doom3-bfg/doomclassic/doom/wi_stuff.cpp
Daniel Gibson d949bc9410 Fix compiler warnings and errors in MinGW
many of the warnings -Wreorder and #includes with invalid path because of
case-errors (windows may not care, but linux does)
2012-12-03 09:29:14 +01:00

1756 lines
35 KiB
C++

/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
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 <stdio.h>
#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 "<Levelname> Finished!"
void WI_drawLF(void)
{
int y = WI_TITLEY;
// draw <LevelName>
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 <LevelName>"
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 ; i<MAXPLAYERS ; i++) {
::g->players[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 ; i<MAXPLAYERS ; i++)
{
if (/*::g->playeringame[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 ; i<MAXPLAYERS ; i++)
{
if (/*::g->playeringame[i] &&*/ i!=playernum)
{
frags += plrs[playernum].frags[i];
}
}
return frags;
}
int WI_deathSum(int playernum)
{
int i;
int deaths = 0;
for (i=0 ; i<MAXPLAYERS ; i++)
{
if ( 1 /*::g->playeringame[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 ; i<MAXPLAYERS ; i++)
{
if (::g->playeringame[i])
{
for (j=0 ; j<MAXPLAYERS ; j++)
if (::g->playeringame[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 ; i<MAXPLAYERS ; i++)
{
if (::g->playeringame[i])
{
for (j=0 ; j<MAXPLAYERS ; j++)
if (::g->playeringame[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 ; i<MAXPLAYERS ; i++)
{
if (::g->playeringame[i])
{
for (j=0 ; j<MAXPLAYERS ; j++)
{
if (::g->playeringame[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 ; i<MAXPLAYERS ; i++)
{
if (::g->playeringame[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 ; i<MAXPLAYERS ; i++)
{
x = DM_MATRIXX + DM_SPACINGX;
if (::g->playeringame[i])
{
for (j=0 ; j<MAXPLAYERS ; j++)
{
if (::g->playeringame[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 ; i<MAXPLAYERS ; i++)
{
if (!::g->playeringame[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 ; i<MAXPLAYERS ; i++)
{
if (!::g->playeringame[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 ; i<MAXPLAYERS ; i++)
{
if (!::g->playeringame[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 ; i<MAXPLAYERS ; i++)
{
if (!::g->playeringame[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 ; i<MAXPLAYERS ; i++)
{
if (!::g->playeringame[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 ; i<MAXPLAYERS ; i++)
{
if (!::g->playeringame[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 ; i<MAXPLAYERS ; i++)
{
if (!::g->playeringame[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 ; i<MAXPLAYERS ; i++, player++)
{
if (::g->playeringame[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 ; i<NUMMAPS ; i++)
{
sprintf(name, "WILV%d%d", ::g->wbs->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;i<a->nanims;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 ; i<MAXPLAYERS ; i++)
{
// "1,2,3,4"
sprintf(name, "STPB%d", i);
::g->wistuff_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 ; i<MAXPLAYERS ; i++)
{
if (::g->playeringame[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();
}