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1949 lines
36 KiB
C++
1949 lines
36 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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{
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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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}
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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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{
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return;
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}
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if( ::g->wbs->epsd > 2 )
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{
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return;
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}
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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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{
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a->nexttic = ::g->bcnt + 1 + ( M_Random() % a->period );
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}
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else if( a->type == ANIM_RANDOM )
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{
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a->nexttic = ::g->bcnt + 1 + a->data2 + ( M_Random() % a->data1 );
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}
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else if( a->type == ANIM_LEVEL )
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{
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a->nexttic = ::g->bcnt + 1;
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}
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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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{
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return;
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}
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if( ::g->wbs->epsd > 2 )
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{
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return;
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}
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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 )
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{
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a->ctr = 0;
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}
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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
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{
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a->nexttic = ::g->bcnt + a->period;
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}
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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 )
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{
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a->ctr--;
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}
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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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{
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return;
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}
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if( ::g->wbs->epsd > 2 )
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{
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return;
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}
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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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{
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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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//
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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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{
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n = -n;
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}
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// if non-number, do not draw it
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if( n == 1994 )
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{
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return 0;
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}
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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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{
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V_DrawPatch( x -= 8, y, FB, ::g->wiminus );
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}
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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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{
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return;
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}
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|
|
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
|
|
{
|
|
idStr::snPrintf( name, sizeof( 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++ )
|
|
{
|
|
idStr::snPrintf( name, sizeof( 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++ )
|
|
{
|
|
idStr::snPrintf( name, sizeof( 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
|
|
idStr::snPrintf( name, sizeof( 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
|
|
idStr::snPrintf( name, sizeof( 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"
|
|
idStr::snPrintf( name, sizeof( name ), "STPB%d", i );
|
|
::g->wistuff_p[i] = ( patch_t* )W_CacheLumpName( name, PU_LEVEL_SHARED );
|
|
|
|
// "1,2,3,4"
|
|
idStr::snPrintf( name, sizeof( 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();
|
|
}
|
|
}
|