diff --git a/src/y_inter.c b/src/y_inter.c index bd755fccd..592a68822 100644 --- a/src/y_inter.c +++ b/src/y_inter.c @@ -594,6 +594,15 @@ skiptallydrawer: M_DrawMenuForeground(); #endif + // INFO SEGMENT + // Numbers are V_DrawRightAlignedThinString WITH v_6widthspace as flags + // TAILS GOT THROUGH ROUND, V_DrawTitleCardString, V_6WIDTHSPACE, T is 13x32, try (51,7) origin + // TT_RND lumps for round numbers 74x74, origin (204,2) + // resbar 1 (48,82) 5 (176, 82) + // 2 (48, 96) + + //player icon 1 (55,79) 2 (55,93) 5 (183,79) + // Patches @@ -696,6 +705,15 @@ skiptallydrawer: // Draw "GOT THROUGH ROUND" V_DrawMappedPatch(50, 42, 0, gthro, 0); + // Draw round numbers (in GP) + if (grandprixinfo.roundnum > 0) + { + char buf[9]; + sprintf(buf, "TT_RND%d", grandprixinfo.roundnum); + patch_t *roundpatch = W_CachePatchName(buf, PU_PATCH); + V_DrawMappedPatch(204, 2, 0, roundpatch, 0); + } + // TODO: Clean this bullshit up // Draw resbars @@ -710,71 +728,75 @@ skiptallydrawer: V_DrawMappedPatch(169, 126, 0, resbar, 0); // Draw bottom pieces - V_DrawMappedPatch(0, 167, 0, rmbg1, greymap); - V_DrawMappedPatch(24, 167, 0, rmbg2, greymap); - V_DrawMappedPatch(48, 167, 0, rmbg3, greymap); - - V_DrawMappedPatch(72, 167, 0, rmbg2, greymap); - V_DrawMappedPatch(96, 167, 0, rmbg3, greymap); - - V_DrawMappedPatch(120, 167, 0, rmbg2, greymap); - V_DrawMappedPatch(144, 167, 0, rmbg3, greymap); - - V_DrawMappedPatch(168, 167, 0, rmbg1, greymap); - V_DrawMappedPatch(192, 167, 0, rmbg1, greymap); - V_DrawMappedPatch(216, 167, 0, rmbg1, greymap); - V_DrawMappedPatch(240, 167, 0, rmbg1, greymap); - - V_DrawMappedPatch(253, 167, 0, rmbg1, greymap); - V_DrawMappedPatch(277, 167, 0, rmbg4, greymap); - V_DrawMappedPatch(301, 167, 0, rmbg1, greymap); - - // Draw the lines - // Draw the shadows first, so they don't draw over the lines - V_DrawMappedPatch(23, 178, 0, rrmls1, 0); - V_DrawMappedPatch(47, 178, 0, rrmls2, 0); - V_DrawMappedPatch(71, 178, 0, rrmls1, 0); - V_DrawMappedPatch(95, 178, 0, rrmls2, 0); - V_DrawMappedPatch(119, 178, 0, rrmls1, 0); - V_DrawMappedPatch(143, 178, 0, rrmls2, 0); - - // now draw the actual lines - V_DrawMappedPatch(23, 179, 0, rrmln1, 0); - V_DrawMappedPatch(47, 179, 0, rrmln2, 0); - V_DrawMappedPatch(71, 179, 0, rrmln1, 0); - V_DrawMappedPatch(95, 179, 0, rrmln2, 0); - V_DrawMappedPatch(119, 179, 0, rrmln1, 0); - V_DrawMappedPatch(143, 179, 0, rrmln2, 0); - - // haha funny 54-part progress bar - // i am a dumbass and there is probably a better way to do this - for (UINT16 x = 172; x < 284; x += 2) + if (grandprixinfo.gp) { - V_DrawMappedPatch(x, 177, 0, rrmls3, 0); - V_DrawMappedPatch(x, 179, 0, rrmln5, 0); - } - - // Draw the progress markers - V_DrawMappedPatch(16, 179, 0, rrmrk1, 0); - V_DrawMappedPatch(40, 171, 0, rrmrk2, 0); - V_DrawMappedPatch(64, 179, 0, rrmrk3, 0); - - V_DrawMappedPatch(88, 171, 0, rrmrk2, 0); - V_DrawMappedPatch(112, 179, 0, rrmrk2, 0); - V_DrawMappedPatch(136, 171, 0, rrmrk3, 0); - V_DrawMappedPatch(160, 179, 0, rrmrk2, 0); - - V_DrawMappedPatch(282, 179, 0, rrmrk4, 0); - - // Draw rank icon - V_DrawMappedPatch(14, 165, 0, rpmark, 0); - - for (SINT8 i = 0; i < data.numplayers; i++) - { - if (data.num[i] != MAXPLAYERS && playeringame[data.num[i]] && !players[data.num[i]].spectator && data.num[i] == consoleplayer) + V_DrawMappedPatch(0, 167, 0, rmbg1, greymap); + V_DrawMappedPatch(24, 167, 0, rmbg2, greymap); + V_DrawMappedPatch(48, 167, 0, rmbg3, greymap); + + V_DrawMappedPatch(72, 167, 0, rmbg2, greymap); + V_DrawMappedPatch(96, 167, 0, rmbg3, greymap); + + V_DrawMappedPatch(120, 167, 0, rmbg2, greymap); + V_DrawMappedPatch(144, 167, 0, rmbg3, greymap); + + V_DrawMappedPatch(168, 167, 0, rmbg1, greymap); + V_DrawMappedPatch(192, 167, 0, rmbg1, greymap); + V_DrawMappedPatch(216, 167, 0, rmbg1, greymap); + V_DrawMappedPatch(240, 167, 0, rmbg1, greymap); + + V_DrawMappedPatch(253, 167, 0, rmbg1, greymap); + V_DrawMappedPatch(277, 167, 0, rmbg4, greymap); + V_DrawMappedPatch(301, 167, 0, rmbg1, greymap); + + // Draw the lines + // Draw the shadows first, so they don't draw over the lines + V_DrawMappedPatch(23, 178, 0, rrmls1, 0); + V_DrawMappedPatch(47, 178, 0, rrmls2, 0); + V_DrawMappedPatch(71, 178, 0, rrmls1, 0); + V_DrawMappedPatch(95, 178, 0, rrmls2, 0); + V_DrawMappedPatch(119, 178, 0, rrmls1, 0); + V_DrawMappedPatch(143, 178, 0, rrmls2, 0); + + // now draw the actual lines + V_DrawMappedPatch(23, 179, 0, rrmln1, 0); + V_DrawMappedPatch(47, 179, 0, rrmln2, 0); + V_DrawMappedPatch(71, 179, 0, rrmln1, 0); + V_DrawMappedPatch(95, 179, 0, rrmln2, 0); + V_DrawMappedPatch(119, 179, 0, rrmln1, 0); + V_DrawMappedPatch(143, 179, 0, rrmln2, 0); + + // haha funny 54-part progress bar + // i am a dumbass and there is probably a better way to do this + for (UINT16 x = 172; x < 284; x += 2) { - UINT8 *colormap = R_GetTranslationColormap(*data.character[i], *data.color[i], GTC_CACHE); - V_DrawMappedPatch(15, 166, 0, faceprefix[*data.character[i]][FACE_RANK], colormap); // get an icon in there for now + V_DrawMappedPatch(x, 177, 0, rrmls3, 0); + V_DrawMappedPatch(x, 179, 0, rrmln5, 0); + } + + // Draw the progress markers + V_DrawMappedPatch(16, 179, 0, rrmrk1, 0); + V_DrawMappedPatch(40, 171, 0, rrmrk2, 0); + V_DrawMappedPatch(64, 179, 0, rrmrk3, 0); + + V_DrawMappedPatch(88, 171, 0, rrmrk2, 0); + V_DrawMappedPatch(112, 179, 0, rrmrk2, 0); + V_DrawMappedPatch(136, 171, 0, rrmrk3, 0); + V_DrawMappedPatch(160, 179, 0, rrmrk2, 0); + + V_DrawMappedPatch(282, 179, 0, rrmrk4, 0); + + // Draw rank icon + V_DrawMappedPatch(14, 165, 0, rpmark, 0); + + for (SINT8 i = 0; i < data.numplayers; i++) + { + if (data.num[i] != MAXPLAYERS && playeringame[data.num[i]] && !players[data.num[i]].spectator && data.num[i] == consoleplayer) + { + UINT8 *colormap = R_GetTranslationColormap(*data.character[i], *data.color[i], GTC_CACHE); + V_DrawMappedPatch(15, 166, 0, faceprefix[*data.character[i]][FACE_RANK], colormap); // get an icon in there for now + V_DrawTitleCardString(51, 7, data.name[i], V_6WIDTHSPACE, false, 0, 0); + } } } }