// 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" class FTexture; // // INTERMISSION // Structure passed e.g. to WI_Start(wb) // struct wbplayerstruct_t { 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 }; struct wbstartstruct_t { int finished_ep; int next_ep; FString current; // [RH] Name of map just finished FString next; // next level, [RH] actual map name FTexture *LName0; FTexture *LName1; 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_t plyr[MAXPLAYERS]; }; // Intermission stats. // Parameters for world map / intermission. extern wbstartstruct_t wminfo; // 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