Draw remaining assets, GP restriction

This commit is contained in:
wolfy852 2023-04-04 22:26:12 -05:00 committed by toaster
parent 582b76f168
commit b20c16f3fd

View file

@ -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);
}
}
}
}