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improve automap color config key compatibility with PrBoom+
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parent
3e36f3b9b9
commit
a9fa34ef27
53
src/am_map.c
53
src/am_map.c
@ -55,6 +55,8 @@ int mapcolor_hair; // crosshair color
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int mapcolor_sngl; // single player arrow color
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int mapcolor_plyr[4]; // colors for player arrows in multiplayer
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int mapcolor_frnd; // colors for friends of player
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int mapcolor_item; // item sprite color
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int mapcolor_enemy; // enemy sprite color
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//jff 3/9/98 add option to not show secret sectors until entered
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int map_secret_after;
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@ -171,12 +173,6 @@ static mline_t cross_mark[] =
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{ { -R, 0 }, { R, 0} },
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{ { 0, -R }, { 0, R } },
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};
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static mline_t square_mark[] = {
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{ { -R, 0 }, { 0, R } },
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{ { 0, R }, { R, 0 } },
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{ { R, 0 }, { 0, -R } },
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{ { 0, -R }, { -R, 0 } },
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};
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#undef R
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#define NUMCROSSMARKLINES (sizeof(cross_mark)/sizeof(mline_t))
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//jff 1/5/98 end of new symbol
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@ -195,10 +191,6 @@ static mline_t thintriangle_guy[] =
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#undef R
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#define NUMTHINTRIANGLEGUYLINES (sizeof(thintriangle_guy)/sizeof(mline_t))
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#define REDS (256-5*16)
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#define GRAYS (6*16)
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#define YELLOWS (256-32+7)
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int ddt_cheating = 0; // killough 2/7/98: make global, rename to ddt_*
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int automap_grid = 0;
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@ -2129,36 +2121,6 @@ static void AM_drawThings
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}
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}
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//jff 1/5/98 end added code for keys
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// [crispy] draw blood splats and puffs as small squares
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if (t->type == MT_BLOOD || t->type == MT_PUFF)
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{
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AM_drawLineCharacter
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(
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square_mark,
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arrlen(square_mark),
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(t->radius / 4) >> FRACTOMAPBITS,
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t->angle,
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(t->type == MT_BLOOD) ? REDS : GRAYS,
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pt.x,
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pt.y
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);
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}
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else
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{
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const int color =
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// killough 8/8/98: mark friends specially
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((t->flags & MF_FRIEND) && !t->player) ? mapcolor_frnd :
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// [crispy] show countable kills in red ...
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((t->flags & (MF_COUNTKILL | MF_CORPSE)) == MF_COUNTKILL) ? REDS :
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// [crispy] ... show Lost Souls and missiles in orange ...
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(t->flags & (MF_FLOAT | MF_MISSILE)) ? 216 :
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// [crispy] ... show other shootable items in dark gold ...
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(t->flags & MF_SHOOTABLE) ? 164 :
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// [crispy] ... corpses in gray ...
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(t->flags & MF_CORPSE) ? GRAYS :
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// [crispy] ... and countable items in yellow
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(t->flags & MF_COUNTITEM) ? YELLOWS :
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mapcolor_sprt;
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//jff previously entire code
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AM_drawLineCharacter
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@ -2167,11 +2129,16 @@ static void AM_drawThings
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NUMTHINTRIANGLEGUYLINES,
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t->radius >> FRACTOMAPBITS, // [crispy] triangle size represents actual thing size
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t->angle,
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color,
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// killough 8/8/98: mark friends specially
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((t->flags & MF_FRIEND) && !t->player) ? mapcolor_frnd :
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/* cph 2006/07/30 - Show count-as-kills in red. */
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((t->flags & (MF_COUNTKILL | MF_CORPSE)) == MF_COUNTKILL) ? mapcolor_enemy :
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/* bbm 2/28/03 Show countable items in yellow. */
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(t->flags & MF_COUNTITEM) ? mapcolor_item :
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mapcolor_sprt,
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pt.x,
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pt.y
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);
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}
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t = t->snext;
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}
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}
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@ -2342,6 +2309,8 @@ void AM_ColorPreset (void)
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{&mapcolor_plyr[2], { 64, 64, 64}},
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{&mapcolor_plyr[3], {176, 176, 176}},
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{&mapcolor_frnd, {252, 252, 4}}, // am_thingcolor_friend
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{&mapcolor_enemy, {177, 112, 4}}, // am_thingcolor_monster
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{&mapcolor_item, {231, 112, 4}}, // am_thingcolor_item
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{NULL, { 0, 0, 0}},
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};
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@ -94,6 +94,8 @@ extern int mapcolor_hair; // crosshair color
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extern int mapcolor_sngl; // single player arrow color
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extern int mapcolor_plyr[4]; // colors for player arrows in multiplayer
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extern int mapcolor_frnd; // killough 8/8/98: colors for friends
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extern int mapcolor_enemy;
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extern int mapcolor_item;
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extern int mapcolor_preset;
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//jff 3/9/98
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extern int map_secret_after; // secrets do not appear til after bagged
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26
src/m_menu.c
26
src/m_menu.c
@ -210,32 +210,6 @@ extern int ammo_yellow; // ammo percent less is yellow more green
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extern int sts_always_red;// status numbers do not change colors
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extern int sts_pct_always_gray;// status percents do not change colors
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extern int sts_traditional_keys; // display keys the traditional way
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extern int mapcolor_back; // map background
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extern int mapcolor_grid; // grid lines color
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extern int mapcolor_wall; // normal 1s wall color
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extern int mapcolor_fchg; // line at floor height change color
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extern int mapcolor_cchg; // line at ceiling height change color
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extern int mapcolor_clsd; // line at sector with floor=ceiling color
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extern int mapcolor_rkey; // red key color
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extern int mapcolor_bkey; // blue key color
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extern int mapcolor_ykey; // yellow key color
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extern int mapcolor_rdor; // red door color (diff from keys to allow option)
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extern int mapcolor_bdor; // blue door color (of enabling one but not other )
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extern int mapcolor_ydor; // yellow door color
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extern int mapcolor_tele; // teleporter line color
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extern int mapcolor_secr; // secret sector boundary color
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extern int mapcolor_exit; // jff 4/23/98 exit line
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extern int mapcolor_unsn; // computer map unseen line color
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extern int mapcolor_flat; // line with no floor/ceiling changes
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extern int mapcolor_sprt; // general sprite color
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extern int mapcolor_hair; // crosshair color
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extern int mapcolor_sngl; // single player arrow color
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extern int mapcolor_plyr[4];// colors for player arrows in multiplayer
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extern int mapcolor_frnd; // friends colors // killough 8/8/98
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extern int mapcolor_preset;
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extern int map_point_coordinates; // killough 10/98
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extern const char shiftxform[];
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extern int map_secret_after; //secrets do not appear til after bagged
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14
src/m_misc.c
14
src/m_misc.c
@ -2358,6 +2358,20 @@ default_t defaults[] = {
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"color used for friends"
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},
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{
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"mapcolor_enemy",
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(config_t *) &mapcolor_enemy, NULL,
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{177}, {0,255}, number, ss_auto, wad_yes,
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"color used for enemies"
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},
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{
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"mapcolor_item",
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(config_t *) &mapcolor_item, NULL,
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{231}, {0,255}, number, ss_auto, wad_yes,
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"color used for countable items"
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},
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{
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"mapcolor_preset",
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(config_t *) &mapcolor_preset, NULL,
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