- converted the intermission stat screen into a class so that its contents can be better exposed to ZScript.

This commit is contained in:
Christoph Oelckers 2017-02-22 23:52:25 +01:00
parent 59d304274f
commit 47ff6ec33f
3 changed files with 1951 additions and 1946 deletions

View file

@ -53,6 +53,9 @@ DEFINE_FIELD_X(GameInfoStruct, gameinfo_t, gametype)
DEFINE_FIELD_X(GameInfoStruct, gameinfo_t, norandomplayerclass)
DEFINE_FIELD_X(GameInfoStruct, gameinfo_t, infoPages)
DEFINE_FIELD_X(GameInfoStruct, gameinfo_t, mBackButton)
DEFINE_FIELD_X(GameInfoStruct, gameinfo_t, mStatscreenMapNameFont)
DEFINE_FIELD_X(GameInfoStruct, gameinfo_t, mStatscreenEnteringFont)
DEFINE_FIELD_X(GameInfoStruct, gameinfo_t, mStatscreenFinishedFont)
const char *GameNames[17] =

View file

@ -54,171 +54,35 @@
#include "cmdlib.h"
#include "g_levellocals.h"
// States for the intermission
typedef enum
{
NoState = -1,
StatCount,
ShowNextLoc,
LeavingIntermission
} stateenum_t;
CVAR(Bool, wi_percents, true, CVAR_ARCHIVE)
CVAR(Bool, wi_showtotaltime, true, CVAR_ARCHIVE)
CVAR(Bool, wi_noautostartmap, false, CVAR_USERINFO | CVAR_ARCHIVE)
CVAR(Int, wi_autoadvance, 0, CVAR_SERVERINFO)
void WI_loadData ();
void WI_unloadData ();
static const char *WI_Cmd[] = {
"Background",
"Splat",
"Pointer",
"Spots",
// GLOBAL LOCATIONS
#define WI_TITLEY 2
#define WI_SPACINGY 33
"IfEntering",
"IfNotEntering",
"IfVisited",
"IfNotVisited",
"IfLeaving",
"IfNotLeaving",
"IfTravelling",
"IfNotTravelling",
// SINGPLE-PLAYER STUFF
#define SP_STATSX 50
#define SP_STATSY 50
"Animation",
"Pic",
#define SP_TIMEX 8
#define SP_TIMEY (200-32)
"NoAutostartMap",
// NET GAME STUFF
#define NG_STATSY 50
#define NG_STATSX (32 + star->GetScaledWidth()/2 + 32*!dofrags)
#define NG_SPACINGX 64
// DEATHMATCH STUFF
#define DM_MATRIXX 42
#define DM_MATRIXY 68
#define DM_SPACINGX 40
#define DM_TOTALSX 269
#define DM_KILLERSX 10
#define DM_KILLERSY 100
#define DM_VICTIMSX 5
#define DM_VICTIMSY 50
// These animation variables, structures, etc. are used for the
// DOOM/Ultimate DOOM intermission screen animations. This is
// totally different from any sprite or texture/flat animations
typedef enum
{
ANIM_ALWAYS, // determined by patch entry
ANIM_PIC, // continuous
// condition bitflags
ANIM_IFVISITED=8,
ANIM_IFNOTVISITED=16,
ANIM_IFENTERING=32,
ANIM_IFNOTENTERING=64,
ANIM_IFLEAVING=128,
ANIM_IFNOTLEAVING=256,
ANIM_IFTRAVELLING=512,
ANIM_IFNOTTRAVELLING=1024,
ANIM_TYPE=7,
ANIM_CONDITION=~7,
} animenum_t;
struct yahpt_t
{
int x, y;
NULL
};
struct lnode_t
{
int x; // x/y coordinate pair structure
int y;
char level[9];
} ;
#define FACEBACKOFS 4
//
// Animation.
// There is another anim_t used in p_spec.
// (which is why I have renamed this one!)
//
#define MAX_ANIMATION_FRAMES 20
struct in_anim_t
{
int type; // Made an int so I can use '|'
int period; // period in tics between animations
int nanims; // number of animation frames
yahpt_t loc; // location of animation
int data; // ALWAYS: n/a, RANDOM: period deviation (<256)
FTexture * p[MAX_ANIMATION_FRAMES]; // actual graphics for frames of animations
// following must be initialized to zero before use!
int nexttic; // next value of bcnt (used in conjunction with period)
int ctr; // next frame number to animate
int state; // used by RANDOM and LEVEL when animating
char levelname[9];
char levelname2[9];
};
static TArray<lnode_t> lnodes;
static TArray<in_anim_t> anims;
//
// GENERAL DATA
//
//
// Locally used stuff.
//
// States for single-player
#define SP_KILLS 0
#define SP_ITEMS 2
#define SP_SECRET 4
#define SP_FRAGS 6
#define SP_TIME 8
#define SP_PAR ST_TIME
#define SP_PAUSE 1
#define SHOWNEXTLOCDELAY 4 // in seconds
static int acceleratestage; // used to accelerate or skip a stage
static bool playerready[MAXPLAYERS];
static int me; // wbs->pnum
static stateenum_t state; // specifies current state
static wbstartstruct_t *wbs; // contains information passed into intermission
static wbplayerstruct_t*plrs; // wbs->plyr[]
static int cnt; // used for general timing
static int bcnt; // used for timing of background animation
static int cnt_kills[MAXPLAYERS];
static int cnt_items[MAXPLAYERS];
static int cnt_secret[MAXPLAYERS];
static int cnt_frags[MAXPLAYERS];
static int cnt_deaths[MAXPLAYERS];
static int cnt_time;
static int cnt_total_time;
static int cnt_par;
static int cnt_pause;
static int total_frags;
static int total_deaths;
static bool noautostartmap;
static int dofrags;
static int ng_state;
//
// GRAPHICS
//
struct FPatchInfo
{
@ -247,65 +111,176 @@ struct FPatchInfo
}
};
static FPatchInfo mapname;
static FPatchInfo finished;
static FPatchInfo entering;
static TArray<FTexture *> yah; // You Are Here graphic
static FTexture* splat; // splat
static FTexture* sp_secret; // "secret"
static FTexture* kills; // "Kills", "Scrt", "Items", "Frags"
static FTexture* secret;
static FTexture* items;
static FTexture* frags;
static FTexture* timepic; // Time sucks.
static FTexture* par;
static FTexture* sucks;
static FTexture* killers; // "killers", "victims"
static FTexture* victims;
static FTexture* total; // "Total", your face, your dead face
//static FTexture* star;
//static FTexture* bstar;
static FTexture* p; // Player graphic
static FTexture* lnames[2]; // Name graphics of each level (centered)
class FIntermissionScreen
{
public:
// States for the intermission
enum EState
{
NoState = -1,
StatCount,
ShowNextLoc,
LeavingIntermission
};
enum EValues
{
// GLOBAL LOCATIONS
WI_TITLEY = 2,
// SINGPLE-PLAYER STUFF
SP_STATSX = 50,
SP_STATSY = 50,
SP_TIMEX = 8,
SP_TIMEY = (200 - 32),
// NET GAME STUFF
NG_STATSY = 50,
};
// These animation variables, structures, etc. are used for the
// DOOM/Ultimate DOOM intermission screen animations. This is
// totally different from any sprite or texture/flat animations
enum EAnim
{
ANIM_ALWAYS, // determined by patch entry
ANIM_PIC, // continuous
// condition bitflags
ANIM_IFVISITED = 8,
ANIM_IFNOTVISITED = 16,
ANIM_IFENTERING = 32,
ANIM_IFNOTENTERING = 64,
ANIM_IFLEAVING = 128,
ANIM_IFNOTLEAVING = 256,
ANIM_IFTRAVELLING = 512,
ANIM_IFNOTTRAVELLING = 1024,
ANIM_TYPE = 7,
ANIM_CONDITION = ~7,
};
// States for single-player
enum ESPState
{
SP_KILLS = 0,
SP_ITEMS = 2,
SP_SECRET = 4,
SP_FRAGS = 6,
SP_TIME = 8,
};
static const int SHOWNEXTLOCDELAY = 4; // in seconds
struct yahpt_t
{
int x, y;
};
struct lnode_t
{
int x; // x/y coordinate pair structure
int y;
char level[9];
};
//
// Animation.
// There is another anim_t used in p_spec.
// (which is why I have renamed this one!)
//
static const int MAX_ANIMATION_FRAMES = 20;
struct in_anim_t
{
int type; // Made an int so I can use '|'
int period; // period in tics between animations
int nanims; // number of animation frames
yahpt_t loc; // location of animation
int data; // ALWAYS: n/a, RANDOM: period deviation (<256)
FTexture * p[MAX_ANIMATION_FRAMES]; // actual graphics for frames of animations
// following must be initialized to zero before use!
int nexttic; // next value of bcnt (used in conjunction with period)
int ctr; // next frame number to animate
int state; // used by RANDOM and LEVEL when animating
char levelname[9];
char levelname2[9];
};
TArray<lnode_t> lnodes;
TArray<in_anim_t> anims;
int acceleratestage; // used to accelerate or skip a stage
bool playerready[MAXPLAYERS];
int me; // wbs->pnum
EState state; // specifies current state
wbstartstruct_t *wbs; // contains information passed into intermission
wbplayerstruct_t*plrs; // wbs->plyr[]
int cnt; // used for general timing
int bcnt; // used for timing of background animation
int cnt_kills[MAXPLAYERS];
int cnt_items[MAXPLAYERS];
int cnt_secret[MAXPLAYERS];
int cnt_frags[MAXPLAYERS];
int cnt_deaths[MAXPLAYERS];
int cnt_time;
int cnt_total_time;
int cnt_par;
int cnt_pause;
int total_frags;
int total_deaths;
bool noautostartmap;
int dofrags;
int ng_state;
//
// GRAPHICS
//
FPatchInfo mapname;
FPatchInfo finished;
FPatchInfo entering;
TArray<FTexture *> yah; // You Are Here graphic
FTexture* splat; // splat
FTexture* sp_secret; // "secret"
FTexture* kills; // "Kills", "Scrt", "Items", "Frags"
FTexture* secret;
FTexture* items;
FTexture* frags;
FTexture* timepic; // Time sucks.
FTexture* par;
FTexture* sucks;
FTexture* killers; // "killers", "victims"
FTexture* victims;
FTexture* total; // "Total", your face, your dead face
FTexture* p; // Player graphic
FTexture* lnames[2]; // Name graphics of each level (centered)
// [RH] Info to dynamically generate the level name graphics
static FString lnametexts[2];
FString lnametexts[2];
static FTexture *background;
FTexture *background;
bool snl_pointeron = false;
int player_deaths[MAXPLAYERS];
int sp_state;
//
// CODE
//
// ====================================================================
//
// Background script commands
//
// ====================================================================
static const char *WI_Cmd[]={
"Background",
"Splat",
"Pointer",
"Spots",
"IfEntering",
"IfNotEntering",
"IfVisited",
"IfNotVisited",
"IfLeaving",
"IfNotLeaving",
"IfTravelling",
"IfNotTravelling",
"Animation",
"Pic",
"NoAutostartMap",
NULL
};
//====================================================================
//
@ -719,7 +694,7 @@ void WI_drawBackground()
//
//====================================================================
static int WI_DrawCharPatch (FFont *font, int charcode, int x, int y, EColorRange translation=CR_UNTRANSLATED, bool nomove=false)
int WI_DrawCharPatch (FFont *font, int charcode, int x, int y, EColorRange translation=CR_UNTRANSLATED, bool nomove=false)
{
int width;
font->GetChar(charcode, &width);
@ -1143,7 +1118,6 @@ void WI_updateNoState ()
}
}
static bool snl_pointeron = false;
void WI_initShowNextLoc ()
{
@ -1225,7 +1199,6 @@ int WI_fragSum (int playernum)
return frags;
}
static int player_deaths[MAXPLAYERS];
void WI_initDeathmatchStats (void)
{
@ -1795,7 +1768,6 @@ void WI_drawNetgameStats ()
}
}
static int sp_state;
void WI_initStats ()
{
@ -2184,3 +2156,24 @@ void WI_Start (wbstartstruct_t *wbstartstruct)
S_StopAllChannels ();
SN_StopAllSequences ();
}
};
static FIntermissionScreen WI_Screen;
void WI_Ticker()
{
WI_Screen.WI_Ticker();
}
// Called by main loop,
// draws the intermission directly into the screen buffer.
void WI_Drawer()
{
WI_Screen.WI_Drawer();
}
// Setup for an intermission screen.
void WI_Start(wbstartstruct_t *wbstartstruct)
{
WI_Screen.WI_Start(wbstartstruct);
}

View file

@ -290,6 +290,12 @@ struct CVar native
native int ResetToDefault();
}
struct GIFont
{
Name fontname;
Name color;
};
struct GameInfoStruct native
{
// will be extended as needed.
@ -301,6 +307,9 @@ struct GameInfoStruct native
native bool norandomplayerclass;
native Array<Name> infoPages;
native String mBackButton;
native GIFont mStatscreenMapNameFont;
native GIFont mStatscreenEnteringFont;
native GIFont mStatscreenFinishedFont;
}
class Object native