/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition Source Code 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 3 of the License, or (at your option) any later version. Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #include "Precompiled.h" #include "globaldata.h" #include "Main.h" #include "sys/sys_session.h" #include "sys/sys_signin.h" //#include "DoomLeaderboards.h" #include "d3xp/Game_local.h" #include #include "z_zone.h" #include "m_random.h" #include "m_swap.h" #include "i_system.h" #include "w_wad.h" #include "g_game.h" #include "r_local.h" #include "s_sound.h" #include "doomstat.h" // Data. #include "sounds.h" // Needs access to LFB. #include "v_video.h" #include "wi_stuff.h" // // 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. // 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 // SINGPLE-PLAYER STUFF // NET GAME STUFF // DEATHMATCH STUFF // // Animation. // There is another anim_t used in p_spec. // const 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. // extern const anim_t temp_epsd0animinfo[10]; const anim_t temp_epsd0animinfo[10] = { { 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 } } }; extern const anim_t temp_epsd1animinfo[9]; const anim_t temp_epsd1animinfo[9] = { { 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 } }; extern const anim_t temp_epsd2animinfo[6]; const anim_t temp_epsd2animinfo[6] = { { 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 } } }; // // GENERAL DATA // // // Locally used stuff. // // States for single-player // in seconds //#define SHOWLASTLOCDELAY SHOWNEXTLOCDELAY // used to accelerate or skip a stage // ::g->wbs->pnum // specifies current ::g->state // contains information passed into intermission const wbplayerstruct_t* plrs; // ::g->wbs->plyr[] // used for general timing // used for timing of background animation // signals to refresh everything for one frame // # of commercial levels // // GRAPHICS // // // CODE // void localCalculateAchievements(bool epComplete) { if( !common->IsMultiplayer() ) { player_t *player = &::g->players[::g->consoleplayer]; // Calculate Any Achievements earned from stat cumulation. idAchievementManager::CheckDoomClassicsAchievements( player->killcount, player->itemcount, player->secretcount, ::g->gameskill, ::g->gamemission, ::g->gamemap, ::g->gameepisode, ::g->totalkills, ::g->totalitems, ::g->totalsecret ); } } // slam background // UNUSED static unsigned char *background=0; void WI_slamBackground(void) { memcpy(::g->screens[0], ::g->screens[1], SCREENWIDTH * SCREENHEIGHT); V_MarkRect (0, 0, SCREENWIDTH, SCREENHEIGHT); } // The ticker is used to detect keys // because of timing issues in netgames. qboolean WI_Responder(event_t* ev) { return false; } // Draws " Finished!" void WI_drawLF(void) { int y = WI_TITLEY; // draw V_DrawPatch((ORIGINAL_WIDTH - SHORT(::g->lnames[::g->wbs->last]->width))/2, y, FB, ::g->lnames[::g->wbs->last]); // draw "Finished!" y += (5*SHORT(::g->lnames[::g->wbs->last]->height))/4; V_DrawPatch((ORIGINAL_WIDTH - SHORT(::g->finished->width))/2, y, FB, ::g->finished); } // Draws "Entering " void WI_drawEL(void) { int y = WI_TITLEY; // draw "Entering" V_DrawPatch((ORIGINAL_WIDTH - SHORT(::g->entering->width))/2, y, FB, ::g->entering); // draw level y += (5*SHORT(::g->lnames[::g->wbs->next]->height))/4; V_DrawPatch((ORIGINAL_WIDTH - SHORT(::g->lnames[::g->wbs->next]->width))/2, y, FB, ::g->lnames[::g->wbs->next]); } void WI_drawOnLnode ( int n, patch_t* c[] ) { int i; int left; int top; int right; int bottom; qboolean fits = false; i = 0; do { left = lnodes[::g->wbs->epsd][n].x - SHORT(c[i]->leftoffset); top = lnodes[::g->wbs->epsd][n].y - SHORT(c[i]->topoffset); right = left + SHORT(c[i]->width); bottom = top + SHORT(c[i]->height); if (left >= 0 && right < SCREENWIDTH && top >= 0 && bottom < SCREENHEIGHT) { fits = true; } else { i++; } } while (!fits && i!=2); if (fits && i<2) { V_DrawPatch(lnodes[::g->wbs->epsd][n].x, lnodes[::g->wbs->epsd][n].y, FB, c[i]); } else { // DEBUG I_Printf("Could not place patch on level %d", n+1); } } void WI_initAnimatedBack(void) { int i; anim_t* a; if (::g->gamemode == commercial) return; if (::g->wbs->epsd > 2) return; for (i=0;i < ::g->NUMANIMS[::g->wbs->epsd];i++) { a = &::g->wi_stuff_anims[::g->wbs->epsd][i]; // init variables a->ctr = -1; // specify the next time to draw it if (a->type == ANIM_ALWAYS) a->nexttic = ::g->bcnt + 1 + (M_Random()%a->period); else if (a->type == ANIM_RANDOM) a->nexttic = ::g->bcnt + 1 + a->data2+(M_Random()%a->data1); else if (a->type == ANIM_LEVEL) a->nexttic = ::g->bcnt + 1; } } void WI_updateAnimatedBack(void) { int i; anim_t* a; if (::g->gamemode == commercial) return; if (::g->wbs->epsd > 2) return; for (i=0;i < ::g->NUMANIMS[::g->wbs->epsd];i++) { a = &::g->wi_stuff_anims[::g->wbs->epsd][i]; if (::g->bcnt == a->nexttic) { switch (a->type) { case ANIM_ALWAYS: if (++a->ctr >= a->nanims) a->ctr = 0; a->nexttic = ::g->bcnt + a->period; break; case ANIM_RANDOM: a->ctr++; if (a->ctr == a->nanims) { a->ctr = -1; a->nexttic = ::g->bcnt+a->data2+(M_Random()%a->data1); } else a->nexttic = ::g->bcnt + a->period; break; case ANIM_LEVEL: // gawd-awful hack for level anims if (!(::g->state == StatCount && i == 7) && ::g->wbs->next == a->data1) { a->ctr++; if (a->ctr == a->nanims) a->ctr--; a->nexttic = ::g->bcnt + a->period; } break; } } } } void WI_drawAnimatedBack(void) { int i; anim_t* a; if (commercial) return; if (::g->wbs->epsd > 2) return; for (i=0 ; i < ::g->NUMANIMS[::g->wbs->epsd] ; i++) { a = &::g->wi_stuff_anims[::g->wbs->epsd][i]; if (a->ctr >= 0) V_DrawPatch(a->loc.x, a->loc.y, FB, a->p[a->ctr]); } } // // Draws a number. // If digits > 0, then use that many digits minimum, // otherwise only use as many as necessary. // Returns new x position. // int WI_drawNum ( int x, int y, int n, int digits ) { int fontwidth = SHORT(::g->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; V_DrawPatch(x, y, FB, ::g->num[ n % 10 ]); n /= 10; } // draw a minus sign if necessary if (neg) V_DrawPatch(x-=8, y, FB, ::g->wiminus); return x; } void WI_drawPercent ( int x, int y, int p ) { if (p < 0) return; V_DrawPatch(x, y, FB, ::g->percent); WI_drawNum(x, y, p, -1); } // // Display level completion time and par, // or "sucks" message if overflow. // void WI_drawTime ( int x, int y, int t ) { int div; int n; if (t<0) return; if (t <= 61*59) { div = 1; do { n = (t / div) % 60; x = WI_drawNum(x, y, n, 2) - SHORT(::g->colon->width); div *= 60; // draw if (div==60 || t / div) V_DrawPatch(x, y, FB, ::g->colon); } while (t / div); } else { // "sucks" V_DrawPatch(x - SHORT(::g->sucks->width), y, FB, ::g->sucks); } } void WI_End(void) { void WI_unloadData(void); WI_unloadData(); } void WI_initNoState(void) { ::g->state = NoState; ::g->acceleratestage = 0; ::g->cnt = 10; } void WI_updateNoState(void) { WI_updateAnimatedBack(); if (!--::g->cnt) { // Unload data WI_End(); G_WorldDone(); } DoomLib::ActivateGame(); } void WI_initShowNextLoc(void) { ::g->state = ShowNextLoc; ::g->acceleratestage = 0; ::g->cnt = SHOWNEXTLOCDELAY * TICRATE; WI_initAnimatedBack(); DoomLib::ActivateGame(); } void WI_updateShowNextLoc(void) { WI_updateAnimatedBack(); if (!--::g->cnt || ::g->acceleratestage) { WI_initNoState(); DoomLib::ShowXToContinue( false ); } else { ::g->snl_pointeron = (::g->cnt & 31) < 20; } } void WI_drawShowNextLoc(void) { int i; int last; WI_slamBackground(); // draw animated background WI_drawAnimatedBack(); if ( ::g->gamemode != commercial) { if (::g->wbs->epsd > 2) { WI_drawEL(); return; } last = (::g->wbs->last == 8) ? ::g->wbs->next - 1 : ::g->wbs->last; // don't draw any splats for extra secret levels if( last == 9 ) { for (i=0 ; iplayers[i].didsecret = false; } ::g->wbs->didsecret = false; last = -1; } // draw a splat on taken cities. for (i=0 ; i<=last ; i++) WI_drawOnLnode(i, &::g->splat); // splat the secret level? if (::g->wbs->didsecret) WI_drawOnLnode(8, &::g->splat); // draw flashing ptr if (::g->snl_pointeron) WI_drawOnLnode(::g->wbs->next, ::g->yah); } // draws which level you are entering.. if ( (::g->gamemode != commercial) || ::g->wbs->next != 30) WI_drawEL(); } void WI_drawNoState(void) { ::g->snl_pointeron = true; WI_drawShowNextLoc(); } int WI_fragSum(int playernum) { int i; int frags = 0; for (i=0 ; iplayeringame[i] &&*/ i!=playernum) { frags += plrs[playernum].frags[i]; } } // JDC hack - negative frags. frags -= plrs[playernum].frags[playernum]; // UNUSED if (frags < 0) // frags = 0; return frags; } int WI_fragOnlySum(int playernum) { int i; int frags = 0; for (i=0 ; iplayeringame[i] &&*/ i!=playernum) { frags += plrs[playernum].frags[i]; } } return frags; } int WI_deathSum(int playernum) { int i; int deaths = 0; for (i=0 ; iplayeringame[i]*/) { deaths += plrs[i].frags[playernum]; } } return deaths; } void WI_initDeathmatchStats(void) { int i; int j; ::g->state = StatCount; ::g->acceleratestage = 0; ::g->dm_state = 1; ::g->cnt_pause = TICRATE; for (i=0 ; iplayeringame[i]) { for (j=0 ; jplayeringame[j]) ::g->dm_frags[i][j] = 0; ::g->dm_totals[i] = 0; } } WI_initAnimatedBack(); if ( common->IsMultiplayer() ) { localCalculateAchievements(false); /* JAF PS3 gameLocal->liveSession.GetDMSession().SetEndOfMatchStats(); gameLocal->liveSession.GetDMSession().WriteTrueskill(); // Write stats if ( gameLocal->liveSession.IsHost( ::g->consoleplayer ) ) { gameLocal->liveSession.GetDMSession().BeginEndLevel(); } */ } DoomLib::ShowXToContinue( true ); } void WI_updateDeathmatchStats(void) { int i; int j; qboolean stillticking; WI_updateAnimatedBack(); if (::g->acceleratestage && ::g->dm_state != 4) { ::g->acceleratestage = 0; for (i=0 ; iplayeringame[i]) { for (j=0 ; jplayeringame[j]) ::g->dm_frags[i][j] = plrs[i].frags[j]; ::g->dm_totals[i] = WI_fragSum(i); } } S_StartSound(0, sfx_barexp); ::g->dm_state = 4; } if (::g->dm_state == 2) { if (!(::g->bcnt&3)) S_StartSound(0, sfx_pistol); stillticking = false; for (i=0 ; iplayeringame[i]) { for (j=0 ; jplayeringame[j] && ::g->dm_frags[i][j] != plrs[i].frags[j]) { if (plrs[i].frags[j] < 0) ::g->dm_frags[i][j]--; else ::g->dm_frags[i][j]++; if (::g->dm_frags[i][j] > 99) ::g->dm_frags[i][j] = 99; if (::g->dm_frags[i][j] < -99) ::g->dm_frags[i][j] = -99; stillticking = true; } } ::g->dm_totals[i] = WI_fragSum(i); if (::g->dm_totals[i] > 99) ::g->dm_totals[i] = 99; if (::g->dm_totals[i] < -99) ::g->dm_totals[i] = -99; } } if (!stillticking) { S_StartSound(0, sfx_barexp); ::g->dm_state++; } } else if (::g->dm_state == 4) { if (::g->acceleratestage) { if ( !::g->demoplayback && ( ::g->usergame || ::g->netgame ) ) { // This sound plays repeatedly after a player continues at the end of a deathmatch, // and sounds bad. Quick fix is to just not play it. //S_StartSound(0, sfx_slop); DoomLib::HandleEndMatch(); } } } else if (::g->dm_state & 1) { if (!--::g->cnt_pause) { ::g->dm_state++; ::g->cnt_pause = TICRATE; } } } void WI_drawDeathmatchStats(void) { int i; int j; int x; int y; int w; int lh; // line height lh = WI_SPACINGY; WI_slamBackground(); // draw animated background WI_drawAnimatedBack(); WI_drawLF(); // draw stat titles (top line) V_DrawPatch(DM_TOTALSX-SHORT(::g->total->width)/2, DM_MATRIXY-WI_SPACINGY+10, FB, ::g->total); V_DrawPatch(DM_KILLERSX, DM_KILLERSY, FB, ::g->killers); V_DrawPatch(DM_VICTIMSX, DM_VICTIMSY, FB, ::g->victims); // draw P? x = DM_MATRIXX + DM_SPACINGX; y = DM_MATRIXY; for (i=0 ; iplayeringame[i]) { V_DrawPatch(x-SHORT(::g->wistuff_p[i]->width)/2, DM_MATRIXY - WI_SPACINGY, FB, ::g->wistuff_p[i]); V_DrawPatch(DM_MATRIXX-SHORT(::g->wistuff_p[i]->width)/2, y, FB, ::g->wistuff_p[i]); // No splitscreen on PC currently if (i == ::g->me /* && !gameLocal->IsSplitscreen() */ ) { V_DrawPatch(x-SHORT(::g->wistuff_p[i]->width)/2, DM_MATRIXY - WI_SPACINGY, FB, ::g->bstar); V_DrawPatch(DM_MATRIXX-SHORT(::g->wistuff_p[i]->width)/2, y, FB, ::g->star); } } else { //V_DrawPatch(x-SHORT(::g->wistuff_bp[i]->width)/2, // DM_MATRIXY - WI_SPACINGY, FB, ::g->wistuff_bp[i]); //V_DrawPatch(DM_MATRIXX-SHORT(::g->wistuff_bp[i]->width)/2, // y, FB, ::g->wistuff_bp[i]); } x += DM_SPACINGX; y += WI_SPACINGY; } // draw stats y = DM_MATRIXY+10; w = SHORT(::g->num[0]->width); for (i=0 ; iplayeringame[i]) { for (j=0 ; jplayeringame[j]) WI_drawNum(x+w, y, ::g->dm_frags[i][j], 2); x += DM_SPACINGX; } WI_drawNum(DM_TOTALSX+w, y, ::g->dm_totals[i], 2); } y += WI_SPACINGY; } } void WI_initNetgameStats(void) { int i; ::g->state = StatCount; ::g->acceleratestage = 0; ::g->ng_state = 1; ::g->cnt_pause = TICRATE; for (i=0 ; iplayeringame[i]) continue; ::g->cnt_kills[i] = ::g->cnt_items[i] = ::g->cnt_secret[i] = ::g->cnt_frags[i] = 0; ::g->dofrags += WI_fragSum(i); } ::g->dofrags = !!::g->dofrags; WI_initAnimatedBack(); // JAF PS3 /* if ( gameLocal->IsMultiplayer() ) { if(gameLocal->IsFullVersion() && gameLocal->liveSession.IsHost( ::g->consoleplayer )) { bool endOfMission = false; if ( ::g->gamemission == 0 && ::g->gamemap == 30 ) { endOfMission = true; } else if ( ::g->gamemission > 0 && ::g->gamemap == 8 ) { endOfMission = true; } gameLocal->liveSession.GetCoopSession().BeginEndLevel( endOfMission ); } } */ DoomLib::ShowXToContinue( true ); } void WI_updateNetgameStats(void) { int i; int fsum; qboolean stillticking; WI_updateAnimatedBack(); if (::g->acceleratestage && ::g->ng_state != 10) { ::g->acceleratestage = 0; for (i=0 ; iplayeringame[i]) continue; ::g->cnt_kills[i] = (plrs[i].skills * 100) / ::g->wbs->maxkills; ::g->cnt_items[i] = (plrs[i].sitems * 100) / ::g->wbs->maxitems; ::g->cnt_secret[i] = (plrs[i].ssecret * 100) / ::g->wbs->maxsecret; if (::g->dofrags) ::g->cnt_frags[i] = WI_fragSum(i); } S_StartSound(0, sfx_barexp); ::g->ng_state = 10; } if (::g->ng_state == 2) { if (!(::g->bcnt&3)) S_StartSound(0, sfx_pistol); stillticking = false; for (i=0 ; iplayeringame[i]) continue; ::g->cnt_kills[i] += 2; if (::g->cnt_kills[i] >= (plrs[i].skills * 100) / ::g->wbs->maxkills) ::g->cnt_kills[i] = (plrs[i].skills * 100) / ::g->wbs->maxkills; else stillticking = true; } if (!stillticking) { S_StartSound(0, sfx_barexp); ::g->ng_state++; } } else if (::g->ng_state == 4) { if (!(::g->bcnt&3)) S_StartSound(0, sfx_pistol); stillticking = false; for (i=0 ; iplayeringame[i]) continue; ::g->cnt_items[i] += 2; if (::g->cnt_items[i] >= (plrs[i].sitems * 100) / ::g->wbs->maxitems) ::g->cnt_items[i] = (plrs[i].sitems * 100) / ::g->wbs->maxitems; else stillticking = true; } if (!stillticking) { S_StartSound(0, sfx_barexp); ::g->ng_state++; } } else if (::g->ng_state == 6) { if (!(::g->bcnt&3)) S_StartSound(0, sfx_pistol); stillticking = false; for (i=0 ; iplayeringame[i]) continue; ::g->cnt_secret[i] += 2; if (::g->cnt_secret[i] >= (plrs[i].ssecret * 100) / ::g->wbs->maxsecret) ::g->cnt_secret[i] = (plrs[i].ssecret * 100) / ::g->wbs->maxsecret; else stillticking = true; } if (!stillticking) { S_StartSound(0, sfx_barexp); ::g->ng_state += 1 + 2*!::g->dofrags; } } else if (::g->ng_state == 8) { if (!(::g->bcnt&3)) S_StartSound(0, sfx_pistol); stillticking = false; for (i=0 ; iplayeringame[i]) continue; ::g->cnt_frags[i] += 1; if (::g->cnt_frags[i] >= (fsum = WI_fragSum(i))) ::g->cnt_frags[i] = fsum; else stillticking = true; } if (!stillticking) { S_StartSound(0, sfx_pldeth); ::g->ng_state++; } } else if (::g->ng_state == 10) { if (::g->acceleratestage) { if ( !::g->demoplayback && ( ::g->usergame || ::g->netgame ) ) { S_StartSound(0, sfx_sgcock); // need to do this again if they buy it localCalculateAchievements(false); if (::g->gamemode == commercial){ WI_initNoState(); DoomLib::ShowXToContinue( false ); } else{ WI_initShowNextLoc(); } } } } else if (::g->ng_state & 1) { if (!--::g->cnt_pause) { ::g->ng_state++; ::g->cnt_pause = TICRATE; } } } void WI_drawNetgameStats(void) { int i; int x; int y; int pwidth = SHORT(::g->percent->width); WI_slamBackground(); // draw animated background WI_drawAnimatedBack(); WI_drawLF(); // draw stat titles (top line) V_DrawPatch(NG_STATSX+NG_SPACINGX-SHORT(::g->kills->width), NG_STATSY, FB, ::g->kills); V_DrawPatch(NG_STATSX+2*NG_SPACINGX-SHORT(::g->items->width), NG_STATSY, FB, ::g->items); V_DrawPatch(NG_STATSX+3*NG_SPACINGX-SHORT(::g->secret->width), NG_STATSY, FB, ::g->secret); if (::g->dofrags) V_DrawPatch(NG_STATSX+4*NG_SPACINGX-SHORT(::g->wistuff_frags->width), NG_STATSY, FB, ::g->wistuff_frags); // draw stats y = NG_STATSY + SHORT(::g->kills->height); for (i=0 ; iplayeringame[i]) continue; x = NG_STATSX; V_DrawPatch(x-SHORT(::g->wistuff_p[i]->width), y, FB, ::g->wistuff_p[i]); // No splitscreen on PC if (i == ::g->me /* && !gameLocal->IsSplitscreen() */ ) V_DrawPatch(x-SHORT(::g->wistuff_p[i]->width), y, FB, ::g->star); x += NG_SPACINGX; WI_drawPercent(x-pwidth, y+10, ::g->cnt_kills[i]); x += NG_SPACINGX; WI_drawPercent(x-pwidth, y+10, ::g->cnt_items[i]); x += NG_SPACINGX; WI_drawPercent(x-pwidth, y+10, ::g->cnt_secret[i]); x += NG_SPACINGX; if (::g->dofrags) WI_drawNum(x, y+10, ::g->cnt_frags[i], -1); y += WI_SPACINGY; } } void WI_initStats(void) { ::g->state = StatCount; ::g->acceleratestage = 0; ::g->sp_state = 1; ::g->cnt_kills[0] = ::g->cnt_items[0] = ::g->cnt_secret[0] = -1; ::g->cnt_time = ::g->cnt_par = -1; ::g->cnt_pause = TICRATE; WI_initAnimatedBack(); DoomLib::ShowXToContinue( true ); } void WI_updateStats(void) { WI_updateAnimatedBack(); if (::g->acceleratestage && ::g->sp_state != 10) { ::g->acceleratestage = 0; ::g->cnt_kills[0] = (plrs[::g->me].skills * 100) / ::g->wbs->maxkills; ::g->cnt_items[0] = (plrs[::g->me].sitems * 100) / ::g->wbs->maxitems; ::g->cnt_secret[0] = (plrs[::g->me].ssecret * 100) / ::g->wbs->maxsecret; ::g->cnt_time = plrs[::g->me].stime / TICRATE; ::g->cnt_par = ::g->wbs->partime / TICRATE; S_StartSound(0, sfx_barexp); ::g->sp_state = 10; } if (::g->sp_state == 2) { ::g->cnt_kills[0] += 2; if (!(::g->bcnt&3)) S_StartSound(0, sfx_pistol); if (::g->cnt_kills[0] >= (plrs[::g->me].skills * 100) / ::g->wbs->maxkills) { ::g->cnt_kills[0] = (plrs[::g->me].skills * 100) / ::g->wbs->maxkills; S_StartSound(0, sfx_barexp); ::g->sp_state++; } } else if (::g->sp_state == 4) { ::g->cnt_items[0] += 2; if (!(::g->bcnt&3)) S_StartSound(0, sfx_pistol); if (::g->cnt_items[0] >= (plrs[::g->me].sitems * 100) / ::g->wbs->maxitems) { ::g->cnt_items[0] = (plrs[::g->me].sitems * 100) / ::g->wbs->maxitems; S_StartSound(0, sfx_barexp); ::g->sp_state++; } } else if (::g->sp_state == 6) { ::g->cnt_secret[0] += 2; if (!(::g->bcnt&3)) S_StartSound(0, sfx_pistol); if (::g->cnt_secret[0] >= (plrs[::g->me].ssecret * 100) / ::g->wbs->maxsecret) { ::g->cnt_secret[0] = (plrs[::g->me].ssecret * 100) / ::g->wbs->maxsecret; S_StartSound(0, sfx_barexp); ::g->sp_state++; } } else if (::g->sp_state == 8) { if (!(::g->bcnt&3)) S_StartSound(0, sfx_pistol); ::g->cnt_time += 3; if (::g->cnt_time >= plrs[::g->me].stime / TICRATE) ::g->cnt_time = plrs[::g->me].stime / TICRATE; ::g->cnt_par += 3; if (::g->cnt_par >= ::g->wbs->partime / TICRATE) { ::g->cnt_par = ::g->wbs->partime / TICRATE; if (::g->cnt_time >= plrs[::g->me].stime / TICRATE) { S_StartSound(0, sfx_barexp); ::g->sp_state++; } } } else if (::g->sp_state == 10) { if (::g->acceleratestage) { if ( !::g->demoplayback && ( ::g->usergame || ::g->netgame ) ) { S_StartSound(0, sfx_sgcock); // need to do this again if they buy it localCalculateAchievements(false); if (::g->gamemode == commercial) { WI_initNoState(); } else{ WI_initShowNextLoc(); } } } } else if (::g->sp_state & 1) { if (!--::g->cnt_pause) { ::g->sp_state++; ::g->cnt_pause = TICRATE; } } } void WI_drawStats(void) { // line height int lh; lh = (3*SHORT(::g->num[0]->height))/2; WI_slamBackground(); // draw animated background WI_drawAnimatedBack(); WI_drawLF(); V_DrawPatch(SP_STATSX, SP_STATSY, FB, ::g->kills); WI_drawPercent(ORIGINAL_WIDTH - SP_STATSX, SP_STATSY, ::g->cnt_kills[0]); V_DrawPatch(SP_STATSX, SP_STATSY+lh, FB, ::g->items); WI_drawPercent(ORIGINAL_WIDTH - SP_STATSX, SP_STATSY+lh, ::g->cnt_items[0]); V_DrawPatch(SP_STATSX, SP_STATSY+2*lh, FB, ::g->sp_secret); WI_drawPercent(ORIGINAL_WIDTH - SP_STATSX, SP_STATSY+2*lh, ::g->cnt_secret[0]); V_DrawPatch(SP_TIMEX, SP_TIMEY, FB, ::g->time); WI_drawTime(ORIGINAL_WIDTH/2 - SP_TIMEX, SP_TIMEY, ::g->cnt_time); // DHM - Nerve :: Added episode 4 par times //if (::g->wbs->epsd < 3) //{ V_DrawPatch(ORIGINAL_WIDTH/2 + SP_TIMEX, SP_TIMEY, FB, ::g->par); WI_drawTime(ORIGINAL_WIDTH - SP_TIMEX, SP_TIMEY, ::g->cnt_par); //} } void WI_checkForAccelerate(void) { int i; player_t *player; // check for button presses to skip delays for (i=0, player = ::g->players ; iplayeringame[i]) { if (player->cmd.buttons & BT_ATTACK) { if (!player->attackdown) { ::g->acceleratestage = 1; } player->attackdown = true; } else { player->attackdown = false; } if (player->cmd.buttons & BT_USE) { if (!player->usedown) { ::g->acceleratestage = 1; } player->usedown = true; } else { player->usedown = false; } } } } // Updates stuff each tick void WI_Ticker(void) { // counter for general background animation ::g->bcnt++; if (::g->bcnt == 1) { // intermission music if ( ::g->gamemode == commercial ) S_ChangeMusic(mus_dm2int, true); else S_ChangeMusic(mus_inter, true); } WI_checkForAccelerate(); switch (::g->state) { case StatCount: if (::g->deathmatch) WI_updateDeathmatchStats(); else if (::g->netgame) WI_updateNetgameStats(); else WI_updateStats(); break; case ShowNextLoc: WI_updateShowNextLoc(); break; case NoState: WI_updateNoState(); break; } } void WI_loadData(void) { int i; int j; char name[9]; anim_t* a; if (::g->gamemode == commercial) strcpy(name, "INTERPIC"); // DHM - Nerve :: Use our background image //strcpy(name, "DMENUPIC"); else sprintf(name, "WIMAP%d", ::g->wbs->epsd); if ( ::g->gamemode == retail ) { if (::g->wbs->epsd == 3) strcpy(name,"INTERPIC"); } // background ::g->bg = (patch_t*)W_CacheLumpName(name, PU_LEVEL_SHARED); V_DrawPatch(0, 0, 1, ::g->bg); // UNUSED unsigned char *pic = ::g->screens[1]; // if (::g->gamemode == commercial) // { // darken the background image // while (pic != ::g->screens[1] + SCREENHEIGHT*SCREENWIDTH) // { // *pic = ::g->colormaps[256*25 + *pic]; // pic++; // } //} if (::g->gamemode == commercial) { ::g->NUMCMAPS = 32; ::g->lnames = (patch_t **) DoomLib::Z_Malloc(sizeof(patch_t*) * ::g->NUMCMAPS, PU_LEVEL_SHARED, 0); for (i=0 ; i < ::g->NUMCMAPS ; i++) { sprintf(name, "CWILV%2.2d", i); ::g->lnames[i] = (patch_t*)W_CacheLumpName(name, PU_LEVEL_SHARED); } } else { ::g->lnames = (patch_t **) DoomLib::Z_Malloc(sizeof(patch_t*) * ( NUMMAPS ), PU_LEVEL_SHARED, 0); for (i=0 ; iwbs->epsd, i); ::g->lnames[i] = (patch_t*)W_CacheLumpName(name, PU_LEVEL_SHARED); } // you are here ::g->yah[0] = (patch_t*)W_CacheLumpName("WIURH0", PU_LEVEL_SHARED); // you are here (alt.) ::g->yah[1] = (patch_t*)W_CacheLumpName("WIURH1", PU_LEVEL_SHARED); // splat ::g->splat = (patch_t*)W_CacheLumpName("WISPLAT", PU_LEVEL_SHARED); if (::g->wbs->epsd < 3) { for (j=0;j < ::g->NUMANIMS[::g->wbs->epsd];j++) { a = &::g->wi_stuff_anims[::g->wbs->epsd][j]; for (i=0;inanims;i++) { // MONDO HACK! if (::g->wbs->epsd != 1 || j != 8) { // animations sprintf(name, "WIA%d%.2d%.2d", ::g->wbs->epsd, j, i); a->p[i] = (patch_t*)W_CacheLumpName(name, PU_LEVEL_SHARED); } else { // HACK ALERT! a->p[i] = ::g->wi_stuff_anims[1][4].p[i]; } } } } } // More hacks on minus sign. ::g->wiminus = (patch_t*)W_CacheLumpName("WIMINUS", PU_LEVEL_SHARED); for (i=0;i<10;i++) { // numbers 0-9 sprintf(name, "WINUM%d", i); ::g->num[i] = (patch_t*)W_CacheLumpName(name, PU_LEVEL_SHARED); } // percent sign ::g->percent = (patch_t*)W_CacheLumpName("WIPCNT", PU_LEVEL_SHARED); // "finished" ::g->finished = (patch_t*)W_CacheLumpName("WIF", PU_LEVEL_SHARED); // "entering" ::g->entering = (patch_t*)W_CacheLumpName("WIENTER", PU_LEVEL_SHARED); // "kills" ::g->kills = (patch_t*)W_CacheLumpName("WIOSTK", PU_LEVEL_SHARED); // "scrt" ::g->secret = (patch_t*)W_CacheLumpName("WIOSTS", PU_LEVEL_SHARED); // "secret" ::g->sp_secret = (patch_t*)W_CacheLumpName("WISCRT2", PU_LEVEL_SHARED); ::g->items = (patch_t*)W_CacheLumpName("WIOSTI", PU_LEVEL_SHARED); // "frgs" ::g->wistuff_frags = (patch_t*)W_CacheLumpName("WIFRGS", PU_LEVEL_SHARED); // ":" ::g->colon = (patch_t*)W_CacheLumpName("WICOLON", PU_LEVEL_SHARED); // "time" ::g->time = (patch_t*)W_CacheLumpName("WITIME", PU_LEVEL_SHARED); // "sucks" ::g->sucks = (patch_t*)W_CacheLumpName("WISUCKS", PU_LEVEL_SHARED); // "par" ::g->par = (patch_t*)W_CacheLumpName("WIPAR", PU_LEVEL_SHARED); // "killers" (vertical) ::g->killers = (patch_t*)W_CacheLumpName("WIKILRS", PU_LEVEL_SHARED); // "victims" (horiz) ::g->victims = (patch_t*)W_CacheLumpName("WIVCTMS", PU_LEVEL_SHARED); // "total" ::g->total = (patch_t*)W_CacheLumpName("WIMSTT", PU_LEVEL_SHARED); // your face ::g->star = (patch_t*)W_CacheLumpName("STFST01", PU_STATIC_SHARED); // ALAN: this is statically in the game... // dead face ::g->bstar = (patch_t*)W_CacheLumpName("STFDEAD0", PU_STATIC_SHARED); for (i=0 ; iwistuff_p[i] = (patch_t*)W_CacheLumpName(name, PU_LEVEL_SHARED); // "1,2,3,4" sprintf(name, "WIBP%d", i+1); ::g->wistuff_bp[i] = (patch_t*)W_CacheLumpName(name, PU_LEVEL_SHARED); } } void WI_unloadData(void) { Z_FreeTags( PU_LEVEL_SHARED, PU_LEVEL_SHARED ); // HACK ALERT - reset these to help stability? they are used for consistency checking for (int i=0 ; iplayeringame[i]) { ::g->players[i].mo = NULL; } } ::g->bg = NULL; } void WI_Drawer (void) { switch (::g->state) { case StatCount: if (::g->deathmatch) WI_drawDeathmatchStats(); else if (::g->netgame) WI_drawNetgameStats(); else WI_drawStats(); break; case ShowNextLoc: WI_drawShowNextLoc(); break; case NoState: WI_drawNoState(); break; } } void WI_initVariables(wbstartstruct_t* wbstartstruct) { ::g->wbs = wbstartstruct; #ifdef RANGECHECKING if (::g->gamemode != commercial) { if ( ::g->gamemode == retail ) RNGCHECK(::g->wbs->epsd, 0, 3); else RNGCHECK(::g->wbs->epsd, 0, 2); } else { RNGCHECK(::g->wbs->last, 0, 8); RNGCHECK(::g->wbs->next, 0, 8); } RNGCHECK(::g->wbs->pnum, 0, MAXPLAYERS); RNGCHECK(::g->wbs->pnum, 0, MAXPLAYERS); #endif ::g->acceleratestage = 0; ::g->cnt = ::g->bcnt = 0; ::g->firstrefresh = 1; ::g->me = ::g->wbs->pnum; plrs = ::g->wbs->plyr; if (!::g->wbs->maxkills) ::g->wbs->maxkills = 1; if (!::g->wbs->maxitems) ::g->wbs->maxitems = 1; if (!::g->wbs->maxsecret) ::g->wbs->maxsecret = 1; if ( ::g->gamemode != retail ) if (::g->wbs->epsd > 2) ::g->wbs->epsd -= 3; } void WI_Start(wbstartstruct_t* wbstartstruct) { WI_initVariables(wbstartstruct); WI_loadData(); if (::g->deathmatch) WI_initDeathmatchStats(); else if (::g->netgame) WI_initNetgameStats(); else WI_initStats(); }