// 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. // // DESCRIPTION: // Intermission. // //----------------------------------------------------------------------------- #ifndef __WI_STUFF__ #define __WI_STUFF__ #include "doomdef.h" // // INTERMISSION // Structure passed e.g. to WI_Start(wb) // typedef struct wbplayerstruct_s { bool in; // whether the player is in game // Player stats, kills, collected items etc. int skills; int sitems; int ssecret; int stime; int frags[MAXPLAYERS]; int fragcount; // [RH] Cumulative frags for this player } wbplayerstruct_t; typedef struct wbstartstruct_s { int finished_ep; int next_ep; char current[9]; // [RH] Name of map just finished char next[9]; // next level, [RH] actual map name char lname0[9]; char lname1[9]; int maxkills; int maxitems; int maxsecret; int maxfrags; // the par time and sucktime int partime; // in tics int sucktime; // in minutes // total time for the entire current game int totaltime; // index of this player in game int pnum; wbplayerstruct_s plyr[MAXPLAYERS]; } wbstartstruct_t; // Called by main loop, animate the intermission. void WI_Ticker (); // Called by main loop, // draws the intermission directly into the screen buffer. void WI_Drawer (); // Setup for an intermission screen. void WI_Start (wbstartstruct_t *wbstartstruct); #endif