mirror of
https://github.com/ZDoom/gzdoom.git
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188 lines
4.9 KiB
C++
188 lines
4.9 KiB
C++
/*
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** g_hub.cpp
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**
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** Intermission stats for hubs
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**
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**---------------------------------------------------------------------------
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** Copyright 2005 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "doomstat.h"
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#include "g_hub.h"
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#include "g_level.h"
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#include "g_game.h"
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#include "m_png.h"
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#include "gstrings.h"
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#include "wi_stuff.h"
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#include "serializer.h"
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#include "g_levellocals.h"
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//==========================================================================
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//
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// Player is leaving the current level
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//
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//==========================================================================
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struct FHubInfo
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{
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int levelnum;
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int maxkills;
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int maxitems;
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int maxsecret;
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int maxfrags;
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wbplayerstruct_t plyr[MAXPLAYERS];
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FHubInfo &operator=(const wbstartstruct_t &wbs)
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{
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levelnum = wbs.finished_ep;
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maxkills = wbs.maxkills;
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maxsecret= wbs.maxsecret;
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maxitems = wbs.maxitems;
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maxfrags = wbs.maxfrags;
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memcpy(plyr, wbs.plyr, sizeof(plyr));
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return *this;
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}
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};
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static TArray<FHubInfo> hubdata;
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void G_LeavingHub(FLevelLocals *Level, int mode, cluster_info_t * cluster, wbstartstruct_t * wbs)
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{
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unsigned int i, j;
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if (cluster->flags & CLUSTER_HUB)
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{
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for (i = 0; i < hubdata.Size(); i++)
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{
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if (hubdata[i].levelnum == Level->levelnum)
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{
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hubdata[i] = *wbs;
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break;
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}
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}
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if (i == hubdata.Size())
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{
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hubdata[hubdata.Reserve(1)] = *wbs;
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}
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hubdata[i].levelnum = Level->levelnum;
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if (!multiplayer && !deathmatch)
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{
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// The player counters don't work in hubs
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hubdata[i].plyr[0].skills = Level->killed_monsters;
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hubdata[i].plyr[0].sitems = Level->found_items;
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hubdata[i].plyr[0].ssecret = Level->found_secrets;
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}
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if (mode != FINISH_SameHub)
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{
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wbs->maxkills = wbs->maxitems = wbs->maxsecret = 0;
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for (i = 0; i < MAXPLAYERS; i++)
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{
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wbs->plyr[i].sitems = wbs->plyr[i].skills = wbs->plyr[i].ssecret = 0;
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}
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for (i = 0; i < hubdata.Size(); i++)
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{
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wbs->maxkills += hubdata[i].maxkills;
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wbs->maxitems += hubdata[i].maxitems;
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wbs->maxsecret += hubdata[i].maxsecret;
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for (j = 0; j < MAXPLAYERS; j++)
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{
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wbs->plyr[j].sitems += hubdata[i].plyr[j].sitems;
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wbs->plyr[j].skills += hubdata[i].plyr[j].skills;
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wbs->plyr[j].ssecret += hubdata[i].plyr[j].ssecret;
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}
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}
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if (cluster->ClusterName.IsNotEmpty())
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{
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if (cluster->flags & CLUSTER_LOOKUPNAME)
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{
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Level->LevelName = GStrings(cluster->ClusterName);
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}
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else
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{
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Level->LevelName = cluster->ClusterName;
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}
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}
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}
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}
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if (mode != FINISH_SameHub) hubdata.Clear();
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}
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//==========================================================================
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//
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// Serialize intermission info for hubs
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//
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//==========================================================================
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FSerializer &Serialize(FSerializer &arc, const char *key, wbplayerstruct_t &h, wbplayerstruct_t *def)
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{
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if (arc.BeginObject(key))
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{
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arc("kills", h.skills)
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("items", h.sitems)
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("secrets", h.ssecret)
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("time", h.stime)
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("fragcount", h.fragcount)
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.Array("frags", h.frags, MAXPLAYERS)
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.EndObject();
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}
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return arc;
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}
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FSerializer &Serialize(FSerializer &arc, const char *key, FHubInfo &h, FHubInfo *def)
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{
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if (arc.BeginObject(key))
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{
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arc("levelnum", h.levelnum)
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("maxkills", h.maxkills)
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("maxitems", h.maxitems)
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("maxsecret", h.maxsecret)
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("maxfrags", h.maxfrags)
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.Array("players", h.plyr, MAXPLAYERS)
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.EndObject();
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}
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return arc;
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}
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void G_SerializeHub(FSerializer &arc)
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{
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arc("hubinfo", hubdata);
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}
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void G_ClearHubInfo()
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{
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hubdata.Clear();
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}
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