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90 lines
2 KiB
C++
90 lines
2 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source 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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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// DESCRIPTION:
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// Intermission.
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//
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//-----------------------------------------------------------------------------
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#ifndef __WI_STUFF__
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#define __WI_STUFF__
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#include "doomdef.h"
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class FTexture;
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//
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// INTERMISSION
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// Structure passed e.g. to WI_Start(wb)
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//
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struct wbplayerstruct_t
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{
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bool in; // whether the player is in game
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// Player stats, kills, collected items etc.
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int skills;
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int sitems;
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int ssecret;
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int stime;
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int frags[MAXPLAYERS];
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int fragcount; // [RH] Cumulative frags for this player
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};
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struct wbstartstruct_t
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{
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int finished_ep;
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int next_ep;
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FString current; // [RH] Name of map just finished
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FString next; // next level, [RH] actual map name
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FTexture *LName0;
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FTexture *LName1;
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int maxkills;
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int maxitems;
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int maxsecret;
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int maxfrags;
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// the par time and sucktime
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int partime; // in tics
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int sucktime; // in minutes
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// total time for the entire current game
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int totaltime;
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// index of this player in game
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int pnum;
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wbplayerstruct_t plyr[MAXPLAYERS];
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};
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// Intermission stats.
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// Parameters for world map / intermission.
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extern wbstartstruct_t wminfo;
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// Called by main loop, animate the intermission.
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void WI_Ticker ();
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// Called by main loop,
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// draws the intermission directly into the screen buffer.
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void WI_Drawer ();
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// Setup for an intermission screen.
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void WI_Start (wbstartstruct_t *wbstartstruct);
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#endif
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