doom-ios/code/prboom/wi_stuff.c

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/* Emacs style mode select -*- C++ -*-
*-----------------------------------------------------------------------------
*
*
* PrBoom: a Doom port merged with LxDoom and LSDLDoom
* based on BOOM, a modified and improved DOOM engine
* Copyright (C) 1999 by
* id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
* Copyright (C) 1999-2000 by
* Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
* Copyright 2005, 2006 by
* Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* DESCRIPTION:
* Intermission screens.
*
*-----------------------------------------------------------------------------
*/
#include "doomstat.h"
#include "m_random.h"
#include "w_wad.h"
#include "g_game.h"
#include "r_main.h"
#include "v_video.h"
#include "wi_stuff.h"
#include "s_sound.h"
#include "sounds.h"
#include "lprintf.h" // jff 08/03/98 - declaration of lprintf
#include "r_draw.h"
// Ty 03/17/98: flag that new par times have been loaded in d_deh
extern boolean deh_pars;
//
// Data needed to add patches to full screen intermission pics.
// Patches are statistics messages, and animations.
// Loads of by-pixel layout and placement, offsets etc.
//
//
// Different vetween registered DOOM (1994) and
// Ultimate DOOM - Final edition (retail, 1995?).
// This is supposedly ignored for commercial
// release (aka DOOM II), which had 34 maps
// in one episode. So there.
#define NUMEPISODES 4
#define NUMMAPS 9
// Not used
// in tics
//U #define PAUSELEN (TICRATE*2)
//U #define SCORESTEP 100
//U #define ANIMPERIOD 32
// pixel distance from "(YOU)" to "PLAYER N"
//U #define STARDIST 10
//U #define WK 1
// GLOBAL LOCATIONS
#define WI_TITLEY 2
#define WI_SPACINGY 33
// SINGLE-PLAYER STUFF
#define SP_STATSX 50
#define SP_STATSY 50
#define SP_TIMEX 8
// proff/nicolas 09/20/98 -- changed for hi-res
#define SP_TIMEY 160
//#define SP_TIMEY (SCREENHEIGHT-32)
// NET GAME STUFF
#define NG_STATSY 50
#define NG_STATSX (32 + V_NamePatchWidth(star)/2 + 32*!dofrags)
#define NG_SPACINGX 64
// Used to display the frags matrix at endgame
// DEATHMATCH STUFF
#define DM_MATRIXX 42
#define DM_MATRIXY 68
#define DM_SPACINGX 40
#define DM_TOTALSX 269
#define DM_KILLERSX 10
#define DM_KILLERSY 100
#define DM_VICTIMSX 5
#define DM_VICTIMSY 50
// These animation variables, structures, etc. are used for the
// DOOM/Ultimate DOOM intermission screen animations. This is
// totally different from any sprite or texture/flat animations
typedef enum
{
ANIM_ALWAYS, // determined by patch entry
ANIM_RANDOM, // occasional
ANIM_LEVEL // continuous
} animenum_t;
typedef struct
{
int x; // x/y coordinate pair structure
int y;
} point_t;
//
// Animation.
// There is another anim_t used in p_spec.
//
typedef struct
{
animenum_t type;
// period in tics between animations
int period;
// number of animation frames
int nanims;
// location of animation
point_t loc;
// ALWAYS: n/a,
// RANDOM: period deviation (<256),
// LEVEL: level
int data1;
// ALWAYS: n/a,
// RANDOM: random base period,
// LEVEL: n/a
int data2;
/* actual graphics for frames of animations
* cphipps - const
*/
patchnum_t p[3];
// following must be initialized to zero before use!
// next value of bcnt (used in conjunction with period)
int nexttic;
// last drawn animation frame
int lastdrawn;
// next frame number to animate
int ctr;
// used by RANDOM and LEVEL when animating
int state;
} anim_t;
static point_t lnodes[NUMEPISODES][NUMMAPS] =
{
// Episode 0 World Map
{
{ 185, 164 }, // location of level 0 (CJ)
{ 148, 143 }, // location of level 1 (CJ)
{ 69, 122 }, // location of level 2 (CJ)
{ 209, 102 }, // location of level 3 (CJ)
{ 116, 89 }, // location of level 4 (CJ)
{ 166, 55 }, // location of level 5 (CJ)
{ 71, 56 }, // location of level 6 (CJ)
{ 135, 29 }, // location of level 7 (CJ)
{ 71, 24 } // location of level 8 (CJ)
},
// Episode 1 World Map should go here
{
{ 254, 25 }, // location of level 0 (CJ)
{ 97, 50 }, // location of level 1 (CJ)
{ 188, 64 }, // location of level 2 (CJ)
{ 128, 78 }, // location of level 3 (CJ)
{ 214, 92 }, // location of level 4 (CJ)
{ 133, 130 }, // location of level 5 (CJ)
{ 208, 136 }, // location of level 6 (CJ)
{ 148, 140 }, // location of level 7 (CJ)
{ 235, 158 } // location of level 8 (CJ)
},
// Episode 2 World Map should go here
{
{ 156, 168 }, // location of level 0 (CJ)
{ 48, 154 }, // location of level 1 (CJ)
{ 174, 95 }, // location of level 2 (CJ)
{ 265, 75 }, // location of level 3 (CJ)
{ 130, 48 }, // location of level 4 (CJ)
{ 279, 23 }, // location of level 5 (CJ)
{ 198, 48 }, // location of level 6 (CJ)
{ 140, 25 }, // location of level 7 (CJ)
{ 281, 136 } // location of level 8 (CJ)
}
};
//
// Animation locations for episode 0 (1).
// Using patches saves a lot of space,
// as they replace 320x200 full screen frames.
//
static anim_t epsd0animinfo[] =
{
{ ANIM_ALWAYS, TICRATE/3, 3, { 224, 104 } },
{ ANIM_ALWAYS, TICRATE/3, 3, { 184, 160 } },
{ ANIM_ALWAYS, TICRATE/3, 3, { 112, 136 } },
{ ANIM_ALWAYS, TICRATE/3, 3, { 72, 112 } },
{ ANIM_ALWAYS, TICRATE/3, 3, { 88, 96 } },
{ ANIM_ALWAYS, TICRATE/3, 3, { 64, 48 } },
{ ANIM_ALWAYS, TICRATE/3, 3, { 192, 40 } },
{ ANIM_ALWAYS, TICRATE/3, 3, { 136, 16 } },
{ ANIM_ALWAYS, TICRATE/3, 3, { 80, 16 } },
{ ANIM_ALWAYS, TICRATE/3, 3, { 64, 24 } }
};
static anim_t epsd1animinfo[] =
{
{ ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 1 },
{ ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 2 },
{ ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 3 },
{ ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 4 },
{ ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 5 },
{ ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 6 },
{ ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 7 },
{ ANIM_LEVEL, TICRATE/3, 3, { 192, 144 }, 8 },
{ ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 8 }
};
static anim_t epsd2animinfo[] =
{
{ ANIM_ALWAYS, TICRATE/3, 3, { 104, 168 } },
{ ANIM_ALWAYS, TICRATE/3, 3, { 40, 136 } },
{ ANIM_ALWAYS, TICRATE/3, 3, { 160, 96 } },
{ ANIM_ALWAYS, TICRATE/3, 3, { 104, 80 } },
{ ANIM_ALWAYS, TICRATE/3, 3, { 120, 32 } },
{ ANIM_ALWAYS, TICRATE/4, 3, { 40, 0 } }
};
static int NUMANIMS[NUMEPISODES] =
{
sizeof(epsd0animinfo)/sizeof(anim_t),
sizeof(epsd1animinfo)/sizeof(anim_t),
sizeof(epsd2animinfo)/sizeof(anim_t)
};
static anim_t *anims[NUMEPISODES] =
{
epsd0animinfo,
epsd1animinfo,
epsd2animinfo
};
//
// GENERAL DATA
//
//
// Locally used stuff.
//
#define FB 0
// States for single-player
#define SP_KILLS 0
#define SP_ITEMS 2
#define SP_SECRET 4
#define SP_FRAGS 6
#define SP_TIME 8
#define SP_PAR ST_TIME
#define SP_PAUSE 1
// in seconds
#define SHOWNEXTLOCDELAY 4
//#define SHOWLASTLOCDELAY SHOWNEXTLOCDELAY
// used to accelerate or skip a stage
int acceleratestage; // killough 3/28/98: made global
// wbs->pnum
static int me;
// specifies current state
static stateenum_t state;
// contains information passed into intermission
static wbstartstruct_t* wbs;
static wbplayerstruct_t* plrs; // wbs->plyr[]
// used for general timing
static int cnt;
// used for timing of background animation
static int bcnt;
// signals to refresh everything for one frame
static int firstrefresh;
static int cnt_time;
static int cnt_total_time;
static int cnt_par;
static int cnt_pause;
//
// GRAPHICS
//
// You Are Here graphic
static const char* yah[2] = { "WIURH0", "WIURH1" };
// splat
static const char* splat = "WISPLAT";
// %, : graphics
static const char percent[] = {"WIPCNT"};
static const char colon[] = {"WICOLON"};
// 0-9 graphic
static patchnum_t num[10];
// minus sign
static const char wiminus[] = {"WIMINUS"};
// "Finished!" graphics
static const char finished[] = {"WIF"};
// "Entering" graphic
static const char entering[] = {"WIENTER"};
// "secret"
static const char sp_secret[] = {"WISCRT2"};
// "Kills", "Scrt", "Items", "Frags"
static const char kills[] = {"WIOSTK"};
static const char secret[] = {"WIOSTS"};
static const char items[] = {"WIOSTI"};
static const char frags[] = {"WIFRGS"};
// Time sucks.
static const char time1[] = {"WITIME"};
static const char par[] = {"WIPAR"};
static const char sucks[] = {"WISUCKS"};
// "killers", "victims"
static const char killers[] = {"WIKILRS"};
static const char victims[] = {"WIVCTMS"};
// "Total", your face, your dead face
static const char total[] = {"WIMSTT"};
static const char star[] = {"STFST01"};
static const char bstar[] = {"STFDEAD0"};
// "red P[1..MAXPLAYERS]"
static const char facebackp[] = {"STPB0"};
//
// CODE
//
static void WI_endDeathmatchStats(void);
static void WI_endNetgameStats(void);
#define WI_endStats WI_endNetgameStats
/* ====================================================================
* WI_levelNameLump
* Purpore: Returns the name of the graphic lump containing the name of
* the given level.
* Args: Episode and level, and buffer (must by 9 chars) to write to
* Returns: void
*/
void WI_levelNameLump(int epis, int map, char* buf)
{
if (gamemode == commercial) {
sprintf(buf, "CWILV%2.2d", map);
} else {
sprintf(buf, "WILV%d%d", epis, map);
}
}
// ====================================================================
// WI_slamBackground
// Purpose: Put the full-screen background up prior to patches
// Args: none
// Returns: void
//
static void WI_slamBackground(void)
{
char name[9]; // limited to 8 characters
if (gamemode == commercial || (gamemode == retail && wbs->epsd == 3))
strcpy(name, "INTERPIC");
else
sprintf(name, "WIMAP%d", wbs->epsd);
// background
V_DrawNamePatch(0, 0, FB, name, CR_DEFAULT, VPT_STRETCH);
}
// ====================================================================
// WI_Responder
// Purpose: Draw animations on intermission background screen
// Args: ev -- event pointer, not actually used here.
// Returns: False -- dummy routine
//
// The ticker is used to detect keys
// because of timing issues in netgames.
boolean WI_Responder(event_t* ev)
{
return false;
}
// ====================================================================
// WI_drawLF
// Purpose: Draw the "Finished" level name before showing stats
// Args: none
// Returns: void
//
void WI_drawLF(void)
{
int y = WI_TITLEY;
char lname[9];
// draw <LevelName>
/* cph - get the graphic lump name and use it */
WI_levelNameLump(wbs->epsd, wbs->last, lname);
// CPhipps - patch drawing updated
V_DrawNamePatch((320 - V_NamePatchWidth(lname))/2, y,
FB, lname, CR_DEFAULT, VPT_STRETCH);
// draw "Finished!"
y += (5*V_NamePatchHeight(lname))/4;
// CPhipps - patch drawing updated
V_DrawNamePatch((320 - V_NamePatchWidth(finished))/2, y,
FB, finished, CR_DEFAULT, VPT_STRETCH);
}
// ====================================================================
// WI_drawEL
// Purpose: Draw introductory "Entering" and level name
// Args: none
// Returns: void
//
void WI_drawEL(void)
{
int y = WI_TITLEY;
char lname[9];
/* cph - get the graphic lump name */
WI_levelNameLump(wbs->epsd, wbs->next, lname);
// draw "Entering"
// CPhipps - patch drawing updated
V_DrawNamePatch((320 - V_NamePatchWidth(entering))/2,
y, FB, entering, CR_DEFAULT, VPT_STRETCH);
// draw level
y += (5*V_NamePatchHeight(lname))/4;
// CPhipps - patch drawing updated
V_DrawNamePatch((320 - V_NamePatchWidth(lname))/2, y, FB,
lname, CR_DEFAULT, VPT_STRETCH);
}
/* ====================================================================
* WI_drawOnLnode
* Purpose: Draw patches at a location based on episode/map
* Args: n -- index to map# within episode
* c[] -- array of names of patches to be drawn
* Returns: void
*/
void
WI_drawOnLnode // draw stuff at a location by episode/map#
( int n,
const char* const c[] )
{
int i;
boolean fits = false;
i = 0;
do
{
int left;
int top;
int right;
int bottom;
const rpatch_t* patch = R_CachePatchName(c[i]);
left = lnodes[wbs->epsd][n].x - patch->leftoffset;
top = lnodes[wbs->epsd][n].y - patch->topoffset;
right = left + patch->width;
bottom = top + patch->height;
R_UnlockPatchName(c[i]);
if (left >= 0
&& right < 320
&& top >= 0
&& bottom < 200)
{
fits = true;
}
else
{
i++;
}
} while (!fits && i!=2);
if (fits && i<2)
{
// CPhipps - patch drawing updated
V_DrawNamePatch(lnodes[wbs->epsd][n].x, lnodes[wbs->epsd][n].y,
FB, c[i], CR_DEFAULT, VPT_STRETCH);
}
else
{
// DEBUG
//jff 8/3/98 use logical output routine
lprintf(LO_DEBUG,"Could not place patch on level %d", n+1);
}
}
// ====================================================================
// WI_initAnimatedBack
// Purpose: Initialize pointers and styles for background animation
// Args: none
// Returns: void
//
void WI_initAnimatedBack(void)
{
int i;
anim_t* a;
if (gamemode == commercial) // no animation for DOOM2
return;
if (wbs->epsd > 2)
return;
for (i=0;i<NUMANIMS[wbs->epsd];i++)
{
a = &anims[wbs->epsd][i];
// init variables
a->ctr = -1;
// specify the next time to draw it
if (a->type == ANIM_ALWAYS)
a->nexttic = bcnt + 1 + (M_Random()%a->period);
else
if (a->type == ANIM_RANDOM)
a->nexttic = bcnt + 1 + a->data2+(M_Random()%a->data1);
else
if (a->type == ANIM_LEVEL)
a->nexttic = bcnt + 1;
}
}
// ====================================================================
// WI_updateAnimatedBack
// Purpose: Figure out what animation we do on this iteration
// Args: none
// Returns: void
//
void WI_updateAnimatedBack(void)
{
int i;
anim_t* a;
if (gamemode == commercial)
return;
if (wbs->epsd > 2)
return;
for (i=0;i<NUMANIMS[wbs->epsd];i++)
{
a = &anims[wbs->epsd][i];
if (bcnt == a->nexttic)
{
switch (a->type)
{
case ANIM_ALWAYS:
if (++a->ctr >= a->nanims) a->ctr = 0;
a->nexttic = bcnt + a->period;
break;
case ANIM_RANDOM:
a->ctr++;
if (a->ctr == a->nanims)
{
a->ctr = -1;
a->nexttic = bcnt+a->data2+(M_Random()%a->data1);
}
else
a->nexttic = bcnt + a->period;
break;
case ANIM_LEVEL:
// gawd-awful hack for level anims
if (!(state == StatCount && i == 7)
&& wbs->next == a->data1)
{
a->ctr++;
if (a->ctr == a->nanims) a->ctr--;
a->nexttic = bcnt + a->period;
}
break;
}
}
}
}
// ====================================================================
// WI_drawAnimatedBack
// Purpose: Actually do the animation (whew!)
// Args: none
// Returns: void
//
void WI_drawAnimatedBack(void)
{
int i;
anim_t* a;
if (gamemode==commercial) //jff 4/25/98 Someone forgot commercial an enum
return;
if (wbs->epsd > 2)
return;
for (i=0 ; i<NUMANIMS[wbs->epsd] ; i++)
{
a = &anims[wbs->epsd][i];
if (a->ctr >= 0)
// CPhipps - patch drawing updated
V_DrawNumPatch(a->loc.x, a->loc.y, FB, a->p[a->ctr].lumpnum, CR_DEFAULT, VPT_STRETCH);
}
}
// ====================================================================
// WI_drawNum
// Purpose: Draws a number. If digits > 0, then use that many digits
// minimum, otherwise only use as many as necessary
// Args: x, y -- location
// n -- the number to be drawn
// digits -- number of digits minimum or zero
// Returns: new x position after drawing (note we are going to the left)
// CPhipps - static
static int WI_drawNum (int x, int y, int n, int digits)
{
int fontwidth = num[0].width;
int neg;
int temp;
if (digits < 0)
{
if (!n)
{
// make variable-length zeros 1 digit long
digits = 1;
}
else
{
// figure out # of digits in #
digits = 0;
temp = n;
while (temp)
{
temp /= 10;
digits++;
}
}
}
neg = n < 0;
if (neg)
n = -n;
// if non-number, do not draw it
if (n == 1994)
return 0;
// draw the new number
while (digits--)
{
x -= fontwidth;
// CPhipps - patch drawing updated
V_DrawNumPatch(x, y, FB, num[ n % 10 ].lumpnum, CR_DEFAULT, VPT_STRETCH);
n /= 10;
}
// draw a minus sign if necessary
if (neg)
// CPhipps - patch drawing updated
V_DrawNamePatch(x-=8, y, FB, wiminus, CR_DEFAULT, VPT_STRETCH);
return x;
}
// ====================================================================
// WI_drawPercent
// Purpose: Draws a percentage, really just a call to WI_drawNum
// after putting a percent sign out there
// Args: x, y -- location
// p -- the percentage value to be drawn, no negatives
// Returns: void
// CPhipps - static
static void WI_drawPercent(int x, int y, int p)
{
if (p < 0)
return;
// CPhipps - patch drawing updated
V_DrawNamePatch(x, y, FB, percent, CR_DEFAULT, VPT_STRETCH);
WI_drawNum(x, y, p, -1);
}
// ====================================================================
// WI_drawTime
// Purpose: Draws the level completion time or par time, or "Sucks"
// if 1 hour or more
// Args: x, y -- location
// t -- the time value to be drawn
// Returns: void
//
// CPhipps - static
// - largely rewritten to display hours and use slightly better algorithm
static void WI_drawTime(int x, int y, int t)
{
int n;
if (t<0)
return;
if (t < 100*60*60)
for(;;) {
n = t % 60;
t /= 60;
x = WI_drawNum(x, y, n, (t || n>9) ? 2 : 1) - V_NamePatchWidth(colon);
// draw
if (t)
// CPhipps - patch drawing updated
V_DrawNamePatch(x, y, FB, colon, CR_DEFAULT, VPT_STRETCH);
else break;
}
else // "sucks" (maybe should be "addicted", even I've never had a 100 hour game ;)
V_DrawNamePatch(x - V_NamePatchWidth(sucks),
y, FB, sucks, CR_DEFAULT, VPT_STRETCH);
}
// ====================================================================
// WI_End
// Purpose: Unloads data structures (inverse of WI_Start)
// Args: none
// Returns: void
//
void WI_End(void)
{
if (deathmatch)
WI_endDeathmatchStats();
else if (netgame)
WI_endNetgameStats();
else
WI_endStats();
}
// ====================================================================
// WI_initNoState
// Purpose: Clear state, ready for end of level activity
// Args: none
// Returns: void
//
void WI_initNoState(void)
{
state = NoState;
acceleratestage = 0;
cnt = 10;
}
// ====================================================================
// WI_drawTimeStats
// Purpose: Put the times on the screen
// Args: time, total time, par time, in seconds
// Returns: void
//
// cph - pulled from WI_drawStats below
static void WI_drawTimeStats(int cnt_time, int cnt_total_time, int cnt_par)
{
V_DrawNamePatch(SP_TIMEX, SP_TIMEY, FB, time1, CR_DEFAULT, VPT_STRETCH);
WI_drawTime(320/2 - SP_TIMEX, SP_TIMEY, cnt_time);
V_DrawNamePatch(SP_TIMEX, (SP_TIMEY+200)/2, FB, total, CR_DEFAULT, VPT_STRETCH);
WI_drawTime(320/2 - SP_TIMEX, (SP_TIMEY+200)/2, cnt_total_time);
// Ty 04/11/98: redid logic: should skip only if with pwad but
// without deh patch
// killough 2/22/98: skip drawing par times on pwads
// Ty 03/17/98: unless pars changed with deh patch
if (!(modifiedgame && !deh_pars))
{
if (wbs->epsd < 3)
{
V_DrawNamePatch(320/2 + SP_TIMEX, SP_TIMEY, FB, par, CR_DEFAULT, VPT_STRETCH);
WI_drawTime(320 - SP_TIMEX, SP_TIMEY, cnt_par);
}
}
}
// ====================================================================
// WI_updateNoState
// Purpose: Cycle until end of level activity is done
// Args: none
// Returns: void
//
void WI_updateNoState(void)
{
WI_updateAnimatedBack();
if (!--cnt)
G_WorldDone();
}
static boolean snl_pointeron = false;
// ====================================================================
// WI_initShowNextLoc
// Purpose: Prepare to show the next level's location
// Args: none
// Returns: void
//
void WI_initShowNextLoc(void)
{
if ((gamemode != commercial) && (gamemap == 8)) {
G_WorldDone();
return;
}
state = ShowNextLoc;
acceleratestage = 0;
// e6y: That was pretty easy - only a HEX editor and luck
// There is no more desync on ddt-tas.zip\e4tux231.lmp
// --------- tasdoom.idb ---------
// .text:00031194 loc_31194: ; CODE XREF: WI_updateStats+3A9j
// .text:00031194 mov ds:state, 1
// .text:0003119E mov ds:acceleratestage, 0
// .text:000311A8 mov ds:cnt, 3Ch
// nowhere no hide
if (compatibility_level == tasdoom_compatibility)
cnt = 60;
else
cnt = SHOWNEXTLOCDELAY * TICRATE;
WI_initAnimatedBack();
}
// ====================================================================
// WI_updateShowNextLoc
// Purpose: Prepare to show the next level's location
// Args: none
// Returns: void
//
void WI_updateShowNextLoc(void)
{
WI_updateAnimatedBack();
if (!--cnt || acceleratestage)
WI_initNoState();
else
snl_pointeron = (cnt & 31) < 20;
}
// ====================================================================
// WI_drawShowNextLoc
// Purpose: Show the next level's location on animated backgrounds
// Args: none
// Returns: void
//
void WI_drawShowNextLoc(void)
{
int i;
int last;
WI_slamBackground();
// draw animated background
WI_drawAnimatedBack();
if ( gamemode != commercial)
{
if (wbs->epsd > 2)
{
WI_drawEL(); // "Entering..." if not E1 or E2
return;
}
last = (wbs->last == 8) ? wbs->next - 1 : wbs->last;
// draw a splat on taken cities.
for (i=0 ; i<=last ; i++)
WI_drawOnLnode(i, &splat);
// splat the secret level?
if (wbs->didsecret)
WI_drawOnLnode(8, &splat);
// draw flashing ptr
if (snl_pointeron)
WI_drawOnLnode(wbs->next, yah);
}
// draws which level you are entering..
if ( (gamemode != commercial)
|| wbs->next != 30) // check for MAP30 end game
WI_drawEL();
}
// ====================================================================
// WI_drawNoState
// Purpose: Draw the pointer and next location
// Args: none
// Returns: void
//
void WI_drawNoState(void)
{
snl_pointeron = true;
WI_drawShowNextLoc();
}
// ====================================================================
// WI_fragSum
// Purpose: Calculate frags for this player based on the current totals
// of all the other players. Subtract self-frags.
// Args: playernum -- the player to be calculated
// Returns: the total frags for this player
//
int WI_fragSum(int playernum)
{
int i;
int frags = 0;
for (i=0 ; i<MAXPLAYERS ; i++)
{
if (playeringame[i] // is this player playing?
&& i!=playernum) // and it's not the player we're calculating
{
frags += plrs[playernum].frags[i];
}
}
// JDC hack - negative frags.
frags -= plrs[playernum].frags[playernum];
return frags;
}
static int dm_state;
// CPhipps - short, dynamically allocated
static short int **dm_frags; // frags matrix
static short int *dm_totals; // totals by player
// ====================================================================
// WI_initDeathmatchStats
// Purpose: Set up to display DM stats at end of level. Calculate
// frags for all players.
// Args: none
// Returns: void
//
void WI_initDeathmatchStats(void)
{
int i; // looping variables
// CPhipps - allocate data structures needed
dm_frags = calloc(MAXPLAYERS, sizeof(*dm_frags));
dm_totals = calloc(MAXPLAYERS, sizeof(*dm_totals));
state = StatCount; // We're doing stats
acceleratestage = 0;
dm_state = 1; // count how many times we've done a complete stat
cnt_pause = TICRATE;
for (i=0 ; i<MAXPLAYERS ; i++)
{
if (playeringame[i])
{
// CPhipps - allocate frags line
dm_frags[i] = calloc(MAXPLAYERS, sizeof(**dm_frags)); // set all counts to zero
dm_totals[i] = 0;
}
}
WI_initAnimatedBack();
}
// ====================================================================
// CPhipps - WI_endDeathmatchStats
// Purpose: Deallocate dynamically allocated DM stats data
// Args: none
// Returns: void
//
void WI_endDeathmatchStats(void)
{
int i;
for (i=0; i<MAXPLAYERS; i++)
free(dm_frags[i]);
free(dm_frags); free(dm_totals);
}
// ====================================================================
// WI_updateDeathmatchStats
// Purpose: Advance Deathmatch stats screen animation. Calculate
// frags for all players. Lots of noise and drama around
// the presentation.
// Args: none
// Returns: void
//
void WI_updateDeathmatchStats(void)
{
int i;
int j;
boolean stillticking;
WI_updateAnimatedBack();
if (acceleratestage && dm_state != 4) // still ticking
{
acceleratestage = 0;
for (i=0 ; i<MAXPLAYERS ; i++)
{
if (playeringame[i])
{
for (j=0 ; j<MAXPLAYERS ; j++)
if (playeringame[j])
dm_frags[i][j] = plrs[i].frags[j];
dm_totals[i] = WI_fragSum(i);
}
}
S_StartSound(0, sfx_barexp); // bang
dm_state = 4; // we're done with all 4 (or all we have to do)
}
if (dm_state == 2)
{
if (!(bcnt&3))
S_StartSound(0, sfx_pistol); // noise while counting
stillticking = false;
for (i=0 ; i<MAXPLAYERS ; i++)
{
if (playeringame[i])
{
for (j=0 ; j<MAXPLAYERS ; j++)
{
if (playeringame[j]
&& dm_frags[i][j] != plrs[i].frags[j])
{
if (plrs[i].frags[j] < 0)
dm_frags[i][j]--;
else
dm_frags[i][j]++;
if (dm_frags[i][j] > 999) // Ty 03/17/98 3-digit frag count
dm_frags[i][j] = 999;
if (dm_frags[i][j] < -999)
dm_frags[i][j] = -999;
stillticking = true;
}
}
dm_totals[i] = WI_fragSum(i);
if (dm_totals[i] > 999)
dm_totals[i] = 999;
if (dm_totals[i] < -999)
dm_totals[i] = -999; // Ty 03/17/98 end 3-digit frag count
}
}
if (!stillticking)
{
S_StartSound(0, sfx_barexp);
dm_state++;
}
}
else if (dm_state == 4)
{
if (acceleratestage)
{
S_StartSound(0, sfx_slop);
if ( gamemode == commercial)
WI_initNoState();
else
WI_initShowNextLoc();
}
}
else if (dm_state & 1)
{
if (!--cnt_pause)
{
dm_state++;
cnt_pause = TICRATE;
}
}
}
// ====================================================================
// WI_drawDeathmatchStats
// Purpose: Draw the stats on the screen in a matrix
// Args: none
// Returns: void
//
// proff/nicolas 09/20/98 -- changed for hi-res
// CPhipps - patch drawing updated
void WI_drawDeathmatchStats(void)
{
int i;
int j;
int x;
int y;
int w;
int lh; // line height
int halfface = V_NamePatchWidth(facebackp)/2;
lh = WI_SPACINGY;
WI_slamBackground();
// draw animated background
WI_drawAnimatedBack();
WI_drawLF();
// draw stat titles (top line)
V_DrawNamePatch(DM_TOTALSX-V_NamePatchWidth(total)/2,
DM_MATRIXY-WI_SPACINGY+10, FB, total, CR_DEFAULT, VPT_STRETCH);
V_DrawNamePatch(DM_KILLERSX, DM_KILLERSY, FB, killers, CR_DEFAULT, VPT_STRETCH);
V_DrawNamePatch(DM_VICTIMSX, DM_VICTIMSY, FB, victims, CR_DEFAULT, VPT_STRETCH);
// draw P?
x = DM_MATRIXX + DM_SPACINGX;
y = DM_MATRIXY;
for (i=0 ; i<MAXPLAYERS ; i++)
{
if (playeringame[i]) {
//int trans = playernumtotrans[i];
V_DrawNamePatch(x-halfface, DM_MATRIXY - WI_SPACINGY,
FB, facebackp, i ? CR_LIMIT+i : CR_DEFAULT,
VPT_STRETCH | (i ? VPT_TRANS : 0));
V_DrawNamePatch(DM_MATRIXX-halfface, y,
FB, facebackp, i ? CR_LIMIT+i : CR_DEFAULT,
VPT_STRETCH | (i ? VPT_TRANS : 0));
if (i == me)
{
V_DrawNamePatch(x-halfface, DM_MATRIXY - WI_SPACINGY,
FB, bstar, CR_DEFAULT, VPT_STRETCH);
V_DrawNamePatch(DM_MATRIXX-halfface, y,
FB, star, CR_DEFAULT, VPT_STRETCH);
}
}
x += DM_SPACINGX;
y += WI_SPACINGY;
}
// draw stats
y = DM_MATRIXY+10;
w = num[0].width;
for (i=0 ; i<MAXPLAYERS ; i++)
{
x = DM_MATRIXX + DM_SPACINGX;
if (playeringame[i])
{
for (j=0 ; j<MAXPLAYERS ; j++)
{
if (playeringame[j])
WI_drawNum(x+w, y, dm_frags[i][j], 2);
x += DM_SPACINGX;
}
WI_drawNum(DM_TOTALSX+w, y, dm_totals[i], 2);
}
y += WI_SPACINGY;
}
}
//
// Note: The term "Netgame" means a coop game
//
// e6y
// 'short' => 'int' for cnt_kills, cnt_items and cnt_secret
//
// Original sources use 'int' type for cnt_kills instead of 'short'
// I don't know who have made change of type, but this change
// leads to desynch if 'kills' percentage is more than 32767.
// Actually PrBoom will be in an infinite cycle at calculation of
// percentage if the player will not press <Use> for acceleration, because
// the condition (cnt_kills[0] >= (plrs[me].skills * 100) / wbs->maxkills)
// will be always false in this case.
//
// If you will kill 800 monsters on MAP30 on Ultra-Violence skill and
// will not press <Use>, vanilla will count up to 80000%, but PrBoom
// will be in infinite cycle of counting:
// (0, 1, 2, ..., 32766, 32767, -32768, -32767, ..., -1, 0, 1, ...)
// Negative numbers will not be displayed.
static int *cnt_kills;
static int *cnt_items;
static int *cnt_secret;
static int *cnt_frags;
static int dofrags;
static int ng_state;
// ====================================================================
// CPhipps - WI_endNetgameStats
// Purpose: Clean up coop game stats
// Args: none
// Returns: void
//
static void WI_endNetgameStats(void)
{
free(cnt_frags); cnt_frags = NULL;
free(cnt_secret); cnt_secret = NULL;
free(cnt_items); cnt_items = NULL;
free(cnt_kills); cnt_kills = NULL;
}
// ====================================================================
// WI_initNetgameStats
// Purpose: Prepare for coop game stats
// Args: none
// Returns: void
//
void WI_initNetgameStats(void)
{
int i;
state = StatCount;
acceleratestage = 0;
ng_state = 1;
cnt_pause = TICRATE;
// CPhipps - allocate these dynamically, blank with calloc
cnt_kills = calloc(MAXPLAYERS, sizeof(*cnt_kills));
cnt_items = calloc(MAXPLAYERS, sizeof(*cnt_items));
cnt_secret= calloc(MAXPLAYERS, sizeof(*cnt_secret));
cnt_frags = calloc(MAXPLAYERS, sizeof(*cnt_frags));
for (i=0 ; i<MAXPLAYERS ; i++)
if (playeringame[i])
dofrags += WI_fragSum(i);
dofrags = !!dofrags; // set to true or false - did we have frags?
WI_initAnimatedBack();
}
// ====================================================================
// WI_updateNetgameStats
// Purpose: Calculate coop stats as we display them with noise and fury
// Args: none
// Returns: void
// Comment: This stuff sure is complicated for what it does
//
void WI_updateNetgameStats(void)
{
int i;
int fsum;
boolean stillticking;
WI_updateAnimatedBack();
if (acceleratestage && ng_state != 10)
{
acceleratestage = 0;
for (i=0 ; i<MAXPLAYERS ; i++)
{
if (!playeringame[i])
continue;
cnt_kills[i] = (plrs[i].skills * 100) / wbs->maxkills;
cnt_items[i] = (plrs[i].sitems * 100) / wbs->maxitems;
// killough 2/22/98: Make secrets = 100% if maxsecret = 0:
cnt_secret[i] = wbs->maxsecret ?
(plrs[i].ssecret * 100) / wbs->maxsecret : 100;
if (dofrags)
cnt_frags[i] = WI_fragSum(i); // we had frags
}
S_StartSound(0, sfx_barexp); // bang
ng_state = 10;
}
if (ng_state == 2)
{
if (!(bcnt&3))
S_StartSound(0, sfx_pistol); // pop
stillticking = false;
for (i=0 ; i<MAXPLAYERS ; i++)
{
if (!playeringame[i])
continue;
cnt_kills[i] += 2;
if (cnt_kills[i] >= (plrs[i].skills * 100) / wbs->maxkills)
cnt_kills[i] = (plrs[i].skills * 100) / wbs->maxkills;
else
stillticking = true; // still got stuff to tally
}
if (!stillticking)
{
S_StartSound(0, sfx_barexp);
ng_state++;
}
}
else if (ng_state == 4)
{
if (!(bcnt&3))
S_StartSound(0, sfx_pistol);
stillticking = false;
for (i=0 ; i<MAXPLAYERS ; i++)
{
if (!playeringame[i])
continue;
cnt_items[i] += 2;
if (cnt_items[i] >= (plrs[i].sitems * 100) / wbs->maxitems)
cnt_items[i] = (plrs[i].sitems * 100) / wbs->maxitems;
else
stillticking = true;
}
if (!stillticking)
{
S_StartSound(0, sfx_barexp);
ng_state++;
}
}
else if (ng_state == 6)
{
if (!(bcnt&3))
S_StartSound(0, sfx_pistol);
stillticking = false;
for (i=0 ; i<MAXPLAYERS ; i++)
{
if (!playeringame[i])
continue;
cnt_secret[i] += 2;
// killough 2/22/98: Make secrets = 100% if maxsecret = 0:
if (cnt_secret[i] >= (wbs->maxsecret ? (plrs[i].ssecret * 100) / wbs->maxsecret : compatibility_level < lxdoom_1_compatibility ? 0 : 100))
cnt_secret[i] = wbs->maxsecret ? (plrs[i].ssecret * 100) / wbs->maxsecret : 100;
else
stillticking = true;
}
if (!stillticking)
{
S_StartSound(0, sfx_barexp);
ng_state += 1 + 2*!dofrags;
}
}
else if (ng_state == 8)
{
if (!(bcnt&3))
S_StartSound(0, sfx_pistol);
stillticking = false;
for (i=0 ; i<MAXPLAYERS ; i++)
{
if (!playeringame[i])
continue;
cnt_frags[i] += 1;
if (cnt_frags[i] >= (fsum = WI_fragSum(i)))
cnt_frags[i] = fsum;
else
stillticking = true;
}
if (!stillticking)
{
S_StartSound(0, sfx_pldeth);
ng_state++;
}
}
else if (ng_state == 10)
{
if (acceleratestage)
{
S_StartSound(0, sfx_sgcock);
if ( gamemode == commercial )
WI_initNoState();
else
WI_initShowNextLoc();
}
}
else if (ng_state & 1)
{
if (!--cnt_pause)
{
ng_state++;
cnt_pause = TICRATE;
}
}
}
// ====================================================================
// WI_drawNetgameStats
// Purpose: Put the coop stats on the screen
// Args: none
// Returns: void
//
// proff/nicolas 09/20/98 -- changed for hi-res
// CPhipps - patch drawing updated
void WI_drawNetgameStats(void)
{
int i;
int x;
int y;
int pwidth = V_NamePatchWidth(percent);
int fwidth = V_NamePatchWidth(facebackp);
WI_slamBackground();
// draw animated background
WI_drawAnimatedBack();
WI_drawLF();
// draw stat titles (top line)
V_DrawNamePatch(NG_STATSX+NG_SPACINGX-V_NamePatchWidth(kills),
NG_STATSY, FB, kills, CR_DEFAULT, VPT_STRETCH);
V_DrawNamePatch(NG_STATSX+2*NG_SPACINGX-V_NamePatchWidth(items),
NG_STATSY, FB, items, CR_DEFAULT, VPT_STRETCH);
V_DrawNamePatch(NG_STATSX+3*NG_SPACINGX-V_NamePatchWidth(secret),
NG_STATSY, FB, secret, CR_DEFAULT, VPT_STRETCH);
if (dofrags)
V_DrawNamePatch(NG_STATSX+4*NG_SPACINGX-V_NamePatchWidth(frags),
NG_STATSY, FB, frags, CR_DEFAULT, VPT_STRETCH);
// draw stats
y = NG_STATSY + V_NamePatchHeight(kills);
for (i=0 ; i<MAXPLAYERS ; i++)
{
//int trans = playernumtotrans[i];
if (!playeringame[i])
continue;
x = NG_STATSX;
V_DrawNamePatch(x-fwidth, y, FB, facebackp,
i ? CR_LIMIT+i : CR_DEFAULT,
VPT_STRETCH | (i ? VPT_TRANS : 0));
if (i == me)
V_DrawNamePatch(x-fwidth, y, FB, star, CR_DEFAULT, VPT_STRETCH);
x += NG_SPACINGX;
if (cnt_kills)
WI_drawPercent(x-pwidth, y+10, cnt_kills[i]);
x += NG_SPACINGX;
if (cnt_items)
WI_drawPercent(x-pwidth, y+10, cnt_items[i]);
x += NG_SPACINGX;
if (cnt_secret)
WI_drawPercent(x-pwidth, y+10, cnt_secret[i]);
x += NG_SPACINGX;
if (dofrags && cnt_frags)
WI_drawNum(x, y+10, cnt_frags[i], -1);
y += WI_SPACINGY;
}
if (y <= SP_TIMEY)
// cph - show times in coop on the entering screen
WI_drawTimeStats(plrs[me].stime / TICRATE, wbs->totaltimes / TICRATE, wbs->partime / TICRATE);
}
static int sp_state;
// ====================================================================
// WI_initStats
// Purpose: Get ready for single player stats
// Args: none
// Returns: void
// Comment: Seems like we could do all these stats in a more generic
// set of routines that weren't duplicated for dm, coop, sp
//
void WI_initStats(void)
{
state = StatCount;
acceleratestage = 0;
sp_state = 1;
// CPhipps - allocate (awful code, I know, but saves changing it all) and initialise
*(cnt_kills = malloc(sizeof(*cnt_kills))) =
*(cnt_items = malloc(sizeof(*cnt_items))) =
*(cnt_secret= malloc(sizeof(*cnt_secret))) = -1;
cnt_time = cnt_par = cnt_total_time = -1;
cnt_pause = TICRATE;
WI_initAnimatedBack();
}
// ====================================================================
// WI_updateStats
// Purpose: Calculate solo stats
// Args: none
// Returns: void
//
void WI_updateStats(void)
{
WI_updateAnimatedBack();
if (acceleratestage && sp_state != 10)
{
acceleratestage = 0;
cnt_kills[0] = (plrs[me].skills * 100) / wbs->maxkills;
cnt_items[0] = (plrs[me].sitems * 100) / wbs->maxitems;
// killough 2/22/98: Make secrets = 100% if maxsecret = 0:
cnt_secret[0] = (wbs->maxsecret ?
(plrs[me].ssecret * 100) / wbs->maxsecret : 100);
cnt_total_time = wbs->totaltimes / TICRATE;
cnt_time = plrs[me].stime / TICRATE;
cnt_par = wbs->partime / TICRATE;
S_StartSound(0, sfx_barexp);
sp_state = 10;
}
if (sp_state == 2)
{
cnt_kills[0] += 2;
if (!(bcnt&3))
S_StartSound(0, sfx_pistol);
if (cnt_kills[0] >= (plrs[me].skills * 100) / wbs->maxkills)
{
cnt_kills[0] = (plrs[me].skills * 100) / wbs->maxkills;
S_StartSound(0, sfx_barexp);
sp_state++;
}
}
else if (sp_state == 4)
{
cnt_items[0] += 2;
if (!(bcnt&3))
S_StartSound(0, sfx_pistol);
if (cnt_items[0] >= (plrs[me].sitems * 100) / wbs->maxitems)
{
cnt_items[0] = (plrs[me].sitems * 100) / wbs->maxitems;
S_StartSound(0, sfx_barexp);
sp_state++;
}
}
else if (sp_state == 6)
{
cnt_secret[0] += 2;
if (!(bcnt&3))
S_StartSound(0, sfx_pistol);
// killough 2/22/98: Make secrets = 100% if maxsecret = 0:
if ((!wbs->maxsecret && compatibility_level < lxdoom_1_compatibility) ||
cnt_secret[0] >= (wbs->maxsecret ?
(plrs[me].ssecret * 100) / wbs->maxsecret : 100))
{
cnt_secret[0] = (wbs->maxsecret ?
(plrs[me].ssecret * 100) / wbs->maxsecret : 100);
S_StartSound(0, sfx_barexp);
sp_state++;
}
}
else if (sp_state == 8)
{
int time_done, total_done, par_done; // finished counting?
int time_just, total_just, par_just; // _just_ finished counting?
// Test if counter is below target, then increment, and test again
// If the first is false and the second true, we've just gone over
#define UPDATE_COUNT(count, inc, target, done, just) \
(just) = ((count) >= (target)); \
(count) += (inc); \
(done) = ((count) >= (target)); \
(just) = (!(just) && (done)); \
if ((done)) (count) = (target);
UPDATE_COUNT(cnt_time, 3, (plrs[me].stime / TICRATE),
time_done, time_just);
UPDATE_COUNT(cnt_total_time, 3, (wbs->totaltimes / TICRATE),
total_done, total_just);
UPDATE_COUNT(cnt_par, 3, (wbs->partime / TICRATE),
par_done, par_just);
#undef UPDATE_COUNT
// If all three timers are finished, play explosion and bump state
// Ignore total time or par time if not counted or displayed
if (time_done
&& (total_done || compatibility_level < lxdoom_1_compatibility)
&& (par_done || (modifiedgame && !deh_pars)))
{
// Only play explosion once when counter has just finished
if (time_just
|| (total_just && compatibility_level >= lxdoom_1_compatibility)
|| (par_just && (!modifiedgame || deh_pars)))
S_StartSound(0, sfx_barexp);
// Fast-forward total time in old complevels
if (compatibility_level < lxdoom_1_compatibility)
cnt_total_time = (wbs->totaltimes / TICRATE);
// Only bump state if par timer has actually finished (demosync)
if (par_done)
{
sp_state++;
// Make sure all the counters have reached their targets
cnt_time = (plrs[me].stime / TICRATE);
cnt_total_time = (wbs->totaltimes / TICRATE);
cnt_par = (wbs->partime / TICRATE);
}
}
// Otherwise, if any of the timers are still going, play gunshots
else
{
if (!(bcnt&3))
S_StartSound(0, sfx_pistol);
}
}
else if (sp_state == 10)
{
if (acceleratestage)
{
S_StartSound(0, sfx_sgcock);
if (gamemode == commercial)
WI_initNoState();
else
WI_initShowNextLoc();
}
}
else if (sp_state & 1)
{
if (!--cnt_pause)
{
sp_state++;
cnt_pause = TICRATE;
}
}
}
// ====================================================================
// WI_drawStats
// Purpose: Put the solo stats on the screen
// Args: none
// Returns: void
//
// proff/nicolas 09/20/98 -- changed for hi-res
// CPhipps - patch drawing updated
void WI_drawStats(void)
{
// line height
int lh;
lh = (3*num[0].height)/2;
WI_slamBackground();
// draw animated background
WI_drawAnimatedBack();
WI_drawLF();
V_DrawNamePatch(SP_STATSX, SP_STATSY, FB, kills, CR_DEFAULT, VPT_STRETCH);
if (cnt_kills)
WI_drawPercent(320 - SP_STATSX, SP_STATSY, cnt_kills[0]);
V_DrawNamePatch(SP_STATSX, SP_STATSY+lh, FB, items, CR_DEFAULT, VPT_STRETCH);
if (cnt_items)
WI_drawPercent(320 - SP_STATSX, SP_STATSY+lh, cnt_items[0]);
V_DrawNamePatch(SP_STATSX, SP_STATSY+2*lh, FB, sp_secret, CR_DEFAULT, VPT_STRETCH);
if (cnt_secret)
WI_drawPercent(320 - SP_STATSX, SP_STATSY+2*lh, cnt_secret[0]);
WI_drawTimeStats(cnt_time, cnt_total_time, cnt_par);
}
// ====================================================================
// WI_checkForAccelerate
// Purpose: See if the player has hit either the attack or use key
// or mouse button. If so we set acceleratestage to 1 and
// all those display routines above jump right to the end.
// Args: none
// Returns: void
//
void WI_checkForAccelerate(void)
{
int i;
player_t *player;
// check for button presses to skip delays
for (i=0, player = players ; i<MAXPLAYERS ; i++, player++)
{
if (playeringame[i])
{
if (player->cmd.buttons & BT_ATTACK)
{
if (!player->attackdown)
acceleratestage = 1;
player->attackdown = true;
}
else
player->attackdown = false;
if (player->cmd.buttons & BT_USE)
{
if (!player->usedown)
acceleratestage = 1;
player->usedown = true;
}
else
player->usedown = false;
}
}
}
// ====================================================================
// WI_Ticker
// Purpose: Do various updates every gametic, for stats, animation,
// checking that intermission music is running, etc.
// Args: none
// Returns: void
//
void WI_Ticker(void)
{
// counter for general background animation
bcnt++;
if (bcnt == 1)
{
// intermission music
if ( gamemode == commercial )
S_ChangeMusic(mus_dm2int, true);
else
S_ChangeMusic(mus_inter, true);
}
WI_checkForAccelerate();
switch (state)
{
case StatCount:
if (deathmatch) WI_updateDeathmatchStats();
else if (netgame) WI_updateNetgameStats();
else WI_updateStats();
break;
case ShowNextLoc:
WI_updateShowNextLoc();
break;
case NoState:
WI_updateNoState();
break;
}
}
/* ====================================================================
* WI_loadData
* Purpose: Initialize intermission data such as background graphics,
* patches, map names, etc.
* Args: none
* Returns: void
*
* CPhipps - modified for new wad lump handling.
* - no longer preload most graphics, other funcs can use
* them by name
*/
void WI_loadData(void)
{
int i;
int j;
char name[9]; // limited to 8 characters
anim_t* a;
if (gamemode != commercial)
{
if (wbs->epsd < 3)
{
for (j=0;j<NUMANIMS[wbs->epsd];j++)
{
a = &anims[wbs->epsd][j];
for (i=0;i<a->nanims;i++)
{
// MONDO HACK!
if (wbs->epsd != 1 || j != 8)
{
// animations
sprintf(name, "WIA%d%.2d%.2d", wbs->epsd, j, i);
R_SetPatchNum(&a->p[i], name);
}
else
{
// HACK ALERT!
a->p[i] = anims[1][4].p[i];
}
}
}
}
}
for (i=0;i<10;i++)
{
// numbers 0-9
sprintf(name, "WINUM%d", i);
R_SetPatchNum(&num[i], name);
}
}
// ====================================================================
// WI_Drawer
// Purpose: Call the appropriate stats drawing routine depending on
// what kind of game is being played (DM, coop, solo)
// Args: none
// Returns: void
//
void WI_Drawer (void)
{
switch (state)
{
case StatCount:
if (deathmatch)
WI_drawDeathmatchStats();
else if (netgame)
WI_drawNetgameStats();
else
WI_drawStats();
break;
case ShowNextLoc:
WI_drawShowNextLoc();
break;
case NoState:
WI_drawNoState();
break;
}
}
// ====================================================================
// WI_initVariables
// Purpose: Initialize the intermission information structure
// Note: wbstartstruct_t is defined in d_player.h
// Args: wbstartstruct -- pointer to the structure with the data
// Returns: void
//
void WI_initVariables(wbstartstruct_t* wbstartstruct)
{
wbs = wbstartstruct;
#ifdef RANGECHECKING
if (gamemode != commercial)
{
if ( gamemode == retail )
RNGCHECK(wbs->epsd, 0, 3);
else
RNGCHECK(wbs->epsd, 0, 2);
}
else
{
RNGCHECK(wbs->last, 0, 8);
RNGCHECK(wbs->next, 0, 8);
}
RNGCHECK(wbs->pnum, 0, MAXPLAYERS);
RNGCHECK(wbs->pnum, 0, MAXPLAYERS);
#endif
acceleratestage = 0;
cnt = bcnt = 0;
firstrefresh = 1;
me = wbs->pnum;
plrs = wbs->plyr;
if (!wbs->maxkills)
wbs->maxkills = 1; // probably only useful in MAP30
if (!wbs->maxitems)
wbs->maxitems = 1;
if ( gamemode != retail )
if (wbs->epsd > 2)
wbs->epsd -= 3;
}
// ====================================================================
// WI_Start
// Purpose: Call the various init routines
// Note: wbstartstruct_t is defined in d_player.h
// Args: wbstartstruct -- pointer to the structure with the
// intermission data
// Returns: void
//
void WI_Start(wbstartstruct_t* wbstartstruct)
{
WI_initVariables(wbstartstruct);
WI_loadData();
if (deathmatch)
WI_initDeathmatchStats();
else if (netgame)
WI_initNetgameStats();
else
WI_initStats();
}