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https://github.com/ZDoom/gzdoom.git
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e0d8241a50
This should replace TICRATE globally as it is the backend's actual ticking speed (still locked to 35, though.)
250 lines
No EOL
6.4 KiB
Text
250 lines
No EOL
6.4 KiB
Text
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class DeathmatchStatusScreen : StatusScreen
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{
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int textcolor;
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double FontScale;
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int RowHeight;
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Font displayFont;
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//====================================================================
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//
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//
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//
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//====================================================================
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override void initStats (void)
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{
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int i, j;
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textcolor = Font.CR_GRAY;
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CurState = StatCount;
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acceleratestage = 0;
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displayFont = NewSmallFont;
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FontScale = max(screen.GetHeight() / 400, 1);
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RowHeight = int(max((displayFont.GetHeight() + 1) * FontScale, 1));
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for(i = 0; i < MAXPLAYERS; i++)
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{
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playerready[i] = false;
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cnt_frags[i] = cnt_deaths[i] = player_deaths[i] = 0;
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}
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total_frags = 0;
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total_deaths = 0;
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ng_state = 1;
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cnt_pause = GameTicRate;
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for (i=0 ; i<MAXPLAYERS ; i++)
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{
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if (playeringame[i])
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{
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for (j = 0; j < MAXPLAYERS; j++)
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{
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if (playeringame[j])
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player_deaths[i] += Plrs[j].frags[i];
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}
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total_deaths += player_deaths[i];
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total_frags += Plrs[i].fragcount;
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}
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}
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}
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override void updateStats ()
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{
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int i;
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bool stillticking;
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bool doautoskip = autoSkip();
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if ((acceleratestage || doautoskip) && ng_state != 6)
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{
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acceleratestage = 0;
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for (i = 0; i<MAXPLAYERS; i++)
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{
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if (!playeringame[i]) continue;
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cnt_frags[i] = Plrs[i].fragcount;
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cnt_deaths[i] = player_deaths[i];
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}
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PlaySound("intermission/nextstage");
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ng_state = 6;
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}
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if (ng_state == 2)
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{
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if (!(bcnt & 3))
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PlaySound("intermission/tick");
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stillticking = false;
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for (i = 0; i<MAXPLAYERS; i++)
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{
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if (!playeringame[i])
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continue;
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cnt_frags[i] += 2;
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if (cnt_frags[i] > Plrs[i].fragcount)
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cnt_frags[i] = Plrs[i].fragcount;
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else
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stillticking = true;
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}
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if (!stillticking)
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{
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PlaySound("intermission/nextstage");
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ng_state++;
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}
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}
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else if (ng_state == 4)
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{
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if (!(bcnt & 3))
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PlaySound("intermission/tick");
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stillticking = false;
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for (i = 0; i<MAXPLAYERS; i++)
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{
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if (!playeringame[i])
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continue;
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cnt_deaths[i] += 2;
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if (cnt_deaths[i] > player_deaths[i])
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cnt_deaths[i] = player_deaths[i];
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else
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stillticking = true;
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}
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if (!stillticking)
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{
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PlaySound("intermission/nextstage");
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ng_state++;
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}
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}
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else if (ng_state == 6)
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{
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int i;
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for (i = 0; i < MAXPLAYERS; i++)
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{
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// If the player is in the game and not ready, stop checking
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if (playeringame[i] && players[i].Bot == NULL && !playerready[i])
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break;
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}
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// All players are ready; proceed.
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if ((i == MAXPLAYERS && acceleratestage) || doautoskip)
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{
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PlaySound("intermission/pastdmstats");
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initShowNextLoc();
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}
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}
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else if (ng_state & 1)
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{
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if (!--cnt_pause)
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{
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ng_state++;
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cnt_pause = GameTicRate;
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}
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}
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}
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override void drawStats ()
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{
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int i, pnum, x, y, ypadding, height, lineheight;
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int maxnamewidth, maxscorewidth, maxiconheight;
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int pwidth = IntermissionFont.GetCharWidth("%");
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int icon_x, name_x, frags_x, deaths_x;
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int deaths_len;
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String text_deaths, text_frags;
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TextureID readyico = TexMan.CheckForTexture("READYICO", TexMan.Type_MiscPatch);
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y = drawLF();
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[maxnamewidth, maxscorewidth, maxiconheight] = GetPlayerWidths();
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// Use the readyico height if it's bigger.
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Vector2 readysize = TexMan.GetScaledSize(readyico);
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Vector2 readyoffset = TexMan.GetScaledOffset(readyico);
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height = int(readysize.Y - readyoffset.Y);
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maxiconheight = MAX(height, maxiconheight);
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height = int(displayFont.GetHeight() * FontScale);
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lineheight = MAX(height, maxiconheight * CleanYfac);
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ypadding = (lineheight - height + 1) / 2;
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y += CleanYfac;
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text_deaths = Stringtable.Localize("$SCORE_DEATHS");
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//text_color = Stringtable.Localize("$SCORE_COLOR");
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text_frags = Stringtable.Localize("$SCORE_FRAGS");
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icon_x = int(8 * FontScale);
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name_x = int(icon_x + maxscorewidth * FontScale);
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frags_x = name_x + int((maxnamewidth + 1 + MAX(displayFont.StringWidth("XXXXXXXXXX"), displayFont.StringWidth(text_frags)) + 16) * FontScale);
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deaths_x = frags_x + int(((deaths_len = displayFont.StringWidth(text_deaths)) + 16) * FontScale);
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x = (Screen.GetWidth() - deaths_x) >> 1;
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icon_x += x;
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name_x += x;
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frags_x += x;
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deaths_x += x;
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drawTextScaled(displayFont, name_x, y, Stringtable.Localize("$SCORE_NAME"), FontScale, textcolor);
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drawTextScaled(displayFont, frags_x - displayFont.StringWidth(text_frags) * FontScale, y, text_frags, FontScale, textcolor);
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drawTextScaled(displayFont, deaths_x - deaths_len * FontScale, y, text_deaths, FontScale, textcolor);
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y += height + int(6 * FontScale);
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// Sort all players
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Array<int> sortedplayers;
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GetSortedPlayers(sortedplayers, teamplay);
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// Draw lines for each player
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for (i = 0; i < sortedplayers.Size(); i++)
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{
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pnum = sortedplayers[i];
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PlayerInfo player = players[pnum];
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if (!playeringame[pnum])
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continue;
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screen.Dim(player.GetDisplayColor(), 0.8, x, y - ypadding, (deaths_x - x) + (8 * CleanXfac), lineheight);
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if (playerready[pnum] || player.Bot != NULL) // Bots are automatically assumed ready, to prevent confusion
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screen.DrawTexture(readyico, true, x - (readysize.X * CleanXfac), y, DTA_CleanNoMove, true);
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let thiscolor = GetRowColor(player, pnum == consoleplayer);
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if (player.mo.ScoreIcon.isValid())
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{
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screen.DrawTexture(player.mo.ScoreIcon, true, icon_x, y, DTA_CleanNoMove, true);
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}
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drawTextScaled(displayFont, name_x, y + ypadding, player.GetUserName(), FontScale, thiscolor);
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drawNumScaled(displayFont, frags_x, y + ypadding, FontScale, cnt_frags[pnum], 0, textcolor);
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if (ng_state >= 2)
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{
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drawNumScaled(displayFont, deaths_x, y + ypadding, FontScale, cnt_deaths[pnum], 0, textcolor);
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}
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y += lineheight + CleanYfac;
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}
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// Draw "TOTAL" line
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y += height + 3 * CleanYfac;
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drawTextScaled(displayFont, name_x, y, Stringtable.Localize("$SCORE_TOTAL"), FontScale, textcolor);
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drawNumScaled(displayFont, frags_x, y, FontScale, total_frags, 0, textcolor);
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if (ng_state >= 4)
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{
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drawNumScaled(displayFont, deaths_x, y, FontScale, total_deaths, 0, textcolor);
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}
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// Draw game time
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y += height + CleanYfac;
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int seconds = Thinker.Tics2Seconds(Plrs[me].stime);
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int hours = seconds / 3600;
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int minutes = (seconds % 3600) / 60;
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seconds = seconds % 60;
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String leveltime = Stringtable.Localize("$SCORE_LVLTIME") .. ": " .. String.Format("%02i:%02i:%02i", hours, minutes, seconds);
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drawTextScaled(displayFont, x, y, leveltime, FontScale, textcolor);
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}
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} |