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1968 lines
46 KiB
C
1968 lines
46 KiB
C
/* Emacs style mode select -*- C++ -*-
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*-----------------------------------------------------------------------------
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*
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*
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* PrBoom: a Doom port merged with LxDoom and LSDLDoom
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* based on BOOM, a modified and improved DOOM engine
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* Copyright (C) 1999 by
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* id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
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* Copyright (C) 1999-2000 by
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* Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
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* Copyright 2005, 2006 by
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* Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program 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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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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* 02111-1307, USA.
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*
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* DESCRIPTION:
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* Intermission screens.
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*
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*-----------------------------------------------------------------------------
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*/
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#include "doomstat.h"
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#include "m_random.h"
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#include "w_wad.h"
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#include "g_game.h"
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#include "r_main.h"
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#include "v_video.h"
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#include "wi_stuff.h"
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#include "s_sound.h"
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#include "sounds.h"
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#include "lprintf.h" // jff 08/03/98 - declaration of lprintf
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#include "r_draw.h"
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// Ty 03/17/98: flag that new par times have been loaded in d_deh
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extern boolean deh_pars;
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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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#define NUMEPISODES 4
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#define NUMMAPS 9
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// Not used
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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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#define WI_TITLEY 2
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#define WI_SPACINGY 33
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// SINGLE-PLAYER STUFF
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#define SP_STATSX 50
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#define SP_STATSY 50
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#define SP_TIMEX 8
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// proff/nicolas 09/20/98 -- changed for hi-res
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#define SP_TIMEY 160
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//#define SP_TIMEY (SCREENHEIGHT-32)
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// NET GAME STUFF
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#define NG_STATSY 50
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#define NG_STATSX (32 + V_NamePatchWidth(star)/2 + 32*!dofrags)
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#define NG_SPACINGX 64
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// Used to display the frags matrix at endgame
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// DEATHMATCH STUFF
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#define DM_MATRIXX 42
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#define DM_MATRIXY 68
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#define DM_SPACINGX 40
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#define DM_TOTALSX 269
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#define DM_KILLERSX 10
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#define DM_KILLERSY 100
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#define DM_VICTIMSX 5
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#define DM_VICTIMSY 50
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// These animation variables, structures, etc. are used for the
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// DOOM/Ultimate DOOM intermission screen animations. This is
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// totally different from any sprite or texture/flat animations
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typedef enum
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{
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ANIM_ALWAYS, // determined by patch entry
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ANIM_RANDOM, // occasional
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ANIM_LEVEL // continuous
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} animenum_t;
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typedef struct
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{
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int x; // x/y coordinate pair structure
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int y;
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} point_t;
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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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typedef struct
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{
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animenum_t type;
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// period in tics between animations
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int period;
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// number of animation frames
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int nanims;
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// location of animation
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point_t loc;
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// ALWAYS: n/a,
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// RANDOM: period deviation (<256),
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// LEVEL: level
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int data1;
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// ALWAYS: n/a,
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// RANDOM: random base period,
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// LEVEL: n/a
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int data2;
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/* actual graphics for frames of animations
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* cphipps - const
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*/
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patchnum_t p[3];
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// following must be initialized to zero before use!
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// next value of bcnt (used in conjunction with period)
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int nexttic;
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// last drawn animation frame
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int lastdrawn;
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// next frame number to animate
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int ctr;
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// used by RANDOM and LEVEL when animating
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int state;
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} anim_t;
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static 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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static anim_t epsd0animinfo[] =
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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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static anim_t epsd1animinfo[] =
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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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static anim_t epsd2animinfo[] =
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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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static int NUMANIMS[NUMEPISODES] =
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{
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sizeof(epsd0animinfo)/sizeof(anim_t),
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sizeof(epsd1animinfo)/sizeof(anim_t),
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sizeof(epsd2animinfo)/sizeof(anim_t)
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};
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static anim_t *anims[NUMEPISODES] =
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{
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epsd0animinfo,
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epsd1animinfo,
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epsd2animinfo
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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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#define FB 0
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// States for single-player
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#define SP_KILLS 0
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#define SP_ITEMS 2
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#define SP_SECRET 4
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#define SP_FRAGS 6
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#define SP_TIME 8
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#define SP_PAR ST_TIME
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#define SP_PAUSE 1
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// in seconds
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#define SHOWNEXTLOCDELAY 4
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//#define SHOWLASTLOCDELAY SHOWNEXTLOCDELAY
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// used to accelerate or skip a stage
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int acceleratestage; // killough 3/28/98: made global
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// wbs->pnum
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static int me;
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// specifies current state
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static stateenum_t state;
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// contains information passed into intermission
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static wbstartstruct_t* wbs;
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static wbplayerstruct_t* plrs; // wbs->plyr[]
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// used for general timing
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static int cnt;
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// used for timing of background animation
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static int bcnt;
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// signals to refresh everything for one frame
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static int firstrefresh;
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static int cnt_time;
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static int cnt_total_time;
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static int cnt_par;
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static int cnt_pause;
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//
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// GRAPHICS
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//
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// You Are Here graphic
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static const char* yah[2] = { "WIURH0", "WIURH1" };
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// splat
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static const char* splat = "WISPLAT";
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// %, : graphics
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static const char percent[] = {"WIPCNT"};
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static const char colon[] = {"WICOLON"};
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// 0-9 graphic
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static patchnum_t num[10];
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// minus sign
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static const char wiminus[] = {"WIMINUS"};
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// "Finished!" graphics
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static const char finished[] = {"WIF"};
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// "Entering" graphic
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static const char entering[] = {"WIENTER"};
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// "secret"
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static const char sp_secret[] = {"WISCRT2"};
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// "Kills", "Scrt", "Items", "Frags"
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static const char kills[] = {"WIOSTK"};
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static const char secret[] = {"WIOSTS"};
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static const char items[] = {"WIOSTI"};
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static const char frags[] = {"WIFRGS"};
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// Time sucks.
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static const char time1[] = {"WITIME"};
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static const char par[] = {"WIPAR"};
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static const char sucks[] = {"WISUCKS"};
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// "killers", "victims"
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static const char killers[] = {"WIKILRS"};
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static const char victims[] = {"WIVCTMS"};
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// "Total", your face, your dead face
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static const char total[] = {"WIMSTT"};
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static const char star[] = {"STFST01"};
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static const char bstar[] = {"STFDEAD0"};
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// "red P[1..MAXPLAYERS]"
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static const char facebackp[] = {"STPB0"};
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//
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// CODE
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//
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static void WI_endDeathmatchStats(void);
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static void WI_endNetgameStats(void);
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#define WI_endStats WI_endNetgameStats
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/* ====================================================================
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* WI_levelNameLump
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* Purpore: Returns the name of the graphic lump containing the name of
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* the given level.
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* Args: Episode and level, and buffer (must by 9 chars) to write to
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* Returns: void
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*/
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void WI_levelNameLump(int epis, int map, char* buf)
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{
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if (gamemode == commercial) {
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sprintf(buf, "CWILV%2.2d", map);
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} else {
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sprintf(buf, "WILV%d%d", epis, map);
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}
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}
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// ====================================================================
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// WI_slamBackground
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// Purpose: Put the full-screen background up prior to patches
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// Args: none
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// Returns: void
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//
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static void WI_slamBackground(void)
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{
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char name[9]; // limited to 8 characters
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if (gamemode == commercial || (gamemode == retail && wbs->epsd == 3))
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strcpy(name, "INTERPIC");
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else
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sprintf(name, "WIMAP%d", wbs->epsd);
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// background
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V_DrawNamePatch(0, 0, FB, name, CR_DEFAULT, VPT_STRETCH);
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}
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// ====================================================================
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// WI_Responder
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// Purpose: Draw animations on intermission background screen
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// Args: ev -- event pointer, not actually used here.
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// Returns: False -- dummy routine
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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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boolean WI_Responder(event_t* ev)
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{
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return false;
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}
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// ====================================================================
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// WI_drawLF
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// Purpose: Draw the "Finished" level name before showing stats
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// Args: none
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// Returns: void
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//
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void WI_drawLF(void)
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{
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int y = WI_TITLEY;
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char lname[9];
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// draw <LevelName>
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/* cph - get the graphic lump name and use it */
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WI_levelNameLump(wbs->epsd, wbs->last, lname);
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// CPhipps - patch drawing updated
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V_DrawNamePatch((320 - V_NamePatchWidth(lname))/2, y,
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FB, lname, CR_DEFAULT, VPT_STRETCH);
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// draw "Finished!"
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y += (5*V_NamePatchHeight(lname))/4;
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// CPhipps - patch drawing updated
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V_DrawNamePatch((320 - V_NamePatchWidth(finished))/2, y,
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FB, finished, CR_DEFAULT, VPT_STRETCH);
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}
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// ====================================================================
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// WI_drawEL
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// Purpose: Draw introductory "Entering" and level name
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// Args: none
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// Returns: void
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//
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void WI_drawEL(void)
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{
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int y = WI_TITLEY;
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char lname[9];
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/* cph - get the graphic lump name */
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WI_levelNameLump(wbs->epsd, wbs->next, lname);
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// draw "Entering"
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// CPhipps - patch drawing updated
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V_DrawNamePatch((320 - V_NamePatchWidth(entering))/2,
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y, FB, entering, CR_DEFAULT, VPT_STRETCH);
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// draw level
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y += (5*V_NamePatchHeight(lname))/4;
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// CPhipps - patch drawing updated
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V_DrawNamePatch((320 - V_NamePatchWidth(lname))/2, y, FB,
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lname, CR_DEFAULT, VPT_STRETCH);
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}
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/* ====================================================================
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* WI_drawOnLnode
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* Purpose: Draw patches at a location based on episode/map
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* Args: n -- index to map# within episode
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* c[] -- array of names of patches to be drawn
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* Returns: void
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*/
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void
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WI_drawOnLnode // draw stuff at a location by episode/map#
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( int n,
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const char* const c[] )
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{
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int i;
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boolean fits = false;
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i = 0;
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do
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{
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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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const rpatch_t* patch = R_CachePatchName(c[i]);
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left = lnodes[wbs->epsd][n].x - patch->leftoffset;
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top = lnodes[wbs->epsd][n].y - patch->topoffset;
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right = left + patch->width;
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bottom = top + patch->height;
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R_UnlockPatchName(c[i]);
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if (left >= 0
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&& right < 320
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&& top >= 0
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&& bottom < 200)
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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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// CPhipps - patch drawing updated
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V_DrawNamePatch(lnodes[wbs->epsd][n].x, lnodes[wbs->epsd][n].y,
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FB, c[i], CR_DEFAULT, VPT_STRETCH);
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}
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else
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{
|
||
// DEBUG
|
||
//jff 8/3/98 use logical output routine
|
||
lprintf(LO_DEBUG,"Could not place patch on level %d", n+1);
|
||
}
|
||
}
|
||
|
||
|
||
// ====================================================================
|
||
// WI_initAnimatedBack
|
||
// Purpose: Initialize pointers and styles for background animation
|
||
// Args: none
|
||
// Returns: void
|
||
//
|
||
void WI_initAnimatedBack(void)
|
||
{
|
||
int i;
|
||
anim_t* a;
|
||
|
||
if (gamemode == commercial) // no animation for DOOM2
|
||
return;
|
||
|
||
if (wbs->epsd > 2)
|
||
return;
|
||
|
||
for (i=0;i<NUMANIMS[wbs->epsd];i++)
|
||
{
|
||
a = &anims[wbs->epsd][i];
|
||
|
||
// init variables
|
||
a->ctr = -1;
|
||
|
||
// specify the next time to draw it
|
||
if (a->type == ANIM_ALWAYS)
|
||
a->nexttic = bcnt + 1 + (M_Random()%a->period);
|
||
else
|
||
if (a->type == ANIM_RANDOM)
|
||
a->nexttic = bcnt + 1 + a->data2+(M_Random()%a->data1);
|
||
else
|
||
if (a->type == ANIM_LEVEL)
|
||
a->nexttic = bcnt + 1;
|
||
}
|
||
}
|
||
|
||
|
||
// ====================================================================
|
||
// WI_updateAnimatedBack
|
||
// Purpose: Figure out what animation we do on this iteration
|
||
// Args: none
|
||
// Returns: void
|
||
//
|
||
void WI_updateAnimatedBack(void)
|
||
{
|
||
int i;
|
||
anim_t* a;
|
||
|
||
if (gamemode == commercial)
|
||
return;
|
||
|
||
if (wbs->epsd > 2)
|
||
return;
|
||
|
||
for (i=0;i<NUMANIMS[wbs->epsd];i++)
|
||
{
|
||
a = &anims[wbs->epsd][i];
|
||
|
||
if (bcnt == a->nexttic)
|
||
{
|
||
switch (a->type)
|
||
{
|
||
case ANIM_ALWAYS:
|
||
if (++a->ctr >= a->nanims) a->ctr = 0;
|
||
a->nexttic = bcnt + a->period;
|
||
break;
|
||
|
||
case ANIM_RANDOM:
|
||
a->ctr++;
|
||
if (a->ctr == a->nanims)
|
||
{
|
||
a->ctr = -1;
|
||
a->nexttic = bcnt+a->data2+(M_Random()%a->data1);
|
||
}
|
||
else
|
||
a->nexttic = bcnt + a->period;
|
||
break;
|
||
|
||
case ANIM_LEVEL:
|
||
// gawd-awful hack for level anims
|
||
if (!(state == StatCount && i == 7)
|
||
&& wbs->next == a->data1)
|
||
{
|
||
a->ctr++;
|
||
if (a->ctr == a->nanims) a->ctr--;
|
||
a->nexttic = bcnt + a->period;
|
||
}
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
// ====================================================================
|
||
// WI_drawAnimatedBack
|
||
// Purpose: Actually do the animation (whew!)
|
||
// Args: none
|
||
// Returns: void
|
||
//
|
||
void WI_drawAnimatedBack(void)
|
||
{
|
||
int i;
|
||
anim_t* a;
|
||
|
||
if (gamemode==commercial) //jff 4/25/98 Someone forgot commercial an enum
|
||
return;
|
||
|
||
if (wbs->epsd > 2)
|
||
return;
|
||
|
||
for (i=0 ; i<NUMANIMS[wbs->epsd] ; i++)
|
||
{
|
||
a = &anims[wbs->epsd][i];
|
||
|
||
if (a->ctr >= 0)
|
||
// CPhipps - patch drawing updated
|
||
V_DrawNumPatch(a->loc.x, a->loc.y, FB, a->p[a->ctr].lumpnum, CR_DEFAULT, VPT_STRETCH);
|
||
}
|
||
}
|
||
|
||
|
||
// ====================================================================
|
||
// WI_drawNum
|
||
// Purpose: Draws a number. If digits > 0, then use that many digits
|
||
// minimum, otherwise only use as many as necessary
|
||
// Args: x, y -- location
|
||
// n -- the number to be drawn
|
||
// digits -- number of digits minimum or zero
|
||
// Returns: new x position after drawing (note we are going to the left)
|
||
// CPhipps - static
|
||
static int WI_drawNum (int x, int y, int n, int digits)
|
||
{
|
||
int fontwidth = num[0].width;
|
||
int neg;
|
||
int temp;
|
||
|
||
if (digits < 0)
|
||
{
|
||
if (!n)
|
||
{
|
||
// make variable-length zeros 1 digit long
|
||
digits = 1;
|
||
}
|
||
else
|
||
{
|
||
// figure out # of digits in #
|
||
digits = 0;
|
||
temp = n;
|
||
|
||
while (temp)
|
||
{
|
||
temp /= 10;
|
||
digits++;
|
||
}
|
||
}
|
||
}
|
||
|
||
neg = n < 0;
|
||
if (neg)
|
||
n = -n;
|
||
|
||
// if non-number, do not draw it
|
||
if (n == 1994)
|
||
return 0;
|
||
|
||
// draw the new number
|
||
while (digits--)
|
||
{
|
||
x -= fontwidth;
|
||
// CPhipps - patch drawing updated
|
||
V_DrawNumPatch(x, y, FB, num[ n % 10 ].lumpnum, CR_DEFAULT, VPT_STRETCH);
|
||
n /= 10;
|
||
}
|
||
|
||
// draw a minus sign if necessary
|
||
if (neg)
|
||
// CPhipps - patch drawing updated
|
||
V_DrawNamePatch(x-=8, y, FB, wiminus, CR_DEFAULT, VPT_STRETCH);
|
||
|
||
return x;
|
||
}
|
||
|
||
|
||
// ====================================================================
|
||
// WI_drawPercent
|
||
// Purpose: Draws a percentage, really just a call to WI_drawNum
|
||
// after putting a percent sign out there
|
||
// Args: x, y -- location
|
||
// p -- the percentage value to be drawn, no negatives
|
||
// Returns: void
|
||
// CPhipps - static
|
||
static void WI_drawPercent(int x, int y, int p)
|
||
{
|
||
if (p < 0)
|
||
return;
|
||
|
||
// CPhipps - patch drawing updated
|
||
V_DrawNamePatch(x, y, FB, percent, CR_DEFAULT, VPT_STRETCH);
|
||
WI_drawNum(x, y, p, -1);
|
||
}
|
||
|
||
|
||
// ====================================================================
|
||
// WI_drawTime
|
||
// Purpose: Draws the level completion time or par time, or "Sucks"
|
||
// if 1 hour or more
|
||
// Args: x, y -- location
|
||
// t -- the time value to be drawn
|
||
// Returns: void
|
||
//
|
||
// CPhipps - static
|
||
// - largely rewritten to display hours and use slightly better algorithm
|
||
|
||
static void WI_drawTime(int x, int y, int t)
|
||
{
|
||
int n;
|
||
|
||
if (t<0)
|
||
return;
|
||
|
||
if (t < 100*60*60)
|
||
for(;;) {
|
||
n = t % 60;
|
||
t /= 60;
|
||
x = WI_drawNum(x, y, n, (t || n>9) ? 2 : 1) - V_NamePatchWidth(colon);
|
||
|
||
// draw
|
||
if (t)
|
||
// CPhipps - patch drawing updated
|
||
V_DrawNamePatch(x, y, FB, colon, CR_DEFAULT, VPT_STRETCH);
|
||
else break;
|
||
}
|
||
else // "sucks" (maybe should be "addicted", even I've never had a 100 hour game ;)
|
||
V_DrawNamePatch(x - V_NamePatchWidth(sucks),
|
||
y, FB, sucks, CR_DEFAULT, VPT_STRETCH);
|
||
}
|
||
|
||
|
||
// ====================================================================
|
||
// WI_End
|
||
// Purpose: Unloads data structures (inverse of WI_Start)
|
||
// Args: none
|
||
// Returns: void
|
||
//
|
||
void WI_End(void)
|
||
{
|
||
if (deathmatch)
|
||
WI_endDeathmatchStats();
|
||
else if (netgame)
|
||
WI_endNetgameStats();
|
||
else
|
||
WI_endStats();
|
||
}
|
||
|
||
|
||
// ====================================================================
|
||
// WI_initNoState
|
||
// Purpose: Clear state, ready for end of level activity
|
||
// Args: none
|
||
// Returns: void
|
||
//
|
||
void WI_initNoState(void)
|
||
{
|
||
state = NoState;
|
||
acceleratestage = 0;
|
||
cnt = 10;
|
||
}
|
||
|
||
|
||
// ====================================================================
|
||
// WI_drawTimeStats
|
||
// Purpose: Put the times on the screen
|
||
// Args: time, total time, par time, in seconds
|
||
// Returns: void
|
||
//
|
||
// cph - pulled from WI_drawStats below
|
||
|
||
static void WI_drawTimeStats(int cnt_time, int cnt_total_time, int cnt_par)
|
||
{
|
||
V_DrawNamePatch(SP_TIMEX, SP_TIMEY, FB, time1, CR_DEFAULT, VPT_STRETCH);
|
||
WI_drawTime(320/2 - SP_TIMEX, SP_TIMEY, cnt_time);
|
||
|
||
V_DrawNamePatch(SP_TIMEX, (SP_TIMEY+200)/2, FB, total, CR_DEFAULT, VPT_STRETCH);
|
||
WI_drawTime(320/2 - SP_TIMEX, (SP_TIMEY+200)/2, cnt_total_time);
|
||
|
||
// Ty 04/11/98: redid logic: should skip only if with pwad but
|
||
// without deh patch
|
||
// killough 2/22/98: skip drawing par times on pwads
|
||
// Ty 03/17/98: unless pars changed with deh patch
|
||
|
||
if (!(modifiedgame && !deh_pars))
|
||
{
|
||
if (wbs->epsd < 3)
|
||
{
|
||
V_DrawNamePatch(320/2 + SP_TIMEX, SP_TIMEY, FB, par, CR_DEFAULT, VPT_STRETCH);
|
||
WI_drawTime(320 - SP_TIMEX, SP_TIMEY, cnt_par);
|
||
}
|
||
}
|
||
}
|
||
|
||
// ====================================================================
|
||
// WI_updateNoState
|
||
// Purpose: Cycle until end of level activity is done
|
||
// Args: none
|
||
// Returns: void
|
||
//
|
||
void WI_updateNoState(void)
|
||
{
|
||
|
||
WI_updateAnimatedBack();
|
||
|
||
if (!--cnt)
|
||
G_WorldDone();
|
||
}
|
||
|
||
static boolean snl_pointeron = false;
|
||
|
||
|
||
// ====================================================================
|
||
// WI_initShowNextLoc
|
||
// Purpose: Prepare to show the next level's location
|
||
// Args: none
|
||
// Returns: void
|
||
//
|
||
void WI_initShowNextLoc(void)
|
||
{
|
||
if ((gamemode != commercial) && (gamemap == 8)) {
|
||
G_WorldDone();
|
||
return;
|
||
}
|
||
|
||
state = ShowNextLoc;
|
||
acceleratestage = 0;
|
||
|
||
// e6y: That was pretty easy - only a HEX editor and luck
|
||
// There is no more desync on ddt-tas.zip\e4tux231.lmp
|
||
// --------- tasdoom.idb ---------
|
||
// .text:00031194 loc_31194: ; CODE XREF: WI_updateStats+3A9j
|
||
// .text:00031194 mov ds:state, 1
|
||
// .text:0003119E mov ds:acceleratestage, 0
|
||
// .text:000311A8 mov ds:cnt, 3Ch
|
||
// nowhere no hide
|
||
if (compatibility_level == tasdoom_compatibility)
|
||
cnt = 60;
|
||
else
|
||
cnt = SHOWNEXTLOCDELAY * TICRATE;
|
||
|
||
WI_initAnimatedBack();
|
||
}
|
||
|
||
|
||
// ====================================================================
|
||
// WI_updateShowNextLoc
|
||
// Purpose: Prepare to show the next level's location
|
||
// Args: none
|
||
// Returns: void
|
||
//
|
||
void WI_updateShowNextLoc(void)
|
||
{
|
||
WI_updateAnimatedBack();
|
||
|
||
if (!--cnt || acceleratestage)
|
||
WI_initNoState();
|
||
else
|
||
snl_pointeron = (cnt & 31) < 20;
|
||
}
|
||
|
||
|
||
// ====================================================================
|
||
// WI_drawShowNextLoc
|
||
// Purpose: Show the next level's location on animated backgrounds
|
||
// Args: none
|
||
// Returns: void
|
||
//
|
||
void WI_drawShowNextLoc(void)
|
||
{
|
||
int i;
|
||
int last;
|
||
|
||
WI_slamBackground();
|
||
|
||
// draw animated background
|
||
WI_drawAnimatedBack();
|
||
|
||
if ( gamemode != commercial)
|
||
{
|
||
if (wbs->epsd > 2)
|
||
{
|
||
WI_drawEL(); // "Entering..." if not E1 or E2
|
||
return;
|
||
}
|
||
|
||
last = (wbs->last == 8) ? wbs->next - 1 : wbs->last;
|
||
|
||
// draw a splat on taken cities.
|
||
for (i=0 ; i<=last ; i++)
|
||
WI_drawOnLnode(i, &splat);
|
||
|
||
// splat the secret level?
|
||
if (wbs->didsecret)
|
||
WI_drawOnLnode(8, &splat);
|
||
|
||
// draw flashing ptr
|
||
if (snl_pointeron)
|
||
WI_drawOnLnode(wbs->next, yah);
|
||
}
|
||
|
||
// draws which level you are entering..
|
||
if ( (gamemode != commercial)
|
||
|| wbs->next != 30) // check for MAP30 end game
|
||
WI_drawEL();
|
||
}
|
||
|
||
// ====================================================================
|
||
// WI_drawNoState
|
||
// Purpose: Draw the pointer and next location
|
||
// Args: none
|
||
// Returns: void
|
||
//
|
||
void WI_drawNoState(void)
|
||
{
|
||
snl_pointeron = true;
|
||
WI_drawShowNextLoc();
|
||
}
|
||
|
||
// ====================================================================
|
||
// WI_fragSum
|
||
// Purpose: Calculate frags for this player based on the current totals
|
||
// of all the other players. Subtract self-frags.
|
||
// Args: playernum -- the player to be calculated
|
||
// Returns: the total frags for this player
|
||
//
|
||
int WI_fragSum(int playernum)
|
||
{
|
||
int i;
|
||
int frags = 0;
|
||
|
||
for (i=0 ; i<MAXPLAYERS ; i++)
|
||
{
|
||
if (playeringame[i] // is this player playing?
|
||
&& i!=playernum) // and it's not the player we're calculating
|
||
{
|
||
frags += plrs[playernum].frags[i];
|
||
}
|
||
}
|
||
|
||
|
||
// JDC hack - negative frags.
|
||
frags -= plrs[playernum].frags[playernum];
|
||
|
||
return frags;
|
||
}
|
||
|
||
static int dm_state;
|
||
// CPhipps - short, dynamically allocated
|
||
static short int **dm_frags; // frags matrix
|
||
static short int *dm_totals; // totals by player
|
||
|
||
// ====================================================================
|
||
// WI_initDeathmatchStats
|
||
// Purpose: Set up to display DM stats at end of level. Calculate
|
||
// frags for all players.
|
||
// Args: none
|
||
// Returns: void
|
||
//
|
||
void WI_initDeathmatchStats(void)
|
||
{
|
||
int i; // looping variables
|
||
|
||
// CPhipps - allocate data structures needed
|
||
dm_frags = calloc(MAXPLAYERS, sizeof(*dm_frags));
|
||
dm_totals = calloc(MAXPLAYERS, sizeof(*dm_totals));
|
||
|
||
state = StatCount; // We're doing stats
|
||
acceleratestage = 0;
|
||
dm_state = 1; // count how many times we've done a complete stat
|
||
|
||
cnt_pause = TICRATE;
|
||
|
||
for (i=0 ; i<MAXPLAYERS ; i++)
|
||
{
|
||
if (playeringame[i])
|
||
{
|
||
// CPhipps - allocate frags line
|
||
dm_frags[i] = calloc(MAXPLAYERS, sizeof(**dm_frags)); // set all counts to zero
|
||
|
||
dm_totals[i] = 0;
|
||
}
|
||
}
|
||
WI_initAnimatedBack();
|
||
}
|
||
|
||
// ====================================================================
|
||
// CPhipps - WI_endDeathmatchStats
|
||
// Purpose: Deallocate dynamically allocated DM stats data
|
||
// Args: none
|
||
// Returns: void
|
||
//
|
||
|
||
void WI_endDeathmatchStats(void)
|
||
{
|
||
int i;
|
||
for (i=0; i<MAXPLAYERS; i++)
|
||
free(dm_frags[i]);
|
||
|
||
free(dm_frags); free(dm_totals);
|
||
}
|
||
|
||
// ====================================================================
|
||
// WI_updateDeathmatchStats
|
||
// Purpose: Advance Deathmatch stats screen animation. Calculate
|
||
// frags for all players. Lots of noise and drama around
|
||
// the presentation.
|
||
// Args: none
|
||
// Returns: void
|
||
//
|
||
void WI_updateDeathmatchStats(void)
|
||
{
|
||
int i;
|
||
int j;
|
||
|
||
boolean stillticking;
|
||
|
||
WI_updateAnimatedBack();
|
||
|
||
if (acceleratestage && dm_state != 4) // still ticking
|
||
{
|
||
acceleratestage = 0;
|
||
|
||
for (i=0 ; i<MAXPLAYERS ; i++)
|
||
{
|
||
if (playeringame[i])
|
||
{
|
||
for (j=0 ; j<MAXPLAYERS ; j++)
|
||
if (playeringame[j])
|
||
dm_frags[i][j] = plrs[i].frags[j];
|
||
|
||
dm_totals[i] = WI_fragSum(i);
|
||
}
|
||
}
|
||
|
||
|
||
S_StartSound(0, sfx_barexp); // bang
|
||
dm_state = 4; // we're done with all 4 (or all we have to do)
|
||
}
|
||
|
||
|
||
if (dm_state == 2)
|
||
{
|
||
if (!(bcnt&3))
|
||
S_StartSound(0, sfx_pistol); // noise while counting
|
||
|
||
stillticking = false;
|
||
|
||
for (i=0 ; i<MAXPLAYERS ; i++)
|
||
{
|
||
if (playeringame[i])
|
||
{
|
||
for (j=0 ; j<MAXPLAYERS ; j++)
|
||
{
|
||
if (playeringame[j]
|
||
&& dm_frags[i][j] != plrs[i].frags[j])
|
||
{
|
||
if (plrs[i].frags[j] < 0)
|
||
dm_frags[i][j]--;
|
||
else
|
||
dm_frags[i][j]++;
|
||
|
||
if (dm_frags[i][j] > 999) // Ty 03/17/98 3-digit frag count
|
||
dm_frags[i][j] = 999;
|
||
|
||
if (dm_frags[i][j] < -999)
|
||
dm_frags[i][j] = -999;
|
||
|
||
stillticking = true;
|
||
}
|
||
}
|
||
dm_totals[i] = WI_fragSum(i);
|
||
|
||
if (dm_totals[i] > 999)
|
||
dm_totals[i] = 999;
|
||
|
||
if (dm_totals[i] < -999)
|
||
dm_totals[i] = -999; // Ty 03/17/98 end 3-digit frag count
|
||
}
|
||
}
|
||
|
||
if (!stillticking)
|
||
{
|
||
S_StartSound(0, sfx_barexp);
|
||
dm_state++;
|
||
}
|
||
}
|
||
else if (dm_state == 4)
|
||
{
|
||
if (acceleratestage)
|
||
{
|
||
S_StartSound(0, sfx_slop);
|
||
|
||
if ( gamemode == commercial)
|
||
WI_initNoState();
|
||
else
|
||
WI_initShowNextLoc();
|
||
}
|
||
}
|
||
else if (dm_state & 1)
|
||
{
|
||
if (!--cnt_pause)
|
||
{
|
||
dm_state++;
|
||
cnt_pause = TICRATE;
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
// ====================================================================
|
||
// WI_drawDeathmatchStats
|
||
// Purpose: Draw the stats on the screen in a matrix
|
||
// Args: none
|
||
// Returns: void
|
||
//
|
||
// proff/nicolas 09/20/98 -- changed for hi-res
|
||
// CPhipps - patch drawing updated
|
||
void WI_drawDeathmatchStats(void)
|
||
{
|
||
int i;
|
||
int j;
|
||
int x;
|
||
int y;
|
||
int w;
|
||
|
||
int lh; // line height
|
||
int halfface = V_NamePatchWidth(facebackp)/2;
|
||
|
||
lh = WI_SPACINGY;
|
||
|
||
WI_slamBackground();
|
||
|
||
// draw animated background
|
||
WI_drawAnimatedBack();
|
||
WI_drawLF();
|
||
|
||
// draw stat titles (top line)
|
||
V_DrawNamePatch(DM_TOTALSX-V_NamePatchWidth(total)/2,
|
||
DM_MATRIXY-WI_SPACINGY+10, FB, total, CR_DEFAULT, VPT_STRETCH);
|
||
|
||
V_DrawNamePatch(DM_KILLERSX, DM_KILLERSY, FB, killers, CR_DEFAULT, VPT_STRETCH);
|
||
V_DrawNamePatch(DM_VICTIMSX, DM_VICTIMSY, FB, victims, CR_DEFAULT, VPT_STRETCH);
|
||
|
||
// draw P?
|
||
x = DM_MATRIXX + DM_SPACINGX;
|
||
y = DM_MATRIXY;
|
||
|
||
for (i=0 ; i<MAXPLAYERS ; i++)
|
||
{
|
||
if (playeringame[i]) {
|
||
//int trans = playernumtotrans[i];
|
||
V_DrawNamePatch(x-halfface, DM_MATRIXY - WI_SPACINGY,
|
||
FB, facebackp, i ? CR_LIMIT+i : CR_DEFAULT,
|
||
VPT_STRETCH | (i ? VPT_TRANS : 0));
|
||
V_DrawNamePatch(DM_MATRIXX-halfface, y,
|
||
FB, facebackp, i ? CR_LIMIT+i : CR_DEFAULT,
|
||
VPT_STRETCH | (i ? VPT_TRANS : 0));
|
||
|
||
if (i == me)
|
||
{
|
||
V_DrawNamePatch(x-halfface, DM_MATRIXY - WI_SPACINGY,
|
||
FB, bstar, CR_DEFAULT, VPT_STRETCH);
|
||
V_DrawNamePatch(DM_MATRIXX-halfface, y,
|
||
FB, star, CR_DEFAULT, VPT_STRETCH);
|
||
}
|
||
}
|
||
x += DM_SPACINGX;
|
||
y += WI_SPACINGY;
|
||
}
|
||
|
||
// draw stats
|
||
y = DM_MATRIXY+10;
|
||
w = num[0].width;
|
||
|
||
for (i=0 ; i<MAXPLAYERS ; i++)
|
||
{
|
||
x = DM_MATRIXX + DM_SPACINGX;
|
||
|
||
if (playeringame[i])
|
||
{
|
||
for (j=0 ; j<MAXPLAYERS ; j++)
|
||
{
|
||
if (playeringame[j])
|
||
WI_drawNum(x+w, y, dm_frags[i][j], 2);
|
||
|
||
x += DM_SPACINGX;
|
||
}
|
||
WI_drawNum(DM_TOTALSX+w, y, dm_totals[i], 2);
|
||
}
|
||
y += WI_SPACINGY;
|
||
}
|
||
}
|
||
|
||
|
||
//
|
||
// Note: The term "Netgame" means a coop game
|
||
//
|
||
static short *cnt_kills;
|
||
static short *cnt_items;
|
||
static short *cnt_secret;
|
||
static short *cnt_frags;
|
||
static int dofrags;
|
||
static int ng_state;
|
||
|
||
// ====================================================================
|
||
// CPhipps - WI_endNetgameStats
|
||
// Purpose: Clean up coop game stats
|
||
// Args: none
|
||
// Returns: void
|
||
//
|
||
static void WI_endNetgameStats(void)
|
||
{
|
||
free(cnt_frags); cnt_frags = NULL;
|
||
free(cnt_secret); cnt_secret = NULL;
|
||
free(cnt_items); cnt_items = NULL;
|
||
free(cnt_kills); cnt_kills = NULL;
|
||
}
|
||
|
||
// ====================================================================
|
||
// WI_initNetgameStats
|
||
// Purpose: Prepare for coop game stats
|
||
// Args: none
|
||
// Returns: void
|
||
//
|
||
void WI_initNetgameStats(void)
|
||
{
|
||
int i;
|
||
|
||
state = StatCount;
|
||
acceleratestage = 0;
|
||
ng_state = 1;
|
||
|
||
cnt_pause = TICRATE;
|
||
|
||
// CPhipps - allocate these dynamically, blank with calloc
|
||
cnt_kills = calloc(MAXPLAYERS, sizeof(*cnt_kills));
|
||
cnt_items = calloc(MAXPLAYERS, sizeof(*cnt_items));
|
||
cnt_secret= calloc(MAXPLAYERS, sizeof(*cnt_secret));
|
||
cnt_frags = calloc(MAXPLAYERS, sizeof(*cnt_frags));
|
||
|
||
for (i=0 ; i<MAXPLAYERS ; i++)
|
||
if (playeringame[i])
|
||
dofrags += WI_fragSum(i);
|
||
|
||
dofrags = !!dofrags; // set to true or false - did we have frags?
|
||
|
||
WI_initAnimatedBack();
|
||
}
|
||
|
||
|
||
// ====================================================================
|
||
// WI_updateNetgameStats
|
||
// Purpose: Calculate coop stats as we display them with noise and fury
|
||
// Args: none
|
||
// Returns: void
|
||
// Comment: This stuff sure is complicated for what it does
|
||
//
|
||
void WI_updateNetgameStats(void)
|
||
{
|
||
int i;
|
||
int fsum;
|
||
|
||
boolean stillticking;
|
||
|
||
WI_updateAnimatedBack();
|
||
|
||
if (acceleratestage && ng_state != 10)
|
||
{
|
||
acceleratestage = 0;
|
||
|
||
for (i=0 ; i<MAXPLAYERS ; i++)
|
||
{
|
||
if (!playeringame[i])
|
||
continue;
|
||
|
||
cnt_kills[i] = (plrs[i].skills * 100) / wbs->maxkills;
|
||
cnt_items[i] = (plrs[i].sitems * 100) / wbs->maxitems;
|
||
|
||
// killough 2/22/98: Make secrets = 100% if maxsecret = 0:
|
||
cnt_secret[i] = wbs->maxsecret ?
|
||
(plrs[i].ssecret * 100) / wbs->maxsecret : 100;
|
||
if (dofrags)
|
||
cnt_frags[i] = WI_fragSum(i); // we had frags
|
||
}
|
||
S_StartSound(0, sfx_barexp); // bang
|
||
ng_state = 10;
|
||
}
|
||
|
||
if (ng_state == 2)
|
||
{
|
||
if (!(bcnt&3))
|
||
S_StartSound(0, sfx_pistol); // pop
|
||
|
||
stillticking = false;
|
||
|
||
for (i=0 ; i<MAXPLAYERS ; i++)
|
||
{
|
||
if (!playeringame[i])
|
||
continue;
|
||
|
||
cnt_kills[i] += 2;
|
||
|
||
if (cnt_kills[i] >= (plrs[i].skills * 100) / wbs->maxkills)
|
||
cnt_kills[i] = (plrs[i].skills * 100) / wbs->maxkills;
|
||
else
|
||
stillticking = true; // still got stuff to tally
|
||
}
|
||
|
||
if (!stillticking)
|
||
{
|
||
S_StartSound(0, sfx_barexp);
|
||
ng_state++;
|
||
}
|
||
}
|
||
else if (ng_state == 4)
|
||
{
|
||
if (!(bcnt&3))
|
||
S_StartSound(0, sfx_pistol);
|
||
|
||
stillticking = false;
|
||
|
||
for (i=0 ; i<MAXPLAYERS ; i++)
|
||
{
|
||
if (!playeringame[i])
|
||
continue;
|
||
|
||
cnt_items[i] += 2;
|
||
if (cnt_items[i] >= (plrs[i].sitems * 100) / wbs->maxitems)
|
||
cnt_items[i] = (plrs[i].sitems * 100) / wbs->maxitems;
|
||
else
|
||
stillticking = true;
|
||
}
|
||
|
||
if (!stillticking)
|
||
{
|
||
S_StartSound(0, sfx_barexp);
|
||
ng_state++;
|
||
}
|
||
}
|
||
else if (ng_state == 6)
|
||
{
|
||
if (!(bcnt&3))
|
||
S_StartSound(0, sfx_pistol);
|
||
|
||
stillticking = false;
|
||
|
||
for (i=0 ; i<MAXPLAYERS ; i++)
|
||
{
|
||
if (!playeringame[i])
|
||
continue;
|
||
|
||
cnt_secret[i] += 2;
|
||
|
||
// killough 2/22/98: Make secrets = 100% if maxsecret = 0:
|
||
|
||
if (cnt_secret[i] >= (wbs->maxsecret ? (plrs[i].ssecret * 100) / wbs->maxsecret : compatibility_level < lxdoom_1_compatibility ? 0 : 100))
|
||
cnt_secret[i] = wbs->maxsecret ? (plrs[i].ssecret * 100) / wbs->maxsecret : 100;
|
||
else
|
||
stillticking = true;
|
||
}
|
||
|
||
if (!stillticking)
|
||
{
|
||
S_StartSound(0, sfx_barexp);
|
||
ng_state += 1 + 2*!dofrags;
|
||
}
|
||
}
|
||
else if (ng_state == 8)
|
||
{
|
||
if (!(bcnt&3))
|
||
S_StartSound(0, sfx_pistol);
|
||
|
||
stillticking = false;
|
||
|
||
for (i=0 ; i<MAXPLAYERS ; i++)
|
||
{
|
||
if (!playeringame[i])
|
||
continue;
|
||
|
||
cnt_frags[i] += 1;
|
||
|
||
if (cnt_frags[i] >= (fsum = WI_fragSum(i)))
|
||
cnt_frags[i] = fsum;
|
||
else
|
||
stillticking = true;
|
||
}
|
||
|
||
if (!stillticking)
|
||
{
|
||
S_StartSound(0, sfx_pldeth);
|
||
ng_state++;
|
||
}
|
||
}
|
||
else if (ng_state == 10)
|
||
{
|
||
if (acceleratestage)
|
||
{
|
||
S_StartSound(0, sfx_sgcock);
|
||
if ( gamemode == commercial )
|
||
WI_initNoState();
|
||
else
|
||
WI_initShowNextLoc();
|
||
}
|
||
}
|
||
else if (ng_state & 1)
|
||
{
|
||
if (!--cnt_pause)
|
||
{
|
||
ng_state++;
|
||
cnt_pause = TICRATE;
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
// ====================================================================
|
||
// WI_drawNetgameStats
|
||
// Purpose: Put the coop stats on the screen
|
||
// Args: none
|
||
// Returns: void
|
||
//
|
||
// proff/nicolas 09/20/98 -- changed for hi-res
|
||
// CPhipps - patch drawing updated
|
||
void WI_drawNetgameStats(void)
|
||
{
|
||
int i;
|
||
int x;
|
||
int y;
|
||
int pwidth = V_NamePatchWidth(percent);
|
||
int fwidth = V_NamePatchWidth(facebackp);
|
||
|
||
WI_slamBackground();
|
||
|
||
// draw animated background
|
||
WI_drawAnimatedBack();
|
||
|
||
WI_drawLF();
|
||
|
||
// draw stat titles (top line)
|
||
V_DrawNamePatch(NG_STATSX+NG_SPACINGX-V_NamePatchWidth(kills),
|
||
NG_STATSY, FB, kills, CR_DEFAULT, VPT_STRETCH);
|
||
|
||
V_DrawNamePatch(NG_STATSX+2*NG_SPACINGX-V_NamePatchWidth(items),
|
||
NG_STATSY, FB, items, CR_DEFAULT, VPT_STRETCH);
|
||
|
||
V_DrawNamePatch(NG_STATSX+3*NG_SPACINGX-V_NamePatchWidth(secret),
|
||
NG_STATSY, FB, secret, CR_DEFAULT, VPT_STRETCH);
|
||
|
||
if (dofrags)
|
||
V_DrawNamePatch(NG_STATSX+4*NG_SPACINGX-V_NamePatchWidth(frags),
|
||
NG_STATSY, FB, frags, CR_DEFAULT, VPT_STRETCH);
|
||
|
||
// draw stats
|
||
y = NG_STATSY + V_NamePatchHeight(kills);
|
||
|
||
for (i=0 ; i<MAXPLAYERS ; i++)
|
||
{
|
||
//int trans = playernumtotrans[i];
|
||
if (!playeringame[i])
|
||
continue;
|
||
|
||
x = NG_STATSX;
|
||
V_DrawNamePatch(x-fwidth, y, FB, facebackp,
|
||
i ? CR_LIMIT+i : CR_DEFAULT,
|
||
VPT_STRETCH | (i ? VPT_TRANS : 0));
|
||
|
||
if (i == me)
|
||
V_DrawNamePatch(x-fwidth, y, FB, star, CR_DEFAULT, VPT_STRETCH);
|
||
|
||
x += NG_SPACINGX;
|
||
if (cnt_kills)
|
||
WI_drawPercent(x-pwidth, y+10, cnt_kills[i]);
|
||
x += NG_SPACINGX;
|
||
if (cnt_items)
|
||
WI_drawPercent(x-pwidth, y+10, cnt_items[i]);
|
||
x += NG_SPACINGX;
|
||
if (cnt_secret)
|
||
WI_drawPercent(x-pwidth, y+10, cnt_secret[i]);
|
||
x += NG_SPACINGX;
|
||
|
||
if (dofrags && cnt_frags)
|
||
WI_drawNum(x, y+10, cnt_frags[i], -1);
|
||
|
||
y += WI_SPACINGY;
|
||
}
|
||
|
||
if (y <= SP_TIMEY)
|
||
// cph - show times in coop on the entering screen
|
||
WI_drawTimeStats(plrs[me].stime / TICRATE, wbs->totaltimes / TICRATE, wbs->partime / TICRATE);
|
||
}
|
||
|
||
static int sp_state;
|
||
|
||
// ====================================================================
|
||
// WI_initStats
|
||
// Purpose: Get ready for single player stats
|
||
// Args: none
|
||
// Returns: void
|
||
// Comment: Seems like we could do all these stats in a more generic
|
||
// set of routines that weren't duplicated for dm, coop, sp
|
||
//
|
||
void WI_initStats(void)
|
||
{
|
||
state = StatCount;
|
||
acceleratestage = 0;
|
||
sp_state = 1;
|
||
|
||
// CPhipps - allocate (awful code, I know, but saves changing it all) and initialise
|
||
*(cnt_kills = malloc(sizeof(*cnt_kills))) =
|
||
*(cnt_items = malloc(sizeof(*cnt_items))) =
|
||
*(cnt_secret= malloc(sizeof(*cnt_secret))) = -1;
|
||
cnt_time = cnt_par = cnt_total_time = -1;
|
||
cnt_pause = TICRATE;
|
||
|
||
WI_initAnimatedBack();
|
||
}
|
||
|
||
// ====================================================================
|
||
// WI_updateStats
|
||
// Purpose: Calculate solo stats
|
||
// Args: none
|
||
// Returns: void
|
||
//
|
||
void WI_updateStats(void)
|
||
{
|
||
WI_updateAnimatedBack();
|
||
|
||
if (acceleratestage && sp_state != 10)
|
||
{
|
||
acceleratestage = 0;
|
||
cnt_kills[0] = (plrs[me].skills * 100) / wbs->maxkills;
|
||
cnt_items[0] = (plrs[me].sitems * 100) / wbs->maxitems;
|
||
|
||
// killough 2/22/98: Make secrets = 100% if maxsecret = 0:
|
||
cnt_secret[0] = (wbs->maxsecret ?
|
||
(plrs[me].ssecret * 100) / wbs->maxsecret : 100);
|
||
|
||
cnt_total_time = wbs->totaltimes / TICRATE;
|
||
cnt_time = plrs[me].stime / TICRATE;
|
||
cnt_par = wbs->partime / TICRATE;
|
||
S_StartSound(0, sfx_barexp);
|
||
sp_state = 10;
|
||
}
|
||
|
||
if (sp_state == 2)
|
||
{
|
||
cnt_kills[0] += 2;
|
||
|
||
if (!(bcnt&3))
|
||
S_StartSound(0, sfx_pistol);
|
||
|
||
if (cnt_kills[0] >= (plrs[me].skills * 100) / wbs->maxkills)
|
||
{
|
||
cnt_kills[0] = (plrs[me].skills * 100) / wbs->maxkills;
|
||
S_StartSound(0, sfx_barexp);
|
||
sp_state++;
|
||
}
|
||
}
|
||
else if (sp_state == 4)
|
||
{
|
||
cnt_items[0] += 2;
|
||
|
||
if (!(bcnt&3))
|
||
S_StartSound(0, sfx_pistol);
|
||
|
||
if (cnt_items[0] >= (plrs[me].sitems * 100) / wbs->maxitems)
|
||
{
|
||
cnt_items[0] = (plrs[me].sitems * 100) / wbs->maxitems;
|
||
S_StartSound(0, sfx_barexp);
|
||
sp_state++;
|
||
}
|
||
}
|
||
else if (sp_state == 6)
|
||
{
|
||
cnt_secret[0] += 2;
|
||
|
||
if (!(bcnt&3))
|
||
S_StartSound(0, sfx_pistol);
|
||
|
||
// killough 2/22/98: Make secrets = 100% if maxsecret = 0:
|
||
if ((!wbs->maxsecret && compatibility_level < lxdoom_1_compatibility) ||
|
||
cnt_secret[0] >= (wbs->maxsecret ?
|
||
(plrs[me].ssecret * 100) / wbs->maxsecret : 100))
|
||
{
|
||
cnt_secret[0] = (wbs->maxsecret ?
|
||
(plrs[me].ssecret * 100) / wbs->maxsecret : 100);
|
||
S_StartSound(0, sfx_barexp);
|
||
sp_state++;
|
||
}
|
||
}
|
||
else if (sp_state == 8)
|
||
{
|
||
if (!(bcnt&3))
|
||
S_StartSound(0, sfx_pistol);
|
||
|
||
cnt_time += 3;
|
||
|
||
if (cnt_time >= plrs[me].stime / TICRATE)
|
||
cnt_time = plrs[me].stime / TICRATE;
|
||
|
||
cnt_total_time += 3;
|
||
|
||
if (cnt_total_time >= wbs->totaltimes / TICRATE)
|
||
cnt_total_time = wbs->totaltimes / TICRATE;
|
||
|
||
cnt_par += 3;
|
||
|
||
if (cnt_par >= wbs->partime / TICRATE)
|
||
{
|
||
cnt_par = wbs->partime / TICRATE;
|
||
|
||
if ((cnt_time >= plrs[me].stime / TICRATE) && (compatibility_level < lxdoom_1_compatibility || cnt_total_time >= wbs->totaltimes / TICRATE))
|
||
{
|
||
S_StartSound(0, sfx_barexp);
|
||
sp_state++;
|
||
}
|
||
}
|
||
}
|
||
else if (sp_state == 10)
|
||
{
|
||
if (acceleratestage)
|
||
{
|
||
S_StartSound(0, sfx_sgcock);
|
||
|
||
if (gamemode == commercial)
|
||
WI_initNoState();
|
||
else
|
||
WI_initShowNextLoc();
|
||
}
|
||
}
|
||
else if (sp_state & 1)
|
||
{
|
||
if (!--cnt_pause)
|
||
{
|
||
sp_state++;
|
||
cnt_pause = TICRATE;
|
||
}
|
||
}
|
||
}
|
||
|
||
// ====================================================================
|
||
// WI_drawStats
|
||
// Purpose: Put the solo stats on the screen
|
||
// Args: none
|
||
// Returns: void
|
||
//
|
||
// proff/nicolas 09/20/98 -- changed for hi-res
|
||
// CPhipps - patch drawing updated
|
||
void WI_drawStats(void)
|
||
{
|
||
// line height
|
||
int lh;
|
||
|
||
lh = (3*num[0].height)/2;
|
||
|
||
WI_slamBackground();
|
||
|
||
// draw animated background
|
||
WI_drawAnimatedBack();
|
||
|
||
WI_drawLF();
|
||
|
||
V_DrawNamePatch(SP_STATSX, SP_STATSY, FB, kills, CR_DEFAULT, VPT_STRETCH);
|
||
if (cnt_kills)
|
||
WI_drawPercent(320 - SP_STATSX, SP_STATSY, cnt_kills[0]);
|
||
|
||
V_DrawNamePatch(SP_STATSX, SP_STATSY+lh, FB, items, CR_DEFAULT, VPT_STRETCH);
|
||
if (cnt_items)
|
||
WI_drawPercent(320 - SP_STATSX, SP_STATSY+lh, cnt_items[0]);
|
||
|
||
V_DrawNamePatch(SP_STATSX, SP_STATSY+2*lh, FB, sp_secret, CR_DEFAULT, VPT_STRETCH);
|
||
if (cnt_secret)
|
||
WI_drawPercent(320 - SP_STATSX, SP_STATSY+2*lh, cnt_secret[0]);
|
||
|
||
WI_drawTimeStats(cnt_time, cnt_total_time, cnt_par);
|
||
}
|
||
|
||
// ====================================================================
|
||
// WI_checkForAccelerate
|
||
// Purpose: See if the player has hit either the attack or use key
|
||
// or mouse button. If so we set acceleratestage to 1 and
|
||
// all those display routines above jump right to the end.
|
||
// Args: none
|
||
// Returns: void
|
||
//
|
||
void WI_checkForAccelerate(void)
|
||
{
|
||
int i;
|
||
player_t *player;
|
||
|
||
// check for button presses to skip delays
|
||
for (i=0, player = players ; i<MAXPLAYERS ; i++, player++)
|
||
{
|
||
if (playeringame[i])
|
||
{
|
||
if (player->cmd.buttons & BT_ATTACK)
|
||
{
|
||
if (!player->attackdown)
|
||
acceleratestage = 1;
|
||
player->attackdown = true;
|
||
}
|
||
else
|
||
player->attackdown = false;
|
||
|
||
if (player->cmd.buttons & BT_USE)
|
||
{
|
||
if (!player->usedown)
|
||
acceleratestage = 1;
|
||
player->usedown = true;
|
||
}
|
||
else
|
||
player->usedown = false;
|
||
}
|
||
}
|
||
}
|
||
|
||
// ====================================================================
|
||
// WI_Ticker
|
||
// Purpose: Do various updates every gametic, for stats, animation,
|
||
// checking that intermission music is running, etc.
|
||
// Args: none
|
||
// Returns: void
|
||
//
|
||
void WI_Ticker(void)
|
||
{
|
||
// counter for general background animation
|
||
bcnt++;
|
||
|
||
if (bcnt == 1)
|
||
{
|
||
// intermission music
|
||
if ( gamemode == commercial )
|
||
S_ChangeMusic(mus_dm2int, true);
|
||
else
|
||
S_ChangeMusic(mus_inter, true);
|
||
}
|
||
|
||
WI_checkForAccelerate();
|
||
|
||
switch (state)
|
||
{
|
||
case StatCount:
|
||
if (deathmatch) WI_updateDeathmatchStats();
|
||
else if (netgame) WI_updateNetgameStats();
|
||
else WI_updateStats();
|
||
break;
|
||
|
||
case ShowNextLoc:
|
||
WI_updateShowNextLoc();
|
||
break;
|
||
|
||
case NoState:
|
||
WI_updateNoState();
|
||
break;
|
||
}
|
||
}
|
||
|
||
/* ====================================================================
|
||
* WI_loadData
|
||
* Purpose: Initialize intermission data such as background graphics,
|
||
* patches, map names, etc.
|
||
* Args: none
|
||
* Returns: void
|
||
*
|
||
* CPhipps - modified for new wad lump handling.
|
||
* - no longer preload most graphics, other funcs can use
|
||
* them by name
|
||
*/
|
||
|
||
void WI_loadData(void)
|
||
{
|
||
int i;
|
||
int j;
|
||
char name[9]; // limited to 8 characters
|
||
anim_t* a;
|
||
|
||
if (gamemode != commercial)
|
||
{
|
||
if (wbs->epsd < 3)
|
||
{
|
||
for (j=0;j<NUMANIMS[wbs->epsd];j++)
|
||
{
|
||
a = &anims[wbs->epsd][j];
|
||
for (i=0;i<a->nanims;i++)
|
||
{
|
||
// MONDO HACK!
|
||
if (wbs->epsd != 1 || j != 8)
|
||
{
|
||
// animations
|
||
sprintf(name, "WIA%d%.2d%.2d", wbs->epsd, j, i);
|
||
R_SetPatchNum(&a->p[i], name);
|
||
}
|
||
else
|
||
{
|
||
// HACK ALERT!
|
||
a->p[i] = anims[1][4].p[i];
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
for (i=0;i<10;i++)
|
||
{
|
||
// numbers 0-9
|
||
sprintf(name, "WINUM%d", i);
|
||
R_SetPatchNum(&num[i], name);
|
||
}
|
||
}
|
||
|
||
|
||
// ====================================================================
|
||
// WI_Drawer
|
||
// Purpose: Call the appropriate stats drawing routine depending on
|
||
// what kind of game is being played (DM, coop, solo)
|
||
// Args: none
|
||
// Returns: void
|
||
//
|
||
void WI_Drawer (void)
|
||
{
|
||
switch (state)
|
||
{
|
||
case StatCount:
|
||
if (deathmatch)
|
||
WI_drawDeathmatchStats();
|
||
else if (netgame)
|
||
WI_drawNetgameStats();
|
||
else
|
||
WI_drawStats();
|
||
break;
|
||
|
||
case ShowNextLoc:
|
||
WI_drawShowNextLoc();
|
||
break;
|
||
|
||
case NoState:
|
||
WI_drawNoState();
|
||
break;
|
||
}
|
||
}
|
||
|
||
|
||
// ====================================================================
|
||
// WI_initVariables
|
||
// Purpose: Initialize the intermission information structure
|
||
// Note: wbstartstruct_t is defined in d_player.h
|
||
// Args: wbstartstruct -- pointer to the structure with the data
|
||
// Returns: void
|
||
//
|
||
void WI_initVariables(wbstartstruct_t* wbstartstruct)
|
||
{
|
||
|
||
wbs = wbstartstruct;
|
||
|
||
#ifdef RANGECHECKING
|
||
if (gamemode != commercial)
|
||
{
|
||
if ( gamemode == retail )
|
||
RNGCHECK(wbs->epsd, 0, 3);
|
||
else
|
||
RNGCHECK(wbs->epsd, 0, 2);
|
||
}
|
||
else
|
||
{
|
||
RNGCHECK(wbs->last, 0, 8);
|
||
RNGCHECK(wbs->next, 0, 8);
|
||
}
|
||
RNGCHECK(wbs->pnum, 0, MAXPLAYERS);
|
||
RNGCHECK(wbs->pnum, 0, MAXPLAYERS);
|
||
#endif
|
||
|
||
acceleratestage = 0;
|
||
cnt = bcnt = 0;
|
||
firstrefresh = 1;
|
||
me = wbs->pnum;
|
||
plrs = wbs->plyr;
|
||
|
||
if (!wbs->maxkills)
|
||
wbs->maxkills = 1; // probably only useful in MAP30
|
||
|
||
if (!wbs->maxitems)
|
||
wbs->maxitems = 1;
|
||
|
||
if ( gamemode != retail )
|
||
if (wbs->epsd > 2)
|
||
wbs->epsd -= 3;
|
||
}
|
||
|
||
// ====================================================================
|
||
// WI_Start
|
||
// Purpose: Call the various init routines
|
||
// Note: wbstartstruct_t is defined in d_player.h
|
||
// Args: wbstartstruct -- pointer to the structure with the
|
||
// intermission data
|
||
// Returns: void
|
||
//
|
||
void WI_Start(wbstartstruct_t* wbstartstruct)
|
||
{
|
||
WI_initVariables(wbstartstruct);
|
||
WI_loadData();
|
||
|
||
if (deathmatch)
|
||
WI_initDeathmatchStats();
|
||
else if (netgame)
|
||
WI_initNetgameStats();
|
||
else
|
||
WI_initStats();
|
||
}
|