/* ** hu_scores.cpp ** Routines for drawing the scoreboards. ** **--------------------------------------------------------------------------- ** Copyright 1998-2008 Randy Heit ** Copyright 2007-2008 Christopher Westley ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ // HEADER FILES ------------------------------------------------------------ #include "c_console.h" #include "st_stuff.h" #include "teaminfo.h" #include "templates.h" #include "v_video.h" #include "doomstat.h" #include "g_level.h" #include "d_netinf.h" #include "v_font.h" #include "v_palette.h" #include "d_player.h" #include "hu_stuff.h" #include "gstrings.h" // MACROS ------------------------------------------------------------------ // TYPES ------------------------------------------------------------------- // EXTERNAL FUNCTION PROTOTYPES -------------------------------------------- // PUBLIC FUNCTION PROTOTYPES ---------------------------------------------- // PRIVATE FUNCTION PROTOTYPES --------------------------------------------- static void HU_DoDrawScores (player_t *, player_t *[MAXPLAYERS]); static void HU_DrawTimeRemaining (int y); static void HU_DrawPlayer (player_t *, bool, int, int, int, int, int, int, int, int); // EXTERNAL DATA DECLARATIONS ---------------------------------------------- EXTERN_CVAR (Float, timelimit) // PUBLIC DATA DEFINITIONS ------------------------------------------------- CVAR (Bool, sb_cooperative_enable, true, CVAR_ARCHIVE) CVAR (Int, sb_cooperative_headingcolor, CR_RED, CVAR_ARCHIVE) CVAR (Int, sb_cooperative_yourplayercolor, CR_GREEN, CVAR_ARCHIVE) CVAR (Int, sb_cooperative_otherplayercolor, CR_GREY, CVAR_ARCHIVE) CVAR (Bool, sb_deathmatch_enable, true, CVAR_ARCHIVE) CVAR (Int, sb_deathmatch_headingcolor, CR_RED, CVAR_ARCHIVE) CVAR (Int, sb_deathmatch_yourplayercolor, CR_GREEN, CVAR_ARCHIVE) CVAR (Int, sb_deathmatch_otherplayercolor, CR_GREY, CVAR_ARCHIVE) CVAR (Bool, sb_teamdeathmatch_enable, true, CVAR_ARCHIVE) CVAR (Int, sb_teamdeathmatch_headingcolor, CR_RED, CVAR_ARCHIVE) // PRIVATE DATA DEFINITIONS ------------------------------------------------ static int STACK_ARGS comparepoints (const void *arg1, const void *arg2) { // Compare first be frags/kills, then by name. player_t *p1 = *(player_t **)arg1; player_t *p2 = *(player_t **)arg2; int diff; diff = deathmatch ? p2->fragcount - p1->fragcount : p2->killcount - p1->killcount; if (diff == 0) { diff = stricmp (p1->userinfo.netname, p2->userinfo.netname); } return diff; } static int STACK_ARGS compareteams (const void *arg1, const void *arg2) { // Compare first by teams, then by frags, then by name. player_t *p1 = *(player_t **)arg1; player_t *p2 = *(player_t **)arg2; int diff; diff = p1->userinfo.team - p2->userinfo.team; if (diff == 0) { diff = p2->fragcount - p1->fragcount; if (diff == 0) { diff = stricmp (p1->userinfo.netname, p2->userinfo.netname); } } return diff; } // CODE -------------------------------------------------------------------- //========================================================================== // // HU_DrawScores // //========================================================================== void HU_DrawScores (player_t *player) { if (deathmatch) { if (teamplay) { if (!sb_teamdeathmatch_enable) return; } else { if (!sb_deathmatch_enable) return; } } else { if (!sb_cooperative_enable || !multiplayer) return; } int i, j; player_t *sortedplayers[MAXPLAYERS]; if (player->camera && player->camera->player) player = player->camera->player; sortedplayers[MAXPLAYERS-1] = player; for (i = 0, j = 0; j < MAXPLAYERS - 1; i++, j++) { if (&players[i] == player) i++; sortedplayers[j] = &players[i]; } if (teamplay && deathmatch) qsort (sortedplayers, MAXPLAYERS, sizeof(player_t *), compareteams); else qsort (sortedplayers, MAXPLAYERS, sizeof(player_t *), comparepoints); HU_DoDrawScores (player, sortedplayers); BorderNeedRefresh = screen->GetPageCount (); } //========================================================================== // // HU_GetPlayerWidths // // Returns the widest player name and class icon. // //========================================================================== void HU_GetPlayerWidths(int &maxnamewidth, int &maxscorewidth, int &maxiconheight) { maxnamewidth = SmallFont->StringWidth("Name"); maxscorewidth = 0; maxiconheight = 0; for (int i = 0; i < MAXPLAYERS; i++) { if (playeringame[i]) { int width = SmallFont->StringWidth(players[i].userinfo.netname); if (width > maxnamewidth) { maxnamewidth = width; } if (players[i].mo->ScoreIcon.isValid()) { FTexture *pic = TexMan[players[i].mo->ScoreIcon]; width = pic->GetScaledWidth() - pic->GetScaledLeftOffset() + 2; if (width > maxscorewidth) { maxscorewidth = width; } // The icon's top offset does not count toward its height, because // zdoom.pk3's standard Hexen class icons are designed that way. int height = pic->GetScaledHeight() - pic->GetScaledTopOffset(); if (height > maxiconheight) { maxiconheight = height; } } } } } //========================================================================== // // HU_DoDrawScores // //========================================================================== static void HU_DoDrawScores (player_t *player, player_t *sortedplayers[MAXPLAYERS]) { int color; int height, lineheight; unsigned int i; int maxnamewidth, maxscorewidth, maxiconheight; int numTeams = 0; int x, y, ypadding, bottom; int col2, col3, col4; if (deathmatch) { if (teamplay) color = sb_teamdeathmatch_headingcolor; else color = sb_deathmatch_headingcolor; } else { color = sb_cooperative_headingcolor; } HU_GetPlayerWidths(maxnamewidth, maxscorewidth, maxiconheight); height = SmallFont->GetHeight() * CleanYfac; lineheight = MAX(height, maxiconheight * CleanYfac); ypadding = (lineheight - height + 1) / 2; bottom = gamestate != GS_INTERMISSION ? ST_Y : SCREENHEIGHT; y = MAX(48*CleanYfac, (bottom - MAXPLAYERS * (height + CleanYfac + 1)) / 2); HU_DrawTimeRemaining (bottom - height); if (teamplay && deathmatch) { y -= (BigFont->GetHeight() + 8) * CleanYfac; if (gamestate == GS_INTERMISSION) { y = MAX(BigFont->GetHeight() * 4, y); } for (i = 0; i < Teams.Size (); i++) { Teams[i].m_iPlayerCount = 0; Teams[i].m_iScore = 0; } for (i = 0; i < MAXPLAYERS; ++i) { if (playeringame[sortedplayers[i]-players] && TeamLibrary.IsValidTeam (sortedplayers[i]->userinfo.team)) { if (Teams[sortedplayers[i]->userinfo.team].m_iPlayerCount++ == 0) { numTeams++; } Teams[sortedplayers[i]->userinfo.team].m_iScore += sortedplayers[i]->fragcount; } } int scorexwidth = SCREENWIDTH / MAX(8, numTeams); int numscores = 0; int scorex; for (i = 0; i < Teams.Size(); ++i) { if (Teams[i].m_iPlayerCount) { numscores++; } } scorex = (SCREENWIDTH - scorexwidth * (numscores - 1)) / 2; for (i = 0; i < Teams.Size(); ++i) { if (Teams[i].m_iPlayerCount) { char score[80]; mysnprintf (score, countof(score), "%d", Teams[i].m_iScore); screen->DrawText (BigFont, Teams[i].GetTextColor(), scorex - BigFont->StringWidth(score)*CleanXfac/2, y, score, DTA_CleanNoMove, true, TAG_DONE); scorex += scorexwidth; } } y += (BigFont->GetHeight() + 8) * CleanYfac; } const char *text_color = GStrings("SCORE_COLOR"), *text_frags = GStrings(deathmatch ? "SCORE_FRAGS" : "SCORE_KILLS"), *text_name = GStrings("SCORE_NAME"); col2 = (SmallFont->StringWidth(text_color) + 8) * CleanXfac; col3 = col2 + (SmallFont->StringWidth(text_frags) + 8) * CleanXfac; col4 = col3 + maxscorewidth * CleanXfac; x = (SCREENWIDTH >> 1) - ((maxnamewidth * CleanXfac + col4) >> 1); screen->DrawText (SmallFont, color, x, y, text_color, DTA_CleanNoMove, true, TAG_DONE); screen->DrawText (SmallFont, color, x + col2, y, text_frags, DTA_CleanNoMove, true, TAG_DONE); screen->DrawText (SmallFont, color, x + col4, y, text_name, DTA_CleanNoMove, true, TAG_DONE); y += height + 6 * CleanYfac; bottom -= height; for (i = 0; i < MAXPLAYERS && y <= bottom; i++) { if (playeringame[sortedplayers[i] - players]) { HU_DrawPlayer (sortedplayers[i], player==sortedplayers[i], x, col2, col3, col4, maxnamewidth, y, ypadding, lineheight); y += lineheight + CleanYfac; } } } //========================================================================== // // HU_DrawTimeRemaining // //========================================================================== static void HU_DrawTimeRemaining (int y) { if (deathmatch && timelimit && gamestate == GS_LEVEL) { char str[80]; int timeleft = (int)(timelimit * TICRATE * 60) - level.maptime; int hours, minutes, seconds; if (timeleft < 0) timeleft = 0; hours = timeleft / (TICRATE * 3600); timeleft -= hours * TICRATE * 3600; minutes = timeleft / (TICRATE * 60); timeleft -= minutes * TICRATE * 60; seconds = timeleft / TICRATE; if (hours) mysnprintf (str, countof(str), "Level ends in %d:%02d:%02d", hours, minutes, seconds); else mysnprintf (str, countof(str), "Level ends in %d:%02d", minutes, seconds); screen->DrawText (SmallFont, CR_GREY, SCREENWIDTH/2 - SmallFont->StringWidth (str)/2*CleanXfac, y, str, DTA_CleanNoMove, true, TAG_DONE); } } //========================================================================== // // HU_DrawPlayer // //========================================================================== static void HU_DrawPlayer (player_t *player, bool highlight, int col1, int col2, int col3, int col4, int maxnamewidth, int y, int ypadding, int height) { int color; char str[80]; if (highlight) { // The teamplay mode uses colors to show teams, so we need some // other way to do highlighting. And it may as well be used for // all modes for the sake of consistancy. screen->Dim(MAKERGB(200,245,255), 0.125f, col1 - 12*CleanXfac, y - 1, col4 + (maxnamewidth + 24)*CleanXfac, height + 2); } col2 += col1; col3 += col1; col4 += col1; color = HU_GetRowColor(player, highlight); HU_DrawColorBar(col1, y, height, (int)(player - players)); mysnprintf (str, countof(str), "%d", deathmatch ? player->fragcount : player->killcount); screen->DrawText (SmallFont, color, col2, y + ypadding, player->playerstate == PST_DEAD && !deathmatch ? "DEAD" : str, DTA_CleanNoMove, true, TAG_DONE); if (player->mo->ScoreIcon.isValid()) { FTexture *pic = TexMan[player->mo->ScoreIcon]; screen->DrawTexture (pic, col3, y, DTA_CleanNoMove, true, TAG_DONE); } screen->DrawText (SmallFont, color, col4, y + ypadding, player->userinfo.netname, DTA_CleanNoMove, true, TAG_DONE); if (teamplay && Teams[player->userinfo.team].GetLogo ().IsNotEmpty ()) { FTexture *pic = TexMan[Teams[player->userinfo.team].GetLogo ().GetChars ()]; screen->DrawTexture (pic, col1 - (pic->GetScaledWidth() + 2) * CleanXfac, y, DTA_CleanNoMove, true, TAG_DONE); } } //========================================================================== // // HU_DrawColorBar // //========================================================================== void HU_DrawColorBar(int x, int y, int height, int playernum) { float h, s, v, r, g, b; D_GetPlayerColor (playernum, &h, &s, &v, NULL); HSVtoRGB (&r, &g, &b, h, s, v); screen->Clear (x, y, x + 24*CleanXfac, y + height, -1, MAKEARGB(255,clamp(int(r*255.f),0,255), clamp(int(g*255.f),0,255), clamp(int(b*255.f),0,255))); } //========================================================================== // // HU_GetRowColor // //========================================================================== int HU_GetRowColor(player_t *player, bool highlight) { if (teamplay && deathmatch) { if (TeamLibrary.IsValidTeam (player->userinfo.team)) return Teams[player->userinfo.team].GetTextColor(); else return CR_GREY; } else { if (!highlight) { if (demoplayback && player == &players[consoleplayer]) { return CR_GOLD; } else { return deathmatch ? sb_deathmatch_otherplayercolor : sb_cooperative_otherplayercolor; } } else { return deathmatch ? sb_deathmatch_yourplayercolor : sb_cooperative_yourplayercolor; } } }