gzdoom/src/wi_stuff.h

84 lines
2 KiB
C++

// 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[8]; // [RH] Name of map just finished
char next[8]; // next level, [RH] actual map name
char lname0[8];
char lname1[8];
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