mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-11 23:32:02 +00:00
387 lines
10 KiB
Text
387 lines
10 KiB
Text
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struct PatchInfo
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{
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Font mFont;
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TextureID mPatch;
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int mColor;
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void Init(GIFont gifont)
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{
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if (gifont.color == 'Null')
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{
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mPatch = TexMan.CheckForTexture(gifont.fontname, TexMan.Type_MiscPatch);
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mColor = mPatch.isValid() ? Font.CR_UNTRANSLATED : Font.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 = Font.GetFont(gifont.fontname);
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mColor = Font.FindFontColor(gifont.color);
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mPatch.SetInvalid();
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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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// Will be made a class later, but for now needs to mirror the internal version.
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struct IntermissionScreen native
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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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// 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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const SHOWNEXTLOCDELAY = 4; // in seconds
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//FInterBackground *bg;
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native int acceleratestage; // used to accelerate or skip a stage
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native bool playerready[MAXPLAYERS];
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native int me; // wbs.pnum
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native int bcnt;
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native int state; // specifies current state
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native wbstartstruct wbs; // contains information passed into intermission
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native wbplayerstruct Plrs[MAXPLAYERS]; // wbs.plyr[]
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native int cnt; // used for general timing
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native int cnt_kills[MAXPLAYERS];
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native int cnt_items[MAXPLAYERS];
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native int cnt_secret[MAXPLAYERS];
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native int cnt_frags[MAXPLAYERS];
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native int cnt_deaths[MAXPLAYERS];
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native int cnt_time;
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native int cnt_total_time;
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native int cnt_par;
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native int cnt_pause;
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native int total_frags;
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native int total_deaths;
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native bool noautostartmap;
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native int dofrags;
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native int ng_state;
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native float shadowalpha;
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//
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// GRAPHICS
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//
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native PatchInfo mapname;
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native PatchInfo finished;
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native PatchInfo entering;
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native TextureID p_secret;
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native TextureID kills;
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native TextureID secret;
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native TextureID items;
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native TextureID timepic;
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native TextureID par;
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native TextureID sucks;
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// [RH] Info to dynamically generate the level name graphics
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native String lnametexts[2];
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native bool snl_pointeron;
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native int player_deaths[MAXPLAYERS];
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native int sp_state;
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//====================================================================
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//
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// Draws a single character with a shadow
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//
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//====================================================================
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protected int DrawCharPatch(Font fnt, int charcode, int x, int y, int translation = Font.CR_UNTRANSLATED, bool nomove = false)
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{
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int width = fnt.GetCharWidth(charcode);
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screen.DrawChar(fnt, translation, x, y, charcode, nomove ? DTA_CleanNoMove : DTA_Clean, true);
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return x - width;
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}
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//====================================================================
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//
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// Draws a level name with the big font
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//
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// x is no longer passed as a parameter because the text is now broken into several lines
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// if it is too long
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//
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//====================================================================
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protected int DrawName(int y, TextureID tex, String levelname)
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{
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// draw <LevelName>
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if (tex.isValid())
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{
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int w,h;
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[w, h] = TexMan.GetSize(tex);
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let size = TexMan.GetScaledSize(tex);
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screen.DrawTexture(tex, true, (screen.GetWidth() - size.X * CleanXfac) /2, y, DTA_CleanNoMove, true);
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if (h > 50)
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{ // Fix for Deus Vult II and similar wads that decide to make these hugely tall
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// patches with vast amounts of empty space at the bottom.
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size.Y = TexMan.CheckRealHeight(tex) * size.Y / h;
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}
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return y + (h + BigFont.GetHeight()/4) * CleanYfac;
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}
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else if (levelname.Length() > 0)
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{
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int h = 0;
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int lumph = mapname.mFont.GetHeight() * CleanYfac;
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BrokenLines lines = mapname.mFont.BreakLines(levelname, screen.GetWidth() / CleanXfac);
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int count = lines.Count();
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for (int i = 0; i < count; i++)
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{
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screen.DrawText(mapname.mFont, mapname.mColor, (screen.GetWidth() - lines.StringWidth(i) * CleanXfac) / 2, y + h, lines.StringAt(i), DTA_CleanNoMove, true);
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h += lumph;
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}
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return y + h + lumph/4;
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}
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return 0;
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}
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//====================================================================
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//
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// Draws a text, either as patch or as string from the string table
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//
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//====================================================================
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protected int DrawPatchText(int y, PatchInfo pinfo, String stringname)
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{
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String string = Stringtable.Localize(stringname);
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int midx = screen.GetWidth() / 2;
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if (pinfo.mPatch.isValid())
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{
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let size = TexMan.GetScaledSize(pinfo.mPatch);
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screen.DrawTexture(pinfo.mPatch, true, midx - size.X * CleanXfac/2, y, DTA_CleanNoMove, true);
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return y + (size.Y * CleanYfac);
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}
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else
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{
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screen.DrawText(pinfo.mFont, pinfo.mColor, midx - pinfo.mFont.StringWidth(string) * CleanXfac/2, y, string, DTA_CleanNoMove, true);
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return y + pinfo.mFont.GetHeight() * CleanYfac;
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}
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}
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//====================================================================
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//
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// Draws "<Levelname> Finished!"
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//
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// Either uses the specified patch or the big font
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// A level name patch can be specified for all games now, not just Doom.
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//
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//====================================================================
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protected int drawLF ()
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{
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int y = WI_TITLEY * CleanYfac;
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y = DrawName(y, wbs.LName0, lnametexts[0]);
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// Adjustment for different font sizes for map name and 'finished'.
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y -= ((mapname.mFont.GetHeight() - finished.mFont.GetHeight()) * CleanYfac) / 4;
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// draw "Finished!"
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if (y < (NG_STATSY - finished.mFont.GetHeight()*3/4) * CleanYfac)
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{
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// don't draw 'finished' if the level name is too tall
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y = DrawPatchText(y, finished, "$WI_FINISHED");
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}
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return y;
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}
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//====================================================================
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//
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// Draws "Entering <LevelName>"
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//
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// Either uses the specified patch or the big font
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// A level name patch can be specified for all games now, not just Doom.
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//
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//====================================================================
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protected void drawEL ()
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{
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int y = WI_TITLEY * CleanYfac;
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y = DrawPatchText(y, entering, "$WI_ENTERING");
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y += entering.mFont.GetHeight() * CleanYfac / 4;
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DrawName(y, wbs.LName1, lnametexts[1]);
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}
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//====================================================================
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//
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// Draws a number.
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// If digits > 0, then use that many digits minimum,
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// otherwise only use as many as necessary.
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// x is the right edge of the number.
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// Returns new x position, that is, the left edge of the number.
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//
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//====================================================================
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protected int drawNum (Font fnt, int x, int y, int n, int digits, bool leadingzeros = true, int translation = Font.CR_UNTRANSLATED)
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{
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int fntwidth = fnt.StringWidth("3");
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String text;
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int len;
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bool nomove = fnt != IntermissionFont;
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if (nomove)
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{
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fntwidth *= CleanXfac;
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}
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text = String.Format("%d", n);
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len = text.Length();
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if (leadingzeros)
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{
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int filldigits = digits - len;
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for(int i = 0; i < filldigits; i++)
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{
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text = "0" .. text;
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}
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len = text.Length();
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}
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for(int text_p = len-1; text_p >= 0; text_p--)
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{
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// Digits are centered in a box the width of the '3' character.
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// Other characters (specifically, '-') are right-aligned in their cell.
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int c = text.CharCodeAt(text_p);
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if (c >= "0" && c <= "9")
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{
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x -= fntwidth;
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DrawCharPatch(fnt, c, x + (fntwidth - fnt.GetCharWidth(c)) / 2, y, translation, nomove);
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}
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else
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{
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DrawCharPatch(fnt, c, x - fnt.GetCharWidth(c), y, translation, nomove);
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x -= fntwidth;
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}
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}
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if (len < digits)
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{
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x -= fntwidth * (digits - len);
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}
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return x;
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}
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//====================================================================
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//
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//
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//
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//====================================================================
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protected void drawPercent (Font fnt, int x, int y, int p, int b, bool show_total = true, int color = Font.CR_UNTRANSLATED)
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{
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if (p < 0)
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return;
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if (wi_percents)
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{
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if (fnt != IntermissionFont)
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{
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x -= fnt.StringWidth("%") * CleanXfac;
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}
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else
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{
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x -= fnt.StringWidth("%");
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}
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screen.DrawText(fnt, color, x, y, "%", fnt != IntermissionFont ? DTA_CleanNoMove : DTA_Clean, true);
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if (fnt != IntermissionFont)
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{
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x -= 2*CleanXfac;
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}
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drawNum(fnt, x, y, b == 0 ? 100 : p * 100 / b, -1, false, color);
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}
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else
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{
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if (show_total)
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{
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x = drawNum(fnt, x, y, b, 2, false);
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x -= fnt.StringWidth("/");
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screen.DrawText (IntermissionFont, color, x, y, "/", DTA_Clean, true);
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}
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drawNum (fnt, x, y, p, -1, false, color);
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}
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}
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//====================================================================
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//
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// Display level completion time and par, or "sucks" message if overflow.
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//
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//====================================================================
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protected void drawTime (int x, int y, int t, bool no_sucks=false)
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{
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bool sucky;
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if (t < 0)
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return;
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sucky = !no_sucks && t >= wbs.sucktime * 60 * 60 && wbs.sucktime > 0;
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if (sucky)
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{ // "sucks"
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if (Sucks.isValid())
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{
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let size = TexMan.GetScaledSize(Sucks);
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screen.DrawTexture (Sucks, true, x - size.X, y - size.Y - 2, DTA_Clean, true);
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}
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else
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{
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screen.DrawText (BigFont, Font.CR_UNTRANSLATED, x - BigFont.StringWidth("SUCKS"), y - IntermissionFont.GetHeight() - 2, "SUCKS", DTA_Clean, true);
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}
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}
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int hours = t / 3600;
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t -= hours * 3600;
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int minutes = t / 60;
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t -= minutes * 60;
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int seconds = t;
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// Why were these offsets hard coded? Half the WADs with custom patches
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// I tested screwed up miserably in this function!
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int num_spacing = IntermissionFont.GetCharWidth("3");
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int colon_spacing = IntermissionFont.GetCharWidth(":");
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x = drawNum (IntermissionFont, x, y, seconds, 2) - 1;
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DrawCharPatch (IntermissionFont, ":", x -= colon_spacing, y);
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x = drawNum (IntermissionFont, x, y, minutes, 2, hours!=0);
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if (hours)
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{
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DrawCharPatch (IntermissionFont, ":", x -= colon_spacing, y);
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drawNum (IntermissionFont, x, y, hours, 2);
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}
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}
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}
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