = am_gridcolor;
mm_interlevelcolor = am_interlevelcolor;
mm_intralevelcolor = am_intralevelcolor;
mm_lockedcolor = am_lockedcolor;
mm_notseencolor = am_notseencolor;
mm_portalcolor = am_portalcolor;
mm_secretsectorcolor = am_secretsectorcolor;
mm_secretwallcolor = am_secretwallcolor;
mm_specialwallcolor = am_specialwallcolor;
mm_thingcolor = am_thingcolor;
mm_thingcolor_citem = am_thingcolor_citem;
mm_thingcolor_friend = am_thingcolor_friend;
mm_thingcolor_item = am_thingcolor_item;
mm_thingcolor_monster = am_thingcolor_monster;
mm_thingcolor_ncmonster = am_thingcolor_ncmonster;
mm_thingcolor_shootable = am_thingcolor;
mm_thingcolor_vipitem = am_unexploredsecretcolor;
mm_tswallcolor = am_tswallcolor;
mm_unexploredsecretcolor = am_unexploredsecretcolor;
mm_wallcolor = am_wallcolor;
mm_xhaircolor = am_xhaircolor;
mm_yourcolor = am_yourcolor;
mm_displaylocks = true;
break;
case 2:
// doom
mm_backcolor = "00 00 00";
mm_cdwallcolor = "fc fc 00";
mm_efwallcolor = "bc 78 48";
mm_fdwallcolor = "bc 78 48";
mm_gridcolor = "4c 4c 4c";
mm_interlevelcolor = 0;
mm_intralevelcolor = 0;
mm_lockedcolor = "fc fc 00";
mm_notseencolor = "6c 6c 6c";
mm_portalcolor = "40 40 40";
mm_secretsectorcolor = 0;
mm_secretwallcolor = 0;
mm_specialwallcolor = 0;
mm_thingcolor = "74 fc 6c";
mm_thingcolor_citem = "74 fc 6c";
mm_thingcolor_friend = "74 fc 6c";
mm_thingcolor_item = "74 fc 6c";
mm_thingcolor_monster = "74 fc 6c";
mm_thingcolor_ncmonster = "74 fc 6c";
mm_thingcolor_shootable = "74 fc 6c";
mm_thingcolor_vipitem = "74 fc 6c";
mm_tswallcolor = "80 80 80";
mm_unexploredsecretcolor = 0;
mm_wallcolor = "fc 00 00";
mm_xhaircolor = "80 80 80";
mm_yourcolor = "ff ff ff";
mm_displaylocks = false;
break;
case 3:
// strife
mm_backcolor = "00 00 00";
mm_cdwallcolor = "77 73 73";
mm_efwallcolor = "37 3b 5b";
mm_fdwallcolor = "37 3b 5b";
mm_gridcolor = "4c 4c 4c";
mm_interlevelcolor = 0;
mm_intralevelcolor = 0;
mm_lockedcolor = "77 73 73";
mm_notseencolor = "6c 6c 6c";
mm_portalcolor = "40 40 40";
mm_secretsectorcolor = 0;
mm_secretwallcolor = 0;
mm_specialwallcolor = 0;
mm_thingcolor = "bb 3b 00";
mm_thingcolor_citem = "db ab 00";
mm_thingcolor_friend = "fc 00 00";
mm_thingcolor_item = "db ab 00";
mm_thingcolor_monster = "fc 00 00";
mm_thingcolor_ncmonster = "fc 00 00";
mm_thingcolor_shootable = "bb 3b 00";
mm_thingcolor_vipitem = "db ab 00";
mm_tswallcolor = "77 73 73";
mm_unexploredsecretcolor = 0;
mm_wallcolor = "c7 ce ce";
mm_xhaircolor = "80 80 80";
mm_yourcolor = "ef ef ef";
mm_displaylocks = false;
break;
case 4:
// raven
mm_backcolor = "6c 54 40";
mm_cdwallcolor = "67 3b 1f";
mm_efwallcolor = "d0 b0 85";
mm_fdwallcolor = "d0 b0 85";
mm_gridcolor = "46 32 10";
mm_interlevelcolor = 0;
mm_intralevelcolor = 0;
mm_lockedcolor = "67 3b 1f";
mm_notseencolor = "00 00 00";
mm_portalcolor = "50 50 50";
mm_secretsectorcolor = 0;
mm_secretwallcolor = 0;
mm_specialwallcolor = 0;
mm_thingcolor = "ec ec ec";
mm_thingcolor_citem = "ec ec ec";
mm_thingcolor_friend = "ec ec ec";
mm_thingcolor_item = "ec ec ec";
mm_thingcolor_monster = "ec ec ec";
mm_thingcolor_ncmonster = "ec ec ec";
mm_thingcolor_shootable = "ec ec ec";
mm_thingcolor_vipitem = "ec ec ec";
mm_tswallcolor = "58 5d 56";
mm_unexploredsecretcolor = 0;
mm_wallcolor = "4b 32 10";
mm_xhaircolor = "00 00 00";
mm_yourcolor = "ff ff ff";
mm_displaylocks = true;
break;
default:
// swwm
mm_backcolor = swwm_mm_backcolor;
mm_cdwallcolor = swwm_mm_cdwallcolor;
mm_efwallcolor = swwm_mm_efwallcolor;
mm_fdwallcolor = swwm_mm_fdwallcolor;
mm_gridcolor = swwm_mm_gridcolor;
mm_interlevelcolor = swwm_mm_interlevelcolor;
mm_intralevelcolor = swwm_mm_intralevelcolor;
mm_lockedcolor = swwm_mm_lockedcolor;
mm_notseencolor = swwm_mm_notseencolor;
mm_portalcolor = swwm_mm_portalcolor;
mm_secretsectorcolor = swwm_mm_secretsectorcolor;
mm_secretwallcolor = swwm_mm_secretwallcolor;
mm_specialwallcolor = swwm_mm_specialwallcolor;
mm_thingcolor = swwm_mm_thingcolor;
mm_thingcolor_citem = swwm_mm_thingcolor_citem;
mm_thingcolor_friend = swwm_mm_thingcolor_friend;
mm_thingcolor_item = swwm_mm_thingcolor_item;
mm_thingcolor_monster = swwm_mm_thingcolor_monster;
mm_thingcolor_ncmonster = swwm_mm_thingcolor_ncmonster;
mm_thingcolor_shootable = swwm_mm_thingcolor_shootable;
mm_thingcolor_vipitem = swwm_mm_thingcolor_vipitem;
mm_tswallcolor = swwm_mm_tswallcolor;
mm_unexploredsecretcolor = swwm_mm_unexploredsecretcolor;
mm_wallcolor = swwm_mm_wallcolor;
mm_xhaircolor = swwm_mm_xhaircolor;
mm_yourcolor = swwm_mm_yourcolor;
mm_displaylocks = true;
break;
}
}
private bool ShouldDisplaySpecial( int special )
{
// thanks graf/randi/whoever
@ -928,6 +1091,8 @@ Class SWWMStatusBar : BaseStatusBar
private int CheckSecret( Line l )
{
if ( !mm_secretsectorcolor || !mm_unexploredsecretcolor )
return 0;
if ( l.frontsector && (l.frontsector.flags&Sector.SECF_WASSECRET) )
{
if ( am_map_secrets && !(l.frontsector.flags&Sector.SECF_SECRET) ) return 1;
@ -951,6 +1116,108 @@ Class SWWMStatusBar : BaseStatusBar
return true;
}
private void DrawMapGrid( Vector2 basepos )
{
double zoomlevel = oldminimapzoom*(1.-FracTic)+minimapzoom*FracTic;
double zoomview = MAPVIEWDIST*zoomlevel, zoomclip = CLIPDIST*zoomlevel;
Vector2 cpos = CPlayer.Camera.prev.xy*(1.-FracTic)+CPlayer.Camera.pos.xy*FracTic;
// find farthest visible southwest grid point from camera position
int maxlines = int(zoomview/64);
Vector2 gpt = (cpos-(zoomview,zoomview))/128;
gpt.x = int(gpt.x)*128;
gpt.y = int(gpt.y)*128;
for ( int i=0; i<maxlines; i++ )
{
Vector2 rv1 = (gpt+(i*128,0))-cpos;
Vector2 rv2 = (gpt+(i*128,maxlines*128))-cpos;
if ( min(min(abs(rv1.x),abs(rv2.x)),min(abs(rv1.y),abs(rv2.y))) > zoomview )
continue;
// flip Y
rv1.y *= -1;
rv2.y *= -1;
// rotate by view
if ( swwm_mm_rotate )
{
rv1 = Actor.RotateVector(rv1,ViewRot.x-90);
rv2 = Actor.RotateVector(rv2,ViewRot.x-90);
}
// clip to frame
bool visible;
[visible, rv1, rv2] = SWWMUtility.LiangBarsky((-1,-1)*zoomclip,(1,1)*zoomclip,rv1,rv2);
if ( !visible ) continue;
// scale to minimap frame
rv1 *= (HALFMAPSIZE/zoomclip)*hs.x;
rv2 *= (HALFMAPSIZE/zoomclip)*hs.x;
// offset to minimap center
rv1 += basepos;
rv2 += basepos;
// draw the line
Screen.DrawThickLine(int(rv1.x),int(rv1.y),int(rv2.x),int(rv2.y),max(1.,hs.x*.25),mm_gridcolor);
}
for ( int i=0; i<maxlines; i++ )
{
Vector2 rv1 = (gpt+(0,i*128))-cpos;
Vector2 rv2 = (gpt+(maxlines*128,i*128))-cpos;
if ( min(min(abs(rv1.x),abs(rv2.x)),min(abs(rv1.y),abs(rv2.y))) > zoomview )
continue;
// flip Y
rv1.y *= -1;
rv2.y *= -1;
// rotate by view
if ( swwm_mm_rotate )
{
rv1 = Actor.RotateVector(rv1,ViewRot.x-90);
rv2 = Actor.RotateVector(rv2,ViewRot.x-90);
}
// clip to frame
bool visible;
[visible, rv1, rv2] = SWWMUtility.LiangBarsky((-1,-1)*zoomclip,(1,1)*zoomclip,rv1,rv2);
if ( !visible ) continue;
// scale to minimap frame
rv1 *= (HALFMAPSIZE/zoomclip)*hs.x;
rv2 *= (HALFMAPSIZE/zoomclip)*hs.x;
// offset to minimap center
rv1 += basepos;
rv2 += basepos;
// draw the line
Screen.DrawThickLine(int(rv1.x),int(rv1.y),int(rv2.x),int(rv2.y),max(1.,hs.x*.25),mm_gridcolor);
}
// draw the origin crosshair
Vector2 tv[4];
tv[0] = (-16,0);
tv[1] = (16,0);
tv[2] = (0,-16);
tv[3] = (0,16);
for ( int i=0; i<4; i+=2 )
{
Vector2 rv1 = tv[i]-cpos;
Vector2 rv2 = tv[i+1]-cpos;
if ( min(min(abs(rv1.x),abs(rv2.x)),min(abs(rv1.y),abs(rv2.y))) > zoomview )
continue;
// flip Y
rv1.y *= -1;
rv2.y *= -1;
// rotate by view
if ( swwm_mm_rotate )
{
rv1 = Actor.RotateVector(rv1,ViewRot.x-90);
rv2 = Actor.RotateVector(rv2,ViewRot.x-90);
}
// clip to frame
bool visible;
[visible, rv1, rv2] = SWWMUtility.LiangBarsky((-1,-1)*zoomclip,(1,1)*zoomclip,rv1,rv2);
if ( !visible ) continue;
// scale to minimap frame
rv1 *= (HALFMAPSIZE/zoomclip)*hs.x;
rv2 *= (HALFMAPSIZE/zoomclip)*hs.x;
// offset to minimap center
rv1 += basepos;
rv2 += basepos;
// draw the line
Screen.DrawThickLine(int(rv1.x),int(rv1.y),int(rv2.x),int(rv2.y),max(1.,hs.x*.75),mm_xhaircolor);
}
}
private void DrawMapLines( Vector2 basepos )
{
double zoomlevel = oldminimapzoom*(1.-FracTic)+minimapzoom*FracTic;
@ -969,8 +1236,11 @@ Class SWWMStatusBar : BaseStatusBar
rv1.y *= -1;
rv2.y *= -1;
// rotate by view
rv1 = Actor.RotateVector(rv1,ViewRot.x-90);
rv2 = Actor.RotateVector(rv2,ViewRot.x-90);
if ( swwm_mm_rotate )
{
rv1 = Actor.RotateVector(rv1,ViewRot.x-90);
rv2 = Actor.RotateVector(rv2,ViewRot.x-90);
}
// clip to frame
bool visible;
[visible, rv1, rv2] = SWWMUtility.LiangBarsky((-1,-1)*zoomclip,(1,1)*zoomclip,rv1,rv2);
@ -982,48 +1252,56 @@ Class SWWMStatusBar : BaseStatusBar
rv1 += basepos;
rv2 += basepos;
// get the line color
Color col = am_wallcolor;
Color col = mm_wallcolor;
if ( (l.flags&Line.ML_MAPPED) || am_cheat )
{
int secwit = CheckSecret(l);
int lock = SWWMUtility.GetLineLock(l);
if ( secwit == 1 ) col = am_secretsectorcolor;
else if ( secwit == 2 ) col = am_unexploredsecretcolor;
if ( secwit == 1 ) col = mm_secretsectorcolor;
else if ( secwit == 2 ) col = mm_unexploredsecretcolor;
else if ( l.flags&Line.ML_SECRET )
{
if ( am_cheat && l.backsector )
col = am_secretwallcolor;
else col = am_wallcolor;
if ( am_cheat && l.backsector && mm_secretwallcolor )
col = mm_secretwallcolor;
else col = mm_wallcolor;
}
else if ( (l.special == Exit_Normal)
else if ( mm_interlevelcolor
&& ((l.special == Exit_Normal)
|| (l.special == Exit_Secret)
|| (l.special == Teleport_NewMap)
|| (l.special == Teleport_EndGame) )
col = am_interlevelcolor;
else if ( (l.activation&SPAC_PlayerActivate)
&& (l.special == Teleport)
|| (l.special == Teleport_EndGame)) )
col = mm_interlevelcolor;
else if ( mm_intralevelcolor &&
(l.activation&SPAC_PlayerActivate)
&& ((l.special == Teleport)
|| (l.special == Teleport_NoFog)
|| (l.special == Teleport_ZombieChanger)
|| (l.special == Teleport_Line) )
col = am_intralevelcolor;
else if ( (lock > 1) && (lock < 256) && SWWMUtility.IsValidLockNum(lock) )
col = SWWMUtility.GetLockColor(lock);
else if ( ShowTriggerLine(l) )
col = am_specialwallcolor;
|| (l.special == Teleport_Line)) )
col = mm_intralevelcolor;
else if ( mm_displaylocks
&& (lock > 1) && (lock < 256)
&& SWWMUtility.IsValidLockNum(lock) )
{
let lcol = SWWMUtility.GetLockColor(lock);
if ( lcol ) col = lcol;
else col = mm_lockedcolor;
}
else if ( mm_specialwallcolor && ShowTriggerLine(l) )
col = mm_specialwallcolor;
else if ( l.frontsector && l.backsector )
{
if ( !CmpFloorPlanes(l) ) col = am_fdwallcolor;
else if ( !CmpCeilingPlanes(l) ) col = am_cdwallcolor;
else if ( CheckFFBoundary(l) ) col = am_efwallcolor;
if ( !CmpFloorPlanes(l) ) col = mm_fdwallcolor;
else if ( !CmpCeilingPlanes(l) ) col = mm_cdwallcolor;
else if ( CheckFFBoundary(l) ) col = mm_efwallcolor;
else
{
if ( (am_cheat == 0) || (am_cheat >= 4) )
continue;
col = am_tswallcolor;
col = mm_tswallcolor;
}
}
}
else col = am_notseencolor;
else col = mm_notseencolor;
// draw the line
Screen.DrawThickLine(int(rv1.x),int(rv1.y),int(rv2.x),int(rv2.y),max(1.,hs.x*.5),col);
}
@ -1036,7 +1314,7 @@ Class SWWMStatusBar : BaseStatusBar
Vector2 cpos = CPlayer.Camera.prev.xy*(1.-FracTic)+CPlayer.Camera.pos.xy*FracTic;
for ( SWWMSimpleTracker t=hnd.strackers; t; t=t.next )
{
Color col = am_thingcolor;
Color col = mm_thingcolor;
bool isitem = false;
bool plainactor = false;
Vector2 pos;
@ -1049,16 +1327,21 @@ Class SWWMStatusBar : BaseStatusBar
radius = t.target.radius;
if ( t.isitem )
{
if ( ((t.target is 'Chancebox') && (t.target.CurState == t.target.SpawnState)) || (t.target is 'SWWMCollectible') || (t.target is 'GoldShell') ) col = "Purple";
else if ( t.target.bCOUNTITEM || (t.target is 'Key') ) col = am_thingcolor_citem;
else col = am_thingcolor_item;
if ( SWWMUtility.IsVipItem(t.target) ) col = mm_thingcolor_vipitem;
else if ( SWWMUtility.IsScoreItem(t.target) ) col = mm_thingcolor_citem;
else col = mm_thingcolor_item;
isitem = true;
}
else if ( t.target.player ) col = t.target.player.GetColor();
else if ( t.target.bFRIENDLY ) col = am_thingcolor_friend;
else if ( t.target.bCOUNTKILL ) col = am_thingcolor_monster;
else if ( t.target.bISMONSTER ) col = am_thingcolor_ncmonster;
else plainactor = true;
else if ( t.target.bFRIENDLY ) col = mm_thingcolor_friend;
else if ( t.target.bCOUNTKILL ) col = mm_thingcolor_monster;
else if ( t.target.bISMONSTER ) col = mm_thingcolor_ncmonster;
else
{
if ( SWWMUtility.IsVipItem(t.target) ) col = mm_thingcolor_vipitem; // chanceboxes
else if ( t.target.bSHOOTABLE ) col = mm_thingcolor_shootable;
plainactor = true;
}
}
else
{
@ -1067,16 +1350,21 @@ Class SWWMStatusBar : BaseStatusBar
radius = t.radius;
if ( t.isitem )
{
if ( t.vipitem ) col = "Purple";
else if ( t.countitem ) col = am_thingcolor_citem;
else col = am_thingcolor_item;
if ( t.vipitem ) col = mm_thingcolor_vipitem;
else if ( t.countitem ) col = mm_thingcolor_citem;
else col = mm_thingcolor_item;
isitem = true;
}
if ( t.isplayer ) col = t.playercol;
else if ( t.friendly ) col = am_thingcolor_friend;
else if ( t.countkill ) col = am_thingcolor_monster;
else if ( t.ismonster ) col = am_thingcolor_ncmonster;
else plainactor = true;
else if ( t.friendly ) col = mm_thingcolor_friend;
else if ( t.countkill ) col = mm_thingcolor_monster;
else if ( t.ismonster ) col = mm_thingcolor_ncmonster;
else
{
if ( t.vipitem ) col = mm_thingcolor_vipitem; // chanceboxes
else if ( t.shootable ) col = mm_thingcolor_shootable;
plainactor = true;
}
}
int mtime = 35;
if ( thesight && !t.expired && t.target ) mtime += 105;
@ -1110,13 +1398,13 @@ Class SWWMStatusBar : BaseStatusBar
// oriented triangle
nidx = 3;
tv[0] = rv+Actor.RotateVector((radius,0),angle);
tv[1] = rv+Actor.RotateVector((-radius,radius),angle);
tv[2] = rv+Actor.RotateVector((-radius,-radius),angle);
tv[1] = rv+Actor.RotateVector((-radius*.5,radius*.7),angle);
tv[2] = rv+Actor.RotateVector((-radius*.5,-radius*.7),angle);
}
// flip Y
for ( int j=0; j<nidx; j++ ) tv[j].y *= -1;
// rotate by view
for ( int j=0; j<nidx; j++ ) tv[j] = Actor.RotateVector(tv[j],ViewRot.x-90);
if ( swwm_mm_rotate ) for ( int j=0; j<nidx; j++ ) tv[j] = Actor.RotateVector(tv[j],ViewRot.x-90);
bool visible;
Vector2 x0, x1;
// clip to frame
@ -1156,24 +1444,25 @@ Class SWWMStatusBar : BaseStatusBar
Screen.DrawText(mTewiFont.mFont,Font.CR_FIRE,ss.x-(margin+4+6*digits),margin+1,sstr,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
int yy = margin+19;
// obviously, don't draw the minimap if the automap is open
if ( !automapactive && swwm_showminimap )
if ( !automapactive && swwm_mm_enable )
{
GetMinimapColors();
xx = int(ss.x-(margin+(HALFMAPSIZE+2)*2));
Screen.DrawTexture(MiniBox,false,xx,yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
Vector2 basemappos = (xx+HALFMAPSIZE+2,yy+HALFMAPSIZE+2);
Screen.Dim(am_backcolor,.5,int((basemappos.x-HALFMAPSIZE)*hs.x),int((basemappos.y-HALFMAPSIZE)*hs.x),int(HALFMAPSIZE*2*hs.x),int(HALFMAPSIZE*2*hs.x));
Screen.Dim(mm_backcolor,1.,int((basemappos.x-HALFMAPSIZE)*hs.x),int((basemappos.y-HALFMAPSIZE)*hs.x),int(HALFMAPSIZE*2*hs.x),int(HALFMAPSIZE*2*hs.x));
// draw dat stuff
if ( swwm_mm_grid ) DrawMapGrid(basemappos*hs.x);
DrawMapLines(basemappos*hs.x);
DrawMapThings(basemappos*hs.x);
// finally, draw the player arrow
int x0 = int(basemappos.x*hs.x);
int x1 = int((basemappos.x+2)*hs.x);
int x2 = int((basemappos.x-2)*hs.x);
int y0 = int((basemappos.y-2)*hs.x);
int y1 = int((basemappos.y+2)*hs.x);
Screen.DrawThickLine(x0,y0,x1,y1,max(1.,hs.x*.5),am_yourcolor);
Screen.DrawThickLine(x1,y1,x2,y1,max(1.,hs.x*.5),am_yourcolor);
Screen.DrawThickLine(x2,y1,x0,y0,max(1.,hs.x*.5),am_yourcolor);
Vector2 tv[3];
tv[0] = (0,-4);
tv[1] = (-3,2);
tv[2] = (3,2);
if ( !swwm_mm_rotate ) for ( int i=0; i<3; i++ ) tv[i] = Actor.RotateVector(tv[i],90-ViewRot.x);
for ( int i=0; i<3; i++ ) tv[i] = (tv[i]+basemappos)*hs.x;
for ( int i=0; i<3; i++ ) Screen.DrawThickLine(int(tv[i].x),int(tv[i].y),int(tv[(i+1)%3].x),int(tv[(i+1)%3].y),max(1.,hs.x*.5),mm_yourcolor);
yy += ((HALFMAPSIZE+2)*2)+3;
}
// draw stats and timer when automap is open

View file

@ -774,8 +774,8 @@ Class SWWMItemSense : Thinker
let i = new("SWWMItemSense");
i.ChangeStatNum(STAT_USER);
i.item = item;
i.scoreitem = (item is 'Key')||item.bCOUNTITEM;
i.vipitem = (item is 'Chancebox')||(item is 'SWWMCollectible')||(item is 'GoldShell');
i.scoreitem = SWWMUtility.IsScoreItem(item);
i.vipitem = SWWMUtility.IsVipItem(item);
i.parent = parent;
i.updated = level.maptime+35;
i.UpdateTag();
@ -1322,13 +1322,13 @@ Class SWWMCachedLockInfo : Thinker
{
let ti = ThinkerIterator.Create("SWWMCachedLockInfo",STAT_STATIC);
SWWMCachedLockInfo cli = SWWMCachedLockInfo(ti.Next());
if ( !cli ) return am_lockedcolor;
if ( !cli ) return 0;
for ( int i=0; i<cli.ent.Size(); i++ )
{
if ( (cli.ent[i].locknumber == l) && cli.ent[i].hascolor )
return cli.ent[i].mapcolor;
}
return am_lockedcolor;
return 0;
}
static SWWMCachedLockInfo GetInstance()
@ -1354,6 +1354,7 @@ Class SWWMSimpleTracker : Thinker
bool ismonster;
bool friendly;
bool countkill;
bool shootable;
bool isitem;
bool countitem;
bool vipitem;
@ -1374,9 +1375,10 @@ Class SWWMSimpleTracker : Thinker
ismonster = target.bISMONSTER;
friendly = target.IsFriend(players[consoleplayer].mo);
countkill = target.bCOUNTKILL;
shootable = target.default.bSHOOTABLE;
isitem = (target is 'Inventory');
countitem = (target is 'Key')||target.bCOUNTITEM;
vipitem = ((target is 'Chancebox')&&(target.CurState==target.SpawnState))||(target is 'SWWMCollectible')||(target is 'GoldShell');
countitem = SWWMUtility.IsScoreItem(target);
vipitem = SWWMUtility.IsVipItem(target);
lastupdate = level.maptime;
if ( isitem )
{

View file

@ -1446,6 +1446,28 @@ Class SWWMUtility
return false;
}
static bool IsVipItem( Actor target )
{
if ( (target is 'Chancebox') && (target.CurState==target.SpawnState) )
return true;
if ( target is 'SWWMCollectible' )
return true;
if ( (target is 'Ynykron') || (target is 'GrandLance') )
return true;
if ( (target is 'GoldShell') || (target is 'YnykronAmmo') || (target is 'GrandAmmo') || (target is 'GrandSpear') )
return true;
if ( target is 'PuzzleItem' )
return true;
return false;
}
static bool IsScoreItem( Actor target )
{
if ( target is 'Key' )
return true;
return target.bCOUNTITEM;
}
// check that all players can get enough of this if needed
// multi: check for multiple copies, not just single instances
// (useful e.g. for dual wieldable weapons)