gzdoom/wadsrc/static/zscript/statscreen/statscreen_dm.txt

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class DeathmatchStatusScreen : StatusScreen
{
int textcolor;
//====================================================================
//
//
//
//====================================================================
override void initStats (void)
{
int i, j;
textcolor = (gameinfo.gametype & GAME_Raven) ? Font.CR_GREEN : Font.CR_UNTRANSLATED;
CurState = StatCount;
acceleratestage = 0;
for(i = 0; i < MAXPLAYERS; i++)
{
playerready[i] = false;
cnt_frags[i] = cnt_deaths[i] = player_deaths[i] = 0;
}
total_frags = 0;
total_deaths = 0;
ng_state = 1;
cnt_pause = Thinker.TICRATE;
for (i=0 ; i<MAXPLAYERS ; i++)
{
if (playeringame[i])
{
for (j = 0; j < MAXPLAYERS; j++)
{
if (playeringame[j])
player_deaths[i] += Plrs[j].frags[i];
}
total_deaths += player_deaths[i];
total_frags += Plrs[i].fragcount;
}
}
}
override void updateStats ()
{
int i;
bool stillticking;
bool doautoskip = autoSkip();
if ((acceleratestage || doautoskip) && ng_state != 6)
{
acceleratestage = 0;
for (i = 0; i<MAXPLAYERS; i++)
{
if (!playeringame[i]) continue;
cnt_frags[i] = Plrs[i].fragcount;
cnt_deaths[i] = player_deaths[i];
}
PlaySound("intermission/nextstage");
ng_state = 6;
}
if (ng_state == 2)
{
if (!(bcnt & 3))
PlaySound("intermission/tick");
stillticking = false;
for (i = 0; i<MAXPLAYERS; i++)
{
if (!playeringame[i])
continue;
cnt_frags[i] += 2;
if (cnt_frags[i] > Plrs[i].fragcount)
cnt_frags[i] = Plrs[i].fragcount;
else
stillticking = true;
}
if (!stillticking)
{
PlaySound("intermission/nextstage");
ng_state++;
}
}
else if (ng_state == 4)
{
if (!(bcnt & 3))
PlaySound("intermission/tick");
stillticking = false;
for (i = 0; i<MAXPLAYERS; i++)
{
if (!playeringame[i])
continue;
cnt_deaths[i] += 2;
if (cnt_deaths[i] > player_deaths[i])
cnt_deaths[i] = player_deaths[i];
else
stillticking = true;
}
if (!stillticking)
{
PlaySound("intermission/nextstage");
ng_state++;
}
}
else if (ng_state == 6)
{
int i;
for (i = 0; i < MAXPLAYERS; i++)
{
// If the player is in the game and not ready, stop checking
if (playeringame[i] && players[i].Bot == NULL && !playerready[i])
break;
}
// All players are ready; proceed.
if ((i == MAXPLAYERS && acceleratestage) || doautoskip)
{
PlaySound("intermission/pastdmstats");
initShowNextLoc();
}
}
else if (ng_state & 1)
{
if (!--cnt_pause)
{
ng_state++;
cnt_pause = Thinker.TICRATE;
}
}
}
override void drawStats ()
{
int i, pnum, x, y, ypadding, height, lineheight;
int maxnamewidth, maxscorewidth, maxiconheight;
int pwidth = IntermissionFont.GetCharWidth("%");
int icon_x, name_x, frags_x, deaths_x;
int deaths_len;
String text_deaths, text_frags;
TextureID readyico = TexMan.CheckForTexture("READYICO", TexMan.Type_MiscPatch);
// draw animated background
bg.drawBackground(CurState, false, false);
y = drawLF();
[maxnamewidth, maxscorewidth, maxiconheight] = GetPlayerWidths();
// Use the readyico height if it's bigger.
Vector2 readysize = TexMan.GetScaledSize(readyico);
Vector2 readyoffset = TexMan.GetScaledOffset(readyico);
height = readysize.Y - readyoffset.Y;
maxiconheight = MAX(height, maxiconheight);
height = SmallFont.GetHeight() * CleanYfac;
lineheight = MAX(height, maxiconheight * CleanYfac);
ypadding = (lineheight - height + 1) / 2;
y += CleanYfac;
text_deaths = Stringtable.Localize("$SCORE_DEATHS");
//text_color = Stringtable.Localize("$SCORE_COLOR");
text_frags = Stringtable.Localize("$SCORE_FRAGS");
icon_x = 8 * CleanXfac;
name_x = icon_x + maxscorewidth * CleanXfac;
frags_x = name_x + (maxnamewidth + MAX(SmallFont.StringWidth("XXXXX"), SmallFont.StringWidth(text_frags)) + 8) * CleanXfac;
deaths_x = frags_x + ((deaths_len = SmallFont.StringWidth(text_deaths)) + 8) * CleanXfac;
x = (Screen.GetWidth() - deaths_x) >> 1;
icon_x += x;
name_x += x;
frags_x += x;
deaths_x += x;
screen.DrawText(SmallFont, textcolor, name_x, y, Stringtable.Localize("$SCORE_NAME"), DTA_CleanNoMove, true);
screen.DrawText(SmallFont, textcolor, frags_x - SmallFont.StringWidth(text_frags) * CleanXfac, y, text_frags, DTA_CleanNoMove, true);
screen.DrawText(SmallFont, textcolor, deaths_x - deaths_len * CleanXfac, y, text_deaths, DTA_CleanNoMove, true);
y += height + 6 * CleanYfac;
// Sort all players
Array<int> sortedplayers;
GetSortedPlayers(sortedplayers, teamplay);
// Draw lines for each player
for (i = 0; i < sortedplayers.Size(); i++)
{
pnum = sortedplayers[i];
PlayerInfo player = players[pnum];
if (!playeringame[pnum])
continue;
screen.Dim(player.GetDisplayColor(), 0.8, x, y - ypadding, (deaths_x - x) + (8 * CleanXfac), lineheight);
if (playerready[pnum] || player.Bot != NULL) // Bots are automatically assumed ready, to prevent confusion
screen.DrawTexture(readyico, true, x - (readysize.X * CleanXfac), y, DTA_CleanNoMove, true);
let thiscolor = GetRowColor(player, pnum == consoleplayer);
if (player.mo.ScoreIcon.isValid())
{
screen.DrawTexture(player.mo.ScoreIcon, true, icon_x, y, DTA_CleanNoMove, true);
}
screen.DrawText(SmallFont, thiscolor, name_x, y + ypadding, player.GetUserName(), DTA_CleanNoMove, true);
drawNum(SmallFont, frags_x, y + ypadding, cnt_frags[pnum], 0, false, thiscolor);
if (ng_state >= 2)
{
drawNum(SmallFont, deaths_x, y + ypadding, cnt_deaths[pnum], 0, false, thiscolor);
}
y += lineheight + CleanYfac;
}
// Draw "TOTAL" line
y += height + 3 * CleanYfac;
screen.DrawText(SmallFont, textcolor, name_x, y, Stringtable.Localize("$SCORE_TOTAL"), DTA_CleanNoMove, true);
drawNum(SmallFont, frags_x, y, total_frags, 0, false, textcolor);
if (ng_state >= 4)
{
drawNum(SmallFont, deaths_x, y, total_deaths, 0, false, textcolor);
}
// Draw game time
y += height + CleanYfac;
int seconds = Plrs[me].stime * Thinker.TICRATE;
int hours = seconds / 3600;
int minutes = (seconds % 3600) / 60;
seconds = seconds % 60;
String leveltime = Stringtable.Localize("$SCORE_LVLTIME") .. ": " .. String.Format("%02i:%02i:%02i", hours, minutes, seconds);
screen.DrawText(SmallFont, textcolor, x, y, leveltime, DTA_CleanNoMove, true);
}
}