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https://github.com/KartKrewDev/RingRacers.git
synced 2025-10-30 08:01:28 +00:00
Draw remaining assets, GP restriction
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parent
582b76f168
commit
b20c16f3fd
1 changed files with 85 additions and 63 deletions
148
src/y_inter.c
148
src/y_inter.c
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@ -594,6 +594,15 @@ skiptallydrawer:
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M_DrawMenuForeground();
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#endif
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// INFO SEGMENT
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// Numbers are V_DrawRightAlignedThinString WITH v_6widthspace as flags
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// TAILS GOT THROUGH ROUND, V_DrawTitleCardString, V_6WIDTHSPACE, T is 13x32, try (51,7) origin
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// TT_RND lumps for round numbers 74x74, origin (204,2)
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// resbar 1 (48,82) 5 (176, 82)
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// 2 (48, 96)
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//player icon 1 (55,79) 2 (55,93) 5 (183,79)
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// Patches
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@ -696,6 +705,15 @@ skiptallydrawer:
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// Draw "GOT THROUGH ROUND"
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V_DrawMappedPatch(50, 42, 0, gthro, 0);
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// Draw round numbers (in GP)
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if (grandprixinfo.roundnum > 0)
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{
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char buf[9];
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sprintf(buf, "TT_RND%d", grandprixinfo.roundnum);
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patch_t *roundpatch = W_CachePatchName(buf, PU_PATCH);
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V_DrawMappedPatch(204, 2, 0, roundpatch, 0);
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}
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// TODO: Clean this bullshit up
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// Draw resbars
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@ -710,71 +728,75 @@ skiptallydrawer:
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V_DrawMappedPatch(169, 126, 0, resbar, 0);
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// Draw bottom pieces
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V_DrawMappedPatch(0, 167, 0, rmbg1, greymap);
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V_DrawMappedPatch(24, 167, 0, rmbg2, greymap);
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V_DrawMappedPatch(48, 167, 0, rmbg3, greymap);
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V_DrawMappedPatch(72, 167, 0, rmbg2, greymap);
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V_DrawMappedPatch(96, 167, 0, rmbg3, greymap);
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V_DrawMappedPatch(120, 167, 0, rmbg2, greymap);
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V_DrawMappedPatch(144, 167, 0, rmbg3, greymap);
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V_DrawMappedPatch(168, 167, 0, rmbg1, greymap);
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V_DrawMappedPatch(192, 167, 0, rmbg1, greymap);
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V_DrawMappedPatch(216, 167, 0, rmbg1, greymap);
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V_DrawMappedPatch(240, 167, 0, rmbg1, greymap);
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V_DrawMappedPatch(253, 167, 0, rmbg1, greymap);
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V_DrawMappedPatch(277, 167, 0, rmbg4, greymap);
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V_DrawMappedPatch(301, 167, 0, rmbg1, greymap);
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// Draw the lines
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// Draw the shadows first, so they don't draw over the lines
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V_DrawMappedPatch(23, 178, 0, rrmls1, 0);
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V_DrawMappedPatch(47, 178, 0, rrmls2, 0);
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V_DrawMappedPatch(71, 178, 0, rrmls1, 0);
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V_DrawMappedPatch(95, 178, 0, rrmls2, 0);
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V_DrawMappedPatch(119, 178, 0, rrmls1, 0);
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V_DrawMappedPatch(143, 178, 0, rrmls2, 0);
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// now draw the actual lines
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V_DrawMappedPatch(23, 179, 0, rrmln1, 0);
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V_DrawMappedPatch(47, 179, 0, rrmln2, 0);
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V_DrawMappedPatch(71, 179, 0, rrmln1, 0);
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V_DrawMappedPatch(95, 179, 0, rrmln2, 0);
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V_DrawMappedPatch(119, 179, 0, rrmln1, 0);
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V_DrawMappedPatch(143, 179, 0, rrmln2, 0);
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// haha funny 54-part progress bar
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// i am a dumbass and there is probably a better way to do this
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for (UINT16 x = 172; x < 284; x += 2)
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if (grandprixinfo.gp)
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{
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V_DrawMappedPatch(x, 177, 0, rrmls3, 0);
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V_DrawMappedPatch(x, 179, 0, rrmln5, 0);
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}
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// Draw the progress markers
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V_DrawMappedPatch(16, 179, 0, rrmrk1, 0);
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V_DrawMappedPatch(40, 171, 0, rrmrk2, 0);
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V_DrawMappedPatch(64, 179, 0, rrmrk3, 0);
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V_DrawMappedPatch(88, 171, 0, rrmrk2, 0);
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V_DrawMappedPatch(112, 179, 0, rrmrk2, 0);
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V_DrawMappedPatch(136, 171, 0, rrmrk3, 0);
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V_DrawMappedPatch(160, 179, 0, rrmrk2, 0);
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V_DrawMappedPatch(282, 179, 0, rrmrk4, 0);
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// Draw rank icon
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V_DrawMappedPatch(14, 165, 0, rpmark, 0);
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for (SINT8 i = 0; i < data.numplayers; i++)
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{
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if (data.num[i] != MAXPLAYERS && playeringame[data.num[i]] && !players[data.num[i]].spectator && data.num[i] == consoleplayer)
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V_DrawMappedPatch(0, 167, 0, rmbg1, greymap);
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V_DrawMappedPatch(24, 167, 0, rmbg2, greymap);
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V_DrawMappedPatch(48, 167, 0, rmbg3, greymap);
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V_DrawMappedPatch(72, 167, 0, rmbg2, greymap);
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V_DrawMappedPatch(96, 167, 0, rmbg3, greymap);
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V_DrawMappedPatch(120, 167, 0, rmbg2, greymap);
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V_DrawMappedPatch(144, 167, 0, rmbg3, greymap);
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V_DrawMappedPatch(168, 167, 0, rmbg1, greymap);
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V_DrawMappedPatch(192, 167, 0, rmbg1, greymap);
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V_DrawMappedPatch(216, 167, 0, rmbg1, greymap);
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V_DrawMappedPatch(240, 167, 0, rmbg1, greymap);
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V_DrawMappedPatch(253, 167, 0, rmbg1, greymap);
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V_DrawMappedPatch(277, 167, 0, rmbg4, greymap);
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V_DrawMappedPatch(301, 167, 0, rmbg1, greymap);
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// Draw the lines
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// Draw the shadows first, so they don't draw over the lines
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V_DrawMappedPatch(23, 178, 0, rrmls1, 0);
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V_DrawMappedPatch(47, 178, 0, rrmls2, 0);
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V_DrawMappedPatch(71, 178, 0, rrmls1, 0);
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V_DrawMappedPatch(95, 178, 0, rrmls2, 0);
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V_DrawMappedPatch(119, 178, 0, rrmls1, 0);
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V_DrawMappedPatch(143, 178, 0, rrmls2, 0);
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// now draw the actual lines
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V_DrawMappedPatch(23, 179, 0, rrmln1, 0);
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V_DrawMappedPatch(47, 179, 0, rrmln2, 0);
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V_DrawMappedPatch(71, 179, 0, rrmln1, 0);
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V_DrawMappedPatch(95, 179, 0, rrmln2, 0);
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V_DrawMappedPatch(119, 179, 0, rrmln1, 0);
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V_DrawMappedPatch(143, 179, 0, rrmln2, 0);
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// haha funny 54-part progress bar
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// i am a dumbass and there is probably a better way to do this
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for (UINT16 x = 172; x < 284; x += 2)
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{
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UINT8 *colormap = R_GetTranslationColormap(*data.character[i], *data.color[i], GTC_CACHE);
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V_DrawMappedPatch(15, 166, 0, faceprefix[*data.character[i]][FACE_RANK], colormap); // get an icon in there for now
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V_DrawMappedPatch(x, 177, 0, rrmls3, 0);
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V_DrawMappedPatch(x, 179, 0, rrmln5, 0);
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}
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// Draw the progress markers
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V_DrawMappedPatch(16, 179, 0, rrmrk1, 0);
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V_DrawMappedPatch(40, 171, 0, rrmrk2, 0);
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V_DrawMappedPatch(64, 179, 0, rrmrk3, 0);
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V_DrawMappedPatch(88, 171, 0, rrmrk2, 0);
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V_DrawMappedPatch(112, 179, 0, rrmrk2, 0);
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V_DrawMappedPatch(136, 171, 0, rrmrk3, 0);
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V_DrawMappedPatch(160, 179, 0, rrmrk2, 0);
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V_DrawMappedPatch(282, 179, 0, rrmrk4, 0);
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// Draw rank icon
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V_DrawMappedPatch(14, 165, 0, rpmark, 0);
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for (SINT8 i = 0; i < data.numplayers; i++)
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{
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if (data.num[i] != MAXPLAYERS && playeringame[data.num[i]] && !players[data.num[i]].spectator && data.num[i] == consoleplayer)
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{
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UINT8 *colormap = R_GetTranslationColormap(*data.character[i], *data.color[i], GTC_CACHE);
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V_DrawMappedPatch(15, 166, 0, faceprefix[*data.character[i]][FACE_RANK], colormap); // get an icon in there for now
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V_DrawTitleCardString(51, 7, data.name[i], V_6WIDTHSPACE, false, 0, 0);
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}
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}
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}
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}
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