Multi-intermission waits for all players + changes

- Added a segment of code that now makes the intermission wait for all
players before advancing, instead of continuing on any player. A "ready
icon" shows to reflect this.

- The Deathmatch intermisson couldn't show the ready icon (because it
just used the ingame scoreboard), so a proper intermission was added,
which reflects the same design as the coop scoreboard.

- The colour column wasted more space then it should have needed, so it
was replaced with player colour backgrounds.

- Slight y offset adjustments to make everything fit in 320x200
properly.
This commit is contained in:
Edward Richardson 2014-06-17 19:23:34 +12:00
parent 2838c4b25b
commit a3a7ee569f
5 changed files with 234 additions and 162 deletions

View File

@ -82,9 +82,7 @@ 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)
int STACK_ARGS comparepoints (const void *arg1, const void *arg2)
{
// Compare first be frags/kills, then by name.
player_t *p1 = *(player_t **)arg1;
@ -99,7 +97,7 @@ static int STACK_ARGS comparepoints (const void *arg1, const void *arg2)
return diff;
}
static int STACK_ARGS compareteams (const void *arg1, const void *arg2)
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;
@ -118,6 +116,8 @@ static int STACK_ARGS compareteams (const void *arg1, const void *arg2)
return diff;
}
// PRIVATE DATA DEFINITIONS ------------------------------------------------
// CODE --------------------------------------------------------------------
//==========================================================================
@ -247,7 +247,7 @@ static void HU_DoDrawScores (player_t *player, player_t *sortedplayers[MAXPLAYER
lineheight = MAX(height, maxiconheight * CleanYfac);
ypadding = (lineheight - height + 1) / 2;
bottom = gamestate != GS_INTERMISSION ? ST_Y : SCREENHEIGHT;
bottom = ST_Y;
y = MAX(48*CleanYfac, (bottom - MAXPLAYERS * (height + CleanYfac + 1)) / 2);
HU_DrawTimeRemaining (bottom - height);
@ -255,10 +255,6 @@ static void HU_DoDrawScores (player_t *player, player_t *sortedplayers[MAXPLAYER
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++)
{

View File

@ -50,4 +50,9 @@ void HU_GetPlayerWidths(int &maxnamewidth, int &maxscorewidth, int &maxiconheigh
void HU_DrawColorBar(int x, int y, int height, int playernum);
int HU_GetRowColor(player_t *player, bool hightlight);
// Sorting routines
int comparepoints(const void *arg1, const void *arg2);
int compareteams(const void *arg1, const void *arg2);
#endif

View File

@ -45,6 +45,7 @@
#include "v_text.h"
#include "gi.h"
#include "d_player.h"
#include "d_netinf.h"
#include "b_bot.h"
#include "textures/textures.h"
#include "r_data/r_translate.h"
@ -190,6 +191,7 @@ static TArray<in_anim_t> anims;
#define SHOWNEXTLOCDELAY 4 // in seconds
static int acceleratestage; // used to accelerate or skip a stage
static bool playerready[MAXPLAYERS];
static int me; // wbs->pnum
static stateenum_t state; // specifies current state
static wbstartstruct_t *wbs; // contains information passed into intermission
@ -199,11 +201,17 @@ static int bcnt; // used for timing of background animation
static int cnt_kills[MAXPLAYERS];
static int cnt_items[MAXPLAYERS];
static int cnt_secret[MAXPLAYERS];
static int cnt_frags[MAXPLAYERS];
static int cnt_deaths[MAXPLAYERS];
static int cnt_time;
static int cnt_total_time;
static int cnt_par;
static int cnt_pause;
static int total_frags;
static int total_deaths;
static bool noautostartmap;
static int dofrags;
static int ng_state;
//
// GRAPHICS
@ -1208,128 +1216,133 @@ int WI_fragSum (int playernum)
return frags;
}
static int dm_state;
static int dm_frags[MAXPLAYERS][MAXPLAYERS];
static int dm_totals[MAXPLAYERS];
static int player_deaths[MAXPLAYERS];
void WI_initDeathmatchStats (void)
{
int i, j;
state = StatCount;
acceleratestage = 0;
dm_state = 1;
memset(playerready, 0, sizeof(playerready));
memset(cnt_frags, 0, sizeof(cnt_frags));
memset(cnt_deaths, 0, sizeof(cnt_frags));
memset(player_deaths, 0, sizeof(player_deaths));
total_frags = 0;
total_deaths = 0;
ng_state = 1;
cnt_pause = TICRATE;
for (i=0 ; i<MAXPLAYERS ; i++)
{
if (playeringame[i])
{
for (j=0 ; j<MAXPLAYERS ; j++)
for (j = 0; j < MAXPLAYERS; j++)
if (playeringame[j])
dm_frags[i][j] = 0;
dm_totals[i] = 0;
player_deaths[i] += plrs[j].frags[i];
total_deaths += player_deaths[i];
total_frags += plrs[i].fragcount;
}
}
}
void WI_updateDeathmatchStats ()
{
/*
int i, j;
int i;
bool stillticking;
*/
WI_updateAnimatedBack();
if (acceleratestage && dm_state != 4)
if (acceleratestage && ng_state != 6)
{
/*
acceleratestage = 0;
for (i=0 ; i<MAXPLAYERS ; i++)
for (i = 0; i<MAXPLAYERS; i++)
{
if (playeringame[i])
{
for (j=0 ; j<MAXPLAYERS ; j++)
if (playeringame[j])
dm_frags[i][j] = plrs[i].frags[j];
dm_totals[i] = WI_fragSum(i);
}
if (!playeringame[i])
continue;
cnt_frags[i] = plrs[i].fragcount;
cnt_deaths[i] = player_deaths[i];
}
S_Sound (CHAN_VOICE | CHAN_UI, "intermission/nextstage", 1, ATTN_NONE);
*/
dm_state = 4;
S_Sound(CHAN_VOICE | CHAN_UI, "intermission/nextstage", 1, ATTN_NONE);
ng_state = 6;
}
if (dm_state == 2)
if (ng_state == 2)
{
/*
if (!(bcnt&3))
S_Sound (CHAN_VOICE | CHAN_UI, "intermission/tick", 1, ATTN_NONE);
if (!(bcnt & 3))
S_Sound(CHAN_VOICE | CHAN_UI, "intermission/tick", 1, ATTN_NONE);
stillticking = false;
for (i=0 ; i<MAXPLAYERS ; i++)
for (i = 0; i<MAXPLAYERS; i++)
{
if (playeringame[i])
{
for (j=0 ; j<MAXPLAYERS ; j++)
{
if (playeringame[j]
&& dm_frags[i][j] != plrs[i].frags[j])
{
if (plrs[i].frags[j] < 0)
dm_frags[i][j]--;
else
dm_frags[i][j]++;
if (!playeringame[i])
continue;
if (dm_frags[i][j] > 99)
dm_frags[i][j] = 99;
cnt_frags[i] += 2;
if (dm_frags[i][j] < -99)
dm_frags[i][j] = -99;
stillticking = true;
}
}
dm_totals[i] = WI_fragSum(i);
if (cnt_frags[i] > plrs[i].fragcount)
cnt_frags[i] = plrs[i].fragcount;
else
stillticking = true;
}
if (dm_totals[i] > 99)
dm_totals[i] = 99;
if (dm_totals[i] < -99)
dm_totals[i] = -99;
}
if (!stillticking)
{
S_Sound(CHAN_VOICE | CHAN_UI, "intermission/nextstage", 1, ATTN_NONE);
ng_state++;
}
}
else if (ng_state == 4)
{
if (!(bcnt & 3))
S_Sound(CHAN_VOICE | CHAN_UI, "intermission/tick", 1, ATTN_NONE);
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)
{
S_Sound (CHAN_VOICE | CHAN_UI, "intermission/nextstage", 1, ATTN_NONE);
dm_state++;
S_Sound(CHAN_VOICE | CHAN_UI, "intermission/nextstage", 1, ATTN_NONE);
ng_state++;
}
*/
dm_state = 3;
}
else if (dm_state == 4)
else if (ng_state == 6)
{
if (acceleratestage)
int i;
for (i = 0; i < MAXPLAYERS; i++)
{
S_Sound (CHAN_VOICE | CHAN_UI, "intermission/pastdmstats", 1, ATTN_NONE);
// If the player is in the game and not ready, stop checking
if (playeringame[i] && !players[i].isbot && !playerready[i])
break;
}
// All players are ready; proceed.
if (i == MAXPLAYERS && acceleratestage)
{
S_Sound(CHAN_VOICE | CHAN_UI, "intermission/pastdmstats", 1, ATTN_NONE);
WI_initShowNextLoc();
}
}
else if (dm_state & 1)
else if (ng_state & 1)
{
if (!--cnt_pause)
{
dm_state++;
ng_state++;
cnt_pause = TICRATE;
}
}
@ -1339,97 +1352,126 @@ void WI_updateDeathmatchStats ()
void WI_drawDeathmatchStats ()
{
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;
float h, s, v, r, g, b;
EColorRange color;
const char *text_deaths, *text_frags;
FTexture *readyico = TexMan.FindTexture("READYICO");
player_t *sortedplayers[MAXPLAYERS];
// draw animated background
WI_drawBackground();
WI_drawLF();
WI_drawBackground();
// [RH] Draw heads-up scores display
HU_DrawScores (&players[me]);
y = WI_drawLF();
/*
int i;
int j;
int x;
int y;
int w;
int lh; // line height
HU_GetPlayerWidths(maxnamewidth, maxscorewidth, maxiconheight);
// Use the readyico height if it's bigger.
height = readyico->GetScaledHeight() - readyico->GetScaledTopOffset();
maxiconheight = MAX(height, maxiconheight);
height = SmallFont->GetHeight() * CleanYfac;
lineheight = MAX(height, maxiconheight * CleanYfac);
ypadding = (lineheight - height + 1) / 2;
y += CleanYfac;
lh = WI_SPACINGY;
text_deaths = GStrings("SCORE_DEATHS");
//text_color = GStrings("SCORE_COLOR");
text_frags = GStrings("SCORE_FRAGS");
// draw stat titles (top line)
V_DrawPatchClean(DM_TOTALSX-LittleShort(total->width)/2,
DM_MATRIXY-WI_SPACINGY+10,
&FB,
total);
V_DrawPatchClean(DM_KILLERSX, DM_KILLERSY, &FB, killers);
V_DrawPatchClean(DM_VICTIMSX, DM_VICTIMSY, &FB, victims);
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;
// draw P?
x = DM_MATRIXX + DM_SPACINGX;
y = DM_MATRIXY;
x = (SCREENWIDTH - deaths_x) >> 1;
icon_x += x;
name_x += x;
frags_x += x;
deaths_x += x;
for (i=0 ; i<MAXPLAYERS ; i++)
color = (gameinfo.gametype & GAME_Raven) ? CR_GREEN : CR_UNTRANSLATED;
screen->DrawText(SmallFont, color, name_x, y, GStrings("SCORE_NAME"), DTA_CleanNoMove, true, TAG_DONE);
screen->DrawText(SmallFont, color, frags_x - SmallFont->StringWidth(text_frags)*CleanXfac, y, text_frags, DTA_CleanNoMove, true, TAG_DONE);
screen->DrawText(SmallFont, color, deaths_x - deaths_len*CleanXfac, y, text_deaths, DTA_CleanNoMove, true, TAG_DONE);
y += height + 6 * CleanYfac;
// Sort all players
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i])
{
V_DrawPatchClean(x-LittleShort(p[i]->width)/2,
DM_MATRIXY - WI_SPACINGY,
&FB,
p[i]);
V_DrawPatchClean(DM_MATRIXX-LittleShort(p[i]->width)/2,
y,
&FB,
p[i]);
if (i == me)
{
V_DrawPatchClean(x-LittleShort(p[i]->width)/2,
DM_MATRIXY - WI_SPACINGY,
&FB,
bstar);
V_DrawPatchClean(DM_MATRIXX-LittleShort(p[i]->width)/2,
y,
&FB,
star);
}
}
x += DM_SPACINGX;
y += WI_SPACINGY;
sortedplayers[i] = &players[i];
}
// draw stats
y = DM_MATRIXY+10;
w = LittleShort(num[0]->width);
if (teamplay)
qsort(sortedplayers, MAXPLAYERS, sizeof(player_t *), compareteams);
else
qsort(sortedplayers, MAXPLAYERS, sizeof(player_t *), comparepoints);
for (i=0 ; i<MAXPLAYERS ; i++)
// Draw lines for each player
for (i = 0; i < MAXPLAYERS; i++)
{
x = DM_MATRIXX + DM_SPACINGX;
player_t *player = sortedplayers[i];
pnum = int(player - players);
if (playeringame[i])
if (!playeringame[pnum])
continue;
D_GetPlayerColor(pnum, &h, &s, &v, NULL);
HSVtoRGB(&r, &g, &b, h, s, v);
screen->Dim(MAKERGB(clamp(int(r*255.f), 0, 255),
clamp(int(g*255.f), 0, 255),
clamp(int(b*255.f), 0, 255)), 0.8f, x, y - ypadding, (deaths_x - x) + (8 * CleanXfac), lineheight);
if (playerready[pnum] || player->isbot) // Bots are automatically assumed ready, to prevent confusion
screen->DrawTexture(readyico, x - (readyico->GetWidth() * CleanXfac), y, DTA_CleanNoMove, true, TAG_DONE);
color = (EColorRange)HU_GetRowColor(player, pnum == consoleplayer);
if (player->mo->ScoreIcon.isValid())
{
for (j=0 ; j<MAXPLAYERS ; j++)
{
if (playeringame[j])
WI_drawNum(x+w, y, dm_frags[i][j], 2);
x += DM_SPACINGX;
}
WI_drawNum(DM_TOTALSX+w, y, dm_totals[i], 2);
FTexture *pic = TexMan[player->mo->ScoreIcon];
screen->DrawTexture(pic, icon_x, y, DTA_CleanNoMove, true, TAG_DONE);
}
y += WI_SPACINGY;
screen->DrawText(SmallFont, color, name_x, y + ypadding, player->userinfo.GetName(), DTA_CleanNoMove, true, TAG_DONE);
WI_drawNum(SmallFont, frags_x, y + ypadding, cnt_frags[pnum], 0, false, color);
if (ng_state >= 2)
{
WI_drawNum(SmallFont, deaths_x, y + ypadding, cnt_deaths[pnum], 0, false, color);
}
y += lineheight + CleanYfac;
}
*/
// Draw "TOTAL" line
y += height + 3 * CleanYfac;
color = (gameinfo.gametype & GAME_Raven) ? CR_GREEN : CR_UNTRANSLATED;
screen->DrawText(SmallFont, color, name_x, y, GStrings("SCORE_TOTAL"), DTA_CleanNoMove, true, TAG_DONE);
WI_drawNum(SmallFont, frags_x, y, total_frags, 0, false, color);
if (ng_state >= 4)
{
WI_drawNum(SmallFont, deaths_x, y, total_deaths, 0, false, color);
}
// Draw game time
y += height + CleanYfac;
int seconds = plrs[me].stime / TICRATE;
int hours = seconds / 3600;
int minutes = (seconds % 3600) / 60;
seconds = seconds % 60;
FString leveltime = GStrings("SCORE_LVLTIME");
leveltime += ": ";
char timer[sizeof "HH:MM:SS"];
mysnprintf(timer, sizeof(timer), "%02i:%02i:%02i", hours, minutes, seconds);
leveltime += timer;
screen->DrawText(SmallFont, color, x, y, leveltime, DTA_CleanNoMove, true, TAG_DONE);
}
static int cnt_frags[MAXPLAYERS];
static int dofrags;
static int ng_state;
void WI_initNetgameStats ()
{
@ -1437,6 +1479,7 @@ void WI_initNetgameStats ()
state = StatCount;
acceleratestage = 0;
memset(playerready, 0, sizeof(playerready));
ng_state = 1;
cnt_pause = TICRATE;
@ -1587,7 +1630,16 @@ void WI_updateNetgameStats ()
}
else if (ng_state == 10)
{
if (acceleratestage)
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].isbot && !playerready[i])
break;
}
// All players are ready; proceed.
if (i == MAXPLAYERS && acceleratestage)
{
S_Sound (CHAN_VOICE | CHAN_UI, "intermission/pastcoopstats", 1, ATTN_NONE);
WI_initShowNextLoc();
@ -1611,8 +1663,10 @@ void WI_drawNetgameStats ()
int icon_x, name_x, kills_x, bonus_x, secret_x;
int bonus_len, secret_len;
int missed_kills, missed_items, missed_secrets;
float h, s, v, r, g, b;
EColorRange color;
const char *text_bonus, *text_color, *text_secret, *text_kills;
const char *text_bonus, *text_secret, *text_kills;
FTexture *readyico = TexMan.FindTexture("READYICO");
// draw animated background
WI_drawBackground();
@ -1620,17 +1674,22 @@ void WI_drawNetgameStats ()
y = WI_drawLF();
HU_GetPlayerWidths(maxnamewidth, maxscorewidth, maxiconheight);
// Use the readyico height if it's bigger.
height = readyico->GetScaledHeight() - readyico->GetScaledTopOffset();
if (height > maxiconheight)
{
maxiconheight = height;
}
height = SmallFont->GetHeight() * CleanYfac;
lineheight = MAX(height, maxiconheight * CleanYfac);
ypadding = (lineheight - height + 1) / 2;
y += 16*CleanYfac;
y += CleanYfac;
text_bonus = GStrings((gameinfo.gametype & GAME_Raven) ? "SCORE_BONUS" : "SCORE_ITEMS");
text_color = GStrings("SCORE_COLOR");
text_secret = GStrings("SCORE_SECRET");
text_kills = GStrings("SCORE_KILLS");
icon_x = (SmallFont->StringWidth(text_color) + 8) * CleanXfac;
icon_x = 8 * CleanXfac;
name_x = icon_x + maxscorewidth * CleanXfac;
kills_x = name_x + (maxnamewidth + MAX(SmallFont->StringWidth("XXXXX"), SmallFont->StringWidth(text_kills)) + 8) * CleanXfac;
bonus_x = kills_x + ((bonus_len = SmallFont->StringWidth(text_bonus)) + 8) * CleanXfac;
@ -1645,7 +1704,6 @@ void WI_drawNetgameStats ()
color = (gameinfo.gametype & GAME_Raven) ? CR_GREEN : CR_UNTRANSLATED;
screen->DrawText(SmallFont, color, x, y, text_color, DTA_CleanNoMove, true, TAG_DONE);
screen->DrawText(SmallFont, color, name_x, y, GStrings("SCORE_NAME"), DTA_CleanNoMove, true, TAG_DONE);
screen->DrawText(SmallFont, color, kills_x - SmallFont->StringWidth(text_kills)*CleanXfac, y, text_kills, DTA_CleanNoMove, true, TAG_DONE);
screen->DrawText(SmallFont, color, bonus_x - bonus_len*CleanXfac, y, text_bonus, DTA_CleanNoMove, true, TAG_DONE);
@ -1665,7 +1723,17 @@ void WI_drawNetgameStats ()
continue;
player = &players[i];
HU_DrawColorBar(x, y, lineheight, i);
D_GetPlayerColor(i, &h, &s, &v, NULL);
HSVtoRGB(&r, &g, &b, h, s, v);
screen->Dim(MAKERGB(clamp(int(r*255.f), 0, 255),
clamp(int(g*255.f), 0, 255),
clamp(int(b*255.f), 0, 255)), 0.8f, x, y - ypadding, (secret_x - x) + (8 * CleanXfac), lineheight);
if (playerready[i] || player->isbot) // Bots are automatically assumed ready, to prevent confusion
screen->DrawTexture(readyico, x - (readyico->GetWidth() * CleanXfac), y, DTA_CleanNoMove, true, TAG_DONE);
color = (EColorRange)HU_GetRowColor(player, i == consoleplayer);
if (player->mo->ScoreIcon.isValid())
{
@ -1689,7 +1757,7 @@ void WI_drawNetgameStats ()
}
// Draw "MISSED" line
y += 5 * CleanYfac;
y += 3 * CleanYfac;
screen->DrawText(SmallFont, CR_DARKGRAY, name_x, y, GStrings("SCORE_MISSED"), DTA_CleanNoMove, true, TAG_DONE);
WI_drawPercent(SmallFont, kills_x, y, missed_kills, wbs->maxkills, false, CR_DARKGRAY);
if (ng_state >= 4)
@ -1702,7 +1770,7 @@ void WI_drawNetgameStats ()
}
// Draw "TOTAL" line
y += height + 5 * CleanYfac;
y += height + 3 * CleanYfac;
color = (gameinfo.gametype & GAME_Raven) ? CR_GREEN : CR_UNTRANSLATED;
screen->DrawText(SmallFont, color, name_x, y, GStrings("SCORE_TOTAL"), DTA_CleanNoMove, true, TAG_DONE);
WI_drawNum(SmallFont, kills_x, y, wbs->maxkills, 0, false, color);
@ -1939,6 +2007,7 @@ void WI_checkForAccelerate(void)
== players[i].oldbuttons) && !player->isbot)
{
acceleratestage = 1;
playerready[i] = true;
}
player->oldbuttons = player->cmd.ucmd.buttons;
}

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@ -838,8 +838,10 @@ SCORE_SECRET = "SECRET";
SCORE_NAME = "NAME";
SCORE_KILLS = "KILLS";
SCORE_FRAGS = "FRAGS";
SCORE_DEATHS = "DEATHS";
SCORE_MISSED = "MISSED";
SCORE_TOTAL = "TOTAL";
SCORE_LVLTIME = "LEVEL TIME";
// Item tags: Doom weapons
TAG_FIST = "Brass Knuckles";