mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-11 13:11:47 +00:00
d949bc9410
many of the warnings -Wreorder and #includes with invalid path because of case-errors (windows may not care, but linux does)
1756 lines
35 KiB
C++
1756 lines
35 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#include "Precompiled.h"
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#include "globaldata.h"
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#include "Main.h"
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#include "sys/sys_session.h"
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#include "sys/sys_signin.h"
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//#include "DoomLeaderboards.h"
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#include "d3xp/Game_local.h"
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#include <stdio.h>
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#include "z_zone.h"
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#include "m_random.h"
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#include "m_swap.h"
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#include "i_system.h"
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#include "w_wad.h"
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#include "g_game.h"
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#include "r_local.h"
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#include "s_sound.h"
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#include "doomstat.h"
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// Data.
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#include "sounds.h"
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// Needs access to LFB.
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#include "v_video.h"
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#include "wi_stuff.h"
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//
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// Data needed to add patches to full screen intermission pics.
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// Patches are statistics messages, and animations.
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// Loads of by-pixel layout and placement, offsets etc.
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//
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//
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// Different vetween registered DOOM (1994) and
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// Ultimate DOOM - Final edition (retail, 1995?).
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// This is supposedly ignored for commercial
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// release (aka DOOM II), which had 34 maps
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// in one episode. So there.
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// in tics
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//U #define PAUSELEN (TICRATE*2)
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//U #define SCORESTEP 100
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//U #define ANIMPERIOD 32
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// pixel distance from "(YOU)" to "PLAYER N"
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//U #define STARDIST 10
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//U #define WK 1
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// GLOBAL LOCATIONS
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// SINGPLE-PLAYER STUFF
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// NET GAME STUFF
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// DEATHMATCH STUFF
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//
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// Animation.
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// There is another anim_t used in p_spec.
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//
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const point_t lnodes[NUMEPISODES][NUMMAPS] =
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{
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// Episode 0 World Map
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{
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{ 185, 164 }, // location of level 0 (CJ)
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{ 148, 143 }, // location of level 1 (CJ)
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{ 69, 122 }, // location of level 2 (CJ)
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{ 209, 102 }, // location of level 3 (CJ)
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{ 116, 89 }, // location of level 4 (CJ)
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{ 166, 55 }, // location of level 5 (CJ)
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{ 71, 56 }, // location of level 6 (CJ)
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{ 135, 29 }, // location of level 7 (CJ)
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{ 71, 24 } // location of level 8 (CJ)
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},
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// Episode 1 World Map should go here
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{
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{ 254, 25 }, // location of level 0 (CJ)
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{ 97, 50 }, // location of level 1 (CJ)
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{ 188, 64 }, // location of level 2 (CJ)
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{ 128, 78 }, // location of level 3 (CJ)
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{ 214, 92 }, // location of level 4 (CJ)
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{ 133, 130 }, // location of level 5 (CJ)
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{ 208, 136 }, // location of level 6 (CJ)
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{ 148, 140 }, // location of level 7 (CJ)
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{ 235, 158 } // location of level 8 (CJ)
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},
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// Episode 2 World Map should go here
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{
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{ 156, 168 }, // location of level 0 (CJ)
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{ 48, 154 }, // location of level 1 (CJ)
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{ 174, 95 }, // location of level 2 (CJ)
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{ 265, 75 }, // location of level 3 (CJ)
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{ 130, 48 }, // location of level 4 (CJ)
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{ 279, 23 }, // location of level 5 (CJ)
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{ 198, 48 }, // location of level 6 (CJ)
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{ 140, 25 }, // location of level 7 (CJ)
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{ 281, 136 } // location of level 8 (CJ)
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}
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};
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//
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// Animation locations for episode 0 (1).
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// Using patches saves a lot of space,
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// as they replace 320x200 full screen frames.
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//
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extern const anim_t temp_epsd0animinfo[10];
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const anim_t temp_epsd0animinfo[10] =
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{
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{ ANIM_ALWAYS, TICRATE/3, 3, { 224, 104 } },
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{ ANIM_ALWAYS, TICRATE/3, 3, { 184, 160 } },
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{ ANIM_ALWAYS, TICRATE/3, 3, { 112, 136 } },
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{ ANIM_ALWAYS, TICRATE/3, 3, { 72, 112 } },
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{ ANIM_ALWAYS, TICRATE/3, 3, { 88, 96 } },
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{ ANIM_ALWAYS, TICRATE/3, 3, { 64, 48 } },
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{ ANIM_ALWAYS, TICRATE/3, 3, { 192, 40 } },
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{ ANIM_ALWAYS, TICRATE/3, 3, { 136, 16 } },
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{ ANIM_ALWAYS, TICRATE/3, 3, { 80, 16 } },
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{ ANIM_ALWAYS, TICRATE/3, 3, { 64, 24 } }
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};
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extern const anim_t temp_epsd1animinfo[9];
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const anim_t temp_epsd1animinfo[9] =
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{
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{ ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 1 },
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{ ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 2 },
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{ ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 3 },
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{ ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 4 },
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{ ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 5 },
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{ ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 6 },
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{ ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 7 },
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{ ANIM_LEVEL, TICRATE/3, 3, { 192, 144 }, 8 },
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{ ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 8 }
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};
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extern const anim_t temp_epsd2animinfo[6];
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const anim_t temp_epsd2animinfo[6] =
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{
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{ ANIM_ALWAYS, TICRATE/3, 3, { 104, 168 } },
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{ ANIM_ALWAYS, TICRATE/3, 3, { 40, 136 } },
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{ ANIM_ALWAYS, TICRATE/3, 3, { 160, 96 } },
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{ ANIM_ALWAYS, TICRATE/3, 3, { 104, 80 } },
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{ ANIM_ALWAYS, TICRATE/3, 3, { 120, 32 } },
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{ ANIM_ALWAYS, TICRATE/4, 3, { 40, 0 } }
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};
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//
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// GENERAL DATA
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//
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//
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// Locally used stuff.
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//
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// States for single-player
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// in seconds
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//#define SHOWLASTLOCDELAY SHOWNEXTLOCDELAY
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// used to accelerate or skip a stage
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// ::g->wbs->pnum
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// specifies current ::g->state
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// contains information passed into intermission
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const wbplayerstruct_t* plrs; // ::g->wbs->plyr[]
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// used for general timing
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// used for timing of background animation
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// signals to refresh everything for one frame
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// # of commercial levels
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//
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// GRAPHICS
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//
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//
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// CODE
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//
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void localCalculateAchievements(bool epComplete)
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{
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if( !common->IsMultiplayer() ) {
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player_t *player = &::g->players[::g->consoleplayer];
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// Calculate Any Achievements earned from stat cumulation.
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idAchievementManager::CheckDoomClassicsAchievements( player->killcount, player->itemcount, player->secretcount, ::g->gameskill, ::g->gamemission, ::g->gamemap, ::g->gameepisode, ::g->totalkills, ::g->totalitems, ::g->totalsecret );
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}
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}
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// slam background
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// UNUSED static unsigned char *background=0;
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void WI_slamBackground(void)
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{
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memcpy(::g->screens[0], ::g->screens[1], SCREENWIDTH * SCREENHEIGHT);
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V_MarkRect (0, 0, SCREENWIDTH, SCREENHEIGHT);
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}
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// The ticker is used to detect keys
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// because of timing issues in netgames.
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qboolean WI_Responder(event_t* ev)
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{
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return false;
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}
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// Draws "<Levelname> Finished!"
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void WI_drawLF(void)
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{
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int y = WI_TITLEY;
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// draw <LevelName>
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V_DrawPatch((ORIGINAL_WIDTH - SHORT(::g->lnames[::g->wbs->last]->width))/2,
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y, FB, ::g->lnames[::g->wbs->last]);
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// draw "Finished!"
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y += (5*SHORT(::g->lnames[::g->wbs->last]->height))/4;
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V_DrawPatch((ORIGINAL_WIDTH - SHORT(::g->finished->width))/2,
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y, FB, ::g->finished);
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}
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// Draws "Entering <LevelName>"
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void WI_drawEL(void)
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{
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int y = WI_TITLEY;
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// draw "Entering"
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V_DrawPatch((ORIGINAL_WIDTH - SHORT(::g->entering->width))/2,
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y, FB, ::g->entering);
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// draw level
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y += (5*SHORT(::g->lnames[::g->wbs->next]->height))/4;
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V_DrawPatch((ORIGINAL_WIDTH - SHORT(::g->lnames[::g->wbs->next]->width))/2,
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y, FB, ::g->lnames[::g->wbs->next]);
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}
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void
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WI_drawOnLnode
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( int n,
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patch_t* c[] )
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{
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int i;
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int left;
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int top;
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int right;
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int bottom;
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qboolean fits = false;
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i = 0;
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do
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{
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left = lnodes[::g->wbs->epsd][n].x - SHORT(c[i]->leftoffset);
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top = lnodes[::g->wbs->epsd][n].y - SHORT(c[i]->topoffset);
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right = left + SHORT(c[i]->width);
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bottom = top + SHORT(c[i]->height);
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if (left >= 0
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&& right < SCREENWIDTH
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&& top >= 0
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&& bottom < SCREENHEIGHT)
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{
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fits = true;
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}
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else
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{
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i++;
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}
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} while (!fits && i!=2);
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if (fits && i<2)
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{
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V_DrawPatch(lnodes[::g->wbs->epsd][n].x, lnodes[::g->wbs->epsd][n].y,
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FB, c[i]);
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}
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else
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{
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// DEBUG
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I_Printf("Could not place patch on level %d", n+1);
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}
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}
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void WI_initAnimatedBack(void)
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{
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int i;
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anim_t* a;
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if (::g->gamemode == commercial)
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return;
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if (::g->wbs->epsd > 2)
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return;
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for (i=0;i < ::g->NUMANIMS[::g->wbs->epsd];i++)
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{
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a = &::g->wi_stuff_anims[::g->wbs->epsd][i];
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// init variables
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a->ctr = -1;
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// specify the next time to draw it
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if (a->type == ANIM_ALWAYS)
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a->nexttic = ::g->bcnt + 1 + (M_Random()%a->period);
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else if (a->type == ANIM_RANDOM)
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a->nexttic = ::g->bcnt + 1 + a->data2+(M_Random()%a->data1);
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else if (a->type == ANIM_LEVEL)
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a->nexttic = ::g->bcnt + 1;
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}
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}
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void WI_updateAnimatedBack(void)
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{
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int i;
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anim_t* a;
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if (::g->gamemode == commercial)
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return;
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if (::g->wbs->epsd > 2)
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return;
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for (i=0;i < ::g->NUMANIMS[::g->wbs->epsd];i++)
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{
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a = &::g->wi_stuff_anims[::g->wbs->epsd][i];
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if (::g->bcnt == a->nexttic)
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{
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switch (a->type)
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{
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case ANIM_ALWAYS:
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if (++a->ctr >= a->nanims) a->ctr = 0;
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a->nexttic = ::g->bcnt + a->period;
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break;
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case ANIM_RANDOM:
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a->ctr++;
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if (a->ctr == a->nanims)
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{
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a->ctr = -1;
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a->nexttic = ::g->bcnt+a->data2+(M_Random()%a->data1);
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}
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else a->nexttic = ::g->bcnt + a->period;
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break;
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case ANIM_LEVEL:
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// gawd-awful hack for level anims
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if (!(::g->state == StatCount && i == 7)
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&& ::g->wbs->next == a->data1)
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{
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a->ctr++;
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if (a->ctr == a->nanims) a->ctr--;
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a->nexttic = ::g->bcnt + a->period;
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}
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break;
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}
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}
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}
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}
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void WI_drawAnimatedBack(void)
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{
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int i;
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anim_t* a;
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if (commercial)
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return;
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if (::g->wbs->epsd > 2)
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return;
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for (i=0 ; i < ::g->NUMANIMS[::g->wbs->epsd] ; i++)
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{
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a = &::g->wi_stuff_anims[::g->wbs->epsd][i];
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if (a->ctr >= 0)
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V_DrawPatch(a->loc.x, a->loc.y, FB, a->p[a->ctr]);
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}
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}
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//
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// Draws a number.
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// If digits > 0, then use that many digits minimum,
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// otherwise only use as many as necessary.
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// Returns new x position.
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//
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int
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WI_drawNum
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( int x,
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int y,
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int n,
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int digits )
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{
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int fontwidth = SHORT(::g->num[0]->width);
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int neg;
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int temp;
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if (digits < 0)
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{
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if (!n)
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{
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// make variable-length zeros 1 digit long
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digits = 1;
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}
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else
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{
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// figure out # of digits in #
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digits = 0;
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temp = n;
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while (temp)
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{
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temp /= 10;
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digits++;
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}
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}
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}
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neg = n < 0;
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if (neg)
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n = -n;
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// if non-number, do not draw it
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if (n == 1994)
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return 0;
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// draw the new number
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while (digits--)
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{
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x -= fontwidth;
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V_DrawPatch(x, y, FB, ::g->num[ n % 10 ]);
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n /= 10;
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}
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// draw a minus sign if necessary
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if (neg)
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V_DrawPatch(x-=8, y, FB, ::g->wiminus);
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return x;
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}
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void
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WI_drawPercent
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( int x,
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int y,
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int p )
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{
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if (p < 0)
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return;
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V_DrawPatch(x, y, FB, ::g->percent);
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WI_drawNum(x, y, p, -1);
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}
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//
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// Display level completion time and par,
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// or "sucks" message if overflow.
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//
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void
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WI_drawTime
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( int x,
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int y,
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int t )
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{
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int div;
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int n;
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if (t<0)
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return;
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if (t <= 61*59)
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{
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div = 1;
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do
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{
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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();
|
|
}
|