// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: // Intermission screens. // //----------------------------------------------------------------------------- #include #include #include "z_zone.h" #include "m_random.h" #include "m_swap.h" #include "i_system.h" #include "w_wad.h" #include "g_game.h" #include "g_level.h" #include "r_local.h" #include "s_sound.h" #include "doomstat.h" #include "v_video.h" #include "wi_stuff.h" #include "c_consol.h" #include "hu_stuff.h" #include "v_palett.h" #include "s_sndseq.h" cvar_t *WI_Percents; void WI_unloadData(void); // // Data needed to add patches to full screen intermission pics. // Patches are statistics messages, and animations. // Loads of by-pixel layout and placement, offsets etc. // // // Different vetween registered DOOM (1994) and // Ultimate DOOM - Final edition (retail, 1995?). // This is supposedly ignored for commercial // release (aka DOOM II), which had 32 maps // in one episode. So there. #define NUMEPISODES 4 #define NUMMAPS 9 // GLOBAL LOCATIONS #define WI_TITLEY 2 #define WI_SPACINGY 33 // SINGPLE-PLAYER STUFF #define SP_STATSX 50 #define SP_STATSY 50 #define SP_TIMEX 16 #define SP_TIMEY (200-32) // NET GAME STUFF #define NG_STATSY 50 #define NG_STATSX (32 + SHORT(star->width)/2 + 32*!dofrags) #define NG_SPACINGX 64 // DEATHMATCH STUFF #define DM_MATRIXX 42 #define DM_MATRIXY 68 #define DM_SPACINGX 40 #define DM_TOTALSX 269 #define DM_KILLERSX 10 #define DM_KILLERSY 100 #define DM_VICTIMSX 5 #define DM_VICTIMSY 50 typedef enum { ANIM_ALWAYS, ANIM_LEVEL } animenum_t; typedef struct { int x, y; } yahpt_t; typedef struct { animenum_t type; int period; // period in tics between animations int nanims; // number of animation frames yahpt_t loc; // location of animation int data; // ALWAYS: n/a, RANDOM: period deviation (<256) patch_t* p[3]; // actual graphics for frames of animations // following must be initialized to zero before use! int nexttic; // next value of bcnt (used in conjunction with period) int ctr; // next frame number to animate int state; // used by RANDOM and LEVEL when animating } in_anim_t; static yahpt_t lnodes[NUMEPISODES][NUMMAPS] = { // Episode 0 World Map { { 185, 164 }, // location of level 0 (CJ) { 148, 143 }, // location of level 1 (CJ) { 69, 122 }, // location of level 2 (CJ) { 209, 102 }, // location of level 3 (CJ) { 116, 89 }, // location of level 4 (CJ) { 166, 55 }, // location of level 5 (CJ) { 71, 56 }, // location of level 6 (CJ) { 135, 29 }, // location of level 7 (CJ) { 71, 24 } // location of level 8 (CJ) }, // Episode 1 World Map { { 254, 25 }, // location of level 0 (CJ) { 97, 50 }, // location of level 1 (CJ) { 188, 64 }, // location of level 2 (CJ) { 128, 78 }, // location of level 3 (CJ) { 214, 92 }, // location of level 4 (CJ) { 133, 130 }, // location of level 5 (CJ) { 208, 136 }, // location of level 6 (CJ) { 148, 140 }, // location of level 7 (CJ) { 235, 158 } // location of level 8 (CJ) }, // Episode 2 World Map { { 156, 168 }, // location of level 0 (CJ) { 48, 154 }, // location of level 1 (CJ) { 174, 95 }, // location of level 2 (CJ) { 265, 75 }, // location of level 3 (CJ) { 130, 48 }, // location of level 4 (CJ) { 279, 23 }, // location of level 5 (CJ) { 198, 48 }, // location of level 6 (CJ) { 140, 25 }, // location of level 7 (CJ) { 281, 136 } // location of level 8 (CJ) } }; // // Animation locations for episode 0 (1). // Using patches saves a lot of space, // as they replace 320x200 full screen frames. // static in_anim_t epsd0animinfo[] = { { ANIM_ALWAYS, TICRATE/3, 3, { 224, 104 } }, { ANIM_ALWAYS, TICRATE/3, 3, { 184, 160 } }, { ANIM_ALWAYS, TICRATE/3, 3, { 112, 136 } }, { ANIM_ALWAYS, TICRATE/3, 3, { 72, 112 } }, { ANIM_ALWAYS, TICRATE/3, 3, { 88, 96 } }, { ANIM_ALWAYS, TICRATE/3, 3, { 64, 48 } }, { ANIM_ALWAYS, TICRATE/3, 3, { 192, 40 } }, { ANIM_ALWAYS, TICRATE/3, 3, { 136, 16 } }, { ANIM_ALWAYS, TICRATE/3, 3, { 80, 16 } }, { ANIM_ALWAYS, TICRATE/3, 3, { 64, 24 } } }; static in_anim_t epsd1animinfo[] = { { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 1 }, { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 2 }, { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 3 }, { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 4 }, { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 5 }, { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 6 }, { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 7 }, { ANIM_LEVEL, TICRATE/3, 3, { 192, 144 }, 8 }, { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 8 } }; static in_anim_t epsd2animinfo[] = { { ANIM_ALWAYS, TICRATE/3, 3, { 104, 168 } }, { ANIM_ALWAYS, TICRATE/3, 3, { 40, 136 } }, { ANIM_ALWAYS, TICRATE/3, 3, { 160, 96 } }, { ANIM_ALWAYS, TICRATE/3, 3, { 104, 80 } }, { ANIM_ALWAYS, TICRATE/3, 3, { 120, 32 } }, { ANIM_ALWAYS, TICRATE/4, 3, { 40, 0 } } }; static int NUMANIMS[NUMEPISODES] = { sizeof(epsd0animinfo)/sizeof(in_anim_t), sizeof(epsd1animinfo)/sizeof(in_anim_t), sizeof(epsd2animinfo)/sizeof(in_anim_t) }; static in_anim_t *anims[NUMEPISODES] = { epsd0animinfo, epsd1animinfo, epsd2animinfo }; // [RH] Map name -> index mapping static char names[NUMEPISODES][NUMMAPS][8] = { { "E1M1", "E1M2", "E1M3", "E1M4", "E1M5", "E1M6", "E1M7", "E1M8", "E1M9" }, { "E2M1", "E2M2", "E2M3", "E2M4", "E2M5", "E2M6", "E2M7", "E2M8", "E2M9" }, { "E3M1", "E3M2", "E3M3", "E3M4", "E3M5", "E3M6", "E3M7", "E3M8", "E3M9" } }; // // GENERAL DATA // // // Locally used stuff. // #define FB (screen) // States for single-player #define SP_KILLS 0 #define SP_ITEMS 2 #define SP_SECRET 4 #define SP_FRAGS 6 #define SP_TIME 8 #define SP_PAR ST_TIME #define SP_PAUSE 1 // in seconds #define SHOWNEXTLOCDELAY 4 //#define SHOWLASTLOCDELAY SHOWNEXTLOCDELAY // used to accelerate or skip a stage static int acceleratestage; // wbs->pnum static int me; // specifies current state static stateenum_t state; // contains information passed into intermission static wbstartstruct_t* wbs; static wbplayerstruct_t* plrs; // wbs->plyr[] // used for general timing static int cnt; // used for timing of background animation static int bcnt; static int cnt_kills[MAXPLAYERS]; static int cnt_items[MAXPLAYERS]; static int cnt_secret[MAXPLAYERS]; static int cnt_time; static int cnt_par; static int cnt_pause; // // GRAPHICS // // You Are Here graphic static patch_t* yah[2]; // splat static patch_t* splat; // %, : graphics static patch_t* percent; static patch_t* colon; // 0-9 graphic static patch_t* num[10]; // minus sign static patch_t* wiminus; // "Finished!" graphics static patch_t* finished; // "Entering" graphic static patch_t* entering; // "secret" static patch_t* sp_secret; // "Kills", "Scrt", "Items", "Frags" static patch_t* kills; static patch_t* secret; static patch_t* items; static patch_t* frags; // Time sucks. static patch_t* time; static patch_t* par; static patch_t* sucks; // "killers", "victims" static patch_t* killers; static patch_t* victims; // "Total", your face, your dead face static patch_t* total; static patch_t* star; static patch_t* bstar; // "red P[1..MAXPLAYERS]" static patch_t* p; // [RH] Only one, not MAXPLAYERS // Name graphics of each level (centered) static patch_t* lnames[2]; // [RH] Info to dynamically generate the level name graphics static int lnamewidths[2]; static char *lnametexts[2]; static screen_t background; // // CODE // // slam background // UNUSED static unsigned char *background=0; void WI_slamBackground (void) { V_Blit (&background, 0, 0, background.width, background.height, &FB, 0, 0, FB.width, FB.height); } static int WI_DrawName (char *str, int x, int y) { int lump; patch_t *p = NULL; char charname[9]; while (*str) { sprintf (charname, "FONTB%02u", toupper(*str) - 32); lump = W_CheckNumForName (charname); if (lump != -1) { p = W_CacheLumpNum (lump, PU_CACHE); V_DrawPatchClean (x, y, &FB, p); x += SHORT(p->width) - 1; } else { x += 12; } str++; } p = W_CacheLumpName ("FONTB39", PU_CACHE); return (5*(SHORT(p->height)-SHORT(p->topoffset)))/4; } // Draws " Finished!" void WI_drawLF (void) { int y; if (!lnames[0] && !lnamewidths[0]) return; y = WI_TITLEY; if (lnames[0]) { // draw V_DrawPatchClean((320 - SHORT(lnames[0]->width))/2, y, &FB, lnames[0]); y += (5*SHORT(lnames[0]->height))/4; } else { // [RH] draw a dynamic title string y += WI_DrawName (lnametexts[0], 160 - lnamewidths[0] / 2, y); } // draw "Finished!" V_DrawPatchClean((320 - SHORT(finished->width))/2, y, &FB, finished); } // Draws "Entering " void WI_drawEL (void) { int y = WI_TITLEY; if (!lnames[1] && !lnamewidths[1]) return; y = WI_TITLEY; // draw "Entering" V_DrawPatchClean((320 - SHORT(entering->width))/2, y, &FB, entering); // [RH] Changed to adjust by height of entering patch instead of title y += (5*SHORT(entering->height))/4; if (lnames[1]) { // draw level V_DrawPatchClean((320 - SHORT(lnames[1]->width))/2, y, &FB, lnames[1]); } else { // [RH] draw a dynamic title string WI_DrawName (lnametexts[1], 160 - lnamewidths[1] / 2, y); } } int WI_MapToIndex (char *map) { int i; for (i = 0; i < NUMMAPS; i++) { if (!strnicmp (names[wbs->epsd][i], map, 8)) break; } return i; } void WI_drawOnLnode (int n, patch_t *c[]) { int i; int left; int top; int right; int bottom; BOOL fits = false; i = 0; do { left = lnodes[wbs->epsd][n].x - SHORT(c[i]->leftoffset); top = lnodes[wbs->epsd][n].y - SHORT(c[i]->topoffset); right = left + SHORT(c[i]->width); bottom = top + SHORT(c[i]->height); if (left >= 0 && right < 320 && top >= 0 && bottom < 200) { fits = true; } else { i++; } } while (!fits && i != 2); if (fits && i<2) { V_DrawPatchIndirect (lnodes[wbs->epsd][n].x, lnodes[wbs->epsd][n].y, &FB, c[i]); } else { // DEBUG DPrintf ("Could not place patch on level %d", n+1); } } void WI_initAnimatedBack (void) { int i; in_anim_t *a; if (gamemode == commercial || wbs->epsd > 2) return; for (i = 0; i < NUMANIMS[wbs->epsd]; i++) { a = &anims[wbs->epsd][i]; // init variables a->ctr = -1; // specify the next time to draw it if (a->type == ANIM_ALWAYS) a->nexttic = bcnt + 1 + (M_Random()%a->period); else if (a->type == ANIM_LEVEL) a->nexttic = bcnt + 1; } } void WI_updateAnimatedBack (void) { int i; in_anim_t *a; if (gamemode == commercial || wbs->epsd > 2) return; for (i = 0; i < NUMANIMS[wbs->epsd]; i++) { a = &anims[wbs->epsd][i]; if (bcnt == a->nexttic) { switch (a->type) { case ANIM_ALWAYS: if (++a->ctr >= a->nanims) a->ctr = 0; a->nexttic = bcnt + a->period; break; case ANIM_LEVEL: // gawd-awful hack for level anims if (!(state == StatCount && i == 7) && (WI_MapToIndex (wbs->next) + 1) == a->data) { a->ctr++; if (a->ctr == a->nanims) a->ctr--; a->nexttic = bcnt + a->period; } break; } } } } void WI_drawAnimatedBack (void) { int i; in_anim_t *a; if (gamemode != commercial && wbs->epsd <= 2) { V_LockScreen (&background); for (i = 0; i < NUMANIMS[wbs->epsd]; i++) { a = &anims[wbs->epsd][i]; if (a->ctr >= 0) V_DrawPatch (a->loc.x, a->loc.y, &background, a->p[a->ctr]); } V_UnlockScreen (&background); } WI_slamBackground (); } // // Draws a number. // If digits > 0, then use that many digits minimum, // otherwise only use as many as necessary. // Returns new x position. // int WI_drawNum (int x, int y, int n, int digits) { int fontwidth = SHORT(num[0]->width); int neg; int temp; if (digits < 0) { if (!n) { // make variable-length zeros 1 digit long digits = 1; } else { // figure out # of digits in # digits = 0; temp = n; while (temp) { temp /= 10; digits++; } } } neg = n < 0; if (neg) n = -n; // if non-number, do not draw it if (n == 1994) return 0; // draw the new number while (digits--) { x -= fontwidth; V_DrawPatchClean (x, y, &FB, num[ n % 10 ]); n /= 10; } // draw a minus sign if necessary if (neg) V_DrawPatchClean (x-=8, y, &FB, wiminus); return x; } #include "hu_stuff.h" extern patch_t *hu_font[HU_FONTSIZE]; void WI_drawPercent (int x, int y, int p, int b) { if (p < 0) return; if (WI_Percents->value) { V_DrawPatchClean(x, y, &FB, percent); if (b == 0) WI_drawNum (x, y, 100, -1); else WI_drawNum(x, y, p * 100 / b, -1); } else { int y2 = y + percent->height - hu_font[HU_FONTSTART]->height; x = WI_drawNum(x + percent->width, y, b, -1); x -= hu_font['F'-HU_FONTSTART]->width << 1; V_DrawPatchClean(x, y2, &FB, hu_font['F'-HU_FONTSTART]); x -= hu_font['F'-HU_FONTSTART]->width; V_DrawPatchClean(x, y2, &FB, hu_font['O'-HU_FONTSTART]); x -= hu_font['O'-HU_FONTSTART]->width; WI_drawNum(x, y, p, -1); } } // // Display level completion time and par, // or "sucks" message if overflow. // void WI_drawTime (int x, int y, int t) { int div; int n; if (t<0) return; if (t <= 61*59) { div = 1; do { n = (t / div) % 60; x = WI_drawNum(x, y, n, 2) - SHORT(colon->width); div *= 60; // draw if (div==60 || t / div) V_DrawPatchClean(x, y, &FB, colon); } while (t / div); } else { // "sucks" V_DrawPatchClean(x - SHORT(sucks->width), y, &FB, sucks); } } void WI_End (void) { WI_unloadData(); V_FreeScreen (&background); } void WI_initNoState (void) { state = NoState; acceleratestage = 0; cnt = 10; } void WI_updateNoState (void) { WI_updateAnimatedBack(); if (!--cnt) { WI_End(); G_WorldDone(); } } static BOOL snl_pointeron = false; void WI_initShowNextLoc (void) { state = ShowNextLoc; acceleratestage = 0; cnt = SHOWNEXTLOCDELAY * TICRATE; WI_initAnimatedBack(); } void WI_updateShowNextLoc (void) { WI_updateAnimatedBack(); if (!--cnt || acceleratestage) WI_initNoState(); else snl_pointeron = (cnt & 31) < 20; } void WI_drawShowNextLoc (void) { int i; // draw animated background WI_drawAnimatedBack (); if (gamemode != commercial) { if (wbs->epsd > 2) { WI_drawEL(); return; } // draw a splat on taken cities. for (i=0; i < NUMMAPS; i++) { if (FindLevelInfo (names[wbs->epsd][i])->flags & LEVEL_VISITED) WI_drawOnLnode(i, &splat); } // draw flashing ptr if (snl_pointeron) WI_drawOnLnode(WI_MapToIndex (wbs->next), yah); } // draws which level you are entering.. WI_drawEL(); } void WI_drawNoState (void) { snl_pointeron = true; WI_drawShowNextLoc(); } int WI_fragSum (int playernum) { int i; int frags = 0; for (i = 0; i < MAXPLAYERS; i++) { if (playeringame[i] && i!=playernum) { frags += plrs[playernum].frags[i]; } } // JDC hack - negative frags. frags -= plrs[playernum].frags[playernum]; return frags; } static int dm_state; static int dm_frags[MAXPLAYERS][MAXPLAYERS]; static int dm_totals[MAXPLAYERS]; void WI_initDeathmatchStats (void) { int i, j; state = StatCount; acceleratestage = 0; dm_state = 1; cnt_pause = TICRATE; for (i=0 ; i 99) dm_frags[i][j] = 99; if (dm_frags[i][j] < -99) dm_frags[i][j] = -99; stillticking = true; } } dm_totals[i] = WI_fragSum(i); if (dm_totals[i] > 99) dm_totals[i] = 99; if (dm_totals[i] < -99) dm_totals[i] = -99; } } if (!stillticking) { S_Sound (NULL, CHAN_VOICE, "weapons/rocklx", 1, ATTN_NONE); dm_state++; } } else if (dm_state == 4) { if (acceleratestage) { S_Sound (NULL, CHAN_VOICE, "players/male/gibbed", 1, ATTN_NONE); if ( gamemode == commercial) WI_initNoState(); else WI_initShowNextLoc(); } } else if (dm_state & 1) { if (!--cnt_pause) { dm_state++; cnt_pause = TICRATE; } } } void WI_drawDeathmatchStats (void) { // draw animated background WI_drawAnimatedBack(); WI_drawLF(); // [RH] Draw heads-up scores display HU_DrawScores (players + me); /* int i; int j; int x; int y; int w; int lh; // line height lh = WI_SPACINGY; // draw stat titles (top line) V_DrawPatchClean(DM_TOTALSX-SHORT(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); // draw P? x = DM_MATRIXX + DM_SPACINGX; y = DM_MATRIXY; for (i=0 ; iwidth)/2, DM_MATRIXY - WI_SPACINGY, &FB, p[i]); V_DrawPatchClean(DM_MATRIXX-SHORT(p[i]->width)/2, y, &FB, p[i]); if (i == me) { V_DrawPatchClean(x-SHORT(p[i]->width)/2, DM_MATRIXY - WI_SPACINGY, &FB, bstar); V_DrawPatchClean(DM_MATRIXX-SHORT(p[i]->width)/2, y, &FB, star); } } x += DM_SPACINGX; y += WI_SPACINGY; } // draw stats y = DM_MATRIXY+10; w = SHORT(num[0]->width); for (i=0 ; i plrs[i].skills) cnt_kills[i] = plrs[i].skills; else stillticking = true; } if (!stillticking) { S_Sound (NULL, CHAN_VOICE, "weapons/rocklx", 1, ATTN_NONE); ng_state++; } } else if (ng_state == 4) { if (!(bcnt&3)) S_Sound (NULL, CHAN_VOICE, "weapons/pistol", 1, ATTN_NONE); stillticking = false; for (i=0 ; i plrs[i].sitems) cnt_items[i] = plrs[i].sitems; else stillticking = true; } if (!stillticking) { S_Sound (NULL, CHAN_VOICE, "weapons/rocklx", 1, ATTN_NONE); ng_state++; } } else if (ng_state == 6) { if (!(bcnt&3)) S_Sound (NULL, CHAN_VOICE, "weapons/pistol", 1, ATTN_NONE); stillticking = false; for (i=0 ; i plrs[i].ssecret) cnt_secret[i] = plrs[i].ssecret; else stillticking = true; } if (!stillticking) { S_Sound (NULL, CHAN_VOICE, "weapons/rocklx", 1, ATTN_NONE); ng_state += 1 + 2*!dofrags; } } else if (ng_state == 8) { if (!(bcnt&3)) S_Sound (NULL, CHAN_VOICE, "weapons/pistol", 1, ATTN_NONE); stillticking = false; for (i=0 ; i= (fsum = WI_fragSum(i))) cnt_frags[i] = fsum; else stillticking = true; } if (!stillticking) { S_Sound (NULL, CHAN_VOICE, "player/male/death1", 1, ATTN_NONE); ng_state++; } } else if (ng_state == 10) { if (acceleratestage) { S_Sound (NULL, CHAN_VOICE, "weapons/shotgr", 1, ATTN_NONE); if ( gamemode == commercial ) WI_initNoState(); else WI_initShowNextLoc(); } } else if (ng_state & 1) { if (!--cnt_pause) { ng_state++; cnt_pause = TICRATE; } } } void WI_drawNetgameStats(void) { int i, x, y; int pwidth = SHORT(percent->width); // draw animated background WI_drawAnimatedBack(); WI_drawLF(); // draw stat titles (top line) V_DrawPatchClean(NG_STATSX+NG_SPACINGX-SHORT(kills->width), NG_STATSY, &FB, kills); V_DrawPatchClean(NG_STATSX+2*NG_SPACINGX-SHORT(items->width), NG_STATSY, &FB, items); V_DrawPatchClean(NG_STATSX+3*NG_SPACINGX-SHORT(secret->width), NG_STATSY, &FB, secret); if (dofrags) V_DrawPatchClean(NG_STATSX+4*NG_SPACINGX-SHORT(frags->width), NG_STATSY, &FB, frags); // draw stats y = NG_STATSY + SHORT(kills->height); for (i=0 ; i= 4) break; if (!playeringame[i]) continue; x = NG_STATSX; // [RH] Only use one graphic for the face backgrounds V_ColorMap = translationtables + i * 256; V_DrawTranslatedPatchClean(x-SHORT(p->width), y, &FB, p); if (i == me) V_DrawPatchClean(x-SHORT(p->width), y, &FB, star); x += NG_SPACINGX; WI_drawPercent(x-pwidth, y+10, cnt_kills[i], wbs->maxkills); x += NG_SPACINGX; WI_drawPercent(x-pwidth, y+10, cnt_items[i], wbs->maxitems); x += NG_SPACINGX; WI_drawPercent(x-pwidth, y+10, cnt_secret[i], wbs->maxsecret); x += NG_SPACINGX; if (dofrags) WI_drawNum(x, y+10, cnt_frags[i], -1); y += WI_SPACINGY; } } static int sp_state; void WI_initStats (void) { state = StatCount; acceleratestage = 0; sp_state = 1; cnt_kills[0] = cnt_items[0] = cnt_secret[0] = -1; cnt_time = cnt_par = -1; cnt_pause = TICRATE; WI_initAnimatedBack(); } void WI_updateStats (void) { WI_updateAnimatedBack(); if (acceleratestage && sp_state != 10) { acceleratestage = 0; cnt_kills[0] = plrs[me].skills; cnt_items[0] = plrs[me].sitems; cnt_secret[0] = plrs[me].ssecret; cnt_time = plrs[me].stime / TICRATE; cnt_par = wbs->partime / TICRATE; S_Sound (NULL, CHAN_VOICE, "weapons/rocklx", 1, ATTN_NONE); sp_state = 10; } if (sp_state == 2) { cnt_kills[0] += 2; if (!(bcnt&3)) S_Sound (NULL, CHAN_VOICE, "weapons/pistol", 1, ATTN_NONE); if (cnt_kills[0] >= plrs[me].skills) { cnt_kills[0] = plrs[me].skills; S_Sound (NULL, CHAN_VOICE, "weapons/rocklx", 1, ATTN_NONE); sp_state++; } } else if (sp_state == 4) { cnt_items[0] += 2; if (!(bcnt&3)) S_Sound (NULL, CHAN_VOICE, "weapons/pistol", 1, ATTN_NONE); if (cnt_items[0] >= plrs[me].sitems) { cnt_items[0] = plrs[me].sitems; S_Sound (NULL, CHAN_VOICE, "weapons/rocklx", 1, ATTN_NONE); sp_state++; } } else if (sp_state == 6) { cnt_secret[0] += 2; if (!(bcnt&3)) S_Sound (NULL, CHAN_VOICE, "weapons/pistol", 1, ATTN_NONE); if (cnt_secret[0] >= plrs[me].ssecret) { cnt_secret[0] = plrs[me].ssecret; S_Sound (NULL, CHAN_VOICE, "weapons/rocklx", 1, ATTN_NONE); sp_state++; } } else if (sp_state == 8) { if (!(bcnt&3)) S_Sound (NULL, CHAN_VOICE, "weapons/pistol", 1, ATTN_NONE); cnt_time += 3; if (cnt_time >= plrs[me].stime / TICRATE) cnt_time = plrs[me].stime / TICRATE; cnt_par += 3; if (cnt_par >= wbs->partime / TICRATE) { cnt_par = wbs->partime / TICRATE; if (cnt_time >= plrs[me].stime / TICRATE) { S_Sound (NULL, CHAN_VOICE, "weapons/rocklx", 1, ATTN_NONE); sp_state++; } } } else if (sp_state == 10) { if (acceleratestage) { S_Sound (NULL, CHAN_VOICE, "weapons/shotgr", 1, ATTN_NONE); if (gamemode == commercial) WI_initNoState(); else WI_initShowNextLoc(); } } else if (sp_state & 1) { if (!--cnt_pause) { sp_state++; cnt_pause = TICRATE; } } } void WI_drawStats (void) { // line height int lh; lh = (3*SHORT(num[0]->height))/2; // draw animated background WI_drawAnimatedBack(); WI_drawLF(); V_DrawPatchClean(SP_STATSX, SP_STATSY, &FB, kills); WI_drawPercent(320 - SP_STATSX, SP_STATSY, cnt_kills[0], wbs->maxkills); V_DrawPatchClean(SP_STATSX, SP_STATSY+lh, &FB, items); WI_drawPercent(320 - SP_STATSX, SP_STATSY+lh, cnt_items[0], wbs->maxitems); V_DrawPatchClean(SP_STATSX, SP_STATSY+2*lh, &FB, sp_secret); WI_drawPercent(320 - SP_STATSX, SP_STATSY+2*lh, cnt_secret[0], wbs->maxsecret); V_DrawPatchClean(SP_TIMEX, SP_TIMEY, &FB, time); WI_drawTime(160 - SP_TIMEX, SP_TIMEY, cnt_time); if (wbs->partime) { V_DrawPatchClean(160 + SP_TIMEX, SP_TIMEY, &FB, par); WI_drawTime(320 - SP_TIMEX, SP_TIMEY, cnt_par); } } void WI_checkForAccelerate (void) { int i; player_t *player; // check for button presses to skip delays for (i=0, player = players ; icmd.ucmd.buttons & BT_ATTACK) { if (!player->attackdown) acceleratestage = 1; player->attackdown = true; } else player->attackdown = false; if (player->cmd.ucmd.buttons & BT_USE) { if (!player->usedown) acceleratestage = 1; player->usedown = true; } else player->usedown = false; } } } // Updates stuff each tick void WI_Ticker (void) { // counter for general background animation bcnt++; if (bcnt == 1) { // intermission music if (gamemode == commercial) S_ChangeMusic ("d_dm2int", true); else S_ChangeMusic ("d_inter", true); } WI_checkForAccelerate(); switch (state) { case StatCount: if (deathmatch->value) WI_updateDeathmatchStats(); else if (netgame) WI_updateNetgameStats(); else WI_updateStats(); break; case ShowNextLoc: WI_updateShowNextLoc(); break; case NoState: WI_updateNoState(); break; } } static int WI_CalcWidth (char *str) { int w = 0; int lump; patch_t *p; char charname[9]; if (!str) return 0; while (*str) { sprintf (charname, "FONTB%02u", toupper(*str) - 32); lump = W_CheckNumForName (charname); if (lump != -1) { p = W_CacheLumpNum (lump, PU_CACHE); w += SHORT(p->width) - 1; } else { w += 12; } str++; } return w; } void WI_loadData (void) { int i, j; char name[9]; in_anim_t *a; patch_t *bg; if ((gamemode == commercial) || (gamemode == retail && wbs->epsd >= 3)) strcpy (name, "INTERPIC"); else sprintf (name, "WIMAP%d", wbs->epsd); // background bg = W_CacheLumpName (name, PU_CACHE); V_AllocScreen (&background, SHORT(bg->width), SHORT(bg->height), 8); V_LockScreen (&background); V_DrawPatch (0, 0, &background, bg); V_UnlockScreen (&background); for (i = 0; i < 2; i++) { char *lname = (i == 0 ? wbs->lname0 : wbs->lname1); if (lname) j = W_CheckNumForName (lname); else j = -1; if (j >= 0) { lnames[i] = W_CacheLumpNum (j, PU_STATIC); } else { lnames[i] = NULL; lnametexts[i] = FindLevelInfo (i == 0 ? wbs->current : wbs->next)->level_name; lnamewidths[i] = WI_CalcWidth (lnametexts[i]); } } if (gamemode != commercial) { // you are here yah[0] = W_CacheLumpName ("WIURH0", PU_STATIC); // you are here (alt.) yah[1] = W_CacheLumpName ("WIURH1", PU_STATIC); // splat splat = W_CacheLumpName ("WISPLAT", PU_STATIC); if (wbs->epsd < 3) { for (j=0;jepsd];j++) { a = &anims[wbs->epsd][j]; for (i=0;inanims;i++) { // MONDO HACK! if (wbs->epsd != 1 || j != 8) { // animations sprintf(name, "WIA%d%.2d%.2d", wbs->epsd, j, i); a->p[i] = W_CacheLumpName (name, PU_STATIC); } else { // HACK ALERT! a->p[i] = anims[1][4].p[i]; } } } } } // More hacks on minus sign. wiminus = W_CacheLumpName ("WIMINUS", PU_STATIC); for (i = 0; i < 10; i++) { // numbers 0-9 sprintf (name, "WINUM%d", i); num[i] = W_CacheLumpName (name, PU_STATIC); } // percent sign percent = W_CacheLumpName ("WIPCNT", PU_STATIC); // "finished" finished = W_CacheLumpName ("WIF", PU_STATIC); // "entering" entering = W_CacheLumpName ("WIENTER", PU_STATIC); // "kills" kills = W_CacheLumpName ("WIOSTK", PU_STATIC); // "scrt" secret = W_CacheLumpName ("WIOSTS", PU_STATIC); // "secret" sp_secret = W_CacheLumpName ("WISCRT2", PU_STATIC); // "items" items = W_CacheLumpName ("WIOSTI", PU_STATIC); // "frgs" frags = W_CacheLumpName ("WIFRGS", PU_STATIC); // ":" colon = W_CacheLumpName ("WICOLON", PU_STATIC); // "time" time = W_CacheLumpName ("WITIME", PU_STATIC); // "sucks" sucks = W_CacheLumpName ("WISUCKS", PU_STATIC); // "par" par = W_CacheLumpName ("WIPAR", PU_STATIC); // "killers" (vertical) killers = W_CacheLumpName ("WIKILRS", PU_STATIC); // "victims" (horiz) victims = W_CacheLumpName ("WIVCTMS", PU_STATIC); // "total" total = W_CacheLumpName ("WIMSTT", PU_STATIC); // your face star = W_CacheLumpName ("STFST01", PU_STATIC); // dead face bstar = W_CacheLumpName("STFDEAD0", PU_STATIC); p = W_CacheLumpName ("STPBANY", PU_STATIC); } void WI_unloadData (void) { int i, j; Z_ChangeTag (wiminus, PU_CACHE); for (i = 0; i < 10; i++) Z_ChangeTag (num[i], PU_CACHE); for (i = 0; i < 2; i++) { if (lnames[i]) { Z_ChangeTag (lnames[i], PU_CACHE); lnames[i] = NULL; } } if (gamemode != commercial) { Z_ChangeTag (yah[0], PU_CACHE); Z_ChangeTag (yah[1], PU_CACHE); Z_ChangeTag (splat, PU_CACHE); if (wbs->epsd < 3) { for (j=0;jepsd];j++) { if (wbs->epsd != 1 || j != 8) for (i=0;iepsd][j].nanims;i++) Z_ChangeTag (anims[wbs->epsd][j].p[i], PU_CACHE); } } } Z_ChangeTag (percent, PU_CACHE); Z_ChangeTag (colon, PU_CACHE); Z_ChangeTag (finished, PU_CACHE); Z_ChangeTag (entering, PU_CACHE); Z_ChangeTag (kills, PU_CACHE); Z_ChangeTag (secret, PU_CACHE); Z_ChangeTag (sp_secret, PU_CACHE); Z_ChangeTag (items, PU_CACHE); Z_ChangeTag (frags, PU_CACHE); Z_ChangeTag (time, PU_CACHE); Z_ChangeTag (sucks, PU_CACHE); Z_ChangeTag (par, PU_CACHE); Z_ChangeTag (victims, PU_CACHE); Z_ChangeTag (killers, PU_CACHE); Z_ChangeTag (total, PU_CACHE); // Z_ChangeTag(star, PU_CACHE); // Z_ChangeTag(bstar, PU_CACHE); Z_ChangeTag (p, PU_CACHE); } void WI_Drawer (void) { // If the background screen has been freed, then we really shouldn't // be in here. (But it happens anyway.) if (background.impdata) { switch (state) { case StatCount: if (deathmatch->value) WI_drawDeathmatchStats(); else if (netgame) WI_drawNetgameStats(); else WI_drawStats(); break; case ShowNextLoc: WI_drawShowNextLoc(); break; default: WI_drawNoState(); break; } } } void WI_initVariables (wbstartstruct_t *wbstartstruct) { wbs = wbstartstruct; acceleratestage = 0; cnt = bcnt = 0; me = wbs->pnum; plrs = wbs->plyr; } void WI_Start (wbstartstruct_t *wbstartstruct) { WI_initVariables (wbstartstruct); WI_loadData (); if (deathmatch->value) WI_initDeathmatchStats(); else if (netgame) WI_initNetgameStats(); else WI_initStats(); V_SetBlend (0,0,0,0); S_StopAllChannels (); SN_StopAllSequences (); }