mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 23:01:59 +00:00
- split the intermission background handling into its own class.
This means that 1/3 of wi_stuff can be left as-is when scriptifying the rest.
This commit is contained in:
parent
b2a1e03d7e
commit
89a43feb7a
1 changed files with 281 additions and 262 deletions
543
src/wi_stuff.cpp
543
src/wi_stuff.cpp
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@ -59,6 +59,14 @@ CVAR(Bool, wi_showtotaltime, true, CVAR_ARCHIVE)
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CVAR(Bool, wi_noautostartmap, false, CVAR_USERINFO | CVAR_ARCHIVE)
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CVAR(Int, wi_autoadvance, 0, CVAR_SERVERINFO)
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// States for the intermission
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enum EState
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{
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NoState = -1,
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StatCount,
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ShowNextLoc,
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LeavingIntermission
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};
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static const char *WI_Cmd[] = {
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"Background",
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@ -83,67 +91,8 @@ static const char *WI_Cmd[] = {
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NULL
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};
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struct FPatchInfo
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struct FInterBackground
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{
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FFont *mFont;
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FTexture *mPatch;
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EColorRange mColor;
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void Init(FGIFont &gifont)
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{
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if (gifont.color == NAME_Null)
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{
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mPatch = TexMan[gifont.fontname]; // "entering"
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mColor = mPatch == NULL ? CR_UNTRANSLATED : CR_UNDEFINED;
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mFont = NULL;
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}
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else
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{
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mFont = V_GetFont(gifont.fontname);
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mColor = V_FindFontColor(gifont.color);
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mPatch = NULL;
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}
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if (mFont == NULL)
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{
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mFont = BigFont;
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}
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}
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};
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class FIntermissionScreen
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{
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public:
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// States for the intermission
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enum EState
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{
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NoState = -1,
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StatCount,
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ShowNextLoc,
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LeavingIntermission
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};
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enum EValues
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{
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// GLOBAL LOCATIONS
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WI_TITLEY = 2,
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// SINGPLE-PLAYER STUFF
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SP_STATSX = 50,
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SP_STATSY = 50,
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SP_TIMEX = 8,
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SP_TIMEY = (200 - 32),
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// NET GAME STUFF
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NG_STATSY = 50,
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};
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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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@ -167,18 +116,6 @@ public:
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};
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// States for single-player
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enum ESPState
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{
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SP_KILLS = 0,
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SP_ITEMS = 2,
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SP_SECRET = 4,
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SP_FRAGS = 6,
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SP_TIME = 8,
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};
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static const int SHOWNEXTLOCDELAY = 4; // in seconds
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struct yahpt_t
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{
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int x, y;
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@ -188,16 +125,9 @@ public:
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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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char level[9];
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FString Level;
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};
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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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// (which is why I have renamed this one!)
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//
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struct in_anim_t
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{
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int type; // Made an int so I can use '|'
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@ -206,7 +136,7 @@ public:
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int data; // ALWAYS: n/a, RANDOM: period deviation (<256)
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TArray<FTexture*> frames; // actual graphics for frames of animations
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// following must be initialized to zero before use!
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// following must be initialized to zero before use!
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int nexttic; // next value of bcnt (used in conjunction with period)
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int ctr; // next frame number to animate
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int state; // used by RANDOM and LEVEL when animating
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@ -223,71 +153,21 @@ public:
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}
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};
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private:
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TArray<lnode_t> lnodes;
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TArray<in_anim_t> anims;
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int acceleratestage; // used to accelerate or skip a stage
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bool playerready[MAXPLAYERS];
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int me; // wbs->pnum
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EState state; // specifies current state
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wbstartstruct_t *wbs; // contains information passed into intermission
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wbplayerstruct_t* Plrs[MAXPLAYERS]; // wbs->plyr[]
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int cnt; // used for general timing
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int bcnt; // used for timing of background animation
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int cnt_kills[MAXPLAYERS];
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int cnt_items[MAXPLAYERS];
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int cnt_secret[MAXPLAYERS];
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int cnt_frags[MAXPLAYERS];
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int cnt_deaths[MAXPLAYERS];
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int cnt_time;
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int cnt_total_time;
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int cnt_par;
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int cnt_pause;
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int total_frags;
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int total_deaths;
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bool noautostartmap;
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int dofrags;
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int ng_state;
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//
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// GRAPHICS
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//
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FPatchInfo mapname;
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FPatchInfo finished;
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FPatchInfo entering;
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int bcnt = 0; // used for timing of background animation
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TArray<FTexture *> yah; // You Are Here graphic
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FTexture* splat; // splat
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FTexture* sp_secret; // "secret"
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FTexture* kills; // "Kills", "Scrt", "Items", "Frags"
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FTexture* secret;
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FTexture* items;
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FTexture* frags;
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FTexture* timepic; // Time sucks.
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FTexture* par;
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FTexture* sucks;
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FTexture* killers; // "killers", "victims"
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FTexture* victims;
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FTexture* total; // "Total", your face, your dead face
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FTexture* p; // Player graphic
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FTexture* lnames[2]; // Name graphics of each level (centered)
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// [RH] Info to dynamically generate the level name graphics
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FString lnametexts[2];
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FTexture *background;
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bool snl_pointeron = false;
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int player_deaths[MAXPLAYERS];
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int sp_state;
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//
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// CODE
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//
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FTexture* splat = nullptr; // splat
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FTexture *background = nullptr;
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wbstartstruct_t *wbs;
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public:
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FInterBackground(wbstartstruct_t *wbst)
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{
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wbs = wbst;
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};
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//====================================================================
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//
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// Loads the background - either from a single texture
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@ -297,22 +177,23 @@ public:
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// MAPINFO.
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//
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//====================================================================
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static bool IsExMy(const char * name)
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bool IsExMy(const char * name)
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{
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// Only check for the first 3 episodes. They are the only ones with default intermission scripts.
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// Level names can be upper- and lower case so use tolower to check!
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return (tolower(name[0])=='e' && name[1]>='1' && name[1]<='3' && tolower(name[2])=='m');
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return (tolower(name[0]) == 'e' && name[1] >= '1' && name[1] <= '3' && tolower(name[2]) == 'm');
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}
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void WI_LoadBackground(bool isenterpic)
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bool LoadBackground(bool isenterpic)
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{
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const char *lumpname = NULL;
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char buffer[10];
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in_anim_t an;
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lnode_t pt;
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FTextureID texture;
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bool noautostartmap = false;
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bcnt=0;
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bcnt = 0;
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texture.SetInvalid();
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if (isenterpic)
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@ -326,10 +207,10 @@ public:
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}
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// Try to get a default if nothing specified
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if (lumpname == NULL || lumpname[0]==0)
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if (lumpname == NULL || lumpname[0] == 0)
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{
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lumpname = NULL;
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switch(gameinfo.gametype)
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switch (gameinfo.gametype)
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{
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case GAME_Chex:
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case GAME_Doom:
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@ -342,24 +223,24 @@ public:
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lumpname = buffer;
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}
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}
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if (!lumpname)
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if (!lumpname)
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{
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if (isenterpic)
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if (isenterpic)
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{
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// One special case needs to be handled here!
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// If going from E1-E3 to E4 the default should be used, not the exit pic.
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// Not if the exit pic is user defined!
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if (level.info->ExitPic.IsNotEmpty()) return;
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if (level.info->ExitPic.IsNotEmpty()) return false;
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// E1-E3 need special treatment when playing Doom 1.
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if (!(gameinfo.flags & GI_MAPxx))
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{
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// not if the last level is not from the first 3 episodes
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if (!IsExMy(wbs->current)) return;
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if (!IsExMy(wbs->current)) return false;
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// not if the next level is one of the first 3 episodes
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if (IsExMy(wbs->next)) return;
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if (IsExMy(wbs->next)) return false;
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}
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}
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lumpname = "INTERPIC";
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@ -375,22 +256,22 @@ public:
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lumpname = buffer;
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}
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}
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if (!lumpname)
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if (!lumpname)
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{
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if (isenterpic) return;
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if (isenterpic) return false;
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lumpname = "FLOOR16";
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}
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break;
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case GAME_Hexen:
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if (isenterpic) return;
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if (isenterpic) return false;
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lumpname = "INTERPIC";
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break;
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case GAME_Strife:
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default:
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// Strife doesn't have an intermission pic so choose something neutral.
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if (isenterpic) return;
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if (isenterpic) return false;
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lumpname = gameinfo.BorderFlat;
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break;
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}
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{
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// shouldn't happen!
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background = NULL;
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return;
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return false;
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}
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lnodes.Clear();
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@ -408,21 +289,21 @@ public:
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splat = NULL;
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// a name with a starting '$' indicates an intermission script
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if (*lumpname!='$')
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if (*lumpname != '$')
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{
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texture = TexMan.CheckForTexture(lumpname, FTexture::TEX_MiscPatch, FTextureManager::TEXMAN_TryAny);
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}
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else
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{
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int lumpnum=Wads.CheckNumForFullName(lumpname+1, true);
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if (lumpnum>=0)
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int lumpnum = Wads.CheckNumForFullName(lumpname + 1, true);
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if (lumpnum >= 0)
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{
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FScanner sc(lumpnum);
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while (sc.GetString())
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{
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an.Reset();
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int caseval = sc.MustMatchString(WI_Cmd);
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switch(caseval)
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switch (caseval)
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{
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case 0: // Background
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sc.MustGetString();
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@ -448,8 +329,7 @@ public:
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while (!sc.CheckString("}"))
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{
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sc.MustGetString();
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strncpy(pt.level, sc.String,8);
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pt.level[8] = 0;
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pt.Level = sc.String;
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sc.MustGetNumber();
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pt.x = sc.Number;
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sc.MustGetNumber();
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@ -477,7 +357,7 @@ public:
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case 8: // IfLeaving
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an.type = ANIM_IFLEAVING;
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goto readanimation;
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case 9: // IfNotLeaving
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an.type = ANIM_IFNOTLEAVING;
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goto readanimation;
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@ -502,7 +382,7 @@ public:
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sc.MustGetString();
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an.LevelName = sc.String;
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sc.MustGetString();
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caseval=sc.MustMatchString(WI_Cmd);
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caseval = sc.MustMatchString(WI_Cmd);
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default:
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switch (caseval)
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@ -562,13 +442,14 @@ public:
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}
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}
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}
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else
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else
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{
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Printf("Intermission script %s not found!\n", lumpname+1);
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Printf("Intermission script %s not found!\n", lumpname + 1);
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texture = TexMan.GetTexture("INTERPIC", FTexture::TEX_MiscPatch);
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}
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}
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background=TexMan[texture];
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background = TexMan[texture];
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return noautostartmap;
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}
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//====================================================================
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@ -578,11 +459,12 @@ public:
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//
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//====================================================================
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void WI_updateAnimatedBack()
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void updateAnimatedBack()
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{
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unsigned int i;
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for(i=0;i<anims.Size();i++)
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bcnt++;
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for (i = 0; i<anims.Size(); i++)
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{
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in_anim_t * a = &anims[i];
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switch (a->type & ANIM_TYPE)
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@ -590,19 +472,19 @@ public:
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case ANIM_ALWAYS:
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if (bcnt >= a->nexttic)
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{
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if (++a->ctr >= (int)a->frames.Size())
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if (++a->ctr >= (int)a->frames.Size())
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{
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if (a->data==0) a->ctr = 0;
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if (a->data == 0) a->ctr = 0;
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else a->ctr--;
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}
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a->nexttic = bcnt + a->period;
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}
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break;
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case ANIM_PIC:
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a->ctr = 0;
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break;
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}
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}
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}
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@ -613,11 +495,11 @@ public:
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//
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//====================================================================
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void WI_drawBackground()
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void drawBackground(int state, bool drawsplat, bool snl_pointeron)
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{
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unsigned int i;
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double animwidth=320; // For a flat fill or clear background scale animations to 320x200
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double animheight=200;
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double animwidth = 320; // For a flat fill or clear background scale animations to 320x200
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double animheight = 200;
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if (background)
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{
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@ -629,20 +511,20 @@ public:
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// placing the animations precisely where they belong on the base pic
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animwidth = background->GetScaledWidthDouble();
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animheight = background->GetScaledHeightDouble();
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screen->FillBorder (NULL);
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screen->FillBorder(NULL);
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screen->DrawTexture(background, 0, 0, DTA_Fullscreen, true, TAG_DONE);
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}
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else
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else
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{
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screen->FlatFill(0, 0, SCREENWIDTH, SCREENHEIGHT, background);
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}
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}
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else
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else
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{
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screen->Clear(0,0, SCREENWIDTH, SCREENHEIGHT, 0, 0);
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screen->Clear(0, 0, SCREENWIDTH, SCREENHEIGHT, 0, 0);
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}
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for(i=0;i<anims.Size();i++)
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for (i = 0; i<anims.Size(); i++)
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{
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in_anim_t * a = &anims[i];
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level_info_t * li;
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@ -685,12 +567,216 @@ public:
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break;
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}
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if (a->ctr >= 0)
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screen->DrawTexture(a->frames[a->ctr], a->loc.x, a->loc.y,
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DTA_VirtualWidthF, animwidth, DTA_VirtualHeightF, animheight, TAG_DONE);
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screen->DrawTexture(a->frames[a->ctr], a->loc.x, a->loc.y,
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DTA_VirtualWidthF, animwidth, DTA_VirtualHeightF, animheight, TAG_DONE);
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}
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if (drawsplat)
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{
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for (i = 0; i<lnodes.Size(); i++)
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{
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level_info_t * li = FindLevelInfo(lnodes[i].Level);
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if (li && li->flags & LEVEL_VISITED) drawOnLnode(i, &splat, 1); // draw a splat on taken cities.
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}
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}
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// draw flashing ptr
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if (snl_pointeron && yah.Size())
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{
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unsigned int v = MapToIndex(wbs->next);
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// Draw only if it points to a valid level on the current screen!
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if (v<lnodes.Size()) drawOnLnode(v, &yah[0], yah.Size());
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}
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}
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private:
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//====================================================================
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//
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// Draws the splats and the 'You are here' arrows
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//
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//====================================================================
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int MapToIndex(const char *map)
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{
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unsigned int i;
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for (i = 0; i < lnodes.Size(); i++)
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{
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if (!lnodes[i].Level.CompareNoCase(map))
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break;
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}
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return i;
|
||||
}
|
||||
|
||||
|
||||
//====================================================================
|
||||
//
|
||||
// Draws the splats and the 'You are here' arrows
|
||||
//
|
||||
//====================================================================
|
||||
|
||||
void drawOnLnode(int n, FTexture * c[], int numc)
|
||||
{
|
||||
int i;
|
||||
for (i = 0; i<numc; i++)
|
||||
{
|
||||
int left;
|
||||
int top;
|
||||
int right;
|
||||
int bottom;
|
||||
|
||||
|
||||
right = c[i]->GetScaledWidth();
|
||||
bottom = c[i]->GetScaledHeight();
|
||||
left = lnodes[n].x - c[i]->GetScaledLeftOffset();
|
||||
top = lnodes[n].y - c[i]->GetScaledTopOffset();
|
||||
right += left;
|
||||
bottom += top;
|
||||
|
||||
if (left >= 0 && right < 320 && top >= 0 && bottom < 200)
|
||||
{
|
||||
screen->DrawTexture(c[i], lnodes[n].x, lnodes[n].y, DTA_320x200, true, TAG_DONE);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
};
|
||||
|
||||
struct FPatchInfo
|
||||
{
|
||||
FFont *mFont;
|
||||
FTexture *mPatch;
|
||||
EColorRange mColor;
|
||||
|
||||
void Init(FGIFont &gifont)
|
||||
{
|
||||
if (gifont.color == NAME_Null)
|
||||
{
|
||||
mPatch = TexMan[gifont.fontname]; // "entering"
|
||||
mColor = mPatch == NULL ? CR_UNTRANSLATED : CR_UNDEFINED;
|
||||
mFont = NULL;
|
||||
}
|
||||
else
|
||||
{
|
||||
mFont = V_GetFont(gifont.fontname);
|
||||
mColor = V_FindFontColor(gifont.color);
|
||||
mPatch = NULL;
|
||||
}
|
||||
if (mFont == NULL)
|
||||
{
|
||||
mFont = BigFont;
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
|
||||
class FIntermissionScreen
|
||||
{
|
||||
public:
|
||||
|
||||
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,
|
||||
};
|
||||
|
||||
|
||||
|
||||
// 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
|
||||
|
||||
//
|
||||
// Animation.
|
||||
// There is another anim_t used in p_spec.
|
||||
// (which is why I have renamed this one!)
|
||||
//
|
||||
|
||||
|
||||
FInterBackground *bg;
|
||||
int acceleratestage; // used to accelerate or skip a stage
|
||||
bool playerready[MAXPLAYERS];
|
||||
int me; // wbs->pnum
|
||||
int bcnt;
|
||||
EState state; // specifies current state
|
||||
wbstartstruct_t *wbs; // contains information passed into intermission
|
||||
wbplayerstruct_t* Plrs[MAXPLAYERS]; // wbs->plyr[]
|
||||
int cnt; // used for general timing
|
||||
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;
|
||||
|
||||
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
|
||||
FString lnametexts[2];
|
||||
|
||||
|
||||
bool snl_pointeron = false;
|
||||
|
||||
int player_deaths[MAXPLAYERS];
|
||||
int sp_state;
|
||||
|
||||
//
|
||||
// CODE
|
||||
//
|
||||
|
||||
|
||||
|
||||
|
||||
//====================================================================
|
||||
//
|
||||
// Draws a single character with a shadow
|
||||
|
@ -870,57 +956,6 @@ public:
|
|||
}
|
||||
|
||||
|
||||
//====================================================================
|
||||
//
|
||||
// Draws the splats and the 'You are here' arrows
|
||||
//
|
||||
//====================================================================
|
||||
|
||||
int WI_MapToIndex (const char *map)
|
||||
{
|
||||
unsigned int i;
|
||||
|
||||
for (i = 0; i < lnodes.Size(); i++)
|
||||
{
|
||||
if (!strnicmp (lnodes[i].level, map, 8))
|
||||
break;
|
||||
}
|
||||
return i;
|
||||
}
|
||||
|
||||
|
||||
//====================================================================
|
||||
//
|
||||
// Draws the splats and the 'You are here' arrows
|
||||
//
|
||||
//====================================================================
|
||||
|
||||
void WI_drawOnLnode( int n, FTexture * c[] ,int numc)
|
||||
{
|
||||
int i;
|
||||
for(i=0;i<numc;i++)
|
||||
{
|
||||
int left;
|
||||
int top;
|
||||
int right;
|
||||
int bottom;
|
||||
|
||||
|
||||
right = c[i]->GetScaledWidth();
|
||||
bottom = c[i]->GetScaledHeight();
|
||||
left = lnodes[n].x - c[i]->GetScaledLeftOffset();
|
||||
top = lnodes[n].y - c[i]->GetScaledTopOffset();
|
||||
right += left;
|
||||
bottom += top;
|
||||
|
||||
if (left >= 0 && right < 320 && top >= 0 && bottom < 200)
|
||||
{
|
||||
screen->DrawTexture (c[i], lnodes[n].x, lnodes[n].y, DTA_320x200, true, TAG_DONE);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//====================================================================
|
||||
//
|
||||
// Draws a number.
|
||||
|
@ -1133,7 +1168,7 @@ public:
|
|||
state = ShowNextLoc;
|
||||
acceleratestage = 0;
|
||||
cnt = SHOWNEXTLOCDELAY * TICRATE;
|
||||
WI_LoadBackground(true);
|
||||
bg->LoadBackground(true);
|
||||
}
|
||||
|
||||
void WI_updateShowNextLoc ()
|
||||
|
@ -1146,26 +1181,7 @@ public:
|
|||
|
||||
void WI_drawShowNextLoc(void)
|
||||
{
|
||||
unsigned int i;
|
||||
|
||||
WI_drawBackground();
|
||||
|
||||
if (splat)
|
||||
{
|
||||
for (i=0 ; i<lnodes.Size() ; i++)
|
||||
{
|
||||
level_info_t * li = FindLevelInfo (lnodes[i].level);
|
||||
if (li && li->flags & LEVEL_VISITED) WI_drawOnLnode(i, &splat,1); // draw a splat on taken cities.
|
||||
}
|
||||
}
|
||||
|
||||
// draw flashing ptr
|
||||
if (snl_pointeron && yah.Size())
|
||||
{
|
||||
unsigned int v = WI_MapToIndex (wbs->next);
|
||||
// Draw only if it points to a valid level on the current screen!
|
||||
if (v<lnodes.Size()) WI_drawOnLnode (v, &yah[0], yah.Size());
|
||||
}
|
||||
bg->drawBackground(state, true, snl_pointeron);
|
||||
|
||||
// draws which level you are entering..
|
||||
WI_drawEL ();
|
||||
|
@ -1344,7 +1360,7 @@ public:
|
|||
player_t *sortedplayers[MAXPLAYERS];
|
||||
|
||||
// draw animated background
|
||||
WI_drawBackground();
|
||||
bg->drawBackground(state, false, false);
|
||||
|
||||
y = WI_drawLF();
|
||||
|
||||
|
@ -1648,7 +1664,7 @@ public:
|
|||
FTexture *readyico = TexMan.FindTexture("READYICO");
|
||||
|
||||
// draw animated background
|
||||
WI_drawBackground();
|
||||
bg->drawBackground(state, false, false);
|
||||
|
||||
y = WI_drawLF();
|
||||
|
||||
|
@ -1898,8 +1914,8 @@ public:
|
|||
lh = IntermissionFont->GetHeight() * 3 / 2;
|
||||
|
||||
// draw animated background
|
||||
WI_drawBackground();
|
||||
|
||||
bg->drawBackground(state, false, false);
|
||||
|
||||
WI_drawLF();
|
||||
|
||||
if (gameinfo.gametype & GAME_DoomChex)
|
||||
|
@ -2089,12 +2105,15 @@ public:
|
|||
if (li) lnametexts[1] = li->LookupLevelName();
|
||||
else lnametexts[1] = "";
|
||||
|
||||
WI_LoadBackground(false);
|
||||
bg = new FInterBackground(wbs);
|
||||
noautostartmap = bg->LoadBackground(false);
|
||||
}
|
||||
|
||||
void WI_unloadData ()
|
||||
{
|
||||
// [RH] The texture data gets unloaded at pre-map time, so there's nothing to do here
|
||||
if (bg != nullptr) delete bg;
|
||||
bg = nullptr;
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -2155,7 +2174,7 @@ static FIntermissionScreen WI_Screen;
|
|||
|
||||
void WI_Ticker()
|
||||
{
|
||||
WI_Screen.WI_updateAnimatedBack();
|
||||
WI_Screen.bg->updateAnimatedBack();
|
||||
WI_Screen.WI_Ticker();
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue