Further minimap expansion, and more.
This commit is contained in:
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1808617654
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3fb431bde5
9 changed files with 629 additions and 76 deletions
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@ -68,6 +68,31 @@ Class SWWMStaticHandler : StaticEventHandler
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Font.GetFont('SWWMBigFont');
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}
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override void ConsoleProcess( ConsoleEvent e )
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{
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static const Name mmvars[] =
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{
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'swwm_mm_backcolor', 'swwm_mm_cdwallcolor',
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'swwm_mm_efwallcolor', 'swwm_mm_fdwallcolor',
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'swwm_mm_gridcolor', 'swwm_mm_interlevelcolor',
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'swwm_mm_intralevelcolor', 'swwm_mm_lockedcolor',
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'swwm_mm_notseencolor', 'swwm_mm_portalcolor',
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'swwm_mm_secretsectorcolor', 'swwm_mm_secretwallcolor',
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'swwm_mm_specialwallcolor', 'swwm_mm_thingcolor',
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'swwm_mm_thingcolor_citem', 'swwm_mm_thingcolor_friend',
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'swwm_mm_thingcolor_item', 'swwm_mm_thingcolor_monster',
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'swwm_mm_thingcolor_ncmonster', 'swwm_mm_thingcolor_shootable',
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'swwm_mm_thingcolor_vipitem', 'swwm_mm_tswallcolor',
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'swwm_mm_unexploredsecretcolor', 'swwm_mm_wallcolor',
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'swwm_mm_xhaircolor', 'swwm_mm_yourcolor'
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};
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if ( e.Name ~== "swwmresetmmcolors" )
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{
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for ( int i=0; i<mmvars.Size(); i++ )
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CVar.FindCVar(mmvars[i]).ResetToDefault();
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}
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}
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override void NetworkProcess( ConsoleEvent e )
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{
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if ( e.Name ~== "swwmgetversion" )
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@ -1252,6 +1277,9 @@ Class SWWMHandler : EventHandler
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oldmaxdebris = swwm_maxdebris;
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oldmaxblood = swwm_maxblood;
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oldmaxgibs = swwm_maxgibs;
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if ( swwm_blood ) return;
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while ( blods ) DeQueueBlod(blods);
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while ( meats ) DeQueueMeat(meats);
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}
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// countable item scoring
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@ -1413,7 +1441,7 @@ Class SWWMHandler : EventHandler
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// "simple" tracking (used by the minimap)
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private void SimpleTracking()
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{
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if ( !swwm_showminimap )
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if ( !swwm_mm_enable )
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{
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while ( strackers )
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{
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@ -1426,7 +1454,7 @@ Class SWWMHandler : EventHandler
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}
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// update trackers for anything around the player
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bool thesight = players[consoleplayer].mo.FindInventory("Omnisight");
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double viewdist = SWWMStatusBar.MAPVIEWDIST*swwm_minimapzoom;
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double viewdist = SWWMStatusBar.MAPVIEWDIST*swwm_mm_zoom;
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BlockThingsIterator bt = BlockThingsIterator.Create(players[consoleplayer].Camera,viewdist);
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while ( bt.Next() )
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{
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@ -3123,16 +3151,16 @@ Class SWWMHandler : EventHandler
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{
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if ( (gamestate != GS_LEVEL) || (players[consoleplayer].Health <= 0) || !(players[consoleplayer].mo is 'Demolitionist') )
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return;
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double val = max(.5,swwm_minimapzoom/2.);
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CVar.FindCVar('swwm_minimapzoom').SetFloat(val);
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double val = max(.5,swwm_mm_zoom/2.);
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CVar.FindCVar('swwm_mm_zoom').SetFloat(val);
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}
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else if ( e.Name ~== "swwmzoomout" )
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{
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if ( (gamestate != GS_LEVEL) || (players[consoleplayer].Health <= 0) || !(players[consoleplayer].mo is 'Demolitionist') )
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return;
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double maxval = players[consoleplayer].mo.FindInventory("Omnisight")?2.:1.;
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double val = min(maxval,swwm_minimapzoom*2.);
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CVar.FindCVar('swwm_minimapzoom').SetFloat(val);
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double val = min(maxval,swwm_mm_zoom*2.);
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CVar.FindCVar('swwm_mm_zoom').SetFloat(val);
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}
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}
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@ -66,6 +66,11 @@ Class SWWMStatusBar : BaseStatusBar
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const MAPVIEWDIST = 1132; // maximum distance for something to be considered visible (rounded up CLIPDIST*sqrt(2))
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const HALFMAPSIZE = 40; // half the size of the minimap draw region (unscaled)
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// minimap colors (thats a lot of 'em)
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int mm_colorset;
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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;
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bool mm_displaylocks;
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// if playing in Japanese, returns an alternate font of the same height
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// Tewi -> MPlus
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// Miniwi -> k6x8
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@ -417,13 +422,13 @@ Class SWWMStatusBar : BaseStatusBar
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if ( CPlayer.ReadyWeapon is 'SWWMWeapon' )
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SWWMWeapon(CPlayer.ReadyWeapon).HudTick();
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bool thesight = CPlayer.mo.FindInventory("Omnisight");
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double desiredzoom = clamp(swwm_minimapzoom,.5,thesight?2.:1.);
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if ( (minimapzoom != swwm_minimapzoom) || (oldminimapzoom != swwm_minimapzoom) )
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double desiredzoom = clamp(swwm_mm_zoom,.5,thesight?2.:1.);
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if ( (minimapzoom != swwm_mm_zoom) || (oldminimapzoom != swwm_mm_zoom) )
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{
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oldminimapzoom = minimapzoom;
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double diff = .1*(desiredzoom-minimapzoom);
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minimapzoom += diff;
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if ( abs(minimapzoom-desiredzoom) <= double.epsilon )
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if ( abs(minimapzoom-desiredzoom) <= .01 )
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minimapzoom = desiredzoom;
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}
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let cam = players[consoleplayer].camera;
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@ -841,6 +846,164 @@ Class SWWMStatusBar : BaseStatusBar
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}
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// minimap helper code
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private void GetMinimapColors()
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{
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mm_colorset = swwm_mm_colorset;
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switch ( mm_colorset )
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{
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case 1:
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// gzdoom
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mm_backcolor = am_backcolor;
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mm_cdwallcolor = am_cdwallcolor;
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mm_efwallcolor = am_efwallcolor;
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mm_fdwallcolor = am_fdwallcolor;
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mm_gridcolor = am_gridcolor;
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mm_interlevelcolor = am_interlevelcolor;
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mm_intralevelcolor = am_intralevelcolor;
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mm_lockedcolor = am_lockedcolor;
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mm_notseencolor = am_notseencolor;
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mm_portalcolor = am_portalcolor;
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mm_secretsectorcolor = am_secretsectorcolor;
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mm_secretwallcolor = am_secretwallcolor;
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mm_specialwallcolor = am_specialwallcolor;
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mm_thingcolor = am_thingcolor;
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mm_thingcolor_citem = am_thingcolor_citem;
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mm_thingcolor_friend = am_thingcolor_friend;
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mm_thingcolor_item = am_thingcolor_item;
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mm_thingcolor_monster = am_thingcolor_monster;
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mm_thingcolor_ncmonster = am_thingcolor_ncmonster;
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mm_thingcolor_shootable = am_thingcolor;
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mm_thingcolor_vipitem = am_unexploredsecretcolor;
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mm_tswallcolor = am_tswallcolor;
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mm_unexploredsecretcolor = am_unexploredsecretcolor;
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mm_wallcolor = am_wallcolor;
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mm_xhaircolor = am_xhaircolor;
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mm_yourcolor = am_yourcolor;
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mm_displaylocks = true;
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break;
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case 2:
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// doom
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mm_backcolor = "00 00 00";
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mm_cdwallcolor = "fc fc 00";
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mm_efwallcolor = "bc 78 48";
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mm_fdwallcolor = "bc 78 48";
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mm_gridcolor = "4c 4c 4c";
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mm_interlevelcolor = 0;
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mm_intralevelcolor = 0;
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mm_lockedcolor = "fc fc 00";
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mm_notseencolor = "6c 6c 6c";
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mm_portalcolor = "40 40 40";
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mm_secretsectorcolor = 0;
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mm_secretwallcolor = 0;
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mm_specialwallcolor = 0;
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mm_thingcolor = "74 fc 6c";
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mm_thingcolor_citem = "74 fc 6c";
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mm_thingcolor_friend = "74 fc 6c";
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mm_thingcolor_item = "74 fc 6c";
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mm_thingcolor_monster = "74 fc 6c";
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mm_thingcolor_ncmonster = "74 fc 6c";
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mm_thingcolor_shootable = "74 fc 6c";
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mm_thingcolor_vipitem = "74 fc 6c";
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mm_tswallcolor = "80 80 80";
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mm_unexploredsecretcolor = 0;
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mm_wallcolor = "fc 00 00";
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mm_xhaircolor = "80 80 80";
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mm_yourcolor = "ff ff ff";
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mm_displaylocks = false;
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break;
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case 3:
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// strife
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mm_backcolor = "00 00 00";
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mm_cdwallcolor = "77 73 73";
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mm_efwallcolor = "37 3b 5b";
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mm_fdwallcolor = "37 3b 5b";
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mm_gridcolor = "4c 4c 4c";
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mm_interlevelcolor = 0;
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mm_intralevelcolor = 0;
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mm_lockedcolor = "77 73 73";
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mm_notseencolor = "6c 6c 6c";
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mm_portalcolor = "40 40 40";
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mm_secretsectorcolor = 0;
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mm_secretwallcolor = 0;
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mm_specialwallcolor = 0;
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mm_thingcolor = "bb 3b 00";
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mm_thingcolor_citem = "db ab 00";
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mm_thingcolor_friend = "fc 00 00";
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mm_thingcolor_item = "db ab 00";
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mm_thingcolor_monster = "fc 00 00";
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mm_thingcolor_ncmonster = "fc 00 00";
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mm_thingcolor_shootable = "bb 3b 00";
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mm_thingcolor_vipitem = "db ab 00";
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mm_tswallcolor = "77 73 73";
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mm_unexploredsecretcolor = 0;
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mm_wallcolor = "c7 ce ce";
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mm_xhaircolor = "80 80 80";
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mm_yourcolor = "ef ef ef";
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mm_displaylocks = false;
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break;
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case 4:
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// raven
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mm_backcolor = "6c 54 40";
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mm_cdwallcolor = "67 3b 1f";
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mm_efwallcolor = "d0 b0 85";
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mm_fdwallcolor = "d0 b0 85";
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mm_gridcolor = "46 32 10";
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mm_interlevelcolor = 0;
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mm_intralevelcolor = 0;
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mm_lockedcolor = "67 3b 1f";
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mm_notseencolor = "00 00 00";
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mm_portalcolor = "50 50 50";
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mm_secretsectorcolor = 0;
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mm_secretwallcolor = 0;
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mm_specialwallcolor = 0;
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mm_thingcolor = "ec ec ec";
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mm_thingcolor_citem = "ec ec ec";
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mm_thingcolor_friend = "ec ec ec";
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mm_thingcolor_item = "ec ec ec";
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mm_thingcolor_monster = "ec ec ec";
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mm_thingcolor_ncmonster = "ec ec ec";
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mm_thingcolor_shootable = "ec ec ec";
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mm_thingcolor_vipitem = "ec ec ec";
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mm_tswallcolor = "58 5d 56";
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mm_unexploredsecretcolor = 0;
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mm_wallcolor = "4b 32 10";
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mm_xhaircolor = "00 00 00";
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mm_yourcolor = "ff ff ff";
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mm_displaylocks = true;
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break;
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default:
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// swwm
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mm_backcolor = swwm_mm_backcolor;
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mm_cdwallcolor = swwm_mm_cdwallcolor;
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mm_efwallcolor = swwm_mm_efwallcolor;
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mm_fdwallcolor = swwm_mm_fdwallcolor;
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mm_gridcolor = swwm_mm_gridcolor;
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mm_interlevelcolor = swwm_mm_interlevelcolor;
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mm_intralevelcolor = swwm_mm_intralevelcolor;
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mm_lockedcolor = swwm_mm_lockedcolor;
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mm_notseencolor = swwm_mm_notseencolor;
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mm_portalcolor = swwm_mm_portalcolor;
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mm_secretsectorcolor = swwm_mm_secretsectorcolor;
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mm_secretwallcolor = swwm_mm_secretwallcolor;
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mm_specialwallcolor = swwm_mm_specialwallcolor;
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mm_thingcolor = swwm_mm_thingcolor;
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mm_thingcolor_citem = swwm_mm_thingcolor_citem;
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mm_thingcolor_friend = swwm_mm_thingcolor_friend;
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mm_thingcolor_item = swwm_mm_thingcolor_item;
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mm_thingcolor_monster = swwm_mm_thingcolor_monster;
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mm_thingcolor_ncmonster = swwm_mm_thingcolor_ncmonster;
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mm_thingcolor_shootable = swwm_mm_thingcolor_shootable;
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mm_thingcolor_vipitem = swwm_mm_thingcolor_vipitem;
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mm_tswallcolor = swwm_mm_tswallcolor;
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mm_unexploredsecretcolor = swwm_mm_unexploredsecretcolor;
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mm_wallcolor = swwm_mm_wallcolor;
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mm_xhaircolor = swwm_mm_xhaircolor;
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mm_yourcolor = swwm_mm_yourcolor;
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mm_displaylocks = true;
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break;
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}
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}
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private bool ShouldDisplaySpecial( int special )
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{
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// thanks graf/randi/whoever
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@ -928,6 +1091,8 @@ Class SWWMStatusBar : BaseStatusBar
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private int CheckSecret( Line l )
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{
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if ( !mm_secretsectorcolor || !mm_unexploredsecretcolor )
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return 0;
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if ( l.frontsector && (l.frontsector.flags&Sector.SECF_WASSECRET) )
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{
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if ( am_map_secrets && !(l.frontsector.flags&Sector.SECF_SECRET) ) return 1;
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@ -951,6 +1116,108 @@ Class SWWMStatusBar : BaseStatusBar
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return true;
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}
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private void DrawMapGrid( Vector2 basepos )
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{
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double zoomlevel = oldminimapzoom*(1.-FracTic)+minimapzoom*FracTic;
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double zoomview = MAPVIEWDIST*zoomlevel, zoomclip = CLIPDIST*zoomlevel;
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Vector2 cpos = CPlayer.Camera.prev.xy*(1.-FracTic)+CPlayer.Camera.pos.xy*FracTic;
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// find farthest visible southwest grid point from camera position
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int maxlines = int(zoomview/64);
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Vector2 gpt = (cpos-(zoomview,zoomview))/128;
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gpt.x = int(gpt.x)*128;
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gpt.y = int(gpt.y)*128;
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for ( int i=0; i<maxlines; i++ )
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{
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Vector2 rv1 = (gpt+(i*128,0))-cpos;
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Vector2 rv2 = (gpt+(i*128,maxlines*128))-cpos;
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if ( min(min(abs(rv1.x),abs(rv2.x)),min(abs(rv1.y),abs(rv2.y))) > zoomview )
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continue;
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// flip Y
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rv1.y *= -1;
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rv2.y *= -1;
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// rotate by view
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if ( swwm_mm_rotate )
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{
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rv1 = Actor.RotateVector(rv1,ViewRot.x-90);
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rv2 = Actor.RotateVector(rv2,ViewRot.x-90);
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}
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// clip to frame
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bool visible;
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[visible, rv1, rv2] = SWWMUtility.LiangBarsky((-1,-1)*zoomclip,(1,1)*zoomclip,rv1,rv2);
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if ( !visible ) continue;
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// scale to minimap frame
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rv1 *= (HALFMAPSIZE/zoomclip)*hs.x;
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rv2 *= (HALFMAPSIZE/zoomclip)*hs.x;
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// offset to minimap center
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rv1 += basepos;
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rv2 += basepos;
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// draw the line
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Screen.DrawThickLine(int(rv1.x),int(rv1.y),int(rv2.x),int(rv2.y),max(1.,hs.x*.25),mm_gridcolor);
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}
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for ( int i=0; i<maxlines; i++ )
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{
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Vector2 rv1 = (gpt+(0,i*128))-cpos;
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Vector2 rv2 = (gpt+(maxlines*128,i*128))-cpos;
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if ( min(min(abs(rv1.x),abs(rv2.x)),min(abs(rv1.y),abs(rv2.y))) > zoomview )
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continue;
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// flip Y
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rv1.y *= -1;
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rv2.y *= -1;
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// rotate by view
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if ( swwm_mm_rotate )
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{
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rv1 = Actor.RotateVector(rv1,ViewRot.x-90);
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rv2 = Actor.RotateVector(rv2,ViewRot.x-90);
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}
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// clip to frame
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bool visible;
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[visible, rv1, rv2] = SWWMUtility.LiangBarsky((-1,-1)*zoomclip,(1,1)*zoomclip,rv1,rv2);
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if ( !visible ) continue;
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// scale to minimap frame
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rv1 *= (HALFMAPSIZE/zoomclip)*hs.x;
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rv2 *= (HALFMAPSIZE/zoomclip)*hs.x;
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// offset to minimap center
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rv1 += basepos;
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rv2 += basepos;
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// draw the line
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Screen.DrawThickLine(int(rv1.x),int(rv1.y),int(rv2.x),int(rv2.y),max(1.,hs.x*.25),mm_gridcolor);
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}
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// draw the origin crosshair
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Vector2 tv[4];
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tv[0] = (-16,0);
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tv[1] = (16,0);
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tv[2] = (0,-16);
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tv[3] = (0,16);
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for ( int i=0; i<4; i+=2 )
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{
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Vector2 rv1 = tv[i]-cpos;
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Vector2 rv2 = tv[i+1]-cpos;
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if ( min(min(abs(rv1.x),abs(rv2.x)),min(abs(rv1.y),abs(rv2.y))) > zoomview )
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continue;
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// flip Y
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rv1.y *= -1;
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rv2.y *= -1;
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// rotate by view
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if ( swwm_mm_rotate )
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{
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rv1 = Actor.RotateVector(rv1,ViewRot.x-90);
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rv2 = Actor.RotateVector(rv2,ViewRot.x-90);
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}
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// clip to frame
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bool visible;
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[visible, rv1, rv2] = SWWMUtility.LiangBarsky((-1,-1)*zoomclip,(1,1)*zoomclip,rv1,rv2);
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if ( !visible ) continue;
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// scale to minimap frame
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rv1 *= (HALFMAPSIZE/zoomclip)*hs.x;
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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
|
||||
|
|
|
|||
|
|
@ -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 )
|
||||
{
|
||||
|
|
|
|||
|
|
@ -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)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue