gzdoom/src/hu_scores.cpp

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/*
** 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"
2008-09-15 00:47:31 +00:00
#include "d_netinf.h"
#include "v_font.h"
#include "v_palette.h"
#include "d_player.h"
#include "hu_stuff.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);
// 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)
{
maxnamewidth = SmallFont->StringWidth("Name");
maxscorewidth = 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->GetWidth() - pic->GetScaledLeftOffset() + 2;
if (width > maxscorewidth)
{
maxscorewidth = width;
}
}
}
}
}
//==========================================================================
//
// HU_DoDrawScores
//
//==========================================================================
static void HU_DoDrawScores (player_t *player, player_t *sortedplayers[MAXPLAYERS])
{
int color;
int height = SmallFont->GetHeight() * CleanYfac;
unsigned int i;
int maxnamewidth, maxscorewidth;
int numTeams = 0;
int x, y, 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);
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].players = 0;
teams[i].score = 0;
}
for (i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[sortedplayers[i]-players] && TEAMINFO_IsValidTeam (sortedplayers[i]->userinfo.team))
{
if (teams[sortedplayers[i]->userinfo.team].players++ == 0)
{
numTeams++;
}
teams[sortedplayers[i]->userinfo.team].score += sortedplayers[i]->fragcount;
}
}
int scorexwidth = SCREENWIDTH / MAX(8, numTeams);
int numscores = 0;
int scorex;
for (i = 0; i < teams.Size(); ++i)
{
if (teams[i].players)
{
numscores++;
}
}
scorex = (SCREENWIDTH - scorexwidth * (numscores - 1)) / 2;
for (i = 0; i < teams.Size(); ++i)
{
if (teams[i].players)
{
char score[80];
About a week's worth of changes here. As a heads-up, I wouldn't be surprised if this doesn't build in Linux right now. The CMakeLists.txt were checked with MinGW and NMake, but how they fair under Linux is an unknown to me at this time. - Converted most sprintf (and all wsprintf) calls to either mysnprintf or FStrings, depending on the situation. - Changed the strings in the wbstartstruct to be FStrings. - Changed myvsnprintf() to output nothing if count is greater than INT_MAX. This is so that I can use a series of mysnprintf() calls and advance the pointer for each one. Once the pointer goes beyond the end of the buffer, the count will go negative, but since it's an unsigned type it will be seen as excessively huge instead. This should not be a problem, as there's no reason for ZDoom to be using text buffers larger than 2 GB anywhere. - Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig(). - Changed CalcMapName() to return an FString instead of a pointer to a static buffer. - Changed startmap in d_main.cpp into an FString. - Changed CheckWarpTransMap() to take an FString& as the first argument. - Changed d_mapname in g_level.cpp into an FString. - Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an FString. - Fixed: The MAPINFO parser wrote into the string buffer to construct a map name when given a Hexen map number. This was fine with the old scanner code, but only a happy coincidence prevents it from crashing with the new code - Added the 'B' conversion specifier to StringFormat::VWorker() for printing binary numbers. - Added CMake support for building with MinGW, MSYS, and NMake. Linux support is probably broken until I get around to booting into Linux again. Niceties provided over the existing Makefiles they're replacing: * All command-line builds can use the same build system, rather than having a separate one for MinGW and another for Linux. * Microsoft's NMake tool is supported as a target. * Progress meters. * Parallel makes work from a fresh checkout without needing to be primed first with a single-threaded make. * Porting to other architectures should be simplified, whenever that day comes. - Replaced the makewad tool with zipdir. This handles the dependency tracking itself instead of generating an external makefile to do it, since I couldn't figure out how to generate a makefile with an external tool and include it with a CMake-generated makefile. Where makewad used a master list of files to generate the package file, zipdir just zips the entire contents of one or more directories. - Added the gdtoa package from netlib's fp library so that ZDoom's printf-style formatting can be entirely independant of the CRT. SVN r1082 (trunk)
2008-07-23 04:57:26 +00:00
mysnprintf (score, countof(score), "%d", teams[i].score);
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;
}
col2 = (SmallFont->StringWidth("Color") + 8) * CleanXfac;
col3 = col2 + (SmallFont->StringWidth("Frags") + 8) * CleanXfac;
col4 = col3 + maxscorewidth * CleanXfac;
x = (SCREENWIDTH >> 1) - ((maxnamewidth * CleanXfac + col4) >> 1);
screen->DrawText (SmallFont, color, x, y, "Color",
DTA_CleanNoMove, true, TAG_DONE);
screen->DrawText (SmallFont, color, x + col2, y, deathmatch ? "Frags" : "Kills",
DTA_CleanNoMove, true, TAG_DONE);
screen->DrawText (SmallFont, color, x + col4, y, "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, height);
y += height + 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 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, 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, player->userinfo.netname,
DTA_CleanNoMove, true, TAG_DONE);
if (teamplay && teams[player->userinfo.team].logo.IsNotEmpty())
{
FTexture *pic = TexMan[teams[player->userinfo.team].logo];
screen->DrawTexture (pic, col1 - (pic->GetWidth() + 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);
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 (TEAMINFO_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;
}
}
}