// Note that the status screen needs to run in 'play' scope! class InterBackground native play version("2.5") { native static InterBackground Create(wbstartstruct wbst); native virtual bool LoadBackground(bool isenterpic); native virtual void updateAnimatedBack(); native virtual void drawBackground(int CurState, bool drawsplat, bool snl_pointeron); } // This is obsolete. Hopefully this was never used... struct PatchInfo play version("2.5") { Font mFont; deprecated("3.8") TextureID mPatch; int mColor; void Init(GIFont gifont) { mFont = Font.GetFont(gifont.fontname); mColor = Font.FindFontColor(gifont.color); if (mFont == NULL) { mFont = BigFont; } } }; // Will be made a class later, but for now needs to mirror the internal version. class StatusScreen abstract play version("2.5") { enum EValues { // GLOBAL LOCATIONS TITLEY = 5, // SINGPLE-PLAYER STUFF SP_STATSX = 50, SP_STATSY = 50, SP_TIMEX = 8, SP_TIMEY = (200 - 32), // NET GAME STUFF NG_STATSY = 50, }; enum EState { NoState = -1, StatCount, ShowNextLoc, LeavingIntermission }; // States for single-player enum ESPState { SP_KILLS = 0, SP_ITEMS = 2, SP_SECRET = 4, SP_FRAGS = 6, SP_TIME = 8, }; const SHOWNEXTLOCDELAY = 4; // in seconds InterBackground bg; int acceleratestage; // used to accelerate or skip a stage bool playerready[MAXPLAYERS]; int me; // wbs.pnum int bcnt; int CurState; // specifies current CurState wbstartstruct wbs; // contains information passed into intermission wbplayerstruct Plrs[MAXPLAYERS]; // wbs.plyr[] int cnt; // used for general timing int cnt_kills[MAXPLAYERS]; int cnt_items[MAXPLAYERS]; int cnt_secret[MAXPLAYERS]; int cnt_frags[MAXPLAYERS]; int cnt_deaths[MAXPLAYERS]; int cnt_time; int cnt_total_time; int cnt_par; int cnt_pause; int total_frags; int total_deaths; bool noautostartmap; int dofrags; int ng_state; float shadowalpha; PatchInfo mapname; PatchInfo finished; PatchInfo entering; TextureID p_secret; TextureID kills; TextureID secret; TextureID items; TextureID timepic; TextureID par; TextureID sucks; TextureID finishedPatch; TextureID enteringPatch; // [RH] Info to dynamically generate the level name graphics String lnametexts[2]; bool snl_pointeron; int player_deaths[MAXPLAYERS]; int sp_state; //==================================================================== // // Draws a single character with a shadow // //==================================================================== int DrawCharPatch(Font fnt, int charcode, int x, int y, int translation = Font.CR_UNTRANSLATED, bool nomove = false) { int width = fnt.GetCharWidth(charcode); screen.DrawChar(fnt, translation, x, y, charcode, nomove ? DTA_CleanNoMove : DTA_Clean, true); return x - width; } //==================================================================== // // Draws a level name with the big font // // x is no longer passed as a parameter because the text is now broken into several lines // if it is too long // //==================================================================== int DrawName(int y, TextureID tex, String levelname) { // draw if (tex.isValid()) { int w,h; [w, h] = TexMan.GetSize(tex); let size = TexMan.GetScaledSize(tex); screen.DrawTexture(tex, true, (screen.GetWidth() - size.X * CleanXfac) /2, y, DTA_CleanNoMove, true); if (h > 50) { // Fix for Deus Vult II and similar wads that decide to make these hugely tall // patches with vast amounts of empty space at the bottom. size.Y = TexMan.CheckRealHeight(tex) * size.Y / h; } return y + (h + BigFont.GetHeight()/4) * CleanYfac; } else if (levelname.Length() > 0) { int h = 0; int lumph = mapname.mFont.GetHeight() * CleanYfac; BrokenLines lines = mapname.mFont.BreakLines(levelname, screen.GetWidth() / CleanXfac); int count = lines.Count(); for (int i = 0; i < count; i++) { screen.DrawText(mapname.mFont, mapname.mColor, (screen.GetWidth() - lines.StringWidth(i) * CleanXfac) / 2, y + h, lines.StringAt(i), DTA_CleanNoMove, true); h += lumph; } return y + h + lumph/4; } return 0; } //==================================================================== // // Only kept so that mods that were accessing it continue to compile // //==================================================================== deprecated("3.8") int DrawPatchText(int y, PatchInfo pinfo, String stringname) { String string = Stringtable.Localize(stringname); int midx = screen.GetWidth() / 2; screen.DrawText(pinfo.mFont, pinfo.mColor, midx - pinfo.mFont.StringWidth(string) * CleanXfac/2, y, string, DTA_CleanNoMove, true); return y + pinfo.mFont.GetHeight() * CleanYfac; } //==================================================================== // // Draws a text, either as patch or as string from the string table // //==================================================================== int DrawPatchOrText(int y, PatchInfo pinfo, TextureID patch, String stringname) { String string = Stringtable.Localize(stringname); int midx = screen.GetWidth() / 2; if (TexMan.OkForLocalization(patch, stringname)) { let size = TexMan.GetScaledSize(patch); screen.DrawTexture(patch, true, midx - size.X * CleanXfac/2, y, DTA_CleanNoMove, true); return y + int(size.Y * CleanYfac); } else { screen.DrawText(pinfo.mFont, pinfo.mColor, midx - pinfo.mFont.StringWidth(string) * CleanXfac/2, y, string, DTA_CleanNoMove, true); return y + pinfo.mFont.GetHeight() * CleanYfac; } } //==================================================================== // // Draws " Finished!" // // Either uses the specified patch or the big font // A level name patch can be specified for all games now, not just Doom. // //==================================================================== virtual int drawLF () { int y = TITLEY * CleanYfac; y = DrawName(y, wbs.LName0, lnametexts[0]); // Adjustment for different font sizes for map name and 'finished'. y -= ((mapname.mFont.GetHeight() - finished.mFont.GetHeight()) * CleanYfac) / 4; // draw "Finished!" int statsy = multiplayer? NG_STATSY : SP_STATSY * CleanYFac; if (y < (statsy - finished.mFont.GetHeight()*3/4) * CleanYfac) { // don't draw 'finished' if the level name is too tall y = DrawPatchOrText(y, finished, finishedPatch, "$WI_FINISHED"); } return y; } //==================================================================== // // Draws "Entering " // // Either uses the specified patch or the big font // A level name patch can be specified for all games now, not just Doom. // //==================================================================== virtual void drawEL () { int y = TITLEY * CleanYfac; y = DrawPatchOrText(y, entering, enteringPatch, "$WI_ENTERING"); y += entering.mFont.GetHeight() * CleanYfac / 4; DrawName(y, wbs.LName1, lnametexts[1]); } //==================================================================== // // Draws a number. // If digits > 0, then use that many digits minimum, // otherwise only use as many as necessary. // x is the right edge of the number. // Returns new x position, that is, the left edge of the number. // //==================================================================== int drawNum (Font fnt, int x, int y, int n, int digits, bool leadingzeros = true, int translation = Font.CR_UNTRANSLATED, bool nomove = false) { int fntwidth = fnt.StringWidth("3"); String text; int len; if (nomove) { fntwidth *= CleanXfac; } text = String.Format("%d", n); len = text.Length(); if (leadingzeros) { int filldigits = digits - len; for(int i = 0; i < filldigits; i++) { text = "0" .. text; } len = text.Length(); } for(int text_p = len-1; text_p >= 0; text_p--) { // Digits are centered in a box the width of the '3' character. // Other characters (specifically, '-') are right-aligned in their cell. int c = text.CharCodeAt(text_p); if (c >= "0" && c <= "9") { x -= fntwidth; DrawCharPatch(fnt, c, x + (fntwidth - fnt.GetCharWidth(c)) / 2, y, translation, nomove); } else { DrawCharPatch(fnt, c, x - fnt.GetCharWidth(c), y, translation, nomove); x -= fntwidth; } } if (len < digits) { x -= fntwidth * (digits - len); } return x; } //==================================================================== // // // //==================================================================== void drawPercent (Font fnt, int x, int y, int p, int b, bool show_total = true, int color = Font.CR_UNTRANSLATED, bool nomove = false) { if (p < 0) return; if (wi_percents) { if (nomove) { x -= fnt.StringWidth("%") * CleanXfac; } else { x -= fnt.StringWidth("%"); } screen.DrawText(fnt, color, x, y, "%", nomove? DTA_CleanNoMove : DTA_Clean, true); if (nomove) { x -= 2*CleanXfac; } drawNum(fnt, x, y, b == 0 ? 100 : p * 100 / b, -1, false, color); } else { if (show_total) { x = drawNum(fnt, x, y, b, 2, false, color); x -= fnt.StringWidth("/"); screen.DrawText (fnt, color, x, y, "/", nomove? DTA_CleanNoMove : DTA_Clean, true); } drawNum (fnt, x, y, p, -1, false, color); } } //==================================================================== // // Display level completion time and par, or "sucks" message if overflow. // //==================================================================== void drawTimeFont (Font printFont, int x, int y, int t, int color) { bool sucky; if (t < 0) return; int hours = t / 3600; t -= hours * 3600; int minutes = t / 60; t -= minutes * 60; int seconds = t; // Why were these offsets hard coded? Half the WADs with custom patches // I tested screwed up miserably in this function! int num_spacing = printFont.GetCharWidth("3"); int colon_spacing = printFont.GetCharWidth(":"); x = drawNum (printFont, x, y, seconds, 2, true, color) - 1; DrawCharPatch (printFont, ":", x -= colon_spacing, y, color); x = drawNum (printFont, x, y, minutes, 2, hours!=0, color); if (hours) { DrawCharPatch (printFont, ":", x -= colon_spacing, y, color); drawNum (printFont, x, y, hours, 2, false, color); } } void drawTime (int x, int y, int t, bool no_sucks=false) { drawTimeFont(IntermissionFont, x, y, t, Font.CR_UNTRANSLATED); } //==================================================================== // // // //==================================================================== virtual void End () { CurState = LeavingIntermission; } //==================================================================== // // // //==================================================================== bool autoSkip() { return wi_autoadvance > 0 && bcnt > (wi_autoadvance * Thinker.TICRATE); } //==================================================================== // // // //==================================================================== protected virtual void initNoState () { CurState = NoState; acceleratestage = 0; cnt = 10; } //==================================================================== // // // //==================================================================== protected virtual void updateNoState () { if (acceleratestage) { cnt = 0; } else { bool noauto = noautostartmap; for (int i = 0; !noauto && i < MAXPLAYERS; ++i) { if (playeringame[i]) { noauto |= players[i].GetNoAutostartMap(); } } if (!noauto || autoSkip()) { cnt--; } } if (cnt == 0) { End(); Level.WorldDone(); } } //==================================================================== // // // //==================================================================== protected virtual void initShowNextLoc () { if (wbs.next == "") { // Last map in episode - there is no next location! End(); Level.WorldDone(); return; } CurState = ShowNextLoc; acceleratestage = 0; cnt = SHOWNEXTLOCDELAY * Thinker.TICRATE; noautostartmap = bg.LoadBackground(true); } //==================================================================== // // // //==================================================================== protected virtual void updateShowNextLoc () { if (!--cnt || acceleratestage) initNoState(); else snl_pointeron = (cnt & 31) < 20; } //==================================================================== // // // //==================================================================== protected virtual void drawShowNextLoc(void) { bg.drawBackground(CurState, true, snl_pointeron); // draws which level you are entering.. drawEL (); } //==================================================================== // // // //==================================================================== protected virtual void drawNoState () { snl_pointeron = true; drawShowNextLoc(); } //==================================================================== // // // //==================================================================== protected int 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 void PlaySound(Sound snd) { S_Sound(snd, CHAN_VOICE | CHAN_UI, 1, ATTN_NONE); } // ==================================================================== // checkForAccelerate // Purpose: See if the player has hit either the attack or use key // or mouse button. If so we set acceleratestage to 1 and // all those display routines above jump right to the end. // Args: none // Returns: void // // ==================================================================== protected void checkForAccelerate(void) { int i; // check for button presses to skip delays for (i = 0; i < MAXPLAYERS; i++) { PlayerInfo player = players[i]; if (playeringame[i]) { if ((player.cmd.buttons ^ player.oldbuttons) && ((player.cmd.buttons & player.oldbuttons) == player.oldbuttons) && player.Bot == NULL) { acceleratestage = 1; playerready[i] = true; } player.oldbuttons = player.buttons; } } } // ==================================================================== // Ticker // Purpose: Do various updates every gametic, for stats, animation, // checking that intermission music is running, etc. // Args: none // Returns: void // // ==================================================================== virtual void StartMusic() { Level.SetInterMusic(wbs.next); } //==================================================================== // // // //==================================================================== virtual void Ticker(void) { // counter for general background animation bcnt++; if (bcnt == 1) { StartMusic(); } checkForAccelerate(); bg.updateAnimatedBack(); switch (CurState) { case StatCount: updateStats(); break; case ShowNextLoc: updateShowNextLoc(); break; case NoState: updateNoState(); break; case LeavingIntermission: // Hush, GCC. break; } } //==================================================================== // // // //==================================================================== virtual void Drawer (void) { switch (CurState) { case StatCount: // draw animated background bg.drawBackground(CurState, false, false); drawStats(); break; case ShowNextLoc: drawShowNextLoc(); break; case LeavingIntermission: break; default: drawNoState(); break; } } //==================================================================== // // // //==================================================================== virtual void Start (wbstartstruct wbstartstruct) { wbs = wbstartstruct; acceleratestage = 0; cnt = bcnt = 0; me = wbs.pnum; for (int i = 0; i < MAXPLAYERS; i++) Plrs[i] = wbs.plyr[i]; entering.Init(gameinfo.mStatscreenEnteringFont); finished.Init(gameinfo.mStatscreenFinishedFont); mapname.Init(gameinfo.mStatscreenMapNameFont); Kills = TexMan.CheckForTexture("WIOSTK", TexMan.Type_MiscPatch); // "kills" Secret = TexMan.CheckForTexture("WIOSTS", TexMan.Type_MiscPatch); // "scrt", not used P_secret = TexMan.CheckForTexture("WISCRT2", TexMan.Type_MiscPatch); // "secret" Items = TexMan.CheckForTexture("WIOSTI", TexMan.Type_MiscPatch); // "items" Timepic = TexMan.CheckForTexture("WITIME", TexMan.Type_MiscPatch); // "time" Sucks = TexMan.CheckForTexture("WISUCKS", TexMan.Type_MiscPatch); // "sucks" Par = TexMan.CheckForTexture("WIPAR", TexMan.Type_MiscPatch); // "par" enteringPatch = TexMan.CheckForTexture("WIENTER", TexMan.Type_MiscPatch); // "entering" finishedPatch = TexMan.CheckForTexture("WIF", TexMan.Type_MiscPatch); // "finished" lnametexts[0] = wbstartstruct.thisname; lnametexts[1] = wbstartstruct.nextname; bg = InterBackground.Create(wbs); noautostartmap = bg.LoadBackground(false); initStats(); } protected virtual void initStats() {} protected virtual void updateStats() {} protected virtual void drawStats() {} native static int, int, int GetPlayerWidths(); native static Color GetRowColor(PlayerInfo player, bool highlight); native static void GetSortedPlayers(in out Array sorted, bool teamplay); }